Reviews from

in the past


Probably the easiest 10/10 I’ve ever given.

After playing Persona 4 for the first time a few months back I really wanted to try out Persona 5. I initially went into it thinking that it was going to be fun, but heavily overrated and found myself thinking 4 was the better game.

This absolutely changed after about 10 hours into it. 5 absolutely nails everything that 4 nailed, but expands in terms of gameplay outside of combat tenfold. Characters are more expressive, their dialogue incredibly better written and the overall themes of the game just hits better than 4 did.

Changing from the murder-mystery of 4, to rebelling against injustice in society from the larger ‘palaces’ of the game where its a central or prominent figure committing some kind of injustice, to the large, winding and ever-changing ‘public consciousness’ of mementos where you enact justice on smaller scales, helping out as many people in life as you can.

I managed to complete the game in about 79 hours, but not once did I ever feel it was being dragged out. There was always something happening - whether it be in terms of main plot or side stories, developing bonds with a whole host of people or building up characters stats it never got dull.

The traditional animated cutscenes were also a beautiful touch - and made it that much more exciting when the grand ‘calling card’ was sent out - it made me feel genuinely pumped and excited to face off against the boss.

There’s so much I want to say about this game, and there’s next to nothing in these thoughts that’s negative.

The only let down was that the final boss was actually probably one of the easier bosses of the game, the lead-up minibosses were harder.

Now excuse me whilst I go try to avoid an immediate new game + playthrough…

Morgana is beautiful in his maid costume

simplesmente o persona 5 dos jogos

This review contains spoilers

my girlfriends are all wannabe cops or much, much too old for me


Persona 5 é considerado por muitos como um dos melhores (senão o melhor) JRPGs do mercado, sendo elogiado pelo seu estilo, história, personagens e gameplay. Porém nas minhas 2 runs completas do jogo eu sinto que o jogo recebe mais elogios do que deveria.

Antes de começar a falar da parte ruim, queria falar primeiro as partes positivas como a gameplay, que assim como persona 3 e 4 se divide em um lifesim e dungeon crawler, com as duas partes se conectando de forma muito genial. Quem já jogou os jogos anteriores vai se sentir em casa, quase tudo é deixado igual ou com algumas poucas mudanças, entre elas a que mais me pegou de surpresa foi as de fusões de personas, que agora ficou muito dinâmico com mais opções de fusões como a fusão por internet, que permite usar uma persona sua e outra de um outro player qualquer pra fazer uma persona mais forte. Acho esse tipo de fusão uma escolha legal, dando mais uma variada na fórmula da fusão e deixando também abandonar apenas uma persona, já que a outra nem é sua. Ainda falando de gameplay, o combate em si recebeu bastante trabalho, seguindo a mesma fórmula anterior do sistema "1 more" com algumas mudanças tipo o baton pass, que permite passar o seu turno adicional pra outro membro da equipe e danos técnicos, um tipo de dano especial que acontece dando um dano de certo elemento contra um inimigo atingido por um estado especial, como sono, medo, choque etc. Além disso, também tem ataques showtime, que são um ataque especial feitos por dois membros de equipe. Em geral, o combate é um mais do mesmo, fácil de entender e precisando um pouco de estratégia.
Outro ponto positivo é a história, que é muito boa em cativar o jogador e apresentar problemas na sociedade com seus vilões e arcos da história.
Menção honrosa também pra trilha sonora maravilhosa já de se esperar de um megaten, combinando perfeitamente com a estética e os temas do jogo e a UI obviamente que é estilosa pra caralho e faz algo como equipar uma arma diferente legal

