Showing posts with label ATLUS. Show all posts
Showing posts with label ATLUS. Show all posts

Saturday, January 3, 2015

#81: Persona Q: Shadow of the Pacing

There is an interesting thing about saying that I will not play anymore ATLUS games for a while. That is, “a while” is a relative term. In this case, it means “until another ATLUS game comes out that I want to play”. With the release of Persona Q: Shadow of the Labyrinth, that time came much sooner than I anticipated. This game represents an interesting new take on the Persona franchise. While it is a crossover between Persona 3 and Persona 4, it is also a crossover in terms of mechanics. The makers of the Etrian Odyssey and the Persona franchises co-developed Persona Q. As a result, Persona Q represents a synthesis of the two franchises' mechanics and design ideologies. In many ways, this improves upon the gameplay. In other ways, there were a few setbacks. One of these setbacks is what I wish to talk about this week.

The problem I am referring to is one that JRPGs frequently get wrong: The pacing. Far too often, RPGs do not know how to properly pace themselves out. As a result, the game begins to grow stale too early, making the rest of the game more of a test of endurance than an enjoyable pastime. Persona Q suffers this as well. Around the time of the 4th of the game's 5 dungeons, the game began to drag on. I found this particularly peculiar because I had played through the entirety of Persona 3 and 4, approximately 70 hours each, and enjoyed my experiences even to the very end. With Persona Q, I was getting tired around 50 hours in. Though the game is certainly fun to play, there can very well be too much of a good thing.

In Persona Q, dungeon-crawling is basically the only thing that the player does. As foreshadowed by the title, players must explore the various labyrinths, all based around specific themes, and beat the boss at the end of each one. Each labyrinth is composed of a series of floors. In each floor, there is some form of gimmick that must be worked around in order make it to the next level. Each gimmick is usually pretty simple on its own. The difficulty comes from the fact that the floor is typically fairly large. If the player is not doing any of the side-quests in the game, a typical level will take approximately one hour to fully explore.
On top of that, since the play is largely inspired by Etrian Odyssey, the player is responsible for drawing, marking, and maintaining the map of the current floor as they progress. Assuming the player's map was drawn with sufficient detail, solving the gimmick of the current floor should take about 10 to 15 minutes. Combined, this means that at a minimum, it will take approximately 1 hour and 10 minutes per floor, assuming that the player is only aiming for completion. Since the typical labyrinth is 4 floors long, followed by one last floor for the boss, it will take almost 6 hours to explore. That is six hours of playtime with little in terms of variance in scenery, enemies, or gimmicks in the labyrinths.

To contrast this statistic, Persona 3 and Persona 4 operate differently. Though the two games present dungeon-crawling differently, they are similar in their approaches. Persona 3 has one single dungeon, the tower of Tartarus, that players ascend gradually throughout the entire game. The tower is composed of six different blocks, each with its own decor. Further, each block is subdivided into smaller chucks of about 10 to 15 floor, with its own assortment of enemies and a mini-boss at the end of each level. The floors are procedurally generated. On each floor is a randomized assortment of treasure chests and monsters. Furthermore, there is a staircase that advances to the next floor.
Persona 4 does not use the imagery of ascending a tower, but the style is quite similar. There are a series of dungeons that the player needs to explore. Dungeons are approximately 10 floors in length. At around the middle floor of each, there will be a mini-boss, with the actual boss awaiting at the final level. Despite this difference, the rest acts much like Persona 3's Tartarus, with procedurally generated layouts for each floor.
A given floor of a section of Persona 3's Tartarus, or a dungeon of Persona 4, will take approximately 10 to 15 minutes total, including exploration, combat, and finding the exit. With a worst-case scenario estimate of about 15 floors per section of Tartarus in Persona 3, or dungeon in Persona 4, this means that it will take about 2 hours and 30 minutes to complete any one section. This is less than half of the time required to complete a labyrinth in Persona Q.

Having said that, it is crucial to note that while it takes less time to complete one dungeon, there are many more total segments in Persona 3 and Persona 4. As a result, the total time spent exploring these areas is, at the very least, comparable. The difference is in the pacing of the player's progress. Since the player is completing these individual segments faster, they get the feeling that they are making steadier progress. In truth, there is no real difference in the amount of progress afforded by a single play-session. However, the impression is that players are clearing areas in Persona 3 and 4 faster than they are in Persona Q.

There is another way that Persona Q failed at pacing out the game. At the game's core, there is only one activity: Dungeon-crawling. The game is distinctly lacking in terms of variety. Aside from exploring the labyrinths, the player can take Strolls around the culture festival where the game takes place in order to talk with party members and watch them interact with each other. Further, they can partake in Persona Fusion, a franchise staple. Aside from buying and selling equipment, items, and materials, there are also a number of side-quests that can be taken. These quests involve doing small favors for other party members, or locating specific areas and/or defeating specific opponents in the labyrinths. Since these side-quests often lead to players reentering the labyrinths to do further exploration, they add to that poor pacing. After all, since players are already in those labyrinths for several hours at a time, letting them take a break from this by sending them back in, often to the very floor they just advanced from, sounds a little silly.

