Posts Tagged ‘ Persona ’

Persona 4 – “Pop-tastic”

Persona 4 Artwork

While the J-RPG genre continued its long winding spiral into mediocrity, last year’s “Persona 3” managed to turn the tables around, thanks to its ingenuous new take on its genre roots. A twisted hybrid between the hard-core dungeon crawling experience of the Megami Tensei cannon and a Japanese social sim, “Persona 3” proved that the genre needed not be confined in its ever more claustrophobic tropes. Alas, with only one year separating “Persona 4” from its predecessor, one could never hope that such a innovative trend would continue for the newest iteration. But that is by no means the same as saying that “Persona 4” is just another derivative sequel.

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Granted, structurally, “Persona 4” is exactly the same as its predecessor, with only some minor adjustments and additions to the successful game design template. But for once, that comfortable familiarity with the game-design model actually allowed its designers to invest in the areas where “Persona 3” was lacking. Despite its brooding occult themes, the last “Persona” already attempted to re-envision its traditional Gothic aesthetic (from Kazuma Kaneko) with Shoeji Meguro’s more upbeat, pop art vibe. The result was thus transitional, being somewhat mixed and convoluted, not only on a purely aesthetic level, but also in terms of its narrative expression, with the overall plot featuring a darker tone than each of the social sim’s quirky slice of life meets Japanese existentialism mini-stories. This is where “Persona 4” comes out as more mature and consistent work, with a more coherent body of aesthetic work, and a scenario (Yuichiro Tanaka and Akira Kawasaki) with themes that perfectly match the social sim structure and the pop aesthetic.

“Persona 4” has a very dense back-story, a sumptuous layered cake filled with twists, surprises and undertones. There’s a plot-twist heavy, occult crime mystery on top (in the vein of the popular “Death Note”); a reflection on human society’s unwillingness to face its true self, with each slice of life story providing lots and lots of nuances and variations on this same theme; and finally, under it all, there’s a deep philosophical reflection on the role that modern media (personified by the TV) plays in our lives, in the way that it shapes our perception of reality and ultimately, reality itself. Characters are funny and endearing, and since you get to spend so much time with them, you’ll establish an effective bound with them, just as you would while watching a small Anime TV series. There is still a lot of the old Anime J-RPG silliness, but it’s so in tune with the themes and style of the game, that it becomes thoroughly enjoyable (of course, the good localization job also helps the comedic lines to shine through).

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But more than everything else, the most pleasurable addition to this new “Persona” is its wonderful ambiance, which attempts to faithfully portray living in a Japanese town for whole year. You get to listen to all the rumor brewing of rural towns’ inhabitants, attend to religious celebrations, explore traditional and modern commerce, with all the kinky items and eccentric oriental cuisine, etc. It’s a true delight to watch the scenery as the seasons slowly turn with Mount Fuji in the background: the changing sky tones, as weather oscillates from day to day, and sunlight’s hues blend differently with the setting according to each season, the ever present cherry blossom trees either reflecting the vivacious light of spring and summer, or the melancholic brown of  autumn. Though the establishing of a coherent Japanese reality has come a long way from “Persona 3“, it’s not as consistent and well translated as in “Shenmue” or “Yakuza”. Nevertheless, it’s still very aesthetically refreshing when compared to its high fantasy peers. It’s for all these reasons that, despite being basically the exact same game as its forbear, “Persona 4” is still an engrossing experience. In fact, it’s so intricate and unique in its visual and narrative expression, that you can’t help but think that “Persona 3” was just an experiment to pave way for the fourth iteration. But “Persona 4’s” success effectively sucks this game-design path dry, leaving the difficult task of reinventing the wheel (again) to its hypothetical successor.

