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#but his social link fits better with the star arcana based on how it plays out/the message of it
princekirijo · 2 years
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Do you think secondary arcana were a vood concept? Personally (pun not intended) i thunk they're a missed out on opportunity for subtle storytelling, cause what link arcana the protag has with a character could be an entirely new facet/diffrent arcana to them since no person treats two people the same way, also Shinji and Aki's femc social links are their secondary arcana dont @ me.
Yes actually I think the secondary arcana was a fantastic concept for pretty much the reasons you said. Everyone has different sides to their personality and we change how we act based on who we're around, intentionally or not (e.g. I act different around my parents to how I would around friends). So by characters having a second arcana (or even like the P2 system where characters have good affinity with multiple arcana) could be a really cool story/mechanic, and its not even that difficult to achieve. I kinda always assumed that Shinji and Aki's secondary arcana would be the Moon and Sun respectively based on their SLs. It's an interesting concept and I do wish they'd bring it back.
#asks#anonymous#persona#i know some people found it confusing but i dont think its THAT confusing and also they could like#subtly hint to how it works in game#igor could say something idk#but like#the arcana are supposed to represent the characters in some way#im gonna use aki here briefly as an example but#the emperor would be the arcana closest to his truest self as its the arcana of his persona (and a persona is your other self)#but his social link fits better with the star arcana based on how it plays out/the message of it#so he reprensents the star in the eyes of femc so to speak#i would go into more detail but its been a while and im tired lmao#i hope that makes sense#but yeah i think its a really neat concept#obvs with the introduction of the wild card its very unlikely they'll bring back the p2 system#but they could do what they did in p3p#it would be really interesting and as u said great subtle story telling#also i think they should bring in the ideas of reversed arcanas#not like how they did in p3 where if u break a social link or something its reversed#no i mean people characters whatever straight up representing the reverse arcana eg a reverse emperor character#i dont really have much thoughts on how but i still think they should try do something with it#i did have a concept about reverse arcanas and shit in relation to my oc (because ofc) but it would work as a wholeass game mechanic tbh#i dont feel like explaining it now though lol maybe one day#anyway tldr yeah secondary arcanas slapped and they should bring it back
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casualotptrash · 3 years
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Why the Persona 3 FES vs Portable Debate Makes Me Want to Fly Into the Sun Pt. 3
Part 1 | Part 2 | Part 3
Da da da daaa!
Part 3 of this lovely emotional rant is here, for anyone who wants to spend their time reading these. With the last two posts, I have mostly tried to be informative or just complain a bit about why this debate makes me want to fly into the sun, but for this post it’s going to go a little different. Perhaps a bit more subjective than the others.
In this post, I’m going to go over everyone's favorite clusterfuck...a definitive version of Persona 3.
Now, as we established in the previous post, we know that the argument of FES vs Portable is essentially pointless because everyone’s opinion on either game is subjective. However, I have neglected to bring up this topic that puts a huge ass nail into this dusty old coffin: the fact that there is objectively no definitive version of Persona 3.
Everyone can argue all day and night about which version of P3 is better, but no one can deny that either version are “definitive.” By definitive, I mean that the game has the most content that is offered, like Persona 4 Golden or Persona 5 Royal. The reason none of the P3 games are definitive is because base P3 lacks stuff from FES and Portable, FES lacks stuff fro Portable, and Portable lacks things from FES. It’s a gamble of whether you want to experience cutscenes, an overworld, and The Answer, or a whole new route with the FeMC and the brand new option of dating male party members and saving...you know who.
One might be able to say FES is definitive because it has The Answer, which I believe is considered canon according to the Arena games. Another could say Portable is the definitive version because it came out after FES, added the FeMC (who is technically canon as per the second Persona Q game), and removes The Answer (which a lot of people said The Answer messed with the core theme of P3). However, the definition of definitive in this case, and with all of the other games, is that the game offers the most content. Arguably, FES and Portable provide the same amount of content, just in different ways. This is why this whole conversation of which one is better, or which to play first, spawned in the first place.
