Before I played Persona 5, I knew next
to nothing about the series. All I knew was that the Persona games were a
spinoff of the Shin Megami Tensei games by Atlus and that Personas as a concept
were similar in nature to Stands from JoJo’s Bizarre Adventure. I had somewhat
of an interest in playing one of the games, so I went with Persona 5 since the
imagery intrigued me. When I got the Take Your Heart Edition on release day, I
immediately began playing. About four months later, I finally beat what I now
consider one of the best JRPGs I’ve ever played.
In Persona 5, you play as a Japanese
teenager who was transferred to Shujin Academy in Tokyo while on probation over
false charges. During the school year, he and the students he befriends awaken
to a power known as a Persona and form a group called the Phantom Thieves of
Hearts. As they lead double lives as the Phantom Thieves, they travel through
the Metaverse, accessible through a mysterious smartphone app, to steal the ill
intentions of corrupt adults. At the same time, the group tries to investigate
a series of mysterious mental shutdowns which they believe are somehow tied to
the Metaverse.
In terms of story, Persona 5 is very
engaging. It begins in medias res at a point where the protagonist is captured
by police during a mission and interrogated by Prosecutor Sae Nijima. This
quickly sets up a sense of mystery that lingers throughout the rest of the
plot, as the player is tasked with figuring out which of their party members
turned traitor and sold them out. As the game slowly catches up to the
beginning, it becomes more character driven and explores the motivations behind
each member of the Phantom Thieves and how they emotionally overcome the
personal problems caused directly by the corrupt adults in their lives. There
is enough material in the game for the player to become emotionally invested in
each character, although one member of the Phantom Thieves is introduced late
enough in the game that their development can come off as a little rushed.
The Phantom Thieves of Heart (L-R): Makoto Nijima, Ann Takamaki, Yusuke Kitagawa, Protagonist, Haru Okumura, Ryuji Sakamoto, Morgana, Futaba Sakura |
Just as there is enough material to
emotionally invest in the Phantom Thieves, there is also enough to truly despise
many of the game’s antagonists. Many of these corrupt adults abuse other
people, mainly the younger generation, in different ways and their actions,
which mirror each of the seven deadly sins, help them stand out from each
other. These actions range from physically and mentally abusing high school
students to exploiting employees in horrible work conditions. For the most
part, the story is very good at spending enough time with each antagonist, both
in the real world and the Metaverse, to better flesh them out and present them
as more than one-dimensional while also giving the players enough motivation to
want to knock them down a peg.
What also helps with fleshing out each
of the antagonists is the appearance of their Palace, locations within the
Metaverse created from the distorted desires of particularly corrupt
individuals. These palaces are a reflection of how these individuals view
society and the world around them, including seeing other people as nothing but
walking ATMs or viewing themselves as the ruler of a castle. Each Palace looks
and feels different from one another in aesthetic, layout and gameplay gimmick.
These Palaces also tie into advancing the story, as interacting with the real
world can alter some aspect of the Palace and completing a Palace affects the
individual who subconsciously created it.
While the story of Persona 5 is
well-crafted and well-executed, it is not without its flaws. The game does a
good job with fleshing out most of the antagonists, but there’s at least one,
the ruler of the Fifth Palace, that feels a little rushed somehow. Without
spoiling anything, the events preceding it ultimately make it feel like you’re
entering a story already in progress as opposed to witnessing the story
escalate from the beginning. There are also a couple plot twists that are
handled very effectively, as they make even more sense in hindsight. However,
one of them, the identity of the traitor, becomes easier to figure out the
closer it comes to fruition. The other, which I won’t spoil, is
most effective for someone like me who knew next to nothing about Persona, but
the subtle hints leading up to it are only remotely detectable by players more
familiar with previous Persona titles. As such, this twist came as more of a
shock to me.
On the gameplay side of things, Persona
5 manages to combine elements from turn-based RPGs, dungeon crawlers, social
simulators and visual novels into an engaging and cohesive whole. While this is
the fifth entry in a genre which has no doubt mixed a number of genres together
in the past, this particular combination helps Persona 5 stand out from any
other game I’ve played in recent memory.
The part of Persona 5 the player is
likely to spend a majority of their time on is the social simulation aspect.
During the course of the game, the player simulates a full school year as a
Japanese high school student. Apart from scripted events, the player is free to
choose how they spend their time, including hanging out with friends, going to
the movies, playing video games, reading books, crafting infiltration tools,
working a part-time job, going to the clinic, buying and selling items and
weapons, bathing, doing laundry, working out, fishing and more. Each day, the
player may also receive texts from other characters, usually to ask if they
would like to spend time with them for the day. Due the number of options the
player has to fill time, it is very important to manage that time well, as they
can only perform two actions out in the world, once during the day and once at
night.
