howdy. i'm blake, but most people just call me avery or slow. i am 29, bisexual, white, autistic, and use they/them. i like video games. i like talking about them.
remember: don't be weird, don't be mean, you're on my computer screen. it's my world, it's my life, i'm a person, please be nice.
for reference, my rating scale is that anything 2.0/5.0 and lower i dislike, anything 3.0/5.0 and higher i like.
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the design doc of persona 3 reload had a very clear goal: leave no one behind, whether it be in story or gameplay. this results in story cutscenes being more explicit and less interpretive (compare the opening FMV with yukari) and gameplay that refuses to obstruct the player in meaningful ways. to be more specific, reload sacrifices any need for the player to become competent with its systems to make sure that anyone can beat this game. theurgy makes the game brainless and poisons basically every boss fight (ken can get a theurgy skill a little over halfway through the game that casts mediarahan + samarecarm + tetrakarn + makarakarn on the entire party). resource management is embarrassingly easy to trivialize (yukari can cast media for literally 1 (one) SP; there is a veritable buffet of SP items that you can trip over in daily life for little to no investment; theurgy overall negates the importance of SP and running out of SP is not the death knell it could be in orginal). social links as a whole are extremely easy to manage both due to point requirements being lower to accommodate for needing to spend more days on new content like linked episodes. hell, remember persona fusion? now it's been greatly dumbed down such that even triangle fusion isn't available anymore. this game is a concession that persona 3 was too ambitious and needed to be toned down. this is a remake that asserts that persona 3 did too much and tries to do less instead.
i'm not even beating the dead horse that is my opinion on party control because there's so many more issues to address. on basically every level, this game has either simplified or deescalated the complexity of its mechanics to accommodate a mainstream audience. i don't think there's inherently anything wrong with making persona 3's systems more accessible, but i think these capitulations go overboard and rob the game of compelling gameplay moments. there are no bosses in the game that truly force me to approach a challenge in a new way or think outside the box in the way that bosses like change relic did. every boss in this game is made longer to accommodate for theurgy damage values without any sort of intelligent design to make the fights feel more exciting for that length of time. boss fights are longer and easier because it's more cinematic to see mitsuru skate around and use her theurgy instead of letting the player use their own competency-based skills and strategy to end the fight. i am not the person who's going to cry that atlus sold out or whatever, but i am the person who's going to tell you that persona 3 reload feels like an undercooked experience because it consistently refuses to ask anything of the player. this game is easy, this game is simple, and this game is uninteresting.
above all else, this game begs one question: who on earth is telling atlus/sega that persona games need to be longer and have more content? persona 3 was a game that had a slowburn start that reload now turns into a bloated nightmare. everything takes so much longer in reload and everything feels more belabored, so i can't blame anyone for getting burnt out or even fucked off from this game's plot by the time things start picking up steam. on top of this, a lot of the new slice of life content wastes so much of the player's time. why do we need multiple scenes dedicated to kenji's performance on job day? i remember when saying that persona 3 was 70 hours felt like i was talking about this gargantuan piece of art. meanwhile, in reload, i hit 70 hours somewhere between september and november. these games do not need to be this long, and it actively ruins the experience to do so. persona 5 being a triple digit hour experience was a bad thing, not something to aspire to.
it's hard to not be at least a little offended because, whether or not P Studio intended it, they have basically hollowed out what made persona 3 so unique, so special. reload looks drab and unimpressive in UE4, and so much of the moody visuals get lost in the graphical fidelity. iwatodai dorm feels too bright, and then when january rolls around, they make the color scheme so muted that it is genuinely comedic. and there's just some really baffling and ugly visual decisions they made, like how everyone in club escapade stands motionlessly in pose. meanwhile, lotus juice has his fingerprints all over the OST in a way that just doesn't work ("mindin' my biz, so mind your own biz"). persona 3 was more than just a game with impressive systems that engaged the player, it was also a piece of art that had an aesthetic that gets lost here. this game feels completely identity-less when compared to the original because the original was both a deconstruction and a hybrid of genres. in many ways, reload doesn't just fail to live up to that artistic intent, it outright doesn't seem to know it was even there in the first place.
and i get it, as a fan of persona 3, my opinion has a giant asterisk at the end of it. why listen to a star wars fan tell you about why phantom menace is the worst movie ever? i will own up and openly admit i expected this game to be bad and had greatly wanted it to not exist. i had a feeling atlus would fuck it up somehow. i don't like being right about that. at the same time, i think there are missteps here that would stand out regardless of familiarity with the source material. yukari's edginess is completely deleted from her character here and she now just sounds and acts like chie on vyvanse rather than a girl with abandonment issues and trauma. fuuka got turned from "weird girl who serves as the empathetic core of the cast" to "girl who could have a thrilling conversation about spoiled milk". and reload isn't the first time akihiko's been sanded down to "protein fanatic who trains a lot", but it's probably the most offensive here. wouldn't it be really fucking funny if, the whole time you were studying with him, akihiko was doing something wacky like squatting above his chair instead of sitting normally?