Com as partes positivas de fora, vamos pro negativo. Começando novamente com a gameplay. Como disse antes, a gameplay é extremamente dinâmica e fácil de entender, mas isso também é o maior problema com ela, ela torna o jogo fácil demais. Considerando todas as mecânicas que mencionei antes, toda vez que você atinge uma fraqueza ou só derruba um inimigo em geral, a batalha praticamente acabou, é só passar o turno pra outro membro ou derrubar todos os inimigos e fazer um all-out attack que acaba, e isso são 95% das batalhas do jogo, os outros 5% são as boss fights que só não morrem com 1 hit porque ele tem vida demais (ou não usou myriad truths). Mas isso tudo sem levar em conta as habilidades de persona que podem quebrar o jogo completamente sabendo como as fusões funcionam. Sobre isso, outra forma de fusão que o jogo introduz é a cadeira elétrica, que permite transformar uma persona em um item específico, incluindo skill cards que fazem uma persona aprender a habilidade específica da carta. O problema surge quando personas de níveis mais altos conseguem criar cartas do tipo "null", "repel" ou até "drain" e com as cartas certas dá pra fazer uma persona nulificar todos os elementos (talvez até com espaço pra ataque também), e juntando com o sistema que já existe de herança de habilidade, dá pra fazer umas personas muito fortes.
Outro aspecto muito importante da gameplay são os confidants, que além de garantir xp adicional pras personas, também garantem habilidades especiais com relação ao personagem. O problema mesmo surge nas habilidades que logo quebram mecânicas principais do jogo. Alguns exemplos: a Takemi podendo vender itens que restauram sp por turno, Ryuji permitindo realizar insta-kill em inimigos mais fracos, a Chihaya podendo mostrar as respostas certas de cada confidant, Futaba podendo dar um hold-up no início da luta, as gêmeas podendo criar personas de níveis mais alto que o seu e mais outros. A maioria dessas habilidades tornam o jogo extremamente fácil e tira muito da diversão que o jogo podia ter na sua gameplay em geral, parece até que as habilidades são pra jogar cada vez menos.

Com a gameplay totalmente fora agora, vamos falar da história, que apesar de boa não é uma benção divina como quase todos falam.
A maior parte do jogo, excluindo a reta final, é contada em primeira pessoa pelo protagonista para a investigadora Sae. No começo do jogo só se preocupa mesmo em apresentar o mundo, os personagens, conceitos e mecânicas, mas com o decorrer do jogo é apresentado um outro usuário do metaverse que supostamente está ligado com os assassinatos e acidentes. O primeiro problema está que o jogo não faz nada pra tentar esconder quem é, não vou chegar a falar caso você realmente não saiba mas pelo menos na quarta vez que essa pessoa é mencionada já da pra descobrir quem é. Com isso também nasce outro problema, o fato de que o jogo não deixa nada para o jogador pensar, já é tudo explicado e com as opiniões de cada personagem sobre o assunto formadas (mesmo que sejam o mesmo de sempre) e deixa também os vilões do jogo muito unidimensionais, especificamente para torná-los cada vez piores como pessoa, em nenhum momento o jogo tenta justificar as ações dos vilões pra tentar fazer o jogador simpatizar mais com ele, acho que o é menos assim é o Okumura, mas pelo amor, como a pessoa vai de querer um brinquedo pra fucking escravidão??? Outra coisa que tenho que falar é quantidade de exposition dump, que não servem pra absolutamente nada (além de reforçar o quanto o vilão é ruim), tem os piores e mais robóticos diálogos de todo o jogo e não fazem o menor sentido, já que a maioria é simplesmente 2 personagens discutindo algo que eles já sabem e que aconteceu em muito pouco tempo. Em relação aos personagens, tenho que dizer que eles são uma grande decepção comparado com os do 4. O grupo principal por exemplo, não interage entre si fora as mensagens de texto e alguns eventos de encontro, os personagens interagem uma vez durante a história e nunca mais se falam (salvo momentos importantes da história), o que torna eles superficiais e muito básicos. Sem falar que eles quase não são desenvolvidos depois do palácio que são introduzidos fora de seus confidants e depois do arco acabar eles só ficam lá no grupo lutando. Agora, fora do grupo principal, os confidants ainda deixam a desejar, principalmente pelo fato de que todos tem o mesmo tema, o que dependendo do ponto de vista não é algo tão ruim, talvez você goste, mas eu particularmente não gostei. Outra coisa que me incomoda desde a primeira vez que joguei é o fato de que os personagens nunca resolvem seus problemas de verdade, você faz praticamente tudo como phantom thief e do nada o personagem fica agindo como se ele tivesse feito aquilo sozinho, o que não faz o menor sentido, quebrando um pouco o tema principal do jogo.