score: 4/5

“The Year of …………” pt2 – Japanese RPG

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Unlike their western counterpart, Japanese RPG’s seem to be completely adrift in the vast sea of videogame genres… and with no clear bearing on their future. For the past ten years, there’s been a complete stagnation of the genre’s aesthetic, increasingly reduced to shallow cliches; whether it’s the Japanimation visual style or the traditional turn-based battle systems, it’s rare to see J-RPG’s forfeiting these conventions in favor of new approaches. And like the classic adventure genre in the mid-90’s, the Japanese current of RPG’s has become so entrenched its own design formalities that its audience has grown downright claustrophobic, fearing even the mildest form of innovation. Games like “Infinite Undiscovery” or “Last Remnant” show how even Square Enix, the giant RPG conglomerate, is desperate to find some sort of working formula for its new games, in the process going as far as copying elements from both Western-RPG’s and MMORPG’s.

However, despite all that, JRPG’s remain strong in Japan, with many titles being released every year: from “Valkyria Chronicles” to “Yakuza 2”, there are titles for all tastes. Maybe because of this fact, of all the categories I established in this exercise, this is one of the least disappointing. The following are two of the best examples of how the genre still survives to this day.

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Lost Odyssey” – Sakaguchi’s unyielding classic approach to roleplaying is, without a shadow of a doubt, one of the most heartfelt love letters to a videogame genre in recent memory. The idea that the designer that practically defined the genre 20 years before, can return to it, and subtly reinvent it, with an unflinching faith in his personal ideas and style, is one of the few thoughts that makes me have some faith in the videogame industry. “Lost Odyssey“, like the best “Final Fantasy’s”, is touching on an emotional level as few games can be, and that is something no other 2008 game can reclaim. That it boasts an elegant simplicity to its dramatic power only serves to show that even a game design model that’s two decades old can be used to tell the most heart warming stories… something which eludes even the most popular of game genres.

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Persona 3” – Even though it is one of the less charismatic and unique entries in the “Shin Megami Tensei” series, “Persona 3” still manages to be a thoroughly fresh and original J-RPG – a rare compliment in such a monolithic genre. Its unique merging of Japanese adventure games with traditional J-RPG combat ends up delivering a near perfect mix of the bizarre, virtuous aesthetic that the series has became known for, with a pop-art feast of incredibly enjoyable gameplay. That delicate mix is what eventually saves the game from the limitations of the genre where it’s foundations lie, in the process defining a new, stylized RPG model that manages to resonate with both eastern and western audiences.

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Biggest Letdown  – “Odin Sphere” – “Odin Sphere”, the spiritual successor to “Princess Crown”, is a game of profound beauty and charm… yet, it’s one that never translates it to its interactive dimension. A strange hybrid of side-scrolling brawlers and role playing, the game ends up neither presenting interesting avenues for an action game, nor showing a refined version of the RPG mechanics it implements. As a matter of fact, it gets the worst of both worlds: a simplistic action-game that neither shows the entertainment immediacy associated with good arcade games, nor the long term enjoyment guaranteed by tactical nuances and character development associated with RPG’s. And the absurd, unnatural length of the game, which clashes deeply with its action’s arcade roots, makes it even more unbearable and repetitive than most RPG’s – it turns an exquisite work of  art feel like a boring grind. The potential of the game, both in its aesthetic and narrative work, is just squandered, only to be appreciated by those who are willing to traverse the same scenarios for dozens of hours, in order to enjoy some of the finest 2D sprites and scenery ever to grace a PS2 game…

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Despite the numerous quality RPG’s to have been released in the past year, I do not believe any of them present a solution to the conundrum faced by RPG designers. Sakaguchi’s old-school approach failed to connect with audiences, probably because of its platform, the lack of a franchise name to back it up, and above all, because what sets it apart from every other RPG isn’t immediately visible. The subtle nuances that made “1000 Years of Dreams” a memorable storytelling vehicle were clearly not understood, being mostly dismissed by both players and critics. It saddens me to say that if Sakaguchi (once a fan-favorite designer) maintains his re-rendering of traditional RPG semantics, he will be forced to develop his games on a smaller scale, with modest production levels – a path which Mistwalker’s DS outings, “ASH: Archaic Sealed Heat”, “Away Shuffle Dungeon” and “Blue Dragon Plus” hint at.

