3 reviews liked by PapiIIon_Heart


Wow.
I played Persona 3 FES in early 2023, soon after wrapping up my playthrough of the incredible Persona 4 Golden. What I found was a game with a lot of wonderful qualities, including but not limited to the story and characters, which was held back by many factors.
The gameplay, while far from bad, didn’t quite hook me. Tartarus was great at first but it quickly lost its flair. The daytime activities were decent, though it felt like something was missing. It was their first attempt at the new calendar system, so I get it, but the qualities I enjoyed were certainly weighed down. I wasn’t able to connect with the game the way so many others did. So, for me, Persona 3 was a game that I liked, one that I had a profound level of respect for, but not much more.
Fast forward a few months later and Persona 3 Reload was announced during Microsoft’s showcase for Summer Games Fest, and to say I lost my shit would be an understatement. I was hyped for this game, and each subsequent infodump only skyrocketed my excitement even further. This game had the potential to smooth P3’s rough edges so its highs could shine even brighter than before.
And for the most part? It really did.
I want to start on something I didn’t like before gushing about how much I do like. One part about vanilla P3 that I had a deep adoration for was its art direction. It had this surreal, dreamy and eerie vibe that the others didn’t. From the Dark Hour music (I’m a big fan of how vanilla P3 utilised reversed kicks) to the cutscene direction (which sorta reminded me of Evangelion, actually), it was a part of the game that I loved start-to-finish. I can pretty safely say that it has my favourite opening cutscene out of any game I’ve played, it set the tone perfectly.
Unfortunately, this is one aspect where Reload falters. That opening cutscene? Completely nerfed. Everything that made it great was gone. I would genuinely call it horrible. The direction for Reload’s cutscenes in general is inferior to vanilla. It doesn’t ruin the experience, but its definitely disappointing. I will say, however, that the UI design and how it brought in a new water motif was great.
And on that note, this game is PRETTY. Like, actual eye candy. The environments are detailed, the character models for this game are the best in the series, etc etc etc. Don’t get me started on how Tartarus looks in this game. For me, it’s Reload at its very best visually. The environmental design of each block is perfect, the lighting is BEAUTIFUL, the team did an incredible job adapting it into modern technology.
But visuals aren’t the only thing Reload’s rendition of Tartarus excels at. It’s actually everything. I would go as far as to say it’s my favourite dungeon in modern Persona, even including P5’s palaces. It’s so endlessly fun to just run through, fighting enemies and collecting items while basking at how good everything looks. There is something comforting about just grinding through blocks of Tartarus, I don’t fully know how to explain it. I loved P5R’s Mementos, and this is just everything good about that dungeon but elevated even further. I was enjoying the dungeon crawling from the very beginning, but it truly became something special when Monad doors and passages were introduced. Anything that gives me an excuse to engage in combat is a plus for me.
Speaking of combat…
Persona 3 Reload carries over P5’s additions to the One More system. This battle system was pretty barebones in vanilla P3 and P4/P4G but it truly came into its own as something that could stand alongside mainline SMT’s Press Turn system with P5. Reload’s combat is just as satisfying as P5’s, with the added benefit of not being as piss-easy as the latter. I mean, it’s still a lot easier than it should be but I’m glad to say there were a lot more game over screens and boss battles that made me break a real sweat. The new addition, which replaces Showtimes from P5R is Theurgy. Theurgy attacks are pretty similar, but this system is a lot more developed. For starters, each party member fills their Theurgy meter through actions that match their personality (for example, Yukari charges her meter through using healing spells), and that is the greatest possible way to handle it, ties the characters to the gameplay mechanics so well. The actual Theurgies are a lot more varied than Showtimes too, rather than exclusively being big damage moves (which does still apply to most of them), they can also provide huge stat boosts. It adds to the strategy of battle. Overall, the combat mechanics complement each other quite well and are very satisfying to use, the only thing I’d change is the game’s difficulty. Though I would say that is a balancing issue rather than a problem in the mechanics themselves. I will say the early game bosses had a really satisfying level of challenge, even with Theurgy, though the game quickly became a cakewalk. I did spend a lot of time grinding in Tartarus and fusing personas, however, so I’m sure a part of that difficulty drop was my fault.
That’s enough about the dungeon crawling, though. I now want to focus on the other half of the game, that being the social sim. Fully voiced Social Links are one of Reload’s greatest additions, I found myself enjoying and looking forward to them a lot more. Characters I already liked, such as Yuko and Akinari were only made better, especially because their respective voice actors absolutely killed their roles. Even people like Nozomi were more enjoyable due to the voice work. No complaints here, Social Links in Reload are great. Aside from that, there is a lot more to do in general, particularly at night, which made me really happy to see. New restaurants provide more opportunities for levelling up social stats, and you can work part time jobs for some quick cash (I can’t say I’m a big fan of the related achievement, though). Being able to use software bought at the net café on the dorm computer is a good addition too. Upgrading Makoto’s ambush ability in Tartarus through software in particular was a great use of this mechanic, and I’m glad it’s more balanced than Royal’s Ryuji’s instant-kill. I think I prefer this method of upgrading and gaining abilities compared to tying them to Social Links, as I felt as though P5’s approach trivialised a lot of confidants for me. Fusion bonuses are more than good enough.
I’d also like to highlight the new Linked Episodes. I’m a big fan. I’d go as far as to say party members shouldn’t have social links, I prefer this approach. The main reason is that it allows their stories to intertwine with the main plot, rather than being a self-contained arc that doesn’t impact their character in the main story. They give player opportunities to really delve into how a character is feeling regarding current events, it’s awesome. The greater focus on interacting with your fellow SEES members, through Linked Episodes and the new dorm hangouts actually made the main story hit even harder for me.
It’s been about a week since I beat Reload now. I’ve given myself time to sit on it, and let the initial hype wear off before I give a concrete opinion.
I liked Persona 3. But now? I adore it. At the time of writing this review, I’d say it’s my second favourite in the series.
This remake certainly isn’t perfect, it does miss deliberate design decisions and smooths the rough edges of P3 a bit too much, even the edges that were designed to be rough (does that make sense?). It’s not a definitive version of P3. But I don’t think wanting remakes to be 100% definitive is a good way to look at them. This is simply another interpretation of the Persona 3 experience. And it’s a damn good one. It improves in some areas, falters in others, but it adds its own identity, nonetheless. Just like any other remake.
I fully understand people who still view FES as their favourite version, though for me, this is the game I’ll replay when I want to experience this story. The Royal team cooked yet again, and now I’m even more excited to see what they do with Persona 6. Thank you for reading my review.