Bom, como de costume, outra review imensa, mas caso queira um resumo aqui vai: o jogo é muito bom, pelo seu estilo, gameplay incrivelmente divertida (apesar de ser muito fácil) e pelo terceiro semestre, que eu não cheguei a abordar porque acho que é a melhor parte do jogo e é melhor ser experiênciada sozinho, tem diversos vídeos de análise no youtube também. Porém nada é perfeito né, a história super previsível e várias vezes inconsistente, personagens superficiais e mal desenvolvidos e gameplay desbalanceada realmente faz o jogo indigno de todos os seus elogios universais, ditando-o como perfeito, melhor jogo já feito etc. Mas em geral é um jogo muito bom e que recomendo (ainda mais no game pass)

It was pretty funny when Shido became Bane

A game that fundamentally did so many things to my brain, and the first JRPG to make me fall in love with its combat. Lovable cast, and overflowing with style, attitude, and a joy for the eyes and ears.

Eventually, after about 30 hours, I decided to shelf this game for now. It just was taking so long to do things. I really tried to get immersed in it, and sometimes I felt that it was working, but in the end I just felt bored.

I think the biggest reason is that the much needed combat and dungeon sections to break up the monotonous (though not always boring!!) daily life, dialog packed sections was not interesting enough. The combat was, in my opinion, far too simple. Others may disagree and that’s totally fair. But for me the knock down + one more system made getting through fights more of a chore than an interesting strategic challenge.

I wish I cared about the characters or the story more in this one to keep me hooked but I just felt like it was moving too slowly to keep my interest unfortunately.

What this game does have is insanely good vibes and the best soundtrack ever. That alone kept me playing for the 30 hours I put into it. The music is SO GOOD!!!!

This game changed me as a gamer. I think I like turn based JRPG's now. Masterpiece of a game that is worth every hour spent playing. One of my favorite games of all time now.

it's not a bad game, but it's too long, and the story pales in comparison to persona 3 imo. toooooooooo long. TOOO LONG.

thank u haru for creating who i am today (flower loving nerd w fatherly issues)

Persona 5 Royal é um puta upgrade do seu antecessor adicionando conteudo muito bem vindo ao jogo e com todas as DLC's de antes de forma gratuita
o unico erro é ser muito facil.

Morgana GOATed Ryuji... why you gotta hate on the goat...

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Theme or Narrative Hook [1]
Music [2]
Narrative, Story, Writing [2]
Systems Design, Game-play Loop [2]
10
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10-1=9

Persona 5 Royal lays it on thick.

I do think Persona 5 gets a bit too much hype but it is a good game and with the new release of P5R it felt like it fixed some stuff and added new content so its been cool. The really only grip i have with the last one is how flat the party memebers felt sometimes, but due to the new scenes they at least dont feel as flat but definatly feel like less of characters then p4 and p3 entries.

WARNING WALL OF TEXT INCOMING -
This is likely to be my longest review yet since it is going to go over quite a bit including:

1) My original review of the initial 2017 PS4 release from GGAPP.io for context/archival purposes.

2) A basic overview of how I feel Persona 5 Royal handles its themes.

3) An overview of general series mechanics and how I feel about them both as artistic/literary tools and as a form of entertainment.

4) Miscellaneous observations about JRPGs as a genre I feel Persona 5 best gives me the contextual opportunity to talk about in a public forum.

ORIGINAL PERSONA 5 REVIEW FROM GGAPP.IO

“Played on:
Playstation 4 (Regular Version)

Some cognitive dissonance with themes of the games (especially in regards to social links since that was handed off to a b-team) and Okamura's dungeon being a slog means I probably never finish this but out of the 100s of games released in the era of Trump and global rightwing populism resurgence, this is the only one that feels like it tackled the issues without kiddy gloves on. Worth a playthrough at least. Don't bother with the non-confidant sidequests though.”