By comparison, Persona 3 and 4 allow players to spend about as much time outside of the dungeons as they do inside. When not exploring these locations, players can, as in Persona Q, manage equipment and fuse personae. However, they may also spend time with other characters in the game world to build relationships, which can be drawn on to power their personae in fusion. As many of you know, this Social Link system is a mainstay in later games of the Persona franchise. Alternatively, they can spend time improving their social stats, like Knowledge or Courage.
Both games also offer a diverse set of side-quests. Though some of them require players to delve back into the dungeons to find specific items, most of them involve exploring the town. Some involve looking for people wandering around on specific days. Others involve finding an item in the area. Overall, since most of these excursions do not involve dungeon-crawling, they improve the pacing by giving players a way to take a break from the usual exploration, while allowing them to better prepare for the next time they enter a dungeon.


Ultimately, though Persona Q, Persona 3, and Persona 4 take around 70 hours each to complete, the former is paced significantly worse than the later two. This is something that only makes itself apparent after investing large quantities of time into each game. Otherwise, these pacing issues are much harder to pin down. Persona Q, while still a very solid RPG, is a difficult beast to recommend. It is only really worth playing if you are a huge fan of either Persona 3 or Persona 4, preferably both. Further, it feels much different than a typical persona game. Though I have not played Etrian Odyssey, I have been told that the additions and changes to the series formula were mostly taken from that franchise. As a result, the game is best for those who enjoy Etrian Odyssey, or are interested in the series. I believe that may be where I failed to meet the prerequisites, as those elements did not appeal to me. If you are not that interested in Etrian Odyssey, I would honestly recommend passing on Persona Q, as you are not really missing much in. It is nice, but hardly necessary, to see the Persona 3 and 4 casts interact in their respective primes.

Saturday, November 22, 2014

Impressions #20: Shin Megami Tensei IV

And now, we have reached the end of a long, long “Season of ATLUS”. After investing untold hundreds of hours playing ATLUS games and subsequently writing about them, we have reached the end of my queue. The last game in my list also happens to be one of the first I purchased for my 3DS: Shin Megami Tensei IV (SMT IV). Released in May of 2013, SMT IV attempted to bridge the gap between the classic feel of Shin Megami Tensei and the burgeoning market growing as a result of the success of the third and fourth entries of the Persona franchise. The end result is something that intriguingly shows how ATLUS has grown as a development house over the years.

As a Shin Megami Tensei game, many of the franchise staples have been brought back in full force. Players recruit demons into their party and use them to fight against other demons. The Press Turn System, which I have discussed several times before, makes a return as well. In order to make sure that the player party is as strong as possible, it is also necessary to regularly fuse demons together to create new ones. None of this will be surprising to anybody who has played an SMT game or read about them. These are classic elements one fans have grown to expect.
However, a lot of these elements have been retooled in order to improve the overall accessibility of the game. In particular, the fusion system received a huge update. Previous SMT games had the player go to a specific location in order to fuse demons together. They could also register demons in a compendium to be re-summoned later for a fee. When fusing, old games had a menu displaying all the demons possessed by the player, and it would display the expected result of the fusion. Skills inherited by the result would be semi-random, determined by a compatibility algorithm. Though serviceable, a lot of more casual players bemoaned how difficult is was to learn and master this mechanic. Since it was necessary to do this in order to remain stronger than the enemies, it was a valid complaint.
SMT IV greatly improves the usability of demon fusion, with the intention of giving players a greater degree of control. First off, instead of needing to go to a specific location, players can perform fusion at any time by accessing the main menu. The other major improvements is that the resulting demons skillset is determined by the player. Given the list of the demon's initial skills, and the list of every skill the parents know, players can select the skillset of the result.
Such changes are already a massive upgrade over the old methods, but the improvements extend further. Rather than having to laboriously go through every possible combination to figure out what players want to fuse together, SMT IV utilizes a search function. When the player enters the fusion menu, a list of options appears on screen. These choices all represent all the possible filters that can be used in the search. They range from the inclusion/exclusion of specific demons in the fusion, to specific races, elemental affinities, or skills. It is even possible to include demons from the Demonic Compendium in the list of fusion fodder. The results will be listed in the form of what demons can be made, given the current criteria, and the list of all combinations that will lead to each possible result. Once the fusion combination, and the result's initial skill set, have been determined, then the fusion will commence. As a result of all of these changes, players have a large degree of freedom in how their party develops, more so than in any SMT game before SMT IV. This turning away from random number generators in fusion grants great leeway in how the system works, and even unskilled players will quickly be able to make useful demons in this manner.

