this game is very good but dang i'm also in july and maybe half my social stats are at 3
like i'm playing very casually and just enjoying roleplaying what my dude would do any given night (he likes movies a lot) so i'm not looking for MAX GAINS or anything
but i also have went most of my playtime having forgotten about the house plant or smoothies or all these things and i can't help but feel those lost points
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AtomicTofuShe's a straight-up supervillain, yoRegistered Userregular
That was a very strong endgame, and a very good—if overly long—ending. It addressed most of the things I was worried about with regards to the ending itself!
Ending thoughts
That the game took a stance on helping people even if they didn't want to be helped was probably the best thing it'd done, thematically. Whether or not that's my viewpoint doesn't matter; that they stuck to that, even doing a callback to Yusuke and Madarame, was exactly what I wanted out of the game. It fit so much better with the theme of youth rebellion that way, a pushing back against unfeeling paternalism.
That you fight the demiurge as the gnostic Adversary, that's pretty good
If the rest of the game had hewn more closely to these themes instead of trying to incite paternalistic protective instincts toward women who are subjected to sexual exploitation or violence, it would have been very cool
And the last few cutscenes are great. Morgana as a car mechanic is great. That the last thing the gang does in Shibuya is very firmly go "FUCK THE POLICE" is great. Everything about it felt just about right.
Persona 5 is a pretty good game. I might have more thoughts about it later, but right now I'm happy I played it.
I think the most valid criticism I've seen levied at this game is using super powers to solve mundane issues. It's all well and good that you can stop rapists and murderers and blackmailers by changing their hearts, but that's not an option in real life. The zeitgeist, grassroots elements and the idea of using the phansite to encourage people elsewhere to oppose oppression aren't pushed enough. It makes the game overall much more escapist than P3 and P4, which separate out the mundane and the fantastic.
The other side of that coin is that I was left entirely cold by any discussions on the morality of what you're doing. The game was simultaneously over the top and entirely half-assed in its attempts to criticise your actions, which is somewhat impressive.
Well, all the games are power fantasies. In addition to destroying Nyx and the embodiment of human apathy with magic though, you also sometimes shared a quite moment with an old granny who has come to resent the memory of her husband who passed with dementia, no changing of hearts required.
3DS: 2234-8122-8398 | Battle.net (EU): Ladi#2485
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DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
Well, all the games are power fantasies. In addition to destroying Nyx and the embodiment of human apathy with magic though, you also sometimes shared a quite moment with an old granny who has come to resent the memory of her husband who passed with dementia, no changing of hearts required.
I mean... there are social links where you don't change anyone's hearts?
But in a world where the MCs have that power it makes sense that they are going to use it. If they weren't using it I'd be yelling at my screen for them to use their powers to help the people.
It's a different game in that regard and kinda has to be done differently and shouldn't just be the same.
It's not that. I wrote about this before, but what's Weird about it is that you're solving mundane with magic instead of magic with magic. Killing shadows with magic makes sense. If palaces were like evil places made of shadows that were distorting people's hearts and defeating the palace restored them to normal the game would feel better that way. Magic prblem uses magic solution.
Here it's: people are asses. Use magix to make them stop.
League of Legends: Sorakanmyworld
FFXIV: Tchel Fay
Nintendo ID: Tortalius
Steam: Tortalius
Stream: twitch.tv/tortalius
Well, all the games are power fantasies. In addition to destroying Nyx and the embodiment of human apathy with magic though, you also sometimes shared a quite moment with an old granny who has come to resent the memory of her husband who passed with dementia, no changing of hearts required.
I mean... there are social links where you don't change anyone's hearts?
But in a world where the MCs have that power it makes sense that they are going to use it. If they weren't using it I'd be yelling at my screen for them to use their powers to help the people.
It's a different game in that regard and kinda has to be done differently and shouldn't just be the same.
There fully aren't, actually. You go into Mementos/a Palace to solve someone's problem in every confidant, except possibly Sun.
I think the only time it is earned is in Kawakami's link - you support her, she stands up for herself, things escalate and you sort that shit out. Mishima to a lesser extent as well, as he confronts his own issues.
It's not that. I wrote about this before, but what's Weird about it is that you're solving mundane with magic instead of magic with magic. Killing shadows with magic makes sense. If palaces were like evil places made of shadows that were distorting people's hearts and defeating the palace restored them to normal the game would feel better that way. Magic prblem uses magic solution.