SUMMARY
Persona is an anthology series of turn based Japanese role playing games centered around a crew of high schoolers coming of age in contemporary Japanese society with a tarot card/psychology motif. The plot of this entry largely revolves around a wrongly convicted high schooler on parole coming across a magical world of the collective unconscious and using it to fix injustices in Japanese society with a band of like minded individuals.

The main hook of Persona over its competitors in the genre is a calendar system used to interact with your party members and a host of non-playable characters outside of dungeons for additional narrative context, world building, and dungeon resources. Persona 5 specifically adds several interesting ripples to the basic formula first setup in the third entry. Most notably a revamp of the dungeon design to include flashier setpieces, a basic stealth mechanic to fit into the game’s heist motif, gun attacks, an upgradeable attack chaining system, status ailment chaining, and a revamp of creature acquisition to make it slightly more inline with the first two games.



GAMEPLAY & DIFFICULTY BALANCE
If this sounds like a lot to keep track of for as a casual player you would be correct and I suspect this is why I struggled upon playing to a certain point in my original run as I mention in that initial review. I am happy to say that the rebalance of the Okumura dungeon (Haru’s elemental attacks can kill the strongest enemies that you encounter in the dungeon and technical damage is more clearly explained during the Kamoshida tutorial) did wonders to the mid to late game portion of the story. Pretty much the only part of the game I found to be particularly unfair to the player this time around is the first phase of the true final boss (which given the narrative and design context is fine I just don’t have an issue admitting I lowered the difficulty to safe from normal for that fight).

That being said, the game is no walk in the park either. I’d say the game’s combat is very deliberately designed to make you pull every lever at your disposal ranging from elemental weaknesses to party member attributes. Kanesiro’s dungeon for example forces you to learn the importance of debuffs and status healing items in order to fight his pig robot without bleeding the additional SP and HP you’ll need to survive the direct fight with the head honcho and his enforcers. This might be one of the most satisfying turn-based systems I've seen in that specific regard. I can firmly say the battle system,while perhaps a tad repetitive during field battles for a 100ish hour affair (honestly though this is a statement I can attach to much of the genre and the stealth mechanic at least alleviates this slightly), gets the job done. I wish I could say the same for the calendar system though which I found to cause the game to suffer from story pacing problems.

TAKE YOUR TIME
As mentioned previously the Persona games are known for their time management mechanics. The protagonist can perform several activities in the real world that aid him in his vigilante work as a Phantom Thief. Persona 5 operates off a system in which you can largely do two social activities per day with dungeon exploration needing to take up at least the first slot if you chose to enter that day. When in the overworld you can either earn money for shopping via a part time job, build friendships with locals for combat buffs, craft items, or increase stats. Every story arc has a deadline of X amount of days to complete a dungeon before getting a game over screen. If you finish ahead of time you have a ton of spare days to do as you wish. If you are a skilled player that has prepared accordingly you will likely complete a dungeon in two time slots (dungeon bosses are almost always a second day).This causes two issues:a trivialized confidant time slot economy and repetitive dialogue. First of those is rather simple; it removes a lot of potential for interesting choices in the confidant system as the litany of time slots opened up by one day dungeon clears means you can easily get the social stats and rank up events for every confidant rather easily in a single playthrough (an issue exacerbated by Royale’s extra stat boosting events and extra semester of calendar days).

Often times during these dungeon arcs you will get messages and party meet ups pestering you to go to the dungeon on days where you haven’t finished the mission yet, in the event the player has finished these events effectively become victory laps where the other Phantom Thieves talk about how you dodged a bullet with that last target. Due to how the game flags story progress this means you could end up with large stretches of time where you are just button mashing through phone conversations that repeat the same plot points you just saw while you wait to gain control of your character for social activities. These events really do not add much characterization to any of your party members and do not respect the players time. These sequences could be cut and nothing is lost.

Perhaps the most annoying aspect of this is the fact it really doesn’t even feel necessary design wise outside the first arc. If a player has beaten Kamoshida chances are they comprehend the objective deadlines and don’t need to be treated like a kid playing his or her first JRPG for the rest of the game. This also extends to the various cutscenes that point out obvious puzzles inside dungeons. Yes, I realize the irony in an entire long ass paragraph for what effectively amounts to “Bro, get a better editor for your script!” but I felt it needed to be said. Especially when Persona 5 otherwise takes great strides with respecting the player in other aspects it just becomes a flaw made more glaring.