Other anti-frustration features include the ability to save anywhere, without needing to find a dedicated save point. At the same time, the game only gives the player two save slots, so some discretion must be advised on how often and where one saves their game. And even should players die in battle, that may not necessarily mean game over. For a small fee, the ferryman Charon will return the protagonist to the world of the living, just before they died. Should the fee be too high, it can be placed on a tab. Upon another death, if the player does not have enough money to pay off the current death, along with the tab, it will be a Game Over. The game is willing to give players leeway, when this is taken into consideration along with changes to demon fusion. However, because of that, it demands more from them in the middle of a fight.

While this is a very accessible SMT game, it is still an SMT game. Battles will often be decided quickly and decisively, thanks to the Press Turn System. Like in previous entries in the franchise, this system rewards smart play and punishes mistakes by giving or removing turns to both the player and the enemy. In order to further this reward/punishment dynamic, a mechanic was added called “Smirk”. If the protagonist or one of his demons exploits an enemy weakness (or blocks/dodges an attack), there is a chance they will smirk. When that happens, their attack power, accuracy, critical chance, and dodge rate are all greatly increased, and any attacks against their weakness are an automatic miss until their next turn. While this bonus is powerful, enemies and bosses can (and will) also gain smirk when they exploit the player's weaknesses. In this way, it becomes even more crucial for players to both discover and exploit enemy vulnerabilities while covering their own.
In any case, most battles, even boss battles, do not take very long. It is relatively easy to see whether or not the player is likely to win a battle by just looking at the state of the battlefield. It is interesting how the convenience features both have the potential to attract many new fans to SMT from the likes of Persona, while also having a chance to alienate them if they come unprepared. Likewise, classic SMT fans may pridefully scorn the convenience features, but enjoy how battles play out.

The story also has the potential to be equally divisive. While the actual story is not worth talking about too much, one of the important factors is that the player is regularly forced to make choices during dialog. Each of these choices shifts their alignment more towards Law, representing a desire to maintain the status quo, or Chaos, representing a desire to impose great change. The three companions that join the protagonist for most of the adventure each represent a viewpoint along this scale: One of Law, Chaos, and Neutrality. Whatever the player's alignment is at the start of the endgame will determine which ending is attained.
There is nothing inherently wrong with this idea, as archaic as it is. However, the execution has a major flaw. Said flaw is that there are many events in the game, required to complete the story, that affect the alignment of the protagonist. For example, accepting one quest as a part of the main plot moves the player closer to Law. However, if the quest is refused, the quest giver will simply tell the player that they will be here if they change their mind. No progress can be made until the quest, and resulting alignment change, is accepted. On the whole, the sum of these events skews heavily towards Law, which means one practically needs a walkthrough in order to be Neutal. For Chaos, it is necessary to heavily commit to Chaos at the start of the game. Since, like most SMT games, Law and Chaos are both different forms of suck, Neutral is clearly the only good ending. This leads to a lot of needless frustration.
On top of that, the characters themselves rarely ever feel like nuanced, dynamic people. Even in the case of the protagonist's friends, most NPCs in the game act more along the lines of caricatures, designed to embody and spout their given life philosophies. For players used to the type of characterization seen in Persona 3 and Persona 4, this can be very disappointing. However, classic SMT fans will probably come in expecting this. Combined with the impact on alignment, the story is very hit-or-miss. I did not mind it, but nor can I say that I thought it was particularly good.


Overall, Shin Megami Tensei represents an intriguing and enjoyable compromise between the notoriously difficult SMT games, and the more approachable Persona games. As someone who enjoyed both, this was a game that entertained me thoroughly. The fusion system is, hands down, the best fusion system that has ever been in an ATLUS game, with a great combat system to boot. Having said that, it is not for everyone. Fans of one franchise looking to break into the other franchise, or those simply looking for an alternative to more slower-paced RPGs, will find themselves welcome. If you consider yourself in any one of these categories, I would strongly recommend giving this game a try. Who knows? It might hook you as much as it did me.  

Saturday, November 1, 2014

Impressions #18: Shin Megami Tensei: Nocturne

Lately, I have been going back and playing old Shin Megami Tensei RPGs that I, for various reasons, missed back in the day. Dubbed the “season of ATLUS” by yours truly, this has been dominating much of my free time. The most recent game I completed in this process is Shin Megami Tensei: Nocturne. Released in 2003, Nocturne (Lucifer's Call in Europe) in pretty infamous in the JRPG community, with a very noticeable cult following. Like other SMT games, it has cultivated a reputation for difficulty. Though some will find it more or less difficult than others, my experience lends more credence to this reputation than other SMT games that I have played.