The reason I am bringing this up in this post, about why this whole discussion physically pains me, is because having a real, definitive version of the game could finally put this discussion to rest. At least, it somewhat would. People would probably still argue that FES is the best for some reason.
Now, the argument becomes...well, what does a definitive version of Persona 3 look like?
I have seen quite a bit about this topic, and people seem to really miss some common sense points. For example, they get caught up in whether it would be considered a remake or a remaster. I know some use those terms interchangeably, but the “official” definition for each is that a remake is a game that is made from scratch, while a remaster is made by updating the existing assets and engine. For example, the upcoming Nocturne HD release is a remaster. Personally I find it difficult to neatly fit the typical persona definitive editions, like Golden and Royal, into either of these categories. It may just be me not fully grasping the differences between the two, but I believe they would fit into more of the “remaster” category. It is true that there are new assets and content being added to the game, but it’s so minor that I’m not sure it could be considered a remake. On the other hand, because new content is added it couldn’t just be defined as a remaster because typically the effects and such aren’t even changed that much. It’s just gameplay and story content that is tweaked.
When people get so caught up in what it would be considered, logic seems to...go out the window? For example, in a debate between a P3 remaster or remake, a person made a comment that if a remake was to happen then people would demand that all of the social links be available to anyone. Now, that just isn’t possible for a variety of reasons. There’s no way we could ever mix and match social links to get a preferred grouping. Another issue with this is that if just a remaster was made, then one of the two games would be left out.
This is why I don’t really think about whether a definitive edition is a remaster or remake, because using such strict labels make it harder to judge what could, or should, be in one. This is why I’m just referring to this process as making a definitive edition. That being said, I would consider a definitive P3 game to be more of a remake (not that it really matters) because my ideas would essentially combine FES and Portable, in a way?
So here we go, into my idea of what a definitive version of Persona 3 would look like. (Warning: This will contain spoilers for all of the P3 story and *gasp* may be a bit biased toward Portable because I like it more)
1. Presentation
In simple terms, I would want the game to essentially be Portable...but with updated graphics, cutscenes from FES, and an overworld. It’s easier to use Portable as a base because it’s already closer to the format of P4 and P5, so then adding in the good parts of FES with the cutscenes and overworld are par for the course. As far as graphics go, I would like the models and environment to look more like P3D (aka whatever engine they used for Persona 5?) because damn did the characters get a glow up.
2. Gameplay
Along with the format of Portable, I would also want the gameplay of Portable to be in this definitive version. That means no jealousy system, no fatigue until after you leave tartarus, the vision quest, and the other changes I mentioned in the first post. Sorry FES fans, but yes...I would still want the option of controllable party members. However, a new change that should be added is backup members earning exp. I don’t think baton passes or anything should be added, we don’t want a clone of P5, and the combo attacks in P3P kind of fill this role anyway. The idea of having social links give certain perks with ranks, like how confidants work in P5, is interesting but I don’t think it would be necessary. I would also say that the soundtrack should be exclusive for each side, like how it is in Portable, and that there should be an option to choose which skills are inherited.
3. Social Links
The stance I would take with social links would essentially be how Portable did it, but with a slight tweak. No matter how much it would be cool to date Rio or Saori as the Male MC, or vice versa with Kaz or Keisuke and FeMC, I don’t think any mixing of the two sides would really be feasible. However, I would love to see cameos of those characters in the opposing routes. For example, you see Yuko and Kaz in the female route, but in the male route you could see Saori and Rio at school. That being said, and this is probably one of the biggest issues, I would want the male protag to be able to have social links with the entire party, men included. This brings up the issue of what social links you would cut out because you can’t have two social links be the exact same arcana. Unless they want to add more arcanas to the game, which would probably not go over well either, the best option is probably to prioritize the male party members and then have who would usually be in their place just show up sometimes. For example, Kenji would show up in the social link with Junpei instead of the magician social link just being about one or the other.
