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“What time is it?” I asked my roommate a recent Saturday.
“About 8 p.m., why?”
“I’ve been playing this game for five hours. I don’t want to stop. This is one of the most engrossing game I’ve ever played. I forgot that roleplaying games could be this fun.”
And it’s true. It’s been years, years since I could sit and play a console roleplaying game for such an absurd amount of time. Hell, I can’t even play MMORPGs for that long without getting bored. My attention span has collapsed under years of bombarding myself with so much information and multitasking my way into mild ADD. It’s gotten to the point where I assumed that the abilty to invest myself completely in a game was merely a skill of my youth, lost to me as I aged and matured. When in truth it was merely because most roleplaying games sucked a lot worse than Persona 3 FES.
Find out why I love this freaking game after the jump.
I should make something clear, Persona 3 was actually released in
America about six months ago. You probably heard about it, it was the
one where high school students shoot themselves in the head to summon
ancient spirits while they fight monsters in said school. How that
sneaked by the mainstream media is beyond me. The version that I’ve
been playing is the remix, which cleans up a bunch of mistakes and adds
more stuff, as well as includes a final chapter that provides a true
ending for the game. If you’ve already played Persona 3, you know
already, go buy this one.
For those who haven’t played, let me break it down for you. The game
starts, as all Japanese roleplaying games should start, with an anime.
Images of a bustling town with normal people is juxtaposed with what
appears to be a young woman trying to commit suicide. Throughout the
scene, you can practically feel the claustrophobia and despair. In the
end, however, she just can’t do it, and this scene in quickly abandoned
to show us a emo kid on a subway. He arrives at his destination, steps
off the train, and the clock strikes midnight. Suddenly, everything is
green and quiet, a sickly pale covers the land, and everywhere there
are coffins, upright and ominous.
Yes, you have my attention. Turns out the hero, a transfer student, has
arrived to his new home during the Dark Hour, an extra hour of the day
that only a few people can experience, during which evil shadows roam
the mean streets and eat souls. Being able to stay awake during this
time also grants you the ability to summon personas, a mythological or
iconic figure such as Hermes or Angel or Susano-o that comes from
within the depths of your soul and allows you to use magic spells and
devastating attacks. Of course, the only way to call this creature is
to put something that looks very much like a gun to your head and pull
the trigger. Needless to say, let’s hope that the school board doesn’t
hear about this.
So our protagonist finds himself in a predicament. He is a bit of a
chosen one, able to use every persona in existence, and is constantly
haunted by outworldly denizens. For some unresolved reason, he becomes
the leader of SEES, a small cadre of students who will need therapy in
five years, and regularly leads them on expeditions into Tartarus, a
tower that appeared during the Dark Hour that is home to thousands of
shadows. While still remaining a normal high school student during the
other 24 hours of the day.
This is probably the highest selling point for me, the dichotomy
between normal life and hidden life, the complete and total change of
gameplay between exploring the dungeon and going to school, while there
is still a very real connection between the two. You spend half the
time going to classes, joining clubs, hanging out with friends, doing
karaoke, studying, dating chicks and basically doing all the crap you’d
do in real life...if only you weren’t so awkward. It’s standard
Japanese social game fare, a lot of inconceivable social situations and
lying to people to get your way, but the writing and the characters are
decidedly better than most, and you’re giving an incentive to make nice
with everybody in the damn town.
See, whenever you make a new friend, or get to know a friend a little
better, you develop a new social link. Each persona is attached to a
certain social link, and whenever you create a persona of that type, it
gets bonus experience. Maxing a social link also gives you access to
the ultimate persona of that type. So, you’re given a gameplay
incentive to actually talk to the NPCs besides mildly hoping they’ll
give you a potion. Of course, a lot of work went into creating
interesting NPCs to meet, like Kenji, your schoolmate who crushes on a
teacher and somehow actually manages to talk her into bed. Or Kaz, who
promised his little nephew that if he became the best athlete in Japan,
the nephew would go to rehab, I mean, physical therapy. Like I said,
inconceivable social situations.
Of course, your nightlife is decidedly not anything like high school.
As mentioned, at night your high school becomes this dark imposing
tower in which all shadows seem to converge. Of course, being intrepid
students you decide that it’s only right to risk life and limb climbing
the damn thing. So, the other half of the game requires exploring an
everchanging dungeon, moving steadily upward and fighting all manner of
weird beasties.