it’s insane how each entry in this series just keeps getting better and better. this game tells an utterly massive story, with so many different plot threads that all somehow come together perfectly to create my favorite ending so far. Yakuza 5 is a story about what it means to pursue a dream, what it means to pass on that dream, and what it means not to give up. presented absolutely beautifully, somehow we’ve reached new heights in a series that already soars to those of the highest sky scrapers. I couldn’t begin to organize all of my thoughts on this game— it’s one of the biggest i’ve played in my life. It’s worth every second of it though, there really isn’t a truly bad moment here. the best iteration of the combat so far in the series, and as mentioned, an absolutely wonderful story. I have no further notes… it was kino

This review contains spoilers

Being blunt, this is a remake I love very much, yet have reservations on all the same. This game is a retelling of a story that’s inherently important to me about living your life to the fullest despite its brevity. It’s common for people to say Persona 3 is this depressing game entirely about death rather than that it’s about life, complete with mortality and its potential brevity, is a gift and what matters most is what we make of the time we’re given and how we impact others in that time. Life is about sharing joy and sorrow, and spending time with others and impacting them. Though our main character’s life is short, this is not some heart wrenching thing to dwell on. Though told through a game which poignantly uses suicide imagery to awaken the titular powers, “Memento Mori” means to remember we are mortal. The game opens with a statement that you have a year to live, and as time flows by rather quickly, you realize that you’ve lived an entire lifetime’s worth of experienced in that one year. There’s beauty in that. You simply figured your life out before the rest of your friends, and while that may be sad, I needed this game a lot at the moment, since in the wake of losing my dad last year, I’d felt pretty lost in my own life, debating on letting it just reach an ending too. Of course, that wasn’t a constant feeling, but having a game tell you that life is a gift meant to be shared with others is helpful. Though it can be brief or long, it is meant to be shared, and that mortality is a beautiful thing that lets us make the most of the time we have, and to live it to the fullest, like each day could be our last. What matters most is how we use our lives, not how long they are. Mortality is tackled in two ways I’d like to highlight, namely from the characters with reduced lifespans like Akinari and Shinjiro, and from Aigis, a robot incapable of aging. Akinari’s story is of him accepting his death from a genetic disease at a young age, but using his last days to create something meaningful through writing a childrens’ story which is allegorical to his own life. Though his life is one many could mark as simply sad and depressing, Akinari represents someone living a short, yet full life, who lives on and impacts others through his work, with his story being shown to have become a rather famous one by the time of Persona 4. Shinjiro is someone who seeks to atone for inadverdently killing Ken’s mother when his Persona went berserk. Though he initially does this through suppressants which shorten his lifespan, his changed resolve to fight to protect Ken and eventually die for him to atone is a powerful one which changes the course of the entire narrative. Shinjiro touched others regardless of the length of his life, and taught them to fight on and keep living—even making Ken realize suicide would not be closure. In a lot of cases, we are asked to pity characters like Akinari and Shinjiro, but Persona 3 flips this. These characters are very blatantly disabled and with shortened lifespans, but they are not inhibited from living to the fullest due to that. Media tends to be subtly ableist in such regards, but Akinari and Shinjiro represent the ability to live one’s life to the fullest no matter what, whilst also serving as micronarratives of our own protagonist and his eventual