I know this seems weird, but it does kind of avoid shafting one or the other. If it was too hard to fit the two together (such as Chihiro and Ken both being Justice), perhaps a few more school scenes could be added where the MC interacts with the school friends that are not seen as much (Kenji, Chihiro, etc.) However, and this might piss off 1% of people but whatever, but the moon arcana with Nozomi (Gourmet king dude) could just be completely taken over by Shinji. Nozomi is a meme, but he is not needed in any way. Also, I would prioritize Yuko in the male route over Koromaru since, although he is a very good boy, he is still a dog. Also, please get rid of the option that you’re forced to romance every girl in the male route, and personally I would say keep in the fact that you cannot date Junpei. In a headcanon sort of way, I totally dig the idea of the MC being able to help Junpei through his rough time after Chidori dies (if she dies?) and feelings grow from there, but from a story perspective I think it’s integral to his character that he friendzones the player if they try.
So TLDR; who the social link is about would mainly stay true to the original route (male route with Kaz, etc. and female route with Rio, etc.), however in the male route the party members would take priority (so Akihiko would take the star arcana place and Mamoru (track guy) would just be featured in the link sometimes), and in both routes Shinji would take Nozomi’s place as the moon. Important note that besides including the other character, the main substance of the social link shouldn’t be changed; aka they should not change the format of the social links to operate more like P5 social links where the MC is just solving all of their problems.
(Sidenote: This is imply my idea on how to include party members into the social links for the male route, however if they just decided to keep the social links the exact same as Portable with no male party member social links with the male route then I’d be fine with that too. It wouldn’t really take away from the game as a whole for me, personally.)
4. Romance Options
Riding off of the social link talk...and I know this is like the least likely option of happening, but please make some gay options Atlus? If we can romance every single girl in the male route, why not just add the romance option for the men too? Yes yes there’s the whole argument about the issue of “making everyone bi” (thanks for erasing sexuality that care more about connections rather than gender?), but I say look no further than how Dragon Age 2 did it. Every romanceable option in that game can be romanced be either the male or female main character (barring a DLC character who is only romanceable by females), and it works just fine. Turns out, no one really gives a shit if it’s “realistic” enough (aka only having one or no bi/gay people apparently?) because it’s a video game and people want to romance whoever they want...because it’s a video game. Even if you really, really don’t like this approach there is also the option of going the Dragon Age Inquisition route, where characters are able to be romanced by certain genders and not by others (race also plays a role in this in the game, since there are elves and other fantasy races and such, but this is not applicable to Persona obviously). This is simply a hypothetical example, but how this would work is that like Fuuka can only be romanced by the Male MC, Akihiko and Yukari could be romanced by either MC, and Mitsuru could only be romanced by the FeMC. Obviously social links specific to a run would be a romanceable option to the MC in their route (as in Yuko would only be romanceable by Male MC because she’s only in her run, and social links like Saori could be a romance for FeMC because she’s specific to her route). I have a gut feeling this would cause an even bigger uproar with the fandom, so having any romance option (barring route specific social links for the route they’re not in) be available for either male or female MC is the best option in my opinion.
Take out Ken’s romance option altogether though. I know some of the language is different, so it doesn’t say you “spend a long night together” or whatever, but that doesn’t really make it any better. I do think it’s fine if Ken has a crush on the MC, and maybe has a whole Kenji thing of thinking they are together cause he’s 10 and kids can be like that, but the MC wouldn’t actually act on this and the player could be given the choice to actively dissuade Ken. The only good thing that came out of Ken’s romance option was the fact that him and Akihiko can argue in Tartarus if you romance them both, and I don’t want to lose that hilarious dialogue.