these characters have been reinterpreted so much that they've lost their core identity that was integral to the plot of persona 3. i don't get the feeling that i'm seeing akihiko or mitsuru, i instead sense that i'm getting how someone interprets them after nearly 2 decades of fandom and spinoff content. yukari still has those "mean" lines but they lack any emotional root, so they come off as nonsense mood swings rather than a scared girl lashing out. and i'll just say it, karen strassman clears the fuck out of dawn bennett when you compare the final aigis monologues (fwiw, in both these instances, i blame the direction, not the VAs). these characters have been done better and it's really jarring that reload tries to flatten them rather than give them more dimensionality.
there's room to broadly interpret these characters, but constantly trying to make a self-serious character like akihiko the butt of a joke that he's in on speaks to how much he's being mischaracterized here. when akihiko was in a comedic scene, it was because he was the straight man, not because he was a this big goofball constantly playing to the crowd. these characters don't feel like themselves in a profound way, and i'd have to wonder how much that comes across to anyone who hasn't played original. does akihiko just seem like a wildly contradictory character to new players? truthfully, i have no idea if any of these people would've resonated with me had this been my first exposure to them.
i don't hate what all of reload's new content wrt characterization, and i honestly really liked some of the stuff they added for shinjiro and ken. but there's just as much that is unnecessary and outright bad. when we said they wanted more backstory on strega, we didn't mean that we wanted you to turn takaya into another akechi. if you're going to remake persona 3, why even bother if you're going to do such a disservice to its characters and setting? sure, you made some of the UI stuff look neater and more Persona 5-y, but what does that meaningfully add to the experience? when i saw the trailer for reload, i immediately asked myself "what does the water motif have to do with persona 3? why is the main character sinking into water? what are they going to do with that?" and it turns out they just wanted a cool main menu animation and nothing else. i want to say that P Studio was just misguided, but some of this content is so actively bad that it makes me wonder if any of them even liked persona 3. so much of this feels like it's trying to fix something that isn't broken, like it's an apology for the source material. this isn't a persona 3 remake for people who liked persona 3. but, then again, who else was it supposed to be for if not people who wanted another persona 5? persona 5 is the new cash cow and my dread for this being a P5ified version of persona 3 was well-founded.
i kept trying to go "how would i feel about this game if it wasn't a remake of a game i love?" and that's an impossible question for me to answer. i can never know because i will never play this with the eyes and ears of someone who didn't play the original. again, as much as i've come to detest this game, i don't have it in my heart to give this a lower score, mostly out of pity, but also out of overcorrecting my harsh opinion as a fan of the original. still, i think many of reload's failings come from a place of trying to simultaneously be a remake and game for everyone. i don't think it's wrong for games to put off people. in fact, the best games often aren't for everyone because they can't be. P Studio emphasized making a game that was so mainstreamed and accessible that it would never present any obstacle or mechanic that could alienate players at the cost of making a game that players could actually be engaged with. i can't think of a broader way you could miss the mark with a persona 3 remake.
where i get lost with CTR is in the surrounding crust of it. adventure mode is fine for what it is, but relic races are agonizingly tedious if you're trying to go for platinums (what, you play crash bandicoot games and don't go for the platinum relics?). and boss races largely feel useless; anyone who has a basic competency with CTR's systems will be able to pass a boss character by the first lap and leave them in the dust until the end. lastly, i just don't really feel very passionate about a lot of CTR's tracks. they're extremely hit or miss for me, and while the good ones (hot air skyway, polar pass, oxide station) are usually ones i look forward to racing on, the bad ones (n. gin labs, tiger temple, coco park) are either dull or genuinely unfun to race on.
hell, even some of the tracks i like, such as papu's pyramid, sewer speedway, or polar pass, become nightmares to try and optimize for either relic races or time trials. the tracks in CTR have a love for cycle-based obstacles that make optimizing them have this annoying element of RNG that ruins the experience for me. i also have broader nitpicks with the game, like how the whole "you have to do a minimum of three time trials per stage if you want to complete everything" aspect is really tedious and annoying, especially when your first time trial beats either of the ghosts (which it often will). and i expect that this point will be contentious with fans, but i've never really given a shit about the soundtrack and found it to be fairly unmemorable, especially when you compare it to contemporaries like diddy kong racing. that's pretty bad for a crash bandicoot game, but it's also the kiss of death for a kart racer, regardless of when it comes out.
i'm dogging on this game a lot in this review because it feels like the positives are obvious to state. the game looks great for PS1 (and still holds up in most respects, imo), it controls well, the items are fairly balanced and it never feels like you lose a race because your opponent got lucky, etc. i have never outright disliked CTR, let's be clear on that. when i was younger, i was obsessed with it, if anything. i just also see that it has a lot of things that hold it back from being that special type of game to me. i appreciate what it did for the genre, though, because i suspect it was what really sold the idea of the kart racer as a viable spinoff for later series to try. and how can i dislike anything that might've helped lead us to the eventual apex of kart racers known as sonic & all stars racing transformed?