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[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

File: 0ef402860210ae3⋯.jpg (961.21 KB, 1000x1720, 25:43, Persona1_pspesrb[1].jpg)

File: 8b7dc6b960fe008⋯.jpg (108.39 KB, 640x902, 320:451, ps2_shin_megami_tensei_noc….jpg)

File: 985d251454e6436⋯.jpg (238.83 KB, 738x1048, 369:524, ps2_shin_megami_tensei_dig….jpg)

File: 856c85a89164eee⋯.jpg (358.86 KB, 1155x1986, 385:662, P2cvrRated_high[1].jpg)

14ec49 No.14875651

So I just finished Persona 1 and am now figuring out what to do. I've got a fair bit to say about this game so I figured why not have a discussion about it and SMT and old Persona games in general. I'm still pretty new to SMT games all things considered.

What games are you playing and your thoughts on them and the franchise as a whole? Are they good or not? Why? Are you hopeful for SMT V? Anything you want to see? Is the community still shit with all that "gatekeeping" bullshit?

In terms of Persona 1 for me it was quite flawed, though there was a lot of charm and passion put in that makes it too hard to hate. I liked it all things considered, but I had some serious problems with it that, had they been better the game would've been 10/10. One thing to note is that I only finished the SEBEC route so far and I don't know whether I want to continue.and play through the Snow Queen route. While I liked the game and want to see the other half of the cast, a more dungeon focused route that sounds more like a sidequest might be too much for me.

Anyways my main thoughts (starting w/ flaws on) the game:

>The spell effects are utterly lacking

I feel like this is actually a huge fucking problem, because it makes the combat lack impact. The gameplay isn't nearly as fun as a result of this. What's the point of using powerful spells if they all just look… boring and bland. Megidola for example just looks like shit, I don't know how else to describe it. A field-wide explosion that doesn't give any sense of real damage, and its like this with a lot of spells in the game. The really frustrating part is that the Persona animations are fucking beautiful and the character and demon models are all nice. Using guns also feels incredibly satisfying, but the spells themselves… they just do not feel good at all to use and if the combat isn't fun (because that's the majority of what you'll be doing: spells) then the game suffers for it. Its rare that I feel something graphical had a tangible impact on a game but for JRPGs and SRPGs I feel this is important, especially since you're frequently selecting stuff off a menu. You at least want them to feel good to use, y'know. Shallow complaint, I know, but something I feel would've improved the game immensely. Despite this though I had fun. The combat was overall good if generally easy excluding that final boss, which actually forced me to grind and get new personas for half my group to deal with.

>Characters don't get enough dialogue and dialogue changes

It feels… not quite minimalistic, but just one notch above it. I feel like more exposition from them would've helped. Demon negotiation dialogue is nice and all but what about story and worldbuilding? It feels like most of it was frontloaded at the school in the beginning with NPCs and then just tapered off extremely quickly. Despite it I liked the pacing of the story and character and relationship development, but I just could've used more… content in general in this front.

>Combat was easy for the most part, but despite this it also felt annoying for various reasons

I'm really fucking glad the PSP version apparently reduced encounters because goddamn the shit became obnoxious. I almost never had any problems with the game's difficulty, even on Expert difficulty for my first blind playthrough for it aside from maybe a few bosses and the occasional spike in difficulty with a few of the dungeons. If you exclude the final boss my total Game Overs would fit on one hand. There's just… elements to this game that make it a bit annoying. You can rarely escape from encounters easily, estoma seems only good for avoiding extremely underleveled enemies and the fact that there was never any SP-restoring items that gave more than a single spell's worth of SP back. I bought 99 chewing souls for the final boss fight and used over 50 of them over the course of it. While it was gratifying and challenging to beat the boss and the fact that I had to keep a sort of "rhythm" going, it would've been nice to have an item that at least gave a moderate amount of SP, like maybe 3 spells' worth or something. In the end game you're bound to have at least 2,000,000+ yen but aside from shit like tablets and stones, and maxing out on beads and balms of life its way too hard to try and use it all. (then again I never used the casino so take that with a grain of salt). I'm rambling at this point but these elements combine together to make the game sort of annoying. Forced random encounters that you can't escape from, no matter how weak they are (and I tested even against very weak demons, it doesn't seem to affect escape rate), not enough tools provided to the player to increase convenience once real progression is made, and it combines doubly with the first problem. Forced combat that's not as interesting or as fun as it could've been.