Spending time with various characters,
or Confidants, throughout the year is important for advancing their Confidant
Rank, which can provide a number of benefits both in and out of combat. For
instance, you can gain discounts on medicine, the ability to swap team members
mid-combat or a chance to instantly deal damage to enemies with a hail of
bullets, among many others. It is also possible to romance any of the female
Confidants once their rank is high enough, although this doesn’t have much of
an effect on the game apart from getting an item and having specific options
on a handful of select dates. It is also possible to romance all of them at once,
though this is not recommended.
No matter how you choose to spend your
time, there are a number of benefits. Most activities will increase one of five
Social Stats: Knowledge, Precision, Guts, Charm and Kindness. Increasing each
of these stats is crucial, as reaching certain levels will allow access to
further Confidant Ranks, as well as gain access to certain jobs and, rarely,
some slightly different scenes. Some will also provide a small boost to the
player’s HP and SP, both of which are crucial to combat. Spending time with
Confidants also allows the player to learn more about them, which helps the
characters feel more fleshed out.
While the time management is an engaging
and effective system, there are some small annoyances that pop up from time to
time. There are certain stretches of time, be it exams or major story events,
in which the player is unable to do anything apart from sleeping. Additionally,
seemingly insignificant activities like doing the laundry or brewing coffee
advances time, meaning that if you do those at night, you will automatically
advance to the next available day. Should the player travel to the Metaverse
during the day, they can’t do anything for the rest of the day except go to
sleep. This annoyance in particular also makes it difficult to craft Lockpicks,
which are the only way to access some of the treasure found within Palaces; it
is also mitigated once a particular Confidant is maxed out, but the annoyance
is there nonetheless.
Apart from the social simulation, the
player will spend the rest of their time dungeon crawling. This is done through
accessing the numerous Palaces throughout the story or exploring Mementos, a
realm within the Metaverse which represents the subconscious will of the
general public.
As previously mentioned, each Palace
acts as a representation of the hearts of each of the antagonists and are all
designed accordingly. No two Palaces feel alike, which lends them a sense of
individuality through their layout, aesthetic and unique traps and challenges.
Apart from the theme of the seven deadly sins, a central theme dictates the
feel of each Palace, such as an Egyptian pyramid or a high-stakes casino, with
enemies designed accordingly. The puzzles which challenge the player during
each Palace also have a good amount of variety to keep the player on their toes
and aware of their full skills as a Phantom Thief. For instance, the theme of
the heroes as thieves means that players will need to sneak around for some
segments in order to avoid or ambush enemies. However, there are certain
moments, especially towards the end of the game, where the puzzles feel tedious.
Standout examples are the confusing airlock puzzles in the fifth Palace and the
tediously long mouse puzzles in the seventh Palace.
While Palaces have theirs ups and downs,
it should be noted that there is a rhythm to completing them, which can affect
how much time you have to spend on other parts of the game. The player has to
spend at least one day exploring the Palace to find the location of the
treasure, then they have to use a day to send a Calling Card and then one day
to defeat the boss and steal their treasure. One annoyance related to this is
not the time it takes, but the fact that the game seems to pressure you into
completing the Palaces as fast as possible, no matter how you want to pace it.
Additionally, you can’t return to a Palace after completing it, so you need to
make sure to explore every nook and cranny you can for items and sellable
treasure.
During the game, the player will receive
requests to steal certain people’s hearts and change their ways. These requests
are fulfilled by making trips to Mementos and locating the Shadows whose hearts
must be changed. Upon defeating these Shadows, you gain a useful item. Unlike
the Palaces, Mementos is a procedurally generated dungeon resembling a Subway
system with over 60 floors total, but can only be accessed in groups based on
which Palaces you have successfully cleared. Since the floors are procedurally
generated, no two floors look exactly the same, even if you go back to a previous
floor. Spending enough time in Mementos can give the levels a very same-y
feeling anyway, although it nonetheless maintains a dark and tense atmosphere,
especially since later groups of floors take on a darker color palette and the
pathways are covered in thicker black fog.
As the year progresses, various weather
conditions will occur, including Pollen, Rain, Heat Wave and Flu Season. These
weather conditions not only have an effect on certain activities in the real
world, such as gaining extra Knowledge from studying while it’s raining, they
also have an effect on Mementos. For instance, during a Heat Wave, there is a
chance that enemies will start off inflicted with the Burn status during
battle. Additionally, if a player lingers long enough on a floor in Mementos, a
highly powerful enemy named The Reaper will show up and chase the player.