5. Tartarus
Tartarus...uh...to be honest I’m not really sure what to do with this beast. It’s boring and tedious in the first place, probably by design for symbolism in the game, but I’m not sure how to make it interesting without copying the dungeon/palace format. Perhaps the blocks could be restructured to act more like a big puzzle that needs to be solved, like certain sections of palaces in P5, but also have bosses and shadows thrown in. For example, perhaps one block could be more reminiscent of hide-and-seek stealth tactics while another is formatted like a series of arena-esque gladiator fights. Also probably lower the number of floors you need to climb? It gets a bit ridiculous when you realize there are 264 floors of Tartarus and 99% of them are the same but just with more funky music and slightly different decorations. This job is suited for someone with actual video game making experience though, and not me.
6. Awakenings and Pacing
Let’s talk about some quick fixes to awakenings and pacing of the game. Now, since this is a definitive version and not a true remake, I wouldn’t want them to rewrite the entire story or something. Most of the party member’s original awakenings happen off screen, which can be kind of lackluster. The MC’s and Fuuka’s are the only two we really see, and those moments were really cool in my opinion. Obviously we wouldn’t see Mitsuru’s, Akihiko’s, or Shinji’s original awakenings, but that is fine. Yukari and Junpei also fall into this boat because Yukari awakens before the MC gets to the dorm, and it would be hard to show Junpei’s awakening while also having his whole “reveal” moment when he comes to the dorm to live there. I don’t know if it’s ever mentioned when Ken awakens to his persona, but making a scene to show both his and Koromaru’s would be helpful instead of just saying Ken has the potential and he’s joining, and hearing about Koromaru awakening but not actually seeing it. As for the pacing, I’m mainly talking about the summer time where you can’t hang out with a good number of social links. I would just change this so that you can hang out with school social links during this time more readily, like if they’re just hanging out somewhere in town if they’re not at school. Like I said, this isn’t a remake (and I’m not a video game designer) so I didn’t want to get into how to fix the overall pacing of the story, which can be pretty slow until October or so. My one suggestion is maybe adding in a few extra scenes with Strega before October so it’s not like we run into them a couple times and suddenly they’re a major villain.
7. Shinjiro
(Spoilers for after October) I know certain people will definitely not like this point, but I think the option to save Shinji should remain in the game (and Chidori too). I’ll go into this in another post, but my main reason for keeping this in is because some people really do like this option, so it would be kind of unfair just to get rid of it because other people don’t like it. However, I would suggest a change to his social link so that there is the option to save him or not while also being able to complete the social link. Perhaps after rank 10 would be when you could give him the pocket watch, so that people could get the rank 10 and not be forced to save him. 
8. Extra Content
(Spoilers for the ending of Persona 3 and The Answer) Each definitive version has extra content in the “third semester” (because Persona 4 and 5 both essentially end after December), but in Persona 3 the natural game ends in January. I am not sure if they would try to add another whole months or so on, but because The Answer already exists, but I assume they wouldn’t add extra content in February or something for the MC. For The Answer, I would keep this in the game as sort of the “extra content” but add a FeMC version of this. Obviously it would be largely the same, except with the FeMC and perhaps the male party members could get more of a focus since the female party members get a larger focus in the male route (ie. Yukari breaking down with the keys. Maybe Junpei or Akihiko could take on this role as the people who don’t want to let go). Also, as a possible new addition to The Answer, Shinji could be a part of it if he is saved during the main game. In the NG+ run of Portable FeMC route, if you romance Shinji he comes to the rooftop for that final scene, so in a way it could be possible for him to recover by the time The Answer happens in March.
Now, if Atlus decided to add a more typical “extra content” thing, I hope they wouldn’t try to cram The Answer in on top of that unless they were able to do it cohesively. It might be a lot to have the whole ending of the game in January, come up with a reason to have extra content in February (presumably with the MC still alive, but also combat would need to be a part so then the issue arises of Tartarus coming back or something?), and then have the answer take place right after near the end of March.