(text limit, continuing; I don't hate the game promise)

531716 No.14875684

>>14875651

>I feel like this is actually a huge fucking problem, because it makes the combat lack impact.

Nigger, it's a pre-FF7 JRPG just before spell effects and animations were used to bloat a game. What did you expect?


af4ffe No.14875718

I used to hate JRPGs and think they were the same: mash x during normal battles, spam most powerful spell during boss battles, heal when necessary. I gave Digital Devil Saga a shot and it completely changed my mind, the way that status effects as well as buffs and debuffs are so hugely important as well as exploiting elemental weaknesses made it incredibly interesting to me. The Press Turn system is so simple yet complete fucking genius, I wish more games had this. SMT games are how you do turn based JRPG style combat properly, they got it right so hard.


edc23a No.14875731

File: 6a8d87c1596bcce⋯.gif (3.26 MB, 450x260, 45:26, meteo.gif)

>>14875718

yea they really did make everything quite dynamic with press turn


14ec49 No.14875765

continuing my autistic critique

>the dungeons felt bland, meaningless and labyrinthine at times

This is sort of a weird one, I suppose its more of a problem with the textures and the dungeon layouts and the fact that, aside from rooms and those spots where you dropped down, there felt like there was no meaning to the dungeons aside from being a tedious path to the next part of the story that includes these random encounters. When you're looking at the map more than you ever are at the actual dungeon it just feels sort of lame, especially since there is nothing special or significant to these dungeons besides finding the right path, maybe a room or two filled with treasure, slogging through random encounters and that's pretty much it. You eventually learn your way through each one but the rooms and the way forward are what you're looking for in the dungeons, and nothing else. There was a few that had levers that made things interesting, as well as the two(?) with an elevator but those were more just dungeon navigation than anything meaningful added to the dungeons. I don't know how to describe how this feels in a good way but, comparing dungeon levels in Persona to a game like Diablo 1 where I actually want to explore it in its entirety, it feels… different. It also felt like there was oftentimes no rhyme or reason to a lot of them aside from making the maps not look like garbage. Pointless dead ends that any player could see in the minimap(and have no incentive or reason to explore since there was pretty much no reason to after you did it for the first half of the game just in case, assuming you're autistic like me), pointless wrong paths that end up leading to the dead ends. Really it just felt disappointing and pointless. The dungeons didn't feel like, aside from maybe obscuring the main path to the end sometimes, they were made with purpose.

Anyways enough focusing on the negative for now, let's bring up the positive shit and the reasons why I liked it. There's quite a few unorthodox reasons that I didn't expect to find here.

>Story and characters

When it decided to move on with the story it was… good. It inspired some kind of strange nostalgia in me for whatever reason. Certain games just have this charm to them and this was one of them. Kandori's arc ended up being more tragic and disturbing than I expected. The twist that the game took on after you realized where the alternate Mikage-cho was was mind-blowing. I also loved the fact that there was a "reflection" of your past actions throughout the game, given by one of your selves. That shit is just lovely. This game was quite the adventure and it just… made me feel strange but in a good way.

>voice acting combat character/demon models

My fucking god the models were great. Despite being in some resolutions, some of these fucking demons would've made my dick explode. The fact that negotiations with them could involve flirting and bullying too was great. Not a waifufag but goddamn. The voice acting was also superb and I'm talking about both the english dub and the japanese, hilariously enough. The english voice actors were actually spot-on and perfect fits for the characters, and a lot of the japanese voice acting remained in the english version in the form of demon negotiation noises and dialogue. I think I have a new fetish for Dark Elves saying "Nani?" in confusion and pain now. Even for male/monster demons it was entertaining, fitting and hilarious at times.