Here it's: people are asses. Use magix to make them stop.
I fail to see the issue. Spider-man gets awesome powers, goes around webbing up purse-snatchers. Characters using their superhuman powers to resolve mundane problems exists in every form of fiction.
after playing through a bit of NG+ and ultimately stopping because why am I doing this to myself now; I realized the one thing this game totally needed to have was more hang outs at karaoke
that one visit where nobody sang was a total tease
Well, all the games are power fantasies. In addition to destroying Nyx and the embodiment of human apathy with magic though, you also sometimes shared a quite moment with an old granny who has come to resent the memory of her husband who passed with dementia, no changing of hearts required.
I mean... there are social links where you don't change anyone's hearts?
But in a world where the MCs have that power it makes sense that they are going to use it. If they weren't using it I'd be yelling at my screen for them to use their powers to help the people.
It's a different game in that regard and kinda has to be done differently and shouldn't just be the same.
There fully aren't, actually. You go into Mementos/a Palace to solve someone's problem in every confidant, except possibly Sun.
I think the only time it is earned is in Kawakami's link - you support her, she stands up for herself, things escalate and you sort that shit out. Mishima to a lesser extent as well, as he confronts his own issues.
Mishima isn't just to a "lesser extent". You don't change his heart. That's a do or don't thing. You investigate it, sure. But you don't take his heart so it's still not that thing. Plus of course the various non-gameplay loop ones (strength, fool, magician)
But for the others, because it's a game with a specific gameplay loop. Mementos exists so that you can get quests to go there. It's better game design to have those quests actually related to the characters/confidants than not.
Sure if you like, I'm going to call that a difference of opinion.
It's a departure from previous Persona games though. Using supernatural means to overcome supernatural obstacles is one thing (awakening someone's latent ability in the process being an added bonus), but using it to face the mundane is another.
It's part of the reason why I think some of the social links this time are less affecting, the need to structure them to have a conflict in Mementos to resolve. Like, Akinari had cancer. You weren't going to beat that up for him, but you could sit with him a spell. Nanako's mother is dead and her father was distant - you don't change Dojima's heart (directly), but you could be her big bro.
Somewhat related, I think there was room to tell a really moving story with Haru that they really dropped the ball on.
3DS: 2234-8122-8398 | Battle.net (EU): Ladi#2485
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Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
the best spider-man stories are the ones where he uses his powers as little as possible tho
But one of the most iconic Spider-man images is of hime trapped beneath a vault as the water pours over his head and causes the water level to rise slowly.
Humor can be dissected as a frog can, but dies in the process.
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DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
Sure if you like, I'm going to call that a difference of opinion.
It's a departure from previous Persona games though. Using supernatural means to overcome supernatural obstacles is one thing (awakening someone's latent ability in the process being an added bonus), but using it to face the mundane is another.
It's part of the reason why I think some of the social links this time are less affecting, the need to structure them to have a conflict in Mementos to resolve. Like, Akinari had cancer. You weren't going to beat that up for him, but you could sit with him a spell. Nanako's mother is dead and her father was distant - you don't change Dojima's heart (directly), but you could be her big bro.
Somewhat related, I think there was room to tell a really moving story with Haru that they really dropped the ball on.
True.
But the games also have very different themes so it makes sense that there would be those differences.
Like P3 was all about death and the coping there of. So obviously the social links were going to visit that theme as well. That's why you have stuff like that. It isn't the theme of P5 however.
I don't know if I'd really call it a "departure" when dealing with 2 other games that each had their own specific themes that they followed throughout the game and in turn bled into their individual social links though.
the entire epilogue in the game is the characters of the game enacting meaningful real world change through mundane means
the game is the power fantasy of being able to solve problems and bring people to justice supernaturally, because its fun and empowering and also its the game. but still at the end it wants to show that said change is still possible through people who give a shit working hard
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Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
like i'm playing very casually and just enjoying roleplaying what my dude would do any given night (he likes movies a lot) so i'm not looking for MAX GAINS or anything
but i also have went most of my playtime having forgotten about the house plant or smoothies or all these things and i can't help but feel those lost points
The smoothie you can buy in the Shibuya underground is kinda this
Steam
That was a very strong endgame, and a very good—if overly long—ending. It addressed most of the things I was worried about with regards to the ending itself!