Well that’s the end of that I think. This will also be the last post in this little “series” because I pretty much went over everything about this debate that makes me want to fly into the sun. I know the things I talked about in these posts will probably never stop, but I really hope that if a definitive version comes out at least the discussion will change to saying what is good or bad about each game rather than FES supremacy or whatever. That being said, above all I really hope this debate doesn’t discourage new fans from Persona 3 or the series in general, because that would probably be the worst outcome from all of this. It’s a great game, and it’s a shame that the game itself is kind of held back by being split into two (I’m not counting base Persona 3) different forms.
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operationrainfall · 4 years
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Title Persona 4 Golden Developer Atlus Publisher SEGA Release Date June 13th, 2020 Genre RPG Platform PC (Steam) Age Rating N/A Official Website
A few years back, when I was convinced to buy a Vita, there was one game everybody said I had to own. Despite chafing at being told what to play on my consoles, I eventually took the advice to heart. That game was none other than Persona 4 Golden, and it astounded me. Prior to playing it, I hadn’t been patient enough to play through Persona or SMT games, and got especially frustrated with the difficulty of Persona 3. But after P4G, I learned what to expect from the series, and with that knowledge came a greater appreciation for these games. The grind was just part of the experience, and it complemented a wonderful and twisty story. So when I discovered that Persona 4 Golden was coming to Steam, I jumped at the chance to cover it for oprainfall.
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After I started playing Persona 4 Golden on Steam, the weather fittingly took a turn for the worse, and it began raining hard for several days. There were intermittent breaks of sun, but the wet weather kept coming back. Which is my way of saying there’s a chance you’ll see my bearded face on the Midnight Channel not long after you finish reading this review. In the meantime, let me tell you what to expect from the game. After all, even many years later, I acknowledge not everyone is intimately familiar with the adventure. And since I’ve already beaten the game a couple times on my Vita, this review will mostly be focusing on the differences between the versions, as well as giving a synopsis of the plot and characters.
The story takes place in the rural town of Inaba. You’re the unnamed hero, a young man with strikingly gray hair moving in with your uncle and his daughter. While the purpose of your visit is primarily to attend Yasogami High, things quickly take a turn for the strange. Bodies start piling up, and suddenly Inaba is known more for murder than the local Junes store. And since this is a Persona game, you quickly discover you have a special knack for summoning your inner self to battle monsters as well as jumping inside a hidden world within TV screens. Thus starts Persona 4 Golden, and I promise you it’s a wild ride with many delightful twists and turns. While I won’t spoil any of them, I will focus next on a key component of any Persona game – the characters.
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The fabric of the game universe is woven tightly by the bonds established between this eclectic cast of characters. And while you could certainly make the same claim for any title in the beloved Atlus series, I have a special fondness for this cast of characters. Even years later, they still make me laugh, groan and cry at their antics. Whether it’s the spunky carnivore and lover of Kung Fu Chie, or the fiery diva with an odd sense of humor Yukiko, or even the awkward goofball Yosuke, it’s a really fantastic group. There’s more main characters than those I just mentioned, but I probably should let you discover the rest. I will say, they’re all well developed and quite distinct. One of my favorites is a certain bad ass who wields desks and chairs as weapons and is much more nuanced than you’d imagine, but there’s no duds here. Even the NPCs you encounter wandering the streets of Inaba add something to the mix. And the side characters bring a lot to the table, such as your adorable cousin Nanako or your gruff uncle Dojima. Your connection to the cast is important, since the bonds you cultivate between your hero and others not only expands your understanding of them, but it empowers you via Social Links.