>Incredibly deep Demon Fusion System

I never took as much advantage of this as I should have but even with my limited perspective I could easily see how deep the fucking fusion system went. The sheer level of customisability, combinations, spells, personae and just crazy shit that could happen (like accidents) made for quite an impressive sort of mechanic. I just wish I realized some of the shit I knew at the endgame earlier.

>>14875684

They were clearly capable of making the spell effects have impact. They made the Persona animations look beautiful, they made using the guns in the game feel satisfying to use. They just fucked up on the actual spell animations and effects for whatever reason. FF7 was also a 3D RPG. I don't need elaborate spell animations, I just need ones that feel satisfying to use and have impact. Shit like Fire Emblem did it on 240 x 160 resolution on hardware weaker than a PSX's with a tiny filesize. They could've done it here but I feel like they just didn't pull it off, for whatever reason. I don't think it was a hardware issue or a developer's skill issue or anything involving bloat, I think that it was just something overlooked or something. Its just sort of weird when you see this amazing Persona animation and then some fucking lame explosion, a few fire-things show up on your enemy character models, or a few tiny icicles fall from the sky or some other shit.


f66b9e No.14875774

Press turn is terrible garbage that penalizes you for not knowing what's going to happen next.

It makes it so you cannot afford to have any party members with weaknesses, and means that specializing in any sort of attack is foolish at best.

If you know the boss's attacks and their weakness already, then the fight merely becomes assembling the proper pieces to get as many turns as possible while limiting theirs.

If you don't know the enemy's attacks and weaknesses, you either get lucky and have something you can use against them/don't have the weakness to their usual attacks or it's a complete shitshow.


14ec49 No.14875827

>>14875765

text limit prevented me from expounding further

I'd also like to hear anons' insights on the story and characters. I'm sure there's plenty of lore and cool shit I'm not aware of that would be interesting to learn. What was the deal with the butterflies for example? Any symbolism or cool shit that anyone was able to figure out? Like that strange animal wallpaper print(?) in the doctor's offices? Any meaning or symbolism to them or were they just random or meaningless shit?

>Story and characters

The fact that it was a high school also somehow just made it more chill and relaxed, and the character's actions and attitudes are a bit more easily explained as well. On top of this its just easy and natural to empathize with them and where they are and have been. Their personality clashes, the drama, the emotions and hormones. It was all there. Funnily enough they didn't really end up killing anyone except Kandori which isn't something that happens often in JRPGs. The beginning was especially strong on this front. Poor fucking Nanjo…

>Incredibly deep Demon Fusion System

The fact that you could try to add certain items, especially those special totems and other shit was cool as all hell. I just really wish I wasn't such a hoarder. I see rare items like those and am hesitant to use them and I sort of regretted it. It was kinda pointless though considering I didn't really need them that much. Vidofnir and really any demon Maki can use is fucking OP. I used vidofnir until I got stuck on the final boss, including the penultimate area. Lilim is overrated. Gozu Tennoh carried Mark most of the game. Nanjo and Reiji were usually just rifle-bots for me.

>Demon Negotiations

This was one of the things that prevented the encounters from really making you hate the game if you're like me at all. Fun as all hell. The answers and responses you could get, especially with different combinations like Scared and Eager and whatnot. Its just entertaining as hell. It's also saved me a few times. Its too funny to fluster and confuse these strange bastards. At the beginning of the game i really felt for them, especially the zombies

>"I just want to be beautiful again…"

but later on I just kinda could care less about how they felt for whatever reason.


f66b9e No.14875839

>Spell effects.

The spell effects are average/good for the time the game was made. This was a PS1 title remember. The personas were all very well done and properly weird, and yeah given the battle graphical setup there was limits to what they could do. Compare this to persona 3 where your personas are just ripped 3D models from nocturne most of the time.

>Dialog

This was launch era PS1 here, compare the dialog in here to late era SNES games. This completely blows them away. Still, there's probably some problems since the party you end with is not set, and they have to accommodate different party members being there or not being there.