“LOOKING COOL JOKER!”
The game’s presentation has an incredibly snazzy graphical & audio design with a vivid pop art flair that does a great job of capturing the game's “rage against the machine” attitude. Unlike other flashy user interfaces this also mostly aids the game’s conveyance of information. I never really questioned why something was or wasn’t visible or under a certain category cough smash bros “games & more” cough. Plenty of quality of life shortcuts also are provided that are meant to reduce downtime during gameplay. You will automatically be prompted to upgrade gear when you find a better piece of equipment in a dungeon chest or shop for example and fast travel drastically cuts down on the tedium that might otherwise exist during the overworld time slots.

I AM THOU THOU ART I
Overall I’d say my biggest gripes with the game’s otherwise well thought out presentation come down to two aspects: the fusion system’s stylistic execution and the lack of soundtrack variety.

The velvet room gives you the ability to combine and edit various monsters under the protagonist’s control for extra strategic options and firepower. (There is more to it than that for analytical purposes this is all you really need to know.). This seems like a slam dunk of a mechanic right? Give the player a ton of levers to pull to create a party of creatures synergized for the needs of the moment. The problem lies in the way the player interacts through this menu system and lack of player intuitiveness in fusion results.

Simply put there isn’t really a great way to just work out what creates a given Persona without remembering a bunch of mythological creature names from the fuse by result screen. A problem further exacerbated by the eclectic origin of the monster designs. Since most of the creatures are pulling from real life cultures directly you end up in a scenario where most of the creatures don’t have an easy to infer crafting recipe to follow. How does a water yokai (Genbu) mixed with a jewish demon in a jar (Agathion) logically create an Irish ghost horse thing (Kelpie)? This is a type of clunkiness present in a lot of this system that can be directly tied to the choice to use super faithful mythological designs. Looking at other monster battling JRPGs it is usually easy to infer gameplay consequences of your party choices via the character design. What niche does Squirtle usually occupy in Pokemon Blue Version? Well given the blue coloring, turtle shape, and hard shell we can probably infer it’ll be a defensive water type by the end of its evolutionary line even if I haven’t seen a picture of Blastoise in my life. This character design choice basically heavily incentivizes you to brute force the entire system by just fusing stuff without much thought in a guideless run (or in a worse case scenario making you just skip the fusion process all together and opt to just use weaker negotiation encounters). This is honestly a shame given how I can see this system synergizing well with confidants to create a highly replayable game if the kinks with both systems were given more attention. Imagine a version of this game where you had to face bosses in radically different ways based on how you allocated your time before the end of each arc. It would’ve added an additional layer of replayability and playthrough individuality to the whole affair. This is without even going into how it makes the optional crafting focused strength arcana confidant that serves as a chekov’s gun for late game plot points into a slog that isn’t worth your time.

TAKE OVER
On a more surface level note the game suffers from a dismal track variety that is only exacerbated by changes in Royale that reduce the prominence of several tracks in favor of more instances of the song “Take Over”. When you are in battle you are going to hear that particular song a lot and it can get very grating after a while. This can be rectified somewhat with the game’s costumes for the previous protagonists that play past series battle themes but this comes at the cost of player expression as those custom’s must be equipped for the themes to play. These themes also inherently clash with the presentational cohesion Persona 5 strives for by virtue of being composed for games with different narrative themes, stylistic choices, and tones so they aren’t a perfect solution to the issue of battle track variety. This is rather unfortunate as what is here is generally pretty well made and catchy. I just wish there was more of it and what is there is stretched for 70 hours of play.

