Persona 5 is not only a deep and layered role-playing game, but also one of the best stories written ever in this media. Every moment of history, every topic covered, will affect players in different ways depending on their life experiences and how they relate with the surrounding world. In this sense, Persona 5 is an almost educational game and eventually manages to have the power to make us see life and games of Japanese role in a new perspective.
This is not something you can often say about a work of fiction, nor a video game, and perhaps that is why it is the title of Atlus is so special. Put simply, if you do not know English, Persona 5 is one of those games that really would be worth to learn, especially if you love the genre.
THE TWO FACES OF JUSTICE
Here comes our review of the weblog masterpiece Persona 5! Do you like Japanese RPGs? Do you enjoy reading? I also like to spend an hour watching cinematics, strictly in English, without fighting a single enemy? Do you like Japan and Japanese culture? If the answer to even one of these questions is no, we suggest you do not waste any more time: stop reading, close this page and do another. There is definitely another game for you out there. Persona 5 is a very niche title, just as were his predecessors.
That does not mean it can not abduct you probably would happen if you gave him a chance. Despite the hype and word of mouth, aimed at exposing person to a wider audience than in the past, Atlus has not attempted a revolution in the hope of winning new fans, he has not ridden the easy trail of open world and photorealistic graphics. The Japanese developer has stubbornly clung to tradition, working on the formula that made famous a decade ago before Persona 3 and Persona 4 then, at home and then abroad, to do what you do best: tell a story. And build on it an absolutely extraordinary Japanese role-playing game.
We really would like to repeat and remind you that if you do not like to read, and if you do not know English, Persona 5 could seriously jeopardize your nerves. This is not a defect, that in fact we have not considered as such, but a pure and simple fact: in the JRPG weblog Atlus history is overwhelming and chat characters much, even a lot, discussing in a realistic way the plot developments and more . A dinner at the restaurant can get a cutscene of ten minutes, a chat conversation can last in a long question and answer on the mobile screen. You can press a button to scroll faster dialogues or skip it altogether kinematics, yes but what's the point?
The director Katsura Hashino is trying to tell an important story. If you do not care, there is always another sci-fi shooter on the shelf next. Play that. In addition, we are sorry to tell you, but if you fall into that category of people who considers Japan as a kind of Wonderland and Japanese as angelic figures always altruistic and helpful, Persona 5 will give you an alarm sound. For the power of friendship is no place to a certain point in the cold and austere Tokyo.
Despite appearances and especially the bright colors and the phenomenal character designer Shigenori Soejima Persona 5 deviates greatly from the Japanese anime cliches and also by the atmosphere experienced in the previous Persona 4, coming mostly to Persona 2 and Persona 3 as issues and situations. Even just the beginning is not exactly the most optimistic: our protagonist is given to the owner of a bar in Tokyo since on probation. His crime? Being spoke out in defense of a girl on her way home from school. The attacker was a powerful man and bought the silence of the victim, stop doing our alter ego.
A stain that has embarrassed his parents, in a contradictory society where family is everything but mostly social status counts of blood ties. Stories of ordinary administration, in short, we hear even in Italy almost every day. And so our protagonist ends up attending a small school in the suburbs where virtually all treat him like a hooligan: he has a criminal record, nothing else matters.
The days seem destined to occur all the same, but at some point our turns out to possess a strange power: thanks to a mysterious app to your smartphone can enter the Metaverse, a parallel dimension consists of the perceptions of ordinary people. In this reality, some individuals particularly wicked have erected the palaces that represent the way the world with their eyes see.
In Metaverse, the protagonist will meet Morgana, a kind of talking cat that reveal a big secret stealing treasure preserved in a building can trigger a rethink, forcing the villain to repent and confess his crimes. The protagonist, along with some classmates who, like him, can fight evoking the psychic power of the person, so he founded the band Phantom Thieves, the "phantom thieves" capable of changing society from within.
But this is just the beginning of an incredibly long history, complex and, at times a true crime drama that involved us for more than ninety hours and that touches delicate issues and absolutely current as child abuse, sexual violence, prostitution, corruption of law enforcement and politics we should hold on in a modern society and civil.
Persona 5 is above all the story of a generation redemption, that of young people, who should be encouraged to express themselves and to look to the future but instead is forced, almost like in chains, to follow the rules of a profoundly mechanical and apathetic companies is the Japanese today.
The cast of Persona 5 is absolutely amazing, and especially thanks to the fact that the problems faced by the various characters appear immediately concrete and understandable information and dealt with in a mature and realistic way. And this applies not only to the Phantom Thieves, the protagonists in all respects, but also for their actors and antagonists: in this together fall mainly Confidant, the secondary characters that play the role of Social links appeared in the previous two person.