death at the end. Aigis, meanwhile, learns to become human and feel human emotions through spending time with SEES, but her social link is a reminder of mortality being a beautiful thing, as she cannot age, or die naturally. Aigis is able to connect with and befriend her team, and even experience love, yet is doomed to outlive her team. Of course, she realizes her life is still beautiful and meaningful, having realized from a near death experience that she wishes to live, but there’s still an inherent tragedy to the fact she can’t die naturally. Mortality is what allows us to derive meaning from our lives and live them to the fullest, as again, any day could be our last.

To talk about negatives, I’d like to preface that I do think the game is mostly gorgeous and capable of looking great. The bulk of in-engine cutscenes look excellent and are directed well, the new models are very expressive and well animated, the menus andui and their live-2D aesthetic are stellar, and critical cut-ins and portraits look great. However, there are times the game feels nauseatingly bright. I lowered brightness by three stages, and I felt this made it much better, but some areas were lacking in the dinge or grime of their original counterparts. Namely, Iwatodai Dorm is now so bright, that coupled with its green and red aesthetic, it looks like a salad topped with tomatoes. Other times, the lighting is so bright that the shading on the models fails, so you’ll see them very stiffly outlined, without textures. This is most apparant in a scene where Junpei shines a flashlight on himself, and during the beach trip. Otherwise, I feel as though the cutscene direction is decidedly weaker in a couple of spots. Namely, the original opening, which showed you arriving to the Dorm and signing the contract during the Dark Hour, which gave a sense of foreboding atmosphere, is altered now. Instead, the bulk of arriving at the dorm is done through gameplay this time. The haunting shot composition of walking through coffins, or Pharos eerily demanding you sign a contract is lost, and I fear that greatly tarnishes our first encounter with the Dark Hour. Similarly, the scene where you awaken your Persona and unleash Thanatos and the Death Arcana sealed within you against the Magician was initially shot choppily due to limited resources, yet directed as such to give it a horrific atmosphere as the protagonist’s first exposure to shadows. In this case, said scene is done in-engine, and flows fluidly, not allowing the brutality of Thanatos to ne displayed nearly as efficiently. Though the initial scene decidedly invoked dread, the new one feels far more fluid and less hectic, not leaving time for dread to set in. While most of the new 2D cutscenes look good, some come off as jarring or just bizarrely placed. Did the budget need to go toward a cutscene of Yukari showering before the Lovers fight? Or toward a choppily animated sequence of the group debuting their (admittedly really cool) new SEES uniforms? And the absence of The Answer (though leakers say it will be DLC) feels like a bizarre choice on release when the game opts to remake the Persona 3 FES story and content. It is the conclusion to SEES story, and an epilogue of sorts. It’d be nice to include it with the base game, considering you are paying 70 dollars for a remake of a 17 year old game. Losing the female MC from Portable is a thornier situation. Her story requires a new set of voicework, new characters, and new songs, so I understand its exclusion. However, she does deserve to be in a game with proper cutscenes, and told a unique perspective of the same story. Her seemingly not even being DLC is quite sad, and her inclusion was something that was important to transfem fans, like myself, women in general who wanted to immerse, or anyone who wanted to romance a male character. While I don’t see the protagonist as an extension of myself in P3, and moreso as a vessel we get to play the game through the eyes of, her perspective was interesting all the same, and will be missed, though it is not a dealbreaker for me. It just means Reload, while great, isn’t really “definitive,” nor is any version of the game.