I’m not sure if the folks at Atlus are fans of Freud, but the Persona games definitely focus on concepts of identity. This game in particular also confronts many gender issues, but in such a way that it’s up to the player how much attention they devote to that. As the game progresses, your characters confront those sides of themselves they repress, and only by accepting them, ugly bits and all, can they truly grow. In the process, your team slowly earns their own Personas, one for every main character. The only exception is your hero, who can utilize any Persona at your disposal, those encountered while dungeon crawling or fused in the Velvet Room. Another way the game addresses these concepts is via the Social Link system. As you spend time with others, you learn their hopes, dreams and fears. As those friendships grow, your rank in their corresponding Arcana increases, based around Tarot cards. For your teammates, that lets them learn new abilities and grow stronger. An example is acquiring follow up or team attacks, surviving critical damage once per battle, or even helping downed allies recover. For side characters, you’ll just gain bonuses when you fuse Personas of their Arcana, such as Hierophant, Empress or Star. Depending on their rank, you’ll garner more or less of added benefits. It’s complex, but also very well streamlined. Every Persona in the game belongs to a particular Arcana, so you actually have a lot of control over your team’s growth.
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Besides the bonds you forge, you can also improve your hero’s attributes such as Courage or Understanding. Your level of growth will determine certain choices you can make during dialogue, such as courageously telling that special someone you’re attracted to them, or explaining death to a child with compassion. Attributes are improved through a variety of methods, such as reading books, doing well in class, attending clubs and even taking on part time jobs. The longer you play, the more options open up, and it all makes for a very dynamic and addictive loop. Your time is pretty much yours to use as you see fit, though you’d do well to spend it constructively. Keep in mind that once you encounter the next major story arc, it’s best not to wait too long. Because if you don’t save victims of the mysterious culprit fast enough, it’s game over. But that’s only if you’re really dillydallying. Just remember, if you get a forecast of rainy weather for several days, you’d better be ready to save the day. As a result, I often would go dungeon crawling on sunny days just to get my feet wet and level up my characters a bit.
More P4G on Page 2 ->
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Speaking of leveling up, one of my favorite elements of Persona 4 Golden is the combat. It was definitely an inspiration for later games I’ve enjoyed such as Tokyo Mirage Sessions and Persona Q. Essentially, each dungeon is procedurally generated every time you enter it. That means the overall layout will be slightly different, though key events will occur at predetermined floors. For example, mini bosses have to be slain or keys to locked doors must be found. As you explore the dungeons, you might find something handy like a treasure chest, but more frequently you’ll encounter roving Shadows. Many appear like angry puddles of oil with grasping hands and theater masks, though on occasion you’ll find rare ones that look like scurrying hand monsters with comical faces. If you hit Shadows from behind, you’ll get advantage in battle and be able to attack first, but if they catch you off guard, they’ll instead get an uninterrupted turn to wallop you. Once battle is initiated, you select attacks for characters, at least if you like to directly command your team. I love controlling every aspect of my strategy, so I quickly turned off the auto battle tactics. Though if you’re feeling lazy, you can always let the game auto battle.
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Your goal is to hit foes with an attack they’re weak to. This could be a physical attack, status effect, or more frequently an elemental attack. Once you’ve discovered their weakness, it will be displayed via the Analyze command. When you hit a foe with their weakness, they’ll become downed. If you down every foe, then your team of heroic ruffians will rush them, doing significant damage. You might also trigger optional attacks from your allies if you’re friendly enough with them, even ones not in your immediate party. It’s really fun and dynamic, and the tides of battle can turn rapidly. Whenever you see red Shadows, get ready to run or muster your courage, cause those are the extra hard monsters. Perhaps not as hard as FOEs from Etrian Odyssey games, but no pushover either. If you do especially well in battle, you’ll get to play a mini game with Tarot cards to acquire various benefits, such as increased experience, money, ability cards and even new Persona. If you manage to grab every card, you’ll get a Sweep Bonus, which lets you pick more cards the next time. I love the combat, and the Tarot mini game made even the hardest battles a real treat. Simply because you know that if you went into battle with the right tactics and equipment, you’d be able to beat anything. Even the incredibly challenging bosses you’ll face in the game.