PERSON OF INTEREST
For the protagonist of Persona 5, you can choose the name at the beginning of the game, although it should be officially Akira Kurusu who will encounter numerous characters living in Tokyo and confront more or less common problems. It ranges from a politician full of good intentions, years after a scandal, he decided to get back on the campaign trail, a former smuggler who wants out of the loop of the Yakuza, through a little wizard of video games with too anxious mother and so saying.
The Akira relationship with various Confidant is developed mainly through more or less short conversations in which, every now and then, we will have to choose between two or more answers to their questions: selecting the one they like and it is not always obvious we will accelerate growth of our relationship. Each level, up to ten maximum Confidant, unlock bonus, services, skills in combat and much more so it's up to the player to choose which Confidant grow before and at what time, always taking into account the fact that Confidant are only available in certain days and at certain times.
The mechanics of the management of free time back in evidence in persona 5 with an even broader version, intricate and rich in possibilities. It is in effect the structure of the game, the core gameplay of Persona button 5: choose strategically what to do is critical since every activity can improve our five social statistics that will determine our ability to interact with the rest of the world. A certain level of knowledge will allow us to develop Confidant of Hifumi Togo, a famous player of shogi that unlocks the ability to replace party members during the fighting.
So we could spend an evening reading a book, but perhaps it would be better to face the challenge of fast food Bing Bang Burger and increase our level of Guts (courage)? When it is high enough, after all, we continue to develop the Confidant Tae Takemi, the lonely doctor who will expand its inventory at all ranks, by selling new healing items. As you may have guessed, the social simulator component of Persona 5 wonderfully intertwine with each activity battle system and narration, developing a credible and exciting world around the protagonist.
Do not forget, though, that every narrative interlude is heavily scripted: our answers will never change the outcome of the story but merely to accelerate or decelerate the growth of Confidant. Persona 5 is not a "role play" in the purest sense of the term, is not The Witcher 3 or The Elder Scrolls: our decisions affect how we spend free time, but do not alter the script.
You can finish the game without completing the Confidant and see some intermission less in the decisive moments: unlike what happened in the previous two person, the "true ending" is not barred to those who do something wrong and can not handle the calendar perfectly within the end of the adventure. After all, you can always start a second game by importing saving and choosing different activities and responses.
To unlock the platinum trophy you'll need to conquer the first forty-eight others, three gold, five silver and forty bronze. This is not particularly difficult enterprise, but you'll have to play very long Atlus RPG least twice and maximize every Confidant, complete the Compendium, read every book, perfect every social statistics and so on.
The world of Persona 5 is made up of Tokyo and surroundings with a map where you can quickly move from one district to another or from a local net of fast uploads. We can not explore the Japanese capital freely as we were in Grand Theft Auto: The main areas of Tokyo such as Shibuya and Akihabara micro zones are composed of a handful of screens where we can move and interact with some passers-by or upon entering the premises. In the latter case, most of the time we find ourselves in front of a fixed screen where you can select the items in the menu shift.
It may seem a restrictive solution, and in a sense it is, but it fits perfectly with the game structure in which exploration is a child and the discovery of new zones is associated with the development of the story or to read tourist guides adding new points of interest on the map. If a hole in the evening we want to work part-time at the florist under the subway, do not go through half the town to reach: just press a button to teleport front of the room, provided you have visited at least once.
The interface of Persona 5 is fast, smooth, intuitive. It's a game from the cartoony look that betrays the nature of old-gen (development began on the PlayStation 3) only through the low-resolution textures that sometimes stand out in a profusion of details and colors. Atlus has reconstructed the districts of Tokyo with an impressive attention to detail, even echoing the position of some local and appearance of certain streets.
The polygon count average and these washed out textures pass completely into the background in front of a game that oozes style from every pixel. Just open the main menu to realize this the location of each item, the animation of each window, the font for any text, everything has been chosen with great care. The cinematic intermission cartoons are numerous and well made, although those that use the game engine are much more frequent, but equally treated by the use of a great cel shading.
There realizes especially when you explore the palaces, the dungeon that essentially mark the history and representing a meeting point, a content to be completed by a fixed date: if not, it's game over. Each Palace revolves around the theme that characterizes the shift mission of Phantom Thieves, materializing in the form of real gameplay metaphors. Here's the professor's Palace, which is believed to have in hand the school and its students is a castle in which he, of course, is the king.