The new soundtrack is divisive, with a lot of people being torn on it or disliking it. I’ll be up front in saying I prefer the original OST, and understand such complaints. However, a lot of the altered remixes are referencing the Reincarnation versions of songs, and I find that to be neat, though I don’t always click with the new vocals as much as the original. However, some remixes are standouts. The new Changing Seasons vocals are great and really give it a nice vibe, and the Master of Shadow remix is an absolute jam. I think the newly added songs, like Full Moon Full Life, Color the Night, and It’s Going Down all sound great, though. They feel natural and are never at risk of being stunted by a point of comparison. However, lacking any toggle for the original soundtrack, even via DLC, is bizarre. This is ATLUS. You’d expect them to have some penny-pinching scheme.

The voicework here is stellar. It’s controversial to have the cast replaced, but homages exist with most of the original VAs having minor vocal roles. Zeno Robinson’s Junpei is a standout, with his vocal range being incredible. He’s able to be funny and extremely emotional, and it is amazing. The entire cast is exceptional, with other standouts like Justice Slocum’s Shinjiro and Shelby Young’s Yuko feeling so natural to listen to. Props to Aleks Le for juggling voicing both the protagonist AND Ryoji; doomed yaoi with your own characters is very awesome.

As for positives beyond the story and voicework, I’ll talk about the overhauls and new content that made me really click with this remake. Firstly, bless and curse skills are reworked to be like like they were in Persona 5, so characters like Ken and Koromaru are so much more viable when their main elements aren’t just instakill related. The shift (this game’s baton pass equivalent) and theurgy systems’ inclusions worried me beyond belief initially, as they could have turned the game as easy as Persona 5 Royal was. However, that wasn’t the case here. Though every character can shift, any boosts from it, such as SP or stats, are tied to skills or items, and are not as easily and openly forced on the player, so it creates an excellent form of that mechanic. Similarly, Theurgy worried me in that it could function like Royal’s Showtime mechanic, being a well-animated win button in most fights. This wasn’t the case. Theurgy became something I would conserve for tougher fights and strategize around, delivering stronger attacks yet never instantly winning boss battles. In fact, boss stats were designed to accommodate the function, making it even more welcome of an addition. Smaller gameplay tweaks exist in the form of characteristics, which are latent buffs characters gain once hung out with at the dorm a select amount of times, and these are nice conveniences as well. Be it absurd SP nerfs for healing like Yukari, or turning Junpei into a critical hit machine, these characteristics are extremely fun to work with and help to make all of the cast feel viable. The most standout aspect of the new content, though, is the additions it made to the story via added scenes and Hangouts. Added scenes help to characterize the antagonists, Strega, especially their leader, Takaya, far better than they initially were. Takaya’s paralleling with the protagonist by presenting himself as a false-messiah of sorts makes him his most intimidating yet in this version, with more scenes existing to contextualize him and his beliefs and role in the story. Hangouts were created as story content for the male party members and Ryoji, as they wouldn’t have social links without the female protagonist. While I’m of the belief that the SEES members in general don’t need social links due to growing and developing constantly within the story, hangouts serve as excellent supplementary material and characterization for them. It’s emotionally fulfilling to learn what these characters stand for and bond even more with them, and even adds extra personas upon completing hangout chains, as if to treat them with the same respect as social links. If you love these characters, you will love the hangout feature.

Ultimately, Reload is near and dear to me. It has flaws, and I’m going to be open about that. Part of me wants to say “fuck you, it’s a 5/5,” but I am too open about the issues I have to do that. That doesn’t mean I don’t adore it, though. It’s just a case where you’ll experience Persona 3 in one of three ways. What you consider “definitive” is perhaps up to you at this point. As it stands, we have 3 versions of this story, and all are worth playing on their own merits.