Should the Reaper make contact with the player, it will trigger an optional,
and very difficult, boss battle, but the player will be rewarded handsomely
should they succeed in defeating him (hint: The Reaper is not immune to the
effects of weather).
When it comes time to do battle, the
player engages enemy Shadows through a turn-based combat system centered on
finding and exploiting their weaknesses in order to knock them down. Should the
player successfully knock down an enemy with a critical hit, they’ll trigger a
“1 More,” which allows them to make an additional action during their turn. One
possible action is a Baton Pass, in which the player can pass the “1 More” to
another party member, provided they have gained the Baton Pass ability, to
provide a stat boost during that turn. During the course of the game, the Baton
Pass becomes an invaluable technique for helping to dispose of the increasingly
difficult groups of enemies. Additionally, enemy Shadows are also capable of
using a “1 More” on their turn, so you’ll need to be careful.
The Combat UI in Persona 5. Every action is a single button press away. |
Should the player successfully knock
down all enemy Shadows, they’ll trigger a Hold Up, which allows the player to
perform a Negotiation or an All-Out Attack. During a Negotiation, the player
can speak with enemy Shadows to get them to join their cause as a Persona or
give away money or items. In an All-Out Attack, all available combatants will
perform a joint attack to deal a massive amount of damage to the enemy. Both
Hold-Up options have their advantages and balancing both options throughout the
game is a good skill to learn. However, it should be noted that trying to
convince a Shadow to join your side during a Negotiation can be tricky, since
the player will need to use the personality types of each Shadow to their
advantage to figure out how best to answer the questions each Shadow asks
during the process.
If the player is unsure of a Shadow’s
weakness during combat, they can analyze them to better plan which actions
would be most effective. However, unless you’re using a guide the first time
you encounter a particular Shadow, you’ll need to go through a bit of trial and
error to determine which elements or types of attacks they’re weak or resistant
to. Even then, when certain Shadows are re-used under special circumstances,
their resistances won’t show up for analysis. Additionally, it can be
frustrating to fight Shadows with no specific resistances or are resistant to
physical, aka melee and gun, attacks, as the fight will respectively take
longer to complete or you’ll be forced to expend more SP than you may have
wanted to.
One innovation that really stands out is
how the player selects an action during combat. Rather than scroll through a
number of menus like in traditional turn-based RPGs, every single command is
now only a single button press away and is mapped intuitively to the
controller. This not only allows the fights to flow at a much faster pace, but
also allows the player to consider all of their options upfront. As a result,
you can very quickly go through the minimal button presses to perform an action
if you already know what to do, or you can take as much time as you need to
pore over every action; what helps is that there are enough button presses that
you can back out of an action before you commit.
No matter how the player goes through
the flow of battle, they should never forget that the state of the Protagonist
has an effect. If the Protagonist is dizzy or under a negative status effect, a
Hold Up can’t be triggered. If the Protagonist dies, the player receives a Game
Over and will need to restart from the last Safe Room in the Palace, which can
effectively erase several minutes to potentially hours of progress depending on
how often the player has saved their game. This can be frustrating in the early
game, when the player is at their weakest, but becomes somewhat less of an
issue as the player grows stronger through gaining higher levels or acquiring
new, more powerful Personas.
Perhaps the most important aspect of the
game is the use of Personas. Each party member has their own Persona, whose
appearance in some way represents their psyche. Each of them also specializes
in a different element, like Ryuji Sakamoto’s Captain Kidd specializing in Elec
and Morgana’s Zorro specializing in Wind. The Protagonist, however, is able to
switch between multiple Personas including his own, Arsene, or any of the
Personas acquired through Negotiation with Shadows. The resistances and
weaknesses of each Persona also have an effect on the user, so this should be
taken into consideration with determining each character’s equipment or which
Persona the Protagonist should use at a given moment.
Apart from Shadow Negotiation, one other
way to obtain stronger Personas is through Persona Fusion in the Velvet Room, a
space where Igor and his twin wardens, Caroline and Justine, reside. By
selecting two or more Personas via different execution methods, the player can
create a new Persona with abilities of its own. The player can transfer a
select number of abilities from the materials to the fused Persona, so they may
need to decide carefully depending on what sort of Persona they need. Persona
Fusion is a very useful tactic, though it does have a couple annoyances. While
it makes sense for the most powerful Persona from each arcana to be locked
behind maximizing different Confidant Ranks, some of the most powerful Personas
in the game require fusions of already hard-to-create fusions, which can
consume both the player’s time and Yen; you can retrieve Personas you have
already captured/created from the Persona Compendium by paying a proportionate
amount of Yen.
