When we last left off, I was discussing my thoughts on Persona 4
Arena Ultimax. I discussed the story and presentation of
the game. Today, we will continue past that point. This article is
dedicated to the mechanics and gameplay side of the equation.
In terms
of mechanics though, Arc System Works was working magic. Ultimax
surpasses even its predecessor in terms of making a fighting-game
friendly to both beginners and experts alike. For beginners, the game
offers many helpful systems to get them started. As an example, every
character has an “auto-combo”, an easy combo move that is
performed by repeatedly mashing the A button. Veteran players will be
able to easily block the entire combo if they see if coming, but this
does give newer players a tool to start learning new characters,
since everyone has that same combo input.
Another
way the game facilitates beginners is through a simplified control
scheme. Every special move in the game can be performed by a one or
two quarter-circles in a given direction, followed by one the four
attack buttons. Unlike many fighters, they are very few complex
command strings that need to be input. The key to mastering a
character is in knowing when to use a move, not how. Should even this
be difficult to pull off, there is a new “S-Hold” system, that
allows players to hold down the A button in order to charge the
S-Hold meter. The longer the button is depressed, the stronger the
move will be when it is released.
On top
of these systems, the game offers facilities to help beginner and
intermediate players improve their skills. Aside from the standard
“Training” mode, two modes are also in the “Practice Modes”
category. These modes are “Lesson Mode” and “Challenge Mode”
respectively. “Lesson Mode” is designed as a tutorial for basic
mechanics for the game, including new mechanics which were added. On
the other hand, “Challenge Mode”, is unique for each character.
They all have a list of challenges to perform, each one teaching the
player about one of their combos. This offers the player a same
environment to try to ingrain a combo into muscle memory, helping
them transition into the state of being an advanced player. With all
of these systems, beginners can start developing skill in a very
user-friendly manner.
However,
there is still a lot for expert players to play around with as well,
in order to get the edge over their peers. Furious actions are
commands that can be used to grant temporary invincibility frames and
a decent attack at the cost of a little health. This can be used when
the player is about to be attacked by a massive combo, in order to
capitalize on it. Another option is referred to as Burst, which can
be used in several ways. Most commonly, it can be used to break an
enemy's combo by sending them flying. Alternatively, a One More Burst
can cancel the player out of a combo, returning them to a neutral
stance in order to keep up the pressure. Newly added to Ultimax is
the Golden Burst. If the enemy is in range, but not connecting with
attacks, a Golden Burst will send them back in order to gain full SP
meter and all their lost Persona cards. Many intricate systems are
all working together to create a truly elegant fighting game for the
experienced.
In terms
of balance, quite a bit was changed from the last game. One of the
most notable changes is in the balance of Persona cards. As befitting
a Persona game, every character, with one exception, has a persona
that they can invoke during a fight to aid them. If the persona is
attacked during the execution of a move, they are dismissed and the
character loses one of their cards. Once all of their cards are
destroyed, the persona is broken, and will be unavailable for a time.
Persona 4 Arena gave every character 4 persona cards. Ultimax changed
this by re-balancing the number of cards each character has.
Characters like Elizabeth or Yukiko, who are heavily reliant on their
personae to fight, get 5 or 6 cards. Meanwhile, people like Akihiko,
who rarely ever need their persona, only possess 2 cards. More cards
mean it takes more hits to break the persona, but recovering from a
break takes more time.
Furthermore,
movesets have been tweaked for returning characters. While they still
have roughly the same attacks, new moves were added, and many had
their properties changed. The most notable of these changes would be
the severe nerfing Yosuke received to his Sukukaja, which would
previously practically guarantee him the win for the round. Also, the
buffing of Naoto's trap, which make it easier for her to perform her
Hamaon/Mudoon instant kills. I personally really appreciate these
changes, as many of them were greatly needed.
New
additions have also found their way in. The biggest of them would be
the addition of several new characters, to the point of nearly
doubling the original cast. All of the surviving members of SEES who
were absent for P4A are present in P4AU. Yukari returns, with her bow
and persona, Isis. As befitting an archer, she is very much a
distance fighter, not too great in close-range combat. Ken and
Koromaru, who fight together, work better at mid-range. Junpei, on
the other hand, is not that great in anything. Other characters from
the P4 fiction, like Marie, Adachi, and Margaret, join the cast as
DLC for $5 each. Each are fairly good in their own right, but serve
different playstyles. Also included in the game, Rise joins the cast
as a playable fighter for the first time in a Persona game, without
any DLC. Lastly, the antagonist, Sho Minazuki, is another newcomer to
the cast. He has two forms, with and without a Persona. Both forms
serve the same general role of a rushdown character, but they are
unique in many different ways to each other.
Another
huge addition is that most characters have a “Shadow Type”.
Shadow Type characters play very differently from their original
counterparts. For starters, they use the old auto-combos from the
original Persona 4 Arena. Also, while they cannot Awaken, they can
use Awakening SP Skills even in their normal state. Furthermore, SP
for a shadow carries over between rounds, adding a new layer to
resource management since any SP left unspent can make the next match
easier. On that same token, if they max out their SP, then they can
enter a Frenzy, where skills no longer cost SP for a short time,
until the Frenzy runs out and SP resets to 0. Lastly, they have more
health and deal less damage, in exchange for the inability to Burst.
Honestly, while the addition is appreciated, most Shadows are pretty
useless aside from a select few. I rarely ever used them. Enough
tweaks, balances, and additions were made to the game that it feels
like a brand new game all its own.
Overall,
ATLUS and Arc System Works developed a excellent game that appeals
strongly to both fighting game and Persona 3/4 fans alike. The
mechanics are easy to understand at a surface level, but experts will
find many layers of depth and variety should they wish to dig deeper.
Enough was added since the original Persona 4 Arena that the price
point more than justified. It is an incredibly easy recommendation to
make.
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