It’s a good thing the combat is the best I’ve seen in a long while.
It’s pretty standard, with some obvious exceptions. You can only
control the hero, the rest of the character act on their own. Of
course, there were worries, but the NPCs actually seem to know what
they are doing. If they know an enemy’s weakness, they will try to
exploit it. If you are on the edge of death, they will heal you. If
they have taken a serious beating, they will ask to leave the battle.
They seem to be legitimate fighters, not the retarded wombats you
usually get in roleplaying games. Also, most enemies have a weakness of
some kind, something that hurts them more than anything else. Funny
thing, when you hit them with an attack of this sort, they topple, and
you get an extra attack. You can even chain these attacks to knock down
all enemies, and then have everyone beat the crap out of them in an
all-out attack. So, if your timing is right and you’ve got the
resources (i.e., a persona who can cast those spells), you can end
pretty much any random battle in seven seconds, a very charming feature.
Keep in mind, however, that the weakness disadvantage works in reverse.
If an enemy casts a spell on you that you’re weak against, you’re
knocked down and they get to take another turn, making an ambush
particularly deadly. Especially if your hero ever gets knocked out.
Sure, there are phoenix downs and everything, but the second the hero
falls in combat, it’s game over, which is probably the only frustrating
thing about the game. God forbid you don’t keep your hit points high
enough in a deadly boss fight after 45 odd minutes of cutscenes; that
kind of disobedience will just require you to slog through it once
again. This limit will cause you to play a little bit defensively,
praying that the enemy kills all your friends before they get to you,
but all in all, it’s a very competent battle system that seems to know
exactly what you want to do (win) and actually helps you do it.
In terms of customization, the bulk of your time will be collecting
personas, catching them all, if you will. After combat, there’s a
random chance you’ll acquire a new persona, but the true power comes
from combining your current personas into something new and shiny.
Pretty much every persona can be combined with any other to make a
brand new one, inheriting the previous personas’ skills and abilities.
Also, the more intimate your social connections, the more powerful
personas of that type are, granting them bonus XP the second they are
born “from the sea of your soul.” You can also combined three or more
personas to make a persona that’s even more powerful. It’s an extremely
involving system, but they hold your hand every step of the way,
telling you exactly what you’ll get from each supposed combo before you
actually do it, leaving you to figure out exactly what you want to
create. FES also adds weapon fusion, which allows you to turn your
persona into weapons, making me think that the personas I heartlessly
collect like some Jungian pokemon trainer can’t be too happy about the
arrangement, as I constantly shuffle them around and force them to make
sweet iconic love to Slime. Still, an interesting system that does away
with the usual errors of “hundred of dudes” arrangements by providing
leveling support and giving each guy some actual usefulness.
The visuals are at the top of the PS2's game, about as colorful and
visually busy as you can get without breaking the hardware. The anime
styling of each character adds a lot, allowing each character to look
crisp while setting your mind at ease that they won’t go trying to
convey emotions through 3D modeling. The audio is also appealing, most
game music an upbeat kind of J-Rap, which tends not to get too old as
long as you ignore the words. The voice work is decent, mostly veterans
of the anime dubstream who aren’t so familiar that you end up mistaking
your characters for someone else.
The gameplay time is intense. School starts in April, game ends in
January, and you’ve got to live life one day at a time until then. With
over 300 floors to explore in Tartarus as well, and over 190 personas
to collect, we’re talking an huge amount of game, not even including
the additional content from Chapter 2. The depths of the player guides
on Gamefaqs only speaks to how much game they squeezed onto one PS2
disc. In terms of dollar to hour value, Persona 3 FES wins.
Listen, it’s enchanting, okay? It’s the most in-depth, original, tight
roleplaying game that I’ve ever played. I’m intrigued by every
character I met, I’m engrossed in trying to create and use a powerful
persona, I’m diligent in climbing Tartarus, and constantly struggling
with everyday life to find time to make-believe everyday life of some
emo high school student. Sure, it has its faults, including the
frustrating “you die you’re done” policy and occasionally too-long
cutscenes, but in truth I like these kids, I like their life, as
dangerous and depressing it is (school six days a week!), and I really
appreciate Atlus providing such a good, damn game.
I like it so much, I’m not even going to write a sardonic one sentence finisher. Good work gents.
Final Score: 8/10
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