But before we get into any of that, I want to take a minute to discuss the game's plot and premise. A shadowy organization has decided that the current direction taken by humanity has resulted in a bleak and depressing existence. To that end, they take steps to end the world, using it as a basis to form a new one, in an event referred to as The Conception. This is where the protagonist comes in. The player assumes the role of a Japanese high school student who, by some blunder of fate, managed to survive The Conception. Afterwards, Lucifer (Yes, THAT Lucifer) takes an interest in him, and implants in him what is known as a Magatama, a parasitic life form comprised of pure demonic power. As a result, the protagonist is transformed into a half-human, half-demon entity called the Demi-Fiend.
In the Vortex World created by The Conception, demons are allowed to roam freely. There are only a few lucky humans who remained alive. It is these humans who have the ability to create the new world. In order to do this, certain steps need to be taken. First, they must resolve themselves to a philosophy on which the new world will be based on. This Reason, as it is known, can be taken from another person or conceived as an original belief. Then, enough creation energy must be gathered by them in order to summon a deity, to represent that Reason. After every represented Reason has battled it out, the winning belief will be used to create the new world.
Since the protagonist is a demon, he cannot create a Reason of his own. However, he is free to choose to support or oppose any Reason that has already been established. The player, in this capacity, will determine which, if any, of the Reasons will emerge victorious. Through the choices made, and the alliances formed, they gain and lose reputation with the various three factions, each representing their own Reason. At the end, it is this which determines whether or not the protagonist is in support of any Reason. Should the player decide to reject all three reasons, then their personality, as represented by their choices, is what will determine the new world.
While this may have been an interesting concept in 2003, most modern gamers are already extremely familiar with the concept of narrative choice. It worked, but it honestly was not all that interesting. This was from a time when such ideas had been relatively unexplored, so this is to be expected. Still, people playing Nocturne from a modern perspective might find this whole plot disappointing. Even the characters are not really that well written. Most of them are jerks and most of them have absolutely no reason to be. The story had potential to go in some really interesting directions, but failed to do so. Ultimately, while there are some interesting elements, the plot is mainly used to justify the gameplay and dungeon crawling, barely able to stand on its own.

As for the combat, SMT: Nocturne was the very first game to utilize the Press Turn System that most SMT games would come to utilize at some point. I have already detailed the basics of this system in my Digital Devil Saga Impressions articles. Playing this game, it becomes apparent that this is only the start of a system that would be greatly refined and reinterpreted in many ways. Unlike Digital Devil Saga, turn order is determined purely by the Agility stat, with the fastest going first and so on. Further, the combination attacks that proved so useful in Digital Devil Saga were noticeably absent here. Aside from that, I have discussed the system enough, and have no real need to talk more about it. Nocturne served as a great proof-of-concept for the system, which would later become a fundamental groundwork for combat in ATLUS RPGs.

Another interesting note of comparison lies in the way character and party development works in Nocturne, compared to other SMT games. Unlike Digital Devil Saga (but like most), the player party consists primarily of demons. In order to get these demons to join the party, it is necessary to negotiate with them. During the course of the battle, on the turn of either the protagonist's or a demon with a conversation skill, the player can attempt to talk to a demon in the enemy party. In the first phase of the conversation, the player will need to convince the demon to like him. Should that be a success, then the demon will make requests. Appease it, and it will either join the player, give an item, or retreat from battle. Failure will result in an enraged demon, causing the enemy's turn to start. In this way, there is always an element of risk involved with negotiations. Mitigating and accepting this risk by eliminating enemies before striking up conversation is as important as the actual act of talking.
Having said that, the demons gained through conversation are still pretty weak. The true way to gain a powerful party is through Fusion. At special locations referred to as Cathedrals of Shadow, the player can combine two demons into a new one. The result will have their own skills, but will also inherit some of its predecessors'. During specific times, a Sacrificial Fusion can also be done. Along with the original two demons, a third can be sacrificed. Depending on the strength of the third, the result will rise in power. Skills from this final demon can also be inherited by the result. Like in other SMT games, this process of Fusion is the key to maintaining a strong party throughout the game.
However, there are elements that clearly demonstrate the dated nature of this particular beast. For example, as earlier SMT games were known to do, Nocturne tends to rely far too heavily on random number generators. The specific skills that a fused demon will inherit is determined by a roll of the dice. I often found myself deselecting and reselecting fusions over and over in order to attempt to get the skills I wanted on my party member. Old SMT gamers probably will not mind that. On the other hand, people who have grown accustom to selecting inherited skills in games like Persona 4 Golden might be less inclined to go back. For better or worse, it is a very noticeable throwback.

As a demon, the protagonist also develops his own skills, albeit at a much faster rate than others. However, he does it differently. Throughout the game, players will acquire different Magatama, which confer different resistances and skills to the protagonist. Upon level up, should the protagonist be at a sufficient level, he will learn a skill from the Magatama. Like other SMT games, only 8 skills can be equipped at a time. To learn a new skill, one of the previous ones needs to be forgotten. Unlike Digital Devil Saga, there is no going back. Once a skill has been unequipped, it cannot be relearned. This can often result in making difficult decisions, because making the wrong choices on not only what skills to keep, but in what order they are learned, can quickly put the player at a disadvantage. The freedom to choose from any previously learned skills did not yet exist. Again, the dated-ness of the design very clearly shows.