>Combat

The combat is pretty easy if you have the right setup, agreed. The NA PS1 release had the lowered encounter rate as well since apparently the JP version was absolutely nuts. You should not be using that many SP restoring items though. Are you using personas not very compatible with the character? That greatly increases MP costs. Maybe this was the PSP version meddling, I've only played the PS1 version. Negotiation is your retreat, if you know how to contact demons you can end encounters with them very easily. (Also enemy's auto retreat if you talk to them while you hold their card, so you should use that to trim down the more annoying formations.)

>Dungeons

Yes, this is a dungeon crawler, like the SNES era SMTs. Dungeons exist to get to the end of them. As a fan of dungeon crawlers, I rather liked them myself. If you didn't like those though, definitely pass on the Snow queen quest. The dungeons there really like to mix you up with floors full of invisible pits and dungeons with hundreds of staircases. For me that kind of thing is fun, but I accept that's not how it swings for most people.

I love P1 alot, but it is a very 'old school' sort of game. If you approach it expecting modern amenities you're going to be disappointed.


4df009 No.14875845

>>14875839

The Snow Queen quest takes you to the canon ending though. It shouldn't be skipped unless you absolutely detest grinding


f66b9e No.14875868

>>14875845

I'd like to recommend it, but if they had problems with the original game dungeons. I can't see that being very enjoyable? Especially with the time limits and the reverse dungeon order path for 'true' ending. SQQ can be downright evil.

I played through SQQ on PS1 with a gameshark though and all the dialogue was in mojibake. I liked the game enough to play without dialog (though obviously I had to use a guide to figure out the basics of where to go). There's definitely some fun stuff to see in the SQQ, like the torture rooms and the penis demons and whatnot, but I don't think that's going to convince anyone to stay who wasn't fond of the gameplay in the main story.


1c6946 No.14875874

File: bbfaf47ed518e8a⋯.png (53.08 KB, 866x475, 866:475, reddit spacing.png)


59de13 No.14875891

>>14875874

If it was meme spacing it'd be two enters instead of one.


59de13 No.14875893

>>14875891

>wordfilters

Kill yourself mark you fat fucking kike.


14ec49 No.14876133

>>14875839

>the spell effects are average/good for the time the game was made

I'm tempted to disagree here since there were plenty of 2D JRPGs that had fine spell effects that came before this in the SNES era. Basic examples are shit like Final Fantasy, Breath of Fire, Fire Emblem and Chrono Trigger whose spell effect animations by comparison are superior to Persona's.

>given the battle graphical setup there was limits to what they could do.

I'm not sure how much an isometric, very limited grid-based set up for combat would affect a thing like spell effect animations that much but I'll take your word for it.

>Are you using personas not very compatible with the character?

I generally used only good to best affinities with my characters when I could. The final boss had a truckload of health and I needed to keep up with healing, water-walling, tarukaja'ing and dealing damage which really racks up the SP use, especially among 3 characters (the other 2 were mainly just gun users and item dispensers for the fight).

>The dungeons there really like to mix you up with floors full of invisible pits and dungeons with hundreds of staircases.

>hundreds of staircases

>more invisible pits

Fuck.

>>14875845

>canon ending

what.

How the fuck, I thought it was a sidequest-tier route? How the fuck does the canon fucking ending exist in it?

>>14875868

>time limits

this sounds like it'd make the dungeons a bit more exciting all things considered, but what happens if you run out of time? A game over?

>reverse dungeon order path

Now I'm just confused.


f66b9e No.14876354

>>14876133

Keep in mind this is all from my experience on the PS1, the PSP version may well be different.

The snow queen quest starts with an introduction period where you pal around the school for a bit, then shit hits the fan and the four towers appear (which you can see from the sebec route if you go back to the school after the snow queen quest closes off). You can tackle these four towers in any order you wish, and each of them has a time limit upon entry.

Within the towers you can only make "temporary saves" which are deleted when you load them. If time runs out, then it's a game over, hope you have a different save. One tower has level 10ish enemies, the next level 20ish, and so on.