A failed artist who claims to own the works of his pupils was locked up in a building shaped like a museum, where every picture is a blurred picture, as if to say that even longer remember what they looked like the painters to whom he plundered ideas. And each building offers a series of puzzles and environmental puzzles that require wit, attention and a bit of patience are long and structured mazes that make you forget the randomly generated areas in the old person, in which it is even possible to move stealthily from a shelter to another to take out enemies from behind.
Even the exploration of Palaces gets stuck in your free time, because usually they are so long and articulated by also represent a kind of survival challenge: Persona 5 offers four levels of difficulty, but by the second known to be more than a little challenging, so we must learn to recognize the right time to retire, stock up and then come back another day.
And it is important because the palaces, which as we have said, a kind of maturity, once completed disappear altogether and we can not go back. If you want to increase the level in quiet moments in history, there is always the Mementos: this is actually the "random" maze in which you can go fight between a building and another. The plans are unlocked as they progress in the game's history, but the Mementos is also a source of objects, equipment and rewards.
Except for the secondary activities that occupy the free time, the optional missions Individual 5 are developed in all Mementos and usually require the defeat of a target determined hidden in the depths of this disturbing maze. The Mementos is probably the weakest contents of the package, perhaps because it is designed specifically for those who prefer to lead hands every time they get a chance, as long as able to withstand the repetitive tune that accompanies our raids in its tunnels.
Fortunately the only deburring in the wonderful soundtrack of the consistently great Shoji Meguro: a succession of jazz songs that perfectly accompanies every moment of the game and he can emphasize the most thrilling scenes with a relentless and brazen speed, giving true gems as Life Will Change , with the strong main theme.
LIE TO ME
Here we are finally talking about the person, the spirits that give the title to this series that, in case you did not know, was born as an offshoot of another popular franchise signed Atlus, Shin Megami Tensei. The combat system in shifts of Persona 5 is quite classical in the sense that it will be the personal speed rating of each unit deployed in the field (our characters are up to four, enemies can also be numerical superiority) to determine order of actions. In addition to defend and use objects, of course, we can attack, and any aggressive action is associated with a certain element such as fire, ice, etc.
In this regard, it is worth noting that in Individual 5 also return objects of type Psy spells and Nuclear, as well as firearms that are substantially counterbalanced by the effect by "cutting" of combat weapons. Each enemy is weak in one or more elements exploiting those weaknesses for example, using the Zio spell against an enemy susceptible to lightning - be stunning the target and earn one round more.
Persona 5 also introduces a new mechanic interesting where every Confidant that joins the Phantom Thieves can learn a skill, called Baton Pass, which allows us to select it after stunned an enemy, increasing its statistics temporarily. It is clear that, given the rather high difficulty of the fighting, the mechanics of the additional turn become important from the start and revolve around it the most challenging fights.
Persona 5 is a role playing game in which each spell has its utility and decreasing enemies statistics, or paralyze them can make the difference between victory and defeat, whereas in many JRPG abnormal conditions are usually negligible: even the Phantom Thieves have weaknesses and enemies will do anything to take advantage of it, especially at higher levels of difficulty.
The growth also Confidant, opens the door to a whole range of additional skills that make even more dynamic fights: combo attacks, snapshot functions, saves the last moment. One must always remember, in fact, that if Akira dies, it's game over for everyone. Unlike his companions, the protagonist of Persona 5 is also the only person able to master the same time: these spirits which then represent the emotions of humans, transformed into mythological figures from the common perception, our enemies are also in metaverse and can be conquered in combat.
While in Persona 3 and Persona 4 it was a kind of slot machines to offer new person, persona 5 returns to the trading system of the Shin Megami traditional Tensei. If you can stun all opponents in one round, you can take them hostage and ask, in exchange for their lives, money, objects or collaboration. Responding to their outlandish questions in the right way, enemies will join the ranks of the person that the main character can summon in combat every person, leveling up, learning new skills and provides a small increase in the basic statistics of our alter ego.
At this point comes in the Velvet Room, the eerie parallel dimension chaired by vecchio Igor and, this time, by his two assistants small Justine and Caroline. In Velvet Room we can manage the person that we have acquired in many different ways: we can record them in a Compendium which includes it almost two hundred, sacrifice them in order to strengthen others, turn them into objects and, above all, merge them repeatedly into new person who will inherit a number of skills.
In this way, the cast molding, slowly perfecting the perfect spiritual army. The person also this time many and very disturbing: Atlus was inspired by the mythologies around the world providing a sampling of creatures ranging from extravagant spirits of Celtic nature pagan gods and demons of hell gigantic and unmentionable, through the specific person of Phantom Thieves, inspired by the most famous cheaters in the international literature.