WINGS OF REBELLION
Persona 5 is kinda a fascinating mess on a thematic storytelling level. I don’t wanna dwell on this point too much as many have already beaten this concept like the dead horse it is but it bears mentioning. For 75% of its runtime Persona 5 focuses heavily on how nihilism combines with ends justify the means moral justifications to create self propagating cycles of internalized persecution. Every palace leader is basically someone that sacrificed everything for their desires in a broken system. Kamoshida gave into his vices to keep his reputation as a volleyball coach and thus his ego from his days as an olympian intact, Madarame needed to have every artistic success in his own name (regardless of how) to avoid being a starving artist, Kaneshiro constantly projected strength and hoarded wealth to avoid being branded a weakling by society. I could go on and on but you see my point. During the final two dungeons this sorta awkwardly shifts into an anti-populism message where the likes of Yaldabaoth and Doctor Maruki are presented as naive at best micromanaging narcistits for wanting to make society better. I guess according to Persona 5 if you legitimately want fundamental changes to make the world better fuck you. I play games to avoid shallow conservative and neoliberal dominated political discourse for a few hours Atlus.If you are gonna have overt political messaging in your games don’t be so milquetoast about it. It’s worth mentioning This is just one aspect. I could go whole hog on the games anti-populism message contradicting its treatment of female characters and LGBTQ+ issues in a right leaning populist way but there are several video essayists and journalists that have covered that topic from a far more informed angle then I can offer as a straight dude (links in bottom of review). The long and short of my point though? Persona 5 narrative addresses a systemic issue and offers no solution which gives off the vibe of Katsura Hashino and company being rather passive storytellers for 70+ hours.


If the game hadn’t done such a good job making the core party of phantom thieves into such a memorable cast with this motif of political corruption I might not care about this point much and would just chalk it up as another JRPG targeted at teenagers with vaguely anti-nihilism message but the fact the game comes this close to doing something different and chooses not to is frankly a little annoying. Especially when Persona 3 + 4 largely nail the deeper writing side of this memorable JRPG equation but fuck up in the gameplay areas Persona 5 largley excels in. It feels like we were a few writing tweaks and playtests away from the definitive game in the series and honestly that makes said flaws stick out more. I hope P-Studio learns the right lessons from this game and makes the next game the series’s magnum opus.


PLUGS FOR FURTHER READING
https://www.youtube.com/watch?v=FzdylKgPjNI
https://www.polygon.com/2020/3/31/21199516/persona-5-royal-edits-changed-scene-ryuji-homophobia-controversy

LAS VOCES EN MI CABEZA NO CESAN AYUDA POR FAVOR VOCES PARAD

Coming from Persona 4 Golden, the truly impressive thing about these games is how one isn't outright superior to the other, each having their own differences which aren't necessarily better or worse than the other.

P5R's most immediate strength though is in its superb presentation and art quality. Even just navigating simple menus is a treat for the eyes, with every screen having bespoke and snappy transition animations. The attention to detail and direction of cutscenes actross the whole game is outstanding and a testament to the quality they strive for in these games.


I will go back to this one, but tutorial just took way too long and I got bored.

this is one of those games that you play and just become completely engulfed in, i played vanilla before and even though i knew everything (besides the third semester) i enjoyed this game even more then the first time i played it.


This is without a shadow of a doubt the definitive way to experience Persona 5. Many of the new changes and additions make the game so much more enjoyable.
However, without going into detail, playing through the story again made me realize that I enjyed the writing much less compared to my playthrough of P5 vanilla.
Furthermore, I simply didn't enjoy the third semester in general, which caused me to put this game on hiatus for 3 whole years before I recently came back and finished it. There are parts that I liked, but I had a hard time enjoying the new story. I'd also like to mention that the new character, Kasumi, feels a bit shoehorned in and would've benefited from joining the party much earlier than she did.

Despite my complaints, I don't think that P5R is a bad game, nor do I regret playing it after I've already experienced P5 vanilla. On the contrary, I truly think it's one of the best JRPGs on the market. I just can't help but feel a bit disappointed by the new story content and how they handled adding Kasumi.

i love the graphics, the aesthetic and atmosphere of the game but it wasn't made for me.. sorry akechi.

e se a gnt refizesse persona 5...... so que mais anime..... disse um homem louco que nao sabendo que era impossivel foi la e fez

Persona 5 or: What It Means to Love a Game That Hates You