There are other features of the Velvet
Room which I didn’t try, including Itemization, Network Fusion and Strengthen,
so I am not fully aware of how they exactly work or what the full benefits are.
Depending on your playstyle, these options may be worth checking out.
The use of Personas outside of battle
brings me to the Visual Novel aspect of Persona 5. Most cutscenes are rendered
in this style, with text and often the speaking character’s portrait placed
over in-game action. When hanging out with Confidants or answering test
questions, the player makes a decision from a list of options. Most of the
time, these decisions have no bearing on the main story, but can determine how
quickly the Confidant will reach the next rank or how many points go into a
Social Stat. This is where Personas come
in. When answering questions from Confidants, each answer has a point value
from zero to three; answer the questions the way the Confidant likes and you’ll
earn the most points. However, if the Protagonist is carrying a Persona whose
Arcana matches that of the Confidant, each question will automatically be worth
one additional point. Planning this ahead of time is the key to maxing out
Confidant Ranks faster, especially when combined with giving the right gifts,
if the player has enough Yen to buy them.
Like some modern games, Persona 5 features
an online mode unrelated to multiplayer, but to the community’s collective
player data. By connecting with the Thieves Guild, the player can check on what
decisions the community made throughout each day, including how they spent
their time or what answers they gave to each test question (this feature is
unusable during exam periods). This is a useful feature if you’re unsure of
what to do next or if you want to know if you’re increasing your level at a
good pace. You can also use the Thieves Guild to quickly get out of a hostage
situation, although that only ever came up once in my entire playthrough.
What stands out the most from Persona 5,
and what makes it so memorable, is its style. The art direction is unique to
Persona, featuring characters with an “anime” style, but designed such that
they feel like they could actually exist, and Shadows whose designs pull influence
from several cultures and histories. Characters are not only instantly
recognizable and uniquely designed, but the Phantom Thieves give off an
undeniable flair that makes the player feel like a stylish thief. Add to that
an absolutely catchy acid jazz soundtrack and boss music that just won’t quit
and you get a game that’s easy to get sucked into and hard to put down. It
helps that the graphics are very well-rendered for the art style, including the
detail on enemy Shadows, and the voice acting is pretty good at expressing the
emotional range of the characters.
The detail helps bring the city of Shibuya to life. |
Before I end this review, I need to make
a note about this game’s length and difficulty. I played the game from the day
it came out in the US and it took me a total of 146 hours and 32 minutes across
four months and eleven days to complete it. The amount of time was largely due
to other commitments, but I’m aware that it will take a minimum of at least 100
hours to get through the initial playthrough. There is a New Game + option with
some additional content, but I’m hesitant to start one due to how long it took
the first time.
As for the difficulty, there are four modes,
Safety, Easy, Normal and Hard, as well as a fifth downloadable difficulty,
Merciless. These difficulty levels mainly affect damage taken/received as well
as money and experience earned. However, Safety will make the game essentially
impossible to lose and once you’re playing on that setting, you can’t change
the difficulty again until the next playthrough; normally you’re able to change
the difficulty setting on the fly to suit your needs. The game can be
unforgiving at times, which can also feel very rewarding when you finally make
it past a difficult section.
I will admit that around the third
Palace, I lowered the difficulty from Normal to Easy for the sole purpose of
completing the game faster. I did, however, play against the final boss on
every difficulty I could, including Merciless, and found that higher
difficulties forced me to prioritize certain Personas, as well as healing
moves, above others I would’ve normally used on lower settings. Merciless also
didn’t feel completely impossible in this case, though maybe because my party
was at Level 99 and I had written down all the relevant resistances for the
fight, so I knew exactly what to do at that point. Make of that what you will.
There are also multiple endings to
Persona 5, most of which are Bad endings that activate when a Palace isn’t
completed in time or the player makes the wrong decisions when close to unlocking
the True ending. On the final branch before the True ending, it is possible to
get a completely different outcome which, while relevant to the story, feels
very anticlimactic in relation to the main goal. The True ending is actually
pretty hard not to get and leads to another section of gameplay, the final boss
battle and a very satisfying conclusion.
Persona 5 is undoubtedly one of the
better games put out this year, if not one of the best. The story and
characters are very engaging, the visual style is very eye-catching, the music
is addictive and the combat system is one of the best I’ve ever used. The
mixture of genres gives the game a unique and immersive atmosphere that can be hard
to put down and very hard to forget. While there are some issues here and
there, they do nothing to diminish how fun the game is or how memorable the
story and characters are. It would be very hard not to recommend Persona 5,
even to those who wouldn’t normally play JRPGs. It may take a while, but the
experience is certainly worth it.
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