And that is the ultimate problem with Nocturne. While it was a fantastic game at the time, and still continues to be very fun, it has been succeeded quite thoroughly by later works from ATLUS. It is a game that over 10 years old. Showing that age, it serves as an interesting data point to compare other JRPGs with. Moreover, classic SMT fans, eternally looking for challenging and varied battles against demons, would be well served playing Nocturne. I myself would be lying if I said that I hated the game. I enjoyed my 60 hour playthrough. Though a second playthrough seems unlikely, I would not completely rule it out. That said, people who have come to know the modern conveniences of ATLUS design in games like Persona 4 Golden might be put off from the old school design philosophies that went into it. This is what one would refer to as a “niche” game, even by ATLUS standards. Keep that in mind if you intend to try it out.

Saturday, October 18, 2014

Impressions #16.5: Persona 4 Arena: Ultimax: Part 2

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.

Saturday, October 11, 2014

Impressions #16: Persona 4 Arena: Ultimax: Part 1

It is a strange coincidence that Persona 4 Ultimax would be released during my so-called “Season of ATLUS.” Considering that I just finished Digital Devil Saga 2 the day before it came out, the timing could not be any better. As a massive fan of the Persona franchise, I would be lying if I said I was not predisposed to liking a new entry, even if its not a game in the main series. That was no less true when the original Persona 4 Arena was released. Even still, I am willing to stand firmly behind it even without the brand name appeal. There is quite a lot here, and much is done to appeal to every possible member of the target audience.

Fans of Persona 3 and/or 4 will be happy to note the inclusion of a story mode. Taking place after the first Persona 4 Arena, Ultimax details how the casts of Persona 3 and Persona 4 come together to uncover the truth regarding what happened. As both groups begin to start their investigations, a mysterious blood red fog covers Inaba. Both crews are thrown headlong into a new “P-1 Climax” battle tournament shortly afterward, and their captors state that the world will end if they do not succeed in winning the tournament in one hour. From there, the story goes in some pretty interesting, and surprising, directions at times. Being a canonical story in the Persona universe, it is almost required for fans to go through it at least once.
The tale is divided into episodes. First up is Episode P4, which tells the story from the perspective of the Investigation Team from Persona 4. After that is completed, Episode P3 becomes available, which retells the story from the point-of-view of the former SEES operatives from Persona 3. While the overarching story remains the same for both stories, there are significant differences between them. At the same time, there are plot elements that are only hinted at in one episode, that are explained in greater detail in the other, and vice-versa. Ultimately, the True Ending, which is unlocked by completing both episodes, makes it very clear that the P4 side to the tale is canonical, while Episode P3 serves as more of a “What If?” scenario.

Though the story itself is very well written, and an incredible job of bringing all of these characters together in a believable way, its presentation leaves much to be desired. Fans of the original Persona 4 Arena probably will not be terribly surprised to hear that, as Ultimax has the exact same style its predecessor had. The story is told in a manner similar to visual novels, where characters are represented by static 2D-artwork on top of a background image representing the area they are in. When this does not suffice to explain the action in the scene, a text description of the action is displayed on top of these elements. On occasion, these scenes are broken up by a battle, as dictated by the story. Even among fighting games, this is not a terribly unique style of storytelling.
The problem with this style, which feels even more pronounced here than it did in the first Persona 4 Arena, is that these scenes take a long, long time. It is not uncommon to spend an hour or more just watching characters talk to each other before ever participating in a battle. Because of the game's (admittedly handy) auto-advance mode for dialogue, this almost literally means that players will not be pressing any buttons at all for very prolonged periods of time. Even when fights break out, the AI for the story mode opponents is extremely stupid, so it takes almost no effort to trounce them with little more than a few combos and throws. Should even that be too much effort, the game even offers an “Auto Mode” which will make the AI fight for the player. Yes, this would literally mean that the player is watching the game play itself on the scant few moments that the story gives them a moment to interact with it.
And that transitions nicely into another thing I noticed when playing Ultimax. While Persona 4 and Persona 4 Arena both had very long cutscenes (even Persona 4 is infamous for having three hours worth of scenes before players ever got to fight a monster), they had an interesting way of keeping players engaged through that process. Persona 4 offered dialogue choices throughout all of these scenes. While those choices rarely, if ever, had any significant meaning, they kept the player's attention by giving them a chance to both think about what transpired in the game, and express their views on it, even if those views mean nothing in the grand scheme of things. Persona 4 Arena also offered choice in terms of which character they used as a viewpoint character and in what order they were played in.
In either case, these kind of “meaningless choices” would serve to greatly improve the end user-experience for Ultimax. It almost seems like the writers forgot that they were making the script for a video game. Usually, the only choice players have is in which character in their current group gets to fight the upcoming battle. Aside from that, the only dialogue choice made is right before the final boss, and is one of the most obvious choices I have ever seen in a Persona game. The game's presentation would have benefited from some interactivity in order to keep players more engaged during the story section. Some people are going to hate it, others will tolerate it in the name of a good Persona story, but I hesitate to say that anyone is going to “like” the presentation.


