- Genre: JRPG
- Platform: PS4
- Also Available On: PS3
Admittedly this is a shelved it, kinda sorta. I fully intend to play through the rest of this in some form, even if it involves just turning down the difficulty to get through boss fights. I’m at a point where my lack of patience for the boss fight structure makes me not care about spending the effort to get through the fights, but the world that was built for this game is so good that I still feel compelled to see it. However, given I’m bending the rules to move forward, I felt like it was worth writing about this as a normal shelving incident.
I’ve played a lot of the Megami Tensei games, whether it’s the mainline titles, Persona titles, or even tangentially related ones like Tokyo Mirage Sessions. It’s worth noting in particular that Tokyo Mirage is probably the best straight JRPG I played in 2016. The biggest core problem that I typically run into is that while the shared battle system encourages smart planning to chain moves in killing enemies, it simultaneously encourages the enemies to have extremely high damage and the same chaining abilities as a balance point. The end result is a mix of fights where the difference between an extremely easy fight and one where I get one turn wiped is one that doesn’t involve player skill at all.
In general I like the battle system that these games use. The general setup is that you have a collection of demons with varying stats, strengths, weaknesses, and abilities, as well as core physical attacks. By taking advantage of the range of capabilities at your disposal, you can maximize damage and knock down enemies through attacking opposition weaknesses. In doing so, you gain extra attacks for hitting these weaknesses, giving the ability to chain attacks through the entire enemy party. Once they are all down, the group can attack the entire opposition at once, generally resulting in a complete wipe of the enemies. This system works fantastically well for your normal trash fights, and I could generally do most trash fights without ever being attacked, let alone taking damage. First times against new demons up being an interesting puzzle-solving opportunity in figuring out what weaknesses can be exposed, then further fights are usually a quick mop up. Getting through dungeons generally then becomes limited more by a lack of resources, or a need to go buy more SP items, rather than a need to run away for safety reasons.
Boss fights in the game generally involve the same fight pattern, with the obvious difference of not being able to one shot the fight. I’d go in with some assumed set of gear that I kind of hoped would be close to functional, then either win with no trouble or wipe immediately to some form of chain attack. If I wiped, I’d reshuffle gear, make sure I had different Personas equipped, and generally get through the phase where I died. This cycle would continue until the boss ran out of new mechanics and I won. My problem with this is that at no point did I feel the challenge was actually in finishing the boss fights. It was entirely in getting arbitrary gear to block mechanics, and having no trouble once those were covered. Rather than wipes being something that were caused by lack of skill, wipes were something I fixed by changing my accessories. The cycle of discovery in this was not something I was doing for fun, but something I was doing because the battle system actively seeks to punish you for not having specific setups. Once that setup is achieved, the boss fights lose their challenge, and end up being simple rotation fights that are not any different than big number trash fights.
The unfortunate thing is that the world surrounding this is fantastic. Persona games have always been good at mixing relatively believable characters with the Japanese lore-based fantasy and this one is no exception. The cast of characters that I had seen thus far covered a pretty wide range of personalities from your jocks to the more reserved, as well as their typical animal that talks stand-in. The visual style, particularly within the dungeons, is also about as fantastically stylish as you’ll see in a JRPG. This is backed by another fantastic soundtrack that pretty seamlessly flows between rock and acid jazz to fit the situation. On its own I don’t know that we’re going to see another game this year that will be so iconic in its visual and audio design as Persona 5.
Ultimately I’m not that surprised I’m at this point. Since I’ve played this series before, I knew what my problems were going to be with the battle system going in. I guess if there’s anything I’m surprised about, it’s that I’ve already hit the point where I stopped caring without being anywhere near the finish.
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