In order to get the most amount of mirror shards (and thus, the most true personas and best ending), you must tackle these towers in REVERSE order. This means going up against late-mid game (level 40ish) enemies with pre-sebec factory levels and equipment. It's very challenging. You'll probably want to grind at the casino a bit to get some nice rocks to throw on personas which makes things much easier.

If you manage to do that though, the rest of the towers are much easier, with the 30 tower feeling round about normal and the 20 and 10s a breeze. Once the towers are down though you have to climb the center, which is the true nightmare (no time limit though, thankfully). The center tower has tons of one-way zones, pits, dungeons you have to fall down the right pits, and the infamous floor that is almost entirely stairs. Hope you have a good 3D direction sense.

I can't comment on the cannon ending thing as I was playing in Mojibake and all.

To be honest? I had a lot of fun with the snow queen quest, but again, I'm used to old school dungeon crawlers a la eye of the beholder and lands of lore. To me P1 was the holy grail of dungeon comfy with a bit of JRPG on the side. It's a more mechanically orientated quest, but you do get to use the characters you might not have used on the first route, your party is going to be different as many of the main route characters are off limits entirely.


f71321 No.14876368

File: 57656879ca04d25⋯.jpg (66.14 KB, 459x714, 9:14, Kazuma-ddapocalypse1.jpg)

>Anything you want to see?

I want Kaneko back.

>Is the community still shit with all that "gatekeeping" bullshit?

The only fags that complain about gatekeeping are nusona players who can't be arsed to play anything else and expect to be taken seriously in SMT threads.


e1ef03 No.14876478

>>14876368

I have lost all hope with SMT since Apocalypse and SJ Redux turned out to be shitshows. The last good Atlus IP is Etrian Odyssey.


d39fd6 No.14876902

If the voices annoy you in P1 then you can get the undub that was made a few months back, it does sound a lot better.

https://gbatemp.net/threads/release-persona-1-undub.502099/


72516a No.14877017

File: 0e107a1471b391b⋯.png (16.79 KB, 357x456, 119:152, Megami Ibunroku Persona - ….png)

>>14877013

>Here's some 5 minute oc for your thread.

And I still fucked it up.


41f60a No.14877745

I won't make a new thread for this but I have tried playing persona 3 portable 3 times now and I have started again and am almost at November. Are these games like babys first jrpg or something? The plot barely exists outside a few minutes scenes at each full moon. I don't care too much about combat it's decent I guess. I just don't get why people seem to enjoy this kind of game. Should I press on or just drop it. I'm not really all that interested in who dies or the outcome really only doing it tofinally beat it.


0f73e8 No.14877846

>>14876354

The psp version actually removed that cutscene where you see that the SQQ is actually happening during the SEBEC route, it also changed the music.

>In order to get the most amount of mirror shards (and thus, the most true personas and best ending)

That's not entirely true, mirror shards are what dictate the ending (finding <8 gives the bad end), but going in reverse order gives you the max amount of Ambrosia, which is what you trade in to receive the true personas. You were playing with garbled text so that was probably hard to see.


9e7dcf No.14877978

>>14877745

I'd just drop it, there's no payoff unlike 2 where you'd play it for the setup or 1 for the dungeon crawling. It's just not worth it, speaking from someone who has tried to pick it up like 7 or 8 times now since I was interested in the game a decade ago back when I was in middle school, from the dubbed versions to the undubbed to the psp undub, it's just not fun.


9e7dcf No.14878016

>>14877978

Mind I've only played 1 to completion so you can feel free to disregard the things I mentioned about 2, all I've gotten from the few hours I've played from innocent sin is that the battle system was needlessly simplistic and that rumors bring Hitler back to life based off of sunglasses Hitler people like to show off from the retarded censoring in the PSP port.


