The showtime attacks have been getting progressively better
But nothing is going to top Makoto/Haru
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited April 2020
Towards the end of the game and so far I will say while the gameplay additions/changes have been nice most of the additional story content is very backloaded.
Like I'm at Shido's palace and I stil haven't got Kasumi. She's been in the story but more as her own thing.
So yeah, the content is enough to make the game feel fresh after not playing it for a year or two and I've enjoyed replaying it but this could have just been an expansion pack for half the price.
Hell the biggest things are all the quality of life improvements over the original.
so far my favorite thing is that yusuke is actually good now and can get charge via the jazz club which makes his damage output comparable to ryuji (and very much enjoys ryuji's passive)
and they can each get arms master via the same methods
and both of them like makoto's passive as they can set up technicals for each other with shock and freeze which the combat has a greater emphasis on
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
My concept for the DLC(that Atlus would never do) was that you'd play as the new girl during the events of the regular game, and you'd encounter the MC along the way, but you hear about him from an outsider perspective: that one strange transfer student that always zones out in class and has like seven girlfriends, and also ignores you because you're beneath his notice(re: an NPC), and then eventually, their campaigns would line up together.
I finished vanilla P5 about three weeks ago. I'm souring on SMT/Persona's SP tollbooth combat, but the writing caught me off guard with how good it was. Every anime-cliche I was expecting was turned upside down.
I played blind and still ended up on the Makoto hype train. She's just so good and completely caught me off guard. I had to have her. I'd like her as an alternative protagonist.
I'm not picking up Royale, because I'm not suffering through the combat again.
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited April 2020
Yeah. The SMT/Persona style combat is getting a bit long in the tooth.
That said I don't really know how they could change it without purists having convulsions.
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
While I consider P5 my least favorite of the Hashino Trilogy, it easily has the best combat.
Its turned into a pattern. One that puts me to sleep yet is utterly mandatory because of the game's time management. Its a very simple efficiency puzzle with only one answer:
1. Probe for weaknesses of new enemies while trying not to get slaughtered in 1 to 2 turns.
2. Set up your party to maximize elemental coverage for the enemy weaknesses depending on your area. Some of your characters will be mandatory, others will not see the light of day
3. Exploit elemental weaknesses for guaranteed All Outs. If you don't, you will get fucked, hence "SP Tollbooth."
4. Continue paying the SP tollbooth until you can't pay anymore. Squeeze every SP you can, then go home.
In Vanilla, Ryuji and Yusuke were dead weight because of this system, combined with so many moments of enemies resisting or nullifying physical attacks. Ryuji and Yusuke simultaneously became critical during late game boss fights. They became boss killers, because bosses don't play by these rules, generally not having weaknesses or resistances to physical.
There is no "dance" or "thinking" to this combat, and it had me bored out of my mind. Because at the core, the creatures of SMT and Persona are Pokemon, another game I don't play anymore.
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited April 2020
Yeah.
Early game Persona is pretty much conserving your SP as much as possible so you can finish the dungeon in one day cause anything less is poor time management.
Then late game where SP doesn't matter it's pretty much the same cycle of buffing and debuffing.
They try to balance it by making enemies super lethal but that all or nothing approach means you either do well or you don't and start over.
In some ways it's more engaging than your average turn based systems in other ways it really isn't.
its worth mentioning that royal does put a far greater emphasis on landing technical hits via status ailments to open up enemies you otherwise could not in combat where vanilla didn't really but if you just played vanilla i wouldnt go play royal now if you mostly were in it for the story. the new plot elements don't REALLY get going until end game
but the gameplay updates totally invalidate vanilla
its worth mentioning that royal does put a far greater emphasis on landing technical hits via status ailments to open up enemies you otherwise could not in combat where vanilla didn't really but if you just played vanilla i wouldnt go play royal now if you mostly were in it for the story. the new plot elements don't REALLY get going until end game
but the gameplay updates totally invalidate vanilla
So I've heard. Marie from P4G was ghastly, and I've heard Atlus will never learn, because Atlus likes creating a disruptive, attention-hogging, extra-AF mary sue in all the special editions of their games. People keep buying them, so they'll keep making em'.
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
Kasumi isn't really that at all. She's pretty normal outside of her backstory.
I love the persona battle system, but I wouldn’t mind seeing some revisions beyond “we added more elements and a gun” next time around.
The SP management aspect is one of the things I like the most. It felt so satisfying to go from taking several days to do a dungeon my first time playing to being able to do it in one go my second.
If you like persona combat Octopath Traveler has some cool twists on it.
I don’t like the plot or structure of that game much but the combat is very good.
It's extremely strong mechanically.
The key differences to SMT systems that make it better, imo?
1) Enemies take multiple hits to a weakness to break
2) Allies don't have weaknesses that lead to TPK if the enemy uses AoE
I think there's an elegance to your party playing by the same rules as enemies. But it's ridiculously punishing in SMT to eat a weakness hit later in the game.
final chapter grew on me, I would say its "decent" plotwise but stuck the landing on the big dumb finale because the bonus palace was real cool and they hit you with a lot of new songs during the final boss sequence and it all got me really good as i avoided spoilers and they're all bangers
so got there on rule of cool for me
happy to report that the included soundtrack in the collectors edition is all the new songs, which was all i needed anyway
I liked the last Palace person, and it was actually a pretty unique take
Aside from a few things, Maruki genuinely wanted to help people in a way that is extremely similar to what the Phantom Thieves have been doing. And I wish they left those things out, and just let his motivations stand on their own. They’re still bad, because changing the cognition of bad people and regular people is a pretty critical distinction, but I actually hated when they felt like they had to add “unambiguously horrible thing to make sure that you sided with the protagonists
—Have there been any particularly interesting responses you’ve had from fans and players?