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Now, most of you are probably familiar with Persona 4 Golden already. As such, I want to spend a little time talking about how it plays on Steam. First things first, it’s really nice to play the game on a bigger screen. Everything just bursts with color, especially the animated sequences. I actually noticed minute details in the background that I completely missed the first time around. The music is also fantastic, and the voice acting has never been clearer. While you have your choice of Japanese or English audio, I am really happy with the talent from the English VA team. It’s great how they spur you on during battle, as well as bringing the story to life through their energetic conversations. Though I will say, it’s important to check your display settings. I’m far from experienced modifying settings for PC games, so it took me some time to tinker and get it where I wanted. Initially the display was set to 1280 x 720, while my screen is 1920 x 1080. As a result, the character models were deformed initially. Thankfully, once I adjusted it accordingly, the models had the normal proportions I remembered. Funny enough, the squash effect only applied to in-game models, not the animation or static art for character heads.
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As for the controls, you have a couple options for playing Persona 4 Golden on Steam. If you have an Xbox controller, you’re more than welcome to use one. I purchased a new one right after I received this version of the game, and it worked pretty effortlessly, with one proviso. I don’t like how the camera controls were set to airplane mode, AKA inverted. Though if you want, you can use the bumpers instead of the right joystick to slowly pan the camera. But, if you’re a dedicated PC gamer, you can also play Persona 4 Golden with keyboard and mouse. At first I was worried about this setup, but I actually really grew to appreciate it. Though the game doesn’t explain all the controls for keyboard / mouse, they’re pretty intuitive. You can use WASD to move, F to access shortcuts, Z for map, C to return, click to select options, press spacebar or enter to investigate things, and Tab to go to the menu and adjust settings. And quick note, though I didn’t rely on the shortcuts feature much on Vita, it was invaluable this time around. While gamepad is probably the best way to play, I often was too lazy to dig it out. In the 30 something hours I played the game, more than half was spent playing with keyboard and mouse.
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While I like a lot of how Persona 4 Golden played on Steam, there were some small hiccups. One is that the graphics blur a bit during character movement. Whenever they’re running or gesturing, it’s very noticeable. I checked, and that’s also the case on the Vita. It’s just much more noticeable on a bigger screen. Even though I tweaked the V Sync and other settings, I couldn’t get the blurriness to completely go away. Thankfully it was something I was able to ignore for the most part. Something I’m less forgiving about is a small glitch I encountered multiple times. I would load up the game after hours of playing it, and suddenly the display wasn’t how I had set it. I managed to fix it by quitting and restarting, but I’m a bit surprised it persisted. Hopefully that will be addressed soon. The biggest surprise for me was that there wasn’t any new content in this version of the game. Granted, it’s hard to improve near perfection, but I half hoped there was a new dungeon or something. Or even just a graphically improved port. But, it’s hard to complain when I’ve been having so much fun.
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Visually, the game holds up really well. Especially considering it’s a Vita port of a PS2 game. Though the character models are a little rough, I love the design of all the characters, Shadows and assorted NPCs. Take the creepy flair of “The Nose”, or the eye catching design of Teddie. Everything looks great, and that goes double for the animated sequences. On the topic of audio, it actually held up even better. The voice acting is sharp and clear, and the music is outstanding. Every track fits the action perfectly, and the dungeon music is especially entertaining. It keeps you motivated to keep playing and playing, which is good considering how long it’ll take to get the best ending.
It’s always hard improving on something like Persona 4 Golden. And while you can debate if this port succeeds, it’s still a joy to play Persona 4 Golden on Steam. Especially if you’ve always been interested but didn’t want to buy a Vita to play it. You can own the game for only $19.99 for the standard edition, or $24.99 for the deluxe with digital artbook and soundtrack, either of which is a bargain for 50+ hours of content. Put simply, the must own title for Vita owners is now a must own title for PC gamers. It’s a treat to cover this release, and I hold out hope there’s more on the way soon from the fine folks at Atlus and SEGA.
[easyreview cat1title=”Overall” cat1detail=”” cat1rating=”4.5″]
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REVIEW: Persona 4 Golden on Steam Title Persona 4 Golden
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