41f60a No.14878039

>>14877978

In the time I posted that and got your reply I got a psp save of someone right before the final boss. Killed it and wow…I'm incredibly glad I didn't finish it all the way. What an incredibly bland game. I don't get the praise behind it at all. Well thanks for the help anon


9e7dcf No.14878107

>>14878039

Retarded weebs, I don't know what the fuck is wrong with people. I was fucking ecstatic to try out Persona 3 from what I emulated of the first one back when I was 11 with my softmodded PS2, I was just disappointed at how obnoxious it was to play, 1 was so much easier to get into since it bothered to make you actually give a fuck about it even with the bad translation and sprite butchering. The nigger hop music didn't help, and they stuck that shit in the Persona 1 remake without making it an option like the Persona 2 PSP ports like shitheads.


f66b9e No.14879186

>>14877846

Ah, my mistake. Thank you, anon. It's been awhile and got those two screwed up.


14ec49 No.14880149

>>14877017

>pic

Its sort of tempting to go through the SQQ just to see how different of a story experience it would be with a majority of girls in the party

SEBEC was a sausagefest with Reiji. Still fun and satisfying though.

>>14876354

>Within the towers you can only make "temporary saves" which are deleted when you load them. If time runs out, then it's a game over, hope you have a different save. One tower has level 10ish enemies, the next level 20ish, and so on.

What the fuck? That's fucking brutal. Does your party being eliminated also end with a game over? how long of a time limit can I expect in these things?

The rest of your post gave me a headache trying to figure out since I have no idea what mirror shards or true personas are. I'm up for a challenge though, especially with the new knowledge I have with completing the SEBEC route. It might be fun to see how well I can do against this sort of challenge.

>>14877846

>The psp version actually removed that cutscene where you see that the SQQ is actually happening during the SEBEC route

>censorship

FUCKING HELL WHAT

I THOUGHT PEOPLE SAID THIS LOCALIZATION WAS SUPPOSED TO BE GOOD

fucking hell that pisses me off

>>14878039

>>14878107

I remember people were saying there was some huge changes in the dev team (including higher ups) partway through the game's development


7c7566 No.14880154

I played MegaTen 1 & 2 (kyuuyaku port) and will say the first is irredeemable trash and a slog. Was no fun. The second was pretty good though. Something about the overworld of post-apocalyptic Tokyo with demons. Good gameplay and pacing, kept me interested


65aad7 No.14880220

>>14880154

>first is irredeemable trash and a slog

The fuck? Did you put Nakajima's points in intelligence and luck? How a game that lets you use autoattack for an entire battle be a slog? Your MCs get full HP and MP after leveling up, so you don't have to go back to the healer after every 20 battles.


bc5d23 No.14880232

>>14880149

>censorship

You can call it ineptitude or an oversight on Atlus's part like how the SQQ wasn't fully enabled on the English version of the PS1 game or how the game was a shit ton easier than the JP version, but censorship would be incorrect. It affects all PSP versions of the game.


af4ffe No.14880241

>>14875774

>It makes it so you cannot afford to have any party members with weaknesses, and means that specializing in any sort of attack is foolish at best.

This makes normal enemy encounters really interesting and tense instead of a mindless mash X faceroll. Having a weakness isn't an instant game over like you are trying to imply, you just adapt your strategy accordingly, you have a Defend command for a reason. Specializing in an attack would only be foolish if every member of your party specialized in the exact same thing and only that thing.

>then the fight merely becomes assembling the proper pieces to get as many turns as possible while limiting theirs.

Having to actually figure out a bossfight instead of spam your most powerful spell is what makes it fun.

>If you don't know the enemy's attacks and weaknesses, you either get lucky

You can Analyze them to learn their weaknesses/resistances. How did you not know this?


b89cc5 No.14880262

>>14880220

>How a game that lets you use autoattack for an entire battle be a slog?

I can't imagine how such a game would not be a slog. Don't you get bored, doing the same thing over and over?

>full HP and MP after leveling up

Jesus, is there anything to break up the monotony?


d5c6de No.14880269

File: 3b9caf0b153cb0c⋯.png (184.63 KB, 277x373, 277:373, vee_the_GM.PNG)

I am gaming the new SMT strange journey redux to see how much they are fucking over. For now, it seems like it is allot easier then before.

I played Persona 3 Dancing moon night. And yes, it is pretty damn good but the big negative is that it's rated C(15 and up) and still there is no lewd pantsu shot, but I'm shit at rhythm games so only unlocked some clothing.