Ending thoughts
That you fight the demiurge as the gnostic Adversary, that's pretty good
If the rest of the game had hewn more closely to these themes instead of trying to incite paternalistic protective instincts toward women who are subjected to sexual exploitation or violence, it would have been very cool
And the last few cutscenes are great. Morgana as a car mechanic is great. That the last thing the gang does in Shibuya is very firmly go "FUCK THE POLICE" is great. Everything about it felt just about right.
Persona 5 is a pretty good game. I might have more thoughts about it later, but right now I'm happy I played it.
I didn't end up picking up on this at all. COuld you elaborate on what you mean?
Haru has... thoughts, shall we say, about shadows.
lookit this asshole over here
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Anything Futaba says during combat
The other side of that coin is that I was left entirely cold by any discussions on the morality of what you're doing. The game was simultaneously over the top and entirely half-assed in its attempts to criticise your actions, which is somewhat impressive.
My Let's Play Channel: https://youtube.com/channel/UC2go70QLfwGq-hW4nvUqmog
I mean... there are social links where you don't change anyone's hearts?
But in a world where the MCs have that power it makes sense that they are going to use it. If they weren't using it I'd be yelling at my screen for them to use their powers to help the people.
It's a different game in that regard and kinda has to be done differently and shouldn't just be the same.
But then it wouldn't be much of a game, now would it?
Here it's: people are asses. Use magix to make them stop.
FFXIV: Tchel Fay
Nintendo ID: Tortalius
Steam: Tortalius
Stream: twitch.tv/tortalius
There fully aren't, actually. You go into Mementos/a Palace to solve someone's problem in every confidant, except possibly Sun.
I think the only time it is earned is in Kawakami's link - you support her, she stands up for herself, things escalate and you sort that shit out. Mishima to a lesser extent as well, as he confronts his own issues.
I fail to see the issue. Spider-man gets awesome powers, goes around webbing up purse-snatchers. Characters using their superhuman powers to resolve mundane problems exists in every form of fiction.
that one visit where nobody sang was a total tease
Mishima isn't just to a "lesser extent". You don't change his heart. That's a do or don't thing. You investigate it, sure. But you don't take his heart so it's still not that thing. Plus of course the various non-gameplay loop ones (strength, fool, magician)
But for the others, because it's a game with a specific gameplay loop. Mementos exists so that you can get quests to go there. It's better game design to have those quests actually related to the characters/confidants than not.
It's a departure from previous Persona games though. Using supernatural means to overcome supernatural obstacles is one thing (awakening someone's latent ability in the process being an added bonus), but using it to face the mundane is another.
It's part of the reason why I think some of the social links this time are less affecting, the need to structure them to have a conflict in Mementos to resolve. Like, Akinari had cancer. You weren't going to beat that up for him, but you could sit with him a spell. Nanako's mother is dead and her father was distant - you don't change Dojima's heart (directly), but you could be her big bro.
Somewhat related, I think there was room to tell a really moving story with Haru that they really dropped the ball on.
But one of the most iconic Spider-man images is of hime trapped beneath a vault as the water pours over his head and causes the water level to rise slowly.
True.
But the games also have very different themes so it makes sense that there would be those differences.
Like P3 was all about death and the coping there of. So obviously the social links were going to visit that theme as well. That's why you have stuff like that. It isn't the theme of P5 however.
I don't know if I'd really call it a "departure" when dealing with 2 other games that each had their own specific themes that they followed throughout the game and in turn bled into their individual social links though.
There's so much that could have been going on there
they needed to have her involved much, much earlier
He's just some guy
Every other target is very closely tied to someone in your party, except for one that's just some dude
Piggytron is not "just some guy"
Piggytron is the best character in the game
I ended up liking her character a lot. Was a shame it was so late.
But he seemed more greedy than gluttonous, really. I mean his whole inner world is a giant bank!
I'm judging this game.
congratulations on noticing something I didn't, because I'm kinda dense
the game is the power fantasy of being able to solve problems and bring people to justice supernaturally, because its fun and empowering and also its the game. but still at the end it wants to show that said change is still possible through people who give a shit working hard