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#makoto deserves it more than nyx anyways
frauleinandry · 6 months
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a persona 3 reload review
uuuuuuh so i was meant to post this like... two weeks ago, but then real life hit me in the head like a frying pan. now that i've had the time to edit this though, here are my thoughts on p3re! this is also a minato route review, as i played kotone's in P3P (i know it's not his canon name, but i don't want to use makoto due to P5 confusion).
on the whole, reload is a fantastic game. the gameplay easily rivals P5R, and surpasses it in some aspects. the new content is typically great. i also enjoyed minato as a character (well, as much of a character as persona protagonists are anyway), though that leads me to the main gripe i had with reload...
... and that's the lack of kotone's social links. to be precise, two of her social links, the absence of which greatly hurts the overall story.
don't get me wrong, i'd still rank reload a solid 8/10, but it could have been a 10/10 with the addition of those two links (plus one other spoiler thing), and I think that's a shame.
my in depth analysis is under the cut - note, it's very much not spoiler free.
okay, so, i'm gonna split this into 3.5 segments - the good, the mixed, and the bad (you'll find out what the 0.5 is later).
1. the good:
minato - while i'm still a kotone girlie at heart, he's not a bad protagonist at all! his dialogue options have a very distinct personality to them unlike joker and yu, and his character arc is one of the best of all of the persona main leads. an aloof, apathetic boy who learns to love the world/his friends so much he's willing to die for them... it's good!
koromaru - minor, but worth mentioning. you can pat him, and it's so cute. in fact, everything about him is perfect. from his all-out attack screen, to his animations, to... well, everything. no joke, if I needed to sell this game to a non-persona fan, i'd use him as the main draw.
hangout events - while I think being able to chat to everyone in the dorm already made SEES one of the more developed casts, having additional scenes really helped flesh out the party members who are less prominent in the plot (fuuka, pre-january aigis, ken). more things to do at night is also great, given there was nothing to do in the evening after maxing your social stats in the older versions. the perks they give you are great too, but i'll talk about that more later.
voice acting - not gonna lie, i generally don't like the persona dubs, and normally always play with the JP audio. given reload features some of my favourite voice actors though and was basically fully voiced, i decided to give it a chance this time. and i don't regret it! while some actors are definitely stronger than others, none of them were actively jarring, and quite frankly, they hard carried a lot of the social links. kudos to the cast!
strega - while they could have gone a bit further with it (jin needed a linked episode for sure), takaya finally got the development he sorely needed, and his and jin's final battles were actually interesting, instead of being annoying distractions from nyx. in fact, i'd say takaya's new content is easily the best of the new reload exclusive material. in portable, he made no impression on me whatsoever, but now, he finally gets to be the anti!minato he deserves to be.
1.5. the tartarus (aka good part 2, electric boogaloo):
i have so many things to gush about in terms of the new combat/exploration system, i decided it needed its own section! the glow-up tartarus got was massive. i was pretty disappointed when i heard they were keeping it randomly generated, but somehow, atlus pulled it off! i'll talk about individual things below.
collectables/monad doors - one issue with OG tartarus is that it's monotonous. breakable collectables make it much more entertaining to romp through though, as smashing things is Fun. the monad doors interspersed throughout are another good addition - if you want a break from roaming, you can challenge them, but if not, that's fine!
floor layout - another thing that makes tartatus more fresh to explore is that the HD graphics really make the differences between the blocks pop out. the generally smaller floors with more unique layouts really helps too.
shifting - it's baton pass, though without the ridiculous power/sp bonuses that made baton pass a little bit too gamebreaking in persona 5. in other words, perfect!
theurgy - out of all the battle-specific improvements, theurgy and the personality traits have got to be my favourites. showtimes were fun, but too random/gimmicky to be that useful, and ultimate skills tended to fluctuate between being absolutely gamebreaking or too SP intensive to be worth using. blending them into one feature with a content-specific gauge fixes all the problems with them while keeping everything that made showtimes/ultimate skills good.
ambush mechanics - this was one of the things i was most worried about before playing reload. ambushing in P5 is fun, but ambushing in the other persona games...? not so much. reload manages to fix this though by making the shadows less sensitive, which makes the early game a lot better, and but introducing dash-ambushes once the floors get bigger. if the persona 6 ambush system works like this, i'll be happy.
navigator skills - fuuka being retooled to work more like a playable character was an A+++ decision. making her skills player-activated but with an SP cost is so much more immersive than randomly getting a stat boost/enemy info.
unfortunately, while i think most of the tartarus additions were great, there were a few new mechanics which weren't... dreadful, per say, but could have been implemented better.
great clocks - they're better than nothing, but quite frankly, i would have preferred it if benched units got 50% exp instead. they incentivise you to drop two units for a period of time, which is annoying, given i want to use everyone on my first playthrough. late game, great clocks are also a pain to summon, for reasons i'll talk about below.
twilight fragments - i think they're a neat idea in theory, but they need to be easier/more reliable to farm. once you finish off the bulk of your social links/elizabeth's requests, replenishing them becomes a nightmare, which is annoying because you need them for great clocks.