Unfortunately, I appear to be a little too long in the tooth for this article. As I was writing it, I realized that I was quickly approaching 2000 words. I sincerely doubt many of you out there would be comfortable reading all of this in one sitting. As a result, I decided to break this up into two parts. We will leave off here, since I have finished discussing story and presentation. Next week, I will discuss mechanics, characters, and new additions to the game.

Saturday, October 4, 2014

Impressions #15: Shin Megami Tensei: Digital Devil Saga 2

Life has been pretty busy. Balancing school, work, and personal responsibilities/hobbies can get quite tiring at times. This is why I have been so slow in staying up-to-date lately, straying slightly from the 1 article per-week goal I set for myself. Having said that, I did manage to set aside the almost 40 hours necessary to complete Digital Devil Saga 2. Thus, my season of ATLUS continues relatively unhindered given the circumstances. Released in the second half of the same year as the first game, Digital Devil Saga 2 is a direct continuation. For the purpose of this article, I am going to assume that you have either already read my impressions of the first game or played it yourself.

As the word “Saga” might imply in the titles, both games are made to strongly compliment each other, best enjoyed in order. One of the things that I noticed when starting Digital Devil Saga 2 is that writers assume that the player beat the first game when they wrote the script for the sequel. Should that not be the case, the game will mostly just assume that the player will gleam most of that information from character interactions. Though not many things happened in the first Digital Devil Saga, it was an important piece of the puzzle because it helped to established the main cast of characters and the major plot points which would be capitalized on and explained in the sequel. Without that knowledge, players might still be able to follow the basic plot, but they will miss much of the subtext and background behind interactions between characters. Even at the start of the game, the story does not stop to establish the characters in the player party, their powers, and why they act the way they do. It is assumed that the player already knows this because of their time with the first game, and thus no further explanation is required.
Many of the mysteries established in the first game, such as Sera's mysterious origins and powers, why the Embryon and other characters from the Junkyard seem to remember pasts which they could not possibly have experienced, and what the Junkyard and Nirvana truly are get explained and expanded on. Again, though this information can be followed by someone who does not have experience with the first Digital Devil Saga, not having this pretense severely reduces the impact these reveals have. Eventually, everything is explained and the whole story comes together very nicely, with most loose ends tied together in a surprising denouement.

As far as the combat goes, the general gist of it is the same as it was in the first game, which I talked about in my last article. Having said that, I want to expound upon something I discussed in previously. In the Digital Devil Saga impressions piece, I mentioned that the game has an interesting difficulty curve where the beginning is very difficult because of your lack of skills, something which I have since taken to calling “Yukiko's Syndrome” after the legendarily difficult first boss fight of Persona 4. Without a variety of skills, it becomes difficult to exploit weakness and gain the extra turns needed to turn the tides in the player's favor. In fact, sometimes the lack of early-game abilities can mean that the player will be blocked and lose turns as a result. For this reason, some players might find it difficult to really dig into DDS and similar games. However, if they stick with it, they can often find that the game gets a lot easier, since they unlock more abilities. Ultimately, the ability selection unlocked will often be the primary factor determining player success, even moreso than character level. It is a interesting dynamic that is often present in Shin Megami Tensei games.
Aside from how combat previously went down, the game presents some new refinements to the mechanics. One of the biggest additions is Berserk Mode. In the original DDS, there was a Solar Noise meter that acted like the phases of the moon of a tradition SMT game, changing from 0 (MIN) to 8 (MAX) and back as players advanced in the dungeon. This meter represents the amount of solar data flowing out from the sun at a given point in time. In the original game, this had no real effect on anything besides the prices for vendor trash and very specific skills, so I did not comment on it. In this game, a new mechanic relies on Solar Noise. Should the player run into a random encounter during the state of MAX Solar Noise, there is a chance they will enter battle in a berserk state.
In these special battles, the party will be in unable to control their demon powers, entering a half-human, half-demon state. This state greatly enhances critical hit rate and allows all physical attacks to ignore resistances from enemies who can absorb/repel them. However, the accuracy of the party will greatly decrease and they can only use physical attacks, hunt attacks, and items. Further, defense is greatly reduced and no magic can be used in a berserk state. Should the party win a battle in Berserk Mode, the experience gained will be double the normal experience. Alternatively, if the player feels like they cannot win a fight, the rate of success for escaping battle rises to 100%. It is an interesting risk vs reward mechanic that can be both a blessing and a curse to the player.

