Table of Contents
Persona
ăăŤă˝ă(Persona) is an RPG game franchise that spun-off from Megami Tensei. Persona is mostly focused on High-School shenanigans mixed with subconscious demonâŚstuff. Yeah.
The only Persona game Iâve played so far is Persona 5 and I played that purely for Kawakami-sensei.
Review
Persona 5
I had played about 166 hours of Person 5 before I abandoned it. So just keep in mind that I havenât finished this game.
The reason I started playing it was because, by complete chance, I discovered Kawakami online. Curious, I looked her up and found out she was a romanceable character in Persona 5âŚso, naturally, I acquired Persona 5 and started playing. Just imagine my disappointment when I learned it wouldnât be until May 24th in-game that I would get to start her route.
Anyhow, I think the game is good overallâŚbut not actually the best. This is a JRPG, so the game gets repetitive pretty fast. While playing, I found myself never looking forward to entering the palace or Mementos, because fights were often just the same over and over again. This generally applies to a lot of the gameâŚcontext-sensitive stuff is just everywhere here which messes up the flow of gameplay and makes the game feel more linear. Like, yeah, I get that this is a linear game, but I donât like being reminded of that 24/7.
Though, Iâll say this, grinding doesnât seem to be necessaryâŚfor most of the game. I could finish the game comfortably by just using my default tactic of never ever running away from a fight. So I could comfortably play through the whole game no problem, even while spending hundreds of thousands of Yen on Kawakami and random events. Even the occasional 4-hour Mementos trip gave me enough cash to get everything I needed without issue.
Persona 5 also breaks immersion in the dumbest of ways that are easily solvable. Letâs give an example: Joker is a criminal on parole. Kawakami is his homeroom teacher. Kawakamiâs job is to keep an eye on him so he doesnât do anything criminal. Joker hires Kawakami as a maid. Joker tasks Kawakami with making lockpicks andâŚshe doesnât comment on it at all.
I was actually quite excited to ask her to make lockpicks because I was expecting her to comment on thatâŚbut then she just doesnât. Putting aside the fact I had set myself up for failure, itâs still really strange that she doesnât comment on it at all. I can understand her not commenting on the other things Joker asks her to craftâŚwell, thatâs also dubiousâŚbut lockpicks are another thing entirely.
Persona 5 is filled with these kinds of non-inclusions and most of the time itâs due to obvious dissonance between the gameplay and story. Thatâs right! Ludo-Narrative Dissonance! Finally I mentioned that on the wiki.
Just keep in mind that I found my immersion being broken continuously in-game. Iâm also sure this is a game problem and not a me problem because, in the lockpick example, the game is obviously ignoring the story for the gameplay.
Going into personal territory: yeah, I enjoyed the slice-of-life bits of Persona 5 way more than the actual game parts of it. Since, yâknow, those got boring and repetitive, while the story parts did not. That said, even those slice-of-life bits got a bit repetitive as they eventually just became prep-work for Mementos and the palaces.
Commenting on the storyâŚpeople say itâs good, but I think itâs about average. The story could be better (the immersion-breaking doesnât help) but itâs serviceable. Really, I donât get what the fuss is about. I wonât say much else, because I played it over the course of about a half-year, so the details are fuzzy. Especially since itâs been a while since I quit.
If I could, I would easily make a buuuunch of changes to Persona 5. Mostly small changes to gameplay and story. You can see some of those proposals in Speculah & Analysis.
Now, I mentioned that I abandoned the game and the reason why was because I accidentally hit a bottleneck.A) It was for the final dungeon/palace in the game after you go to the bottom of Mementos and finish everything prior. It turned out that my party was too weak and there was no way to level them up besides grinding in that final dungeon or just getting lucky. Pissed offâŚI just quit the game. My main goal was accomplished after all (romancing Kawakami) so why bother with anything else?
Letâs end this with a few minor notes: Persona 5 is very stylish and Iâm about 99% sure this is the main reason itâs liked; parts of the game amuse me, like the DVD rental store and the PhanSite obviously being a textboard; the canon pairing is obviously Joker/Makoto.
Speculah & Analysis
Gameplay Changes
I looked through the cutting room floor a little and, honestly, I donât get why they removed some of the mechanics listed there. In particular, the broken confidant, because that just makes sense and, strangely, the game hints at screwing with confidants. Though, to my knowledge, there arenât actually any negatives to having half-a-dozen girlfriends.
Anyhow, that isnât what Iâm proposing.
Auto-Battling
Since Girlsâ Frontline and the sequel have shown me the beauty of auto-battles: my proposed implementation would be similar. I think there should be two conditions to allowing auto-battling: first, you defeat the enemy prior; second, you are a higher level. This, in theory, maximizes fun, since youâll mostly be manually fighting unfamiliar enemies while ignoring the ones youâve already fought.
The current gameâs set up means youâre goign to be in a lot of â1 click all dieâ fights.
Auto-Exploration
Similar to auto-battling, this one is just based on logical reasoning. Every day, you have the option of hanging out with one person, while multiple are available. Ignoring the fact that, in real life, you could just invite all of them to hang out togetherâŚthis is an obvious waste. Prior to hanging out with someone, you could ask the thieves you wonât be hanging out with to explore Mementos without you. I would include some limitations hereâŚlike, they can only explore previously-explored areas and you get less money/XP if youâre not presentâŚbut that would still be useful and âmake senseâ. On top of that, most of the other thieves constantly pester you about going to Mementos.
Class facts
Iâm suspecting that not all of the stuff in class is true. The main example I noticed was the âdreams in colorâ question. The way itâs phrased implies that, prior to the invention of color television, nobody had dreams in color. So, most people throughout history dreamt in black-and-white.
That isnât the case. Black-and-white dreams were a quirky historical oddity and it mostly lines up with the era in which monochrome TV was dominant. My father, born in the late 60s, admitted he briefly dreamt in black-and-white.
However, this is obviously due to the influence of television, which was monochrome. Prior to the television, dreams were in color.
So far, this is the only class fact Iâm certain is wrong. The only other example I remember is Kawakami explaining the etymology of ârobotâ, which is accurate.