2. the mixed:
while reload did a lot of things right, as per above, there were some things that didn't quite hit the mark.
linked episodes - i'm gonna be blunt. anyone who thinks these are better than social links is smoking something. one thing i like about party member social links is that it gives them a subplot outside of the main story, focusing more on their mundane struggles as opposed to their supernatural ones. half of the linked episodes just develop the main plot more though (and really should have just been included in it), meaning the linked episode exclusive subplots are underbaked.
another problem is that some of the linked episodes are just... kinda badly written. ryoji's completely lacks his existential dread, akihiko's comes off as a poor attempt to make his arena behaviour less OOC, while shinjiro's... it feels like persona 5 writing, in the worst way possible. it's like atlus completely forgot that subtext is a thing that's Good, actually.
while I have been fairly critical of them so far though, there are a couple of linked episodes i liked. koromaru's actually worked with the format, given he's a dog, but the real winner here was takaya. i loved all of his. if linked episodes appear again, i'd rather they be locked to antagonists like him.
art direction- i'll say right now - the UI is fabulous, the model shaders are great, and tartarus looks fantastic. the environmental design on the whole though is a bit iffy - a lot of the environments didn't translate to the super HD very well, and the lighting sucks in general. i needed to turn down the brightness it was so eye-searing. the animation of the 2D cutscenes is also pretty mediocre, and while the 3D cutscenes tend to look better, they're held back by some of the character models looking a bit goofy (mitsuru's is probably the biggest offender). i also think they were too scared of making the sprites 'ugly', and therefore on the whole they're slightly less emotive than the ones in the older versions of the game, which is a pity.
3. the bad:
minato's social links - the vast majority of the minato-exclusive social links are just flat-out not great. serious props to the voice actors here, since they hard carried them. quite frankly, they're just... bland, except for maya's and suemitsu's, which. uh. have problems. on the topic of social links, while i'm happy the romance isn't mandatory anymore, i don't like how half the girls explicitly confess to you. i much prefer the more subtle vibes of the P5/P4 romantic options, as yeah, most of them can lead naturally into romance, but they don't make the MC feel like a harem anime protagonist (derogatory). it kinda brings to mind this twitter post; sometimes, subtlety is simply better.
the absence of shinji and ryoji's social links - i can live without saori, rio, and most of the new and improved SEES member social links, but this is where i draw the line. while shinji dying is better storytelling, just like with chidori, having the option to save him is also important. lock it behind new game plus, yes... but keep it. also, him priming kotone to support akihiko one he's gone is far better than him just flat-out telling minato that he's dying. ryoji's missing social link though is infinitely worse. where is his slowly mounting horror as he starts poking holes in his backstory? his desperation to validate that he's actually real? that he exists?! like yeah, it's nice that the linked episode doubled down on his bisexuality, but i'd rather keep the psychological breakdown aspects of it, y'know?
the difficulty - i started playing reload normal - the level i'd typically use for a blind run of a persona game - aaaaand swapped to hard the second i unlocked theurgy. even then though, the game was a cakewalk until january hit. while i love theurgy, the game is absolutely not scaled around it, especially since you can charge/concentrate them. doing that, you can easily rack up thousands of damage without even going ham with fusion. unfortunately, reload is just... really easy.
the plot's too faithful to the original - while reload added new content, it pretty much left the story untouched outside of the beach scene. that's... not good, as persona 3's narrative had some pretty big problems. the biggest issue is the unchanged pacing - the strega storyline really needed to start a month earlier, and ryoji needed an extra month to integrate with the characters due to his lack of social link. this is one of the things i'm explicitly docking a point for - reload still doesn't kick off until the yakushima arc, which is well over a third into the game.
despite my criticisms, i do want to note that my experience with reload was predominately positive. it's (extremely) sad that you still need to play portable to experience the full persona 3 story, but p3re is still a fantastic game, and has a lot of gameplay features i'd be delighted to see in persona 6.
that's all i've got to say for now - until next time!
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