Aihara: One thing that surprised me was that big online fan club for Nanjo!
Okada: I was a little surprised to see how popular Nanjo was. I had originally thought Mark might be a big hit, but he kind of became a mouthpiece for the main character, unfortunately. Too bad, I thought he could have been a lot more popular than Nanjo.
Aihara: Nanjo’s popularity is very unusual. The voice acting too, with lines like “yuke” (go) and “makaseru” (leave it to me)—it’s an unusual voice.
Kaneko: Personally I thought Yukino would be a fan favorite, but I was 100% wrong on that one. (laughs)
Aihara: Yeah, Ayase and Yukino aren’t popular at all.
Kaneko: Ah, is that so? And what about Elly?
Aihara: Elly has some fans. Brown was surprisingly popular too. He tells everyone the origin of his nickname when they’re all feeling sad. He’s a real “mood maker”, the kind of character who brightens everyone’s spirit when the adventure gets hard-going.
Posts
I remember they did the same thing in Golden too.
They even gave you additional stuff to do to increase social stats!
is there anything similar this time or nah, i'm also still pretty early at this point
Yeah you only need Temperance 10 to go outside which is nice.
Naw but they say with the new content and the Mementos boosts you get to level 99 easy anyway.
I hate May.
The showtime attacks have been getting progressively better
But nothing is going to top Makoto/Haru
So yeah, the content is enough to make the game feel fresh after not playing it for a year or two and I've enjoyed replaying it but this could have just been an expansion pack for half the price.
Hell the biggest things are all the quality of life improvements over the original.
its ok but the gameplay updates are like night and day
and they can each get arms master via the same methods
and both of them like makoto's passive as they can set up technicals for each other with shock and freeze which the combat has a greater emphasis on
I played blind and still ended up on the Makoto hype train. She's just so good and completely caught me off guard. I had to have her. I'd like her as an alternative protagonist.
I'm not picking up Royale, because I'm not suffering through the combat again.
That said I don't really know how they could change it without purists having convulsions.
Its turned into a pattern. One that puts me to sleep yet is utterly mandatory because of the game's time management. Its a very simple efficiency puzzle with only one answer:
1. Probe for weaknesses of new enemies while trying not to get slaughtered in 1 to 2 turns.
2. Set up your party to maximize elemental coverage for the enemy weaknesses depending on your area. Some of your characters will be mandatory, others will not see the light of day
3. Exploit elemental weaknesses for guaranteed All Outs. If you don't, you will get fucked, hence "SP Tollbooth."
4. Continue paying the SP tollbooth until you can't pay anymore. Squeeze every SP you can, then go home.
In Vanilla, Ryuji and Yusuke were dead weight because of this system, combined with so many moments of enemies resisting or nullifying physical attacks. Ryuji and Yusuke simultaneously became critical during late game boss fights. They became boss killers, because bosses don't play by these rules, generally not having weaknesses or resistances to physical.
There is no "dance" or "thinking" to this combat, and it had me bored out of my mind. Because at the core, the creatures of SMT and Persona are Pokemon, another game I don't play anymore.
Early game Persona is pretty much conserving your SP as much as possible so you can finish the dungeon in one day cause anything less is poor time management.
Then late game where SP doesn't matter it's pretty much the same cycle of buffing and debuffing.
They try to balance it by making enemies super lethal but that all or nothing approach means you either do well or you don't and start over.
In some ways it's more engaging than your average turn based systems in other ways it really isn't.
But it's pretty to look at.
but the gameplay updates totally invalidate vanilla
I feel like a part of the challenge is in figuring out the quickest/most efficient way through battles.
Honestly, I approach most RPGs that way.
So I've heard. Marie from P4G was ghastly, and I've heard Atlus will never learn, because Atlus likes creating a disruptive, attention-hogging, extra-AF mary sue in all the special editions of their games. People keep buying them, so they'll keep making em'.
The SP management aspect is one of the things I like the most. It felt so satisfying to go from taking several days to do a dungeon my first time playing to being able to do it in one go my second.
and when it gets old i can ignore the dungeon crawling and spend some time doing the social sim stuff
http://www.audioentropy.com/
I don’t like the plot or structure of that game much but the combat is very good.
http://www.audioentropy.com/
Yup, same. But I still really liked the combat.
It's extremely strong mechanically.
The key differences to SMT systems that make it better, imo?
1) Enemies take multiple hits to a weakness to break
2) Allies don't have weaknesses that lead to TPK if the enemy uses AoE
I think there's an elegance to your party playing by the same rules as enemies. But it's ridiculously punishing in SMT to eat a weakness hit later in the game.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Not paying $60 for what should be a DLC package though.
i still really love this game
final chapter grew on me, I would say its "decent" plotwise but stuck the landing on the big dumb finale because the bonus palace was real cool and they hit you with a lot of new songs during the final boss sequence and it all got me really good as i avoided spoilers and they're all bangers
so got there on rule of cool for me
happy to report that the included soundtrack in the collectors edition is all the new songs, which was all i needed anyway
Classic interview with the old guard.
Playing it has reminded me that the Persona 5 soundtrack is ridiculously good.
I guess it would've been cheaper to just look up the sondtrack on youtube or something.
Unless... Are treasure demons available in January?