One more thing that differentiates combat in DDS 2 from DDS 1 is party configurations. In the previous game, players could often get away with only having 3 characters that were their main fighters, leaving the rest to just faff about on the sidelines. Since party members would rarely ever leave the group for long periods of time, players could generally keep the same three party members for the whole game and experience no downsides. In Digital Devil Saga 2, this is much less safe, especially towards the end of the game. Towards the end, the game is much more willing to play around with party formations, and members will often leave for long stretches of time or force themselves onto the front-lines for a single boss battle, like the infamous Kimahri-only boss fight in Final Fantasy X. As a result, it is much more necessary to keep every character developing their skills at a steady rate. This can be difficult since reserve members do not gain experience (called Karma in-game) during a fight. However, there is a skill which can allow them to do so, which can help combat this problem. Since it is a fairly inexpensive skill that can be purchased early on in the game, most players will not feel the pinch. Still, that is a equipped skill slot going to waste to fix a problem that really should not be a problem in the first place.

In terms of character development, the Mantra system from DDS 1 returns, but with a twist. Previously, the mantra system resembled more of a chart, like the perk system in Skyrim. To unlock a given Mantra, it was mandatory to master all of the Mantra below it on the chart, getting all of those skills beforehand. Now, the Mantra system is much more of a grid, along the lines of the License Board system in Final Fantasy XII (although DDS 2 came first). When a given Mantra is mastered, every Mantra around it on the grid is unlocked for the character to purchase. There are even special Sealed Mantra on the grid that can only be unlocked when every Mantra around them is mastered by at least one member of the current party. All characters start somewhere close to the center, and have the ability to branch out from there in whatever way they choose. This results in much less restrictive system. Rather than having to expressly master every Earth-element spell to get to the more powerful ones, players can just find a path to a high-level Mantra around it, and master that one instead. This gives an incredible freedom when choosing how characters develop that is rarely seen in JRPGs.

And that freedom is required, because boss battles are even tougher this time around. In the first game, even if the player did not know what a (mini-)boss could do, they still might fare a decent chance against them with a generalized build designed to take down random encounters. While this is still true about half of the time in DDS 2, there are also many boss fights where it is necessary to either look them up in a walkthrough, or lose against them multiple times in order to figure out exactly how to handle them. Without the right ability setups, many boss fights can be said to be nearly impossible, particularly towards the end. The game trusts that by that point, the player has strongly diversified their skillset and has the tools to counter whatever comes their way. As a result, it has no qualms about throwing monsters with very specific weaknesses and attacks at the player. Every skill can be important at some point in the game, and keeping this in mind will make a huge difference in the long run.


At the end of the day, Digital Devil Saga 2 is a good game in its own right, but heavily relies on the previous entry in order to truly get the most out of it. It just barely has enough exposition to explain its story on its own, assisted in part with flashbacks to cutscenes from DDS 1. Having said that, the game plays well, and challenge remains constant, because a single battle can prove lethal to the unprepared. Fans of the Shin Megami Tensei games, or of difficult RPGs will find themselves welcome to the party. Others might struggle to enjoy it to the same degree.

Saturday, September 20, 2014

Impressions #14: Shin Megami Tensei: Digital Devil Saga

My ATLUS binge has been progressing about as well as I expected. Since the games on my list are JRPGs, and I am now balancing a work and school schedule, I knew that playing through any one game would take some time. To not suspect that to be the case would be folly. Still, though it may have taken some doing, I have finally completed Digital Devil Saga. Released in 2005 for the PS2 in North America, Digital Devil Saga is much more of a traditional Shin Megami Tensei game than its Devil Summoner cousins. At the same time, it also sets itself apart in its own way.

One of the most unique aspects of the game is its story. Digital Devil Saga takes place in a post-apocalyptic hellscape known as The Junkyard. The player is handed the role of Serph, leader of the Embryon tribe, one of 6 large warring tribes in the junkyard. Devoid of emotions, the tribes fight one another in an attempt to kill the leaders of the other tribes. The last remaining tribe earns the right to ascend to the paradise of Nirvana. However, on one day, a bright light hits the bodies of every person in The Junkyard, branding them with special symbols. These symbols give the people human emotions and the ability to transform into demonic Atma Avatars, representing their inner selves. In exchange, they are given a compulsion to devour the flesh of other demons in order to strengthen their karma and gain additional powers. A mysterious girl appears at the same time, with the ability to suppress this innate hunger with her singing. With their world changed, Serph has to lead his tribe and attempt to reach Nirvana.
The setup is an incredibly intriguing one. The fact that the world is so incredibly different from our own, or any of the standard lists of typical RPG settings, can be off-putting at first. However, persistence through the game is rewarded with a very interesting character exploration. Since the characters are only just now starting to feel emotions, the player gets to see them grow and learn how and why they respond to certain stimuli. It is not something that many writers would dare to try, and fewer of which would get right. However, ATLUS does this job incredibly well.
Furthermore, there is an element of mystery to the story. Nobody knows who unleashed the light and why. The origins of the girl who can suppress the hunger are also unknown to the party. It is hinted that there are answers to these question, but the game does not outright state those answers. Presumably, this is because those answers will be made clear in Digital Devil Saga 2, the direct continuation of the story. Yes, the game is essentially a two-parter. As the first half of a two-part plot, the game does well enough to both be satisfying on its own and leave its sequel enough room to wrap up all of the loose ends. Although, I get the feeling that if I was not already aware that there was a direct sequel, I might be pretty peeved at the lack of a true denouement