65aad7 No.14880328

>>14880262

I was doing short breaks while playing, so I never felt boring or anything.

The shortness of attack/magic animations was a really good thing, as with these the random encounter battles took much less time than in any other RPG/JRPG.

Also beating the shit out of gangs of demons with only attacks was quite satisfying.

I probably liked KMT1 too much because it was the first JRPG in my experience that could be played FAST without long-ass animations and transitions from exploring to battle stage. I was here for the plot, for the stat digits, for the Nekomatas/Werecats and for the autism.

>Jesus, is there anything to break up the monotony?

What, do you prefer eating jewels or going all the way back to the town areas? It's that kind of monotony that better be not interrupted.


b89cc5 No.14880363

>>14880328

>What, do you prefer eating jewels or going all the way back to the town areas?

Having to use your limited resources or retreat when things get out of hand? Yes, I think that's a good feature for an RPG to have. It's more fun than auto-attacking for hours.


41f60a No.14880507

>>14878107

Is it recommended to go back and give 1 and 2 a shot on PSP? One of the gameplay aspects that killed it for me in p3p (and I assume this was a problem with console p3) was the fact that between new moons you're essentially doing nothing and learning nothing about the story aside from a few days before and after the new moon. Do 1 and 2 actually keep you interested in the story enough to overlook some shitty aspects of the games?


8e9f8d No.14880718

I played Persona 1 just out of high school. It was easily the best game I had played up unto then. I liked the setting of modern times, and in a Japanese high school to compare and contrast. The mythological figures were quite extensive and very foreign and the psychological concepts were present but went over my head a bit so I went to college and got a minor psych degree. I still read up on mythological deities when I can. No other game has influenced my life as much as Persona 1 did. It was exactly what I needed at the time, a window to other fields of study I had little to no idea about.

I thought there were obvious translation or localization at the time, but I thought it was okay for that and just happy the game came out in NA.


7c7566 No.14881445

>>14880220

Battles were fine but the setting was shit and the dungeon crawling was tedious with the encounter rate. The mediocre gameplay didn't make up for the lack of everything else that makes a game interesting. I beat it last year in 2 weeks, maybe 4 i can't remember.

KMT2 improved on everything.


6c3cf2 No.14888983

File: f6f7fc495a09b43⋯.jpg (2.42 MB, 1436x2224, 359:556, Persona new toilet.jpg)

File: a8560c5efb60a62⋯.jpg (1.61 MB, 1855x1062, 1855:1062, Persona Blackjack 4x4.jpg)

>>14875651

>>14875765

There's no denying Persona has a few major flaws holding it back, but the amount of home runs it hits as a single-player RPG experience is almost unbelievable. It's definitely my favourite console RPG overall.

For one, the demon negotiations are superb, every line makes me laugh. The banter is priceless, and rich in variety so it almost never gets old.

You're right that this game is lighter on dialogue than the rest of Persona titles, and I think that works far better. The game shows more than it tells. This was probably done with the intention of making the first game sequel-friendly, but in the end it benefits itself most of all. A lot of the game's lore is provided by optional NPC lines, and even then the game refrains from saying too much.

This game is also the best casino video game I've played. Most casino vidya out there are shovelware junk with awkward, sluggish controls and terrible UI, attempting to look and feel realistic but ending up ugly and broken. Persona doesn't fall into this trap. It knows exactly how to make casinos as fun as possible. The minigames were addictive enough to keep me playing even after I already unlocked all the prizes.


14ec49 No.14893799

>>14880507

I thought 1 was pretty worth it all things considered, I'd recommend it.

>>14888983

I actually never played in the casinos. I've always been distrustful or them in games and it seemed like it would take a ridiculous amount of time, effort and risk-taking from the descriptions of the games to get anywhere with it.

Kinda regretting it now.

>>14880232

>also not on the JP version

Makes me feel a little better. Maybe it was already pushing the filesize already. What should I search for on jewtube and when should I watch it during the SQQ?




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