I like to tell people that Persona 1 is a Shin Megami Tensei game, Persona 2 is a Final Fantasy Game, and Persona 3 is a Persona game. Eternal Punishment complicates this little mantra significantly, because it is WAY more of a Shin Megami Tensei game in its design than Innocent Sin is.

When I say that, I mean it has more Matadors. A "Matador", for the record, is when Atlus stops the player with a mandatory boss who is clearly meant to be defeated in one particular way which will almost certainly require grinding. The bosses can be defeated without employing the one, clear solution, yes, but doing so is a miserable experience, and often one that leans heavily on RNG.

I hate Matadors. They are probably my least favorite thing about the entire wider SMT franchise. This, I realize, is far from universal. Many lovers of SMT are drawn to it specifically because of these puzzle bosses challenging them to rifle through their drawer until they find a suitable key. I however despise being sent away to spend potentially several hours sourcing new party members, and several more in trial and error if I don't open up the wikis and charts. I hate being told to "go get the thing." I want to be able to figure out a solution with what I have, but in Eternal Punishment and often elsewhere in SMT, "what I have" is barely capable of inflicting any damage at all.

Over the course of Eternal Punishment, on the PSP's Normal mode, despite dutifully playing out all of my prescribed random encounters on my way through every dungeon, I had to grind intensely at four separate points in the story. When I say "had to" I do not mean that I had to do this to match up to the hilariously inflated level ranges that online guides always provide. I remained ten or more levels under every boss's level and every guide's recommendation for the entire run. I had to grind like that just to keep up with being UNDERLEVELED. In order to fuse the personas that could give me the puzzle boss gimmick keys I needed and actually be useful with them, I often needed to slam out a full ten levels. I can and do hold this EXP curve against Eternal Punishment. This is a Persona 1 level of keep-up grinding that is on display by the end of the game. I'm sure that the veterans who knew about the double experience fortune... thing that you can do from the start and who spent time hunting down every rare encounter and who tracked down all the sidequests experienced a lot less of this, but even if that remedies the situation, having such things be necessary to finish a playthrough isn't great either.

To rub more salt in the grinding wound, players need EXP, yes, but they also need cards, and they cannot get those two things at the same time. The negotiation card grind is a completely parallel activity that cannot be done simultaneously with actually killing things for EXP. This means that pretty much every time there's a grind to be done, there are actually two grinds to be done... and that's if you don't have to fish for material cards from rare encounters.

If I did not have access to a great auto-battle system, the ability to turn off battle animations, and an emulator's fast-forward function, I imagine that I would not have finished Eternal Punishment, and that would have been a massive shame, because its story is at least as good as Innocent Sin's and it's better paced. It walks a wonderfully fine line between reusing old environments and inventing new ones, and I'm so glad that I played it. I just can't see myself wanting to do it again.

I actually lowered the entry bar on my silly little "five-star club" in order to let Innocent Sin into it. It got away with it because while some of its systems were definitely rough, they could mostly be ignored, and the PS1 version kept things engaging enough when those questionable systems WERE being ignored that the ultimate experience was still fantastic. I certainly enjoyed my time with Eternal Punishment, but not without some very significant things repeatedly getting in the way. Even still, I recognize that a lot of my grievances are tied to my preference for difficulty being delivered IN battles, rather than scavenger hunting outside them. There exists a legion of players who love the latter, and I'm not about to argue with them.

I admire Eternal Punishment's commitment to the systems that Innocent Sin so overlooked, but I have to admit, I had a better time when they were largely being ignored.

Reviewed on Feb 02, 2024


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