Now, as far as combat goes, this game borrows a lot from other Shin Megami Tensei games, specifically Nocturne. Digital Devil Saga has adapted the Press Turn System from that game for its own use. Battles occur alternating between player and enemy turns. On the player's turn, they get one action for each ally character. Each character acts in a sequence determined by the player prior to the fight. In most circumstances, an action will consume an entire turn. However, if an attack manages to exploit an enemy weakness (or if a physical attacks becomes a critical hit), then only half of a turn will be expended. Should other half-turns be in play, then the half-turn will be taken from a full-turn instead. Alternatively, should an attack miss or get nullified by the foe's innate resistances, then the attack will expend two turns. A repelled or absorbed attacked will end the round entirely, as will running out of turns. A player can also strategically make the decision to pass the character's turn, only expending a half-turn, to give other teammates the chance to attack weaknesses. Enemies are just as beholden to these rules as players are during their phase, though they cannot pass turns.
This system is ultimately the crux of why the game can be either one of hardest or one of the easiest games out there. With the right skill-sets, parties can absolutely crush the opposition by mercilessly going after vulnerabilities and gaining many extra turns. However, an incorrect setup can quickly leave the party overwhelmed by wasted turns, leaving enemies the chance to capitalize on their misfortune. It is up to the player to make sure that they remain fully aware of the elemental properties of their enemies and adjust their setup accordingly, else they will not succeed. Particularly on bosses, it was not atypical for me to spend my first attempt just trying to figure out what attacks will/won't work on an enemy in order to adjust my build for the second attempt. Ultimately, this means that the early game can be brutal, simply due to a lack of skills. At the same time, the end game can be shockingly easy if the player has spent their time diversifying their party's abilities, given them a wide variety to select from.

Speaking of which, skill and character development is handled differently in Digital Devil Saga than they are in most Shin Megami Tensei games. In most SMT games, the player character must capture demons to add to their party. Those demons come with skills, strengths, and weaknesses, forming the basis of their setups. Though fusion, players have another way to customize their demons and further refine their party build.
This is not the case in Digital Devil Saga. Each character only has a single demon form, which will not change at all for the duration of the game. Unless the party is ambushed, they will transform into demons at the start of the fight and begin battle. Since no extra demons are obtained, skills are acquired in a different way. Instead, the players spend money (called “Macca”) in order to purchase Mantra at Karma Terminals (aka Save Points). With an unmastered Mantra, a party member will gain Atma Points towards the mastery of it. When enough Atma is acquired, the Mantra is mastered, new Mantra that required it as a pre-requisite are unlocked, and the skills the are governed by that Mantra are taught to the player character. All characters have access to the same mantra list, regardless of the statistical or elemental affinities. Therefore, each character can learn every skill in the game, given enough time and investment.
But gaining Atma just by fighting battles is a slow process, even with certain skills speeding it up. Having said that, there is a way to make it quicker. Certain skills, referred to as “Hunt” skills, exist in the game. If an enemy is defeated by a “Hunt” skill, then the character who delivered the attack will devour them, gaining much more Atma than they normally would. However, there is always a chance that the party member will suffer a stomachache, preventing them from gaining any Atma and giving them a chance to pass a turn. These “Hunt” skills are normally very impotent on their own. However, if any enemy has their weakness exploited, there is a chance that they will become “frightened”, which triples the damage of a Hunt attack. Should the attack also have an instant death chance, that chance rises to 100% on a frightened foe.
In order to stay ahead of enemies, it is important to constantly devour as many foes as possible in the game. The mechanics of these actions reinforce the characters constant need to eat in order to satiate their hunger, without burdening the player with any needless status ailments. Further, it fits right into the combat system by given the player additional reasons to play well and exploit weaknesses. It can even result in interesting scenarios where the player needs to choose between ending a battle swiftly or deliberately prolonging it in order to get a shot at a successful hunt. The chance to successfully hunt an enemy can even make some players look forward to the next battle, despite the needlessly high encounter rate. Overall, the hunting mechanic feeds well into the rest of the game.


Digital Devil Saga did a great job of reiterating on the core themes and mechanics of Shin Megami Tensei in what was, at the time, a new and interesting way. For this reason, it still holds up well at the time of writing, 9 years later. Though I did not attempt it in my playthrough, I should also make mention of the fact that this game is infamous for having one of the most difficult optional boss fights in the history of JRPGs. It exists for players who, unlike me, exist solely to keep challenging themselves with more and more brutal obstacles. For this reason, I can recommend the game to any JRPG fan. Those who like it easy will just need to be aware of a need to grind (though I finished the main story in only 35 hours), but players looking for a challenge will be well served by the optional content scattered throughout the game.