On the other hand, “Persona 3” does show the reforming verve that the genre desperately needs. However, its spike of creativity already seems to have been misplaced in the upcoming “Persona 4”, which replicates the exact same design model. The fact that they released the fourth title one year after the first (despite the big hiatus between previous entries), begs the question: how many yearly “Persona’s” can Atlus come up with before the formula wears out? It seems the companies still don’t understand that what’s killing the genre, and by extent, their business, is the constant rehashing of the same game…. which doesn’t leave a pretty picture for 2009.

Shin Megami Tensei Persona 3 – “Time and Time again”

Atlus’ acclaimed “Megami Tensei” (Rebirth of the Goddess) series remains, in the vast panorama of JRPG’s, as an aesthetic UFO. There’s as much personality and uniqueness in the series as there is a sense of despise face the genre’s conventions, as if its creators deliberately take pleasure in renouncing everything that lies at the very core of the genre. Individuality is usually a praiseworthy feat, especially in a genre so convoluted with clones and sequels, but the “Megami Tensei” series’ unique identity isn’t always a synonym of an intellectually superior work – most of the times it seems as hollow as the mainstream JRPG currents it so longs to distance itself from. The “Persona” sub-series have been the most accessible out of the vast library of the franchise. In a sense, they are Atlus’ attempt at a wider, more mainstream audience, in opposition to the traditional hardcore niche market the series usually pursues; this fact is made apparent in all of its features, starting with its scenario. Whereas in “Nocturne” and “Digital Devil Saga” the settings were of a post-apocalyptic nature, riddled with hard to interpret, abstract, mystic and arcane symbolism as well as philosophic themes, “Persona 3” (like its prequels) chooses a normal day Japanese high school. This change in setting eases the transition from our everyday world to the dark land of the series. Of course, it isn’t a mere high school; it’s a school that lies at the center of a long battle between humans and demons (here named Shadows). The creepy atmosphere and dark mysticism that pervades the series creeps up gently as the game unfolds, and a twisted horror themed background is revealed.

You play a student in high school, not just any student of course, one that, for some reason, is aware of the strange shadow-demons that emerge every day after midnight. During this “dark hour”, normal humans are imprisoned in eerie coffins, unaware of what’s happening, and the shadows attack. People who’re aware of the “Dark Hour” (like the main character) are able to summon personas, shadows that fight at their masters beckoning. What follows is pure JRPG canon: he meets a troupe of high school teens who share the Persona ability, and together they vow to fight the shadows, while at the same time try and discover their origins. The twist is that during the day, you must attend classes and after school activities just like any other student. The game thus splits into two different styles: during the day, mimicking Japanese adventure games (with a dating sim twist), you attend lectures, meet friends, engage in a wide selection of activities with them, and prepare for battle; during the night, in classic JRPG style, you’ll plow and plunder through a series of random generated dungeons, grinding levels, carrying out quests and occasionally acquiring information about the dark secrets that the plot holds. Besides that, in “Megami Tensei” style, you’ll have to manage your personas, by leveling them, acquiring new ones through fights, and fusing the ones you catch in hope of attaining further new forms – all very Pokemon, except with monsters and mythic creatures in the place of lovable animals. The connection between the two worlds of day and night, lies in the game’s social system. During daytime you’re encouraged to be with your friends and acquaintances and as you pass further time with them, you increase your “Social Link”. Each link is governed by a tarot card, and each type of persona as well; by increasing each “Social Link”, you empower the level of the personas you create (through fusion) that share the correspondent tarot card category. This connection ctreates an ingenious way of relating both play styles, fitting perfectly with the narrative and aptly serving the game’s setting.

Do not be frightened by the apparent emptiness of the game’s concept – “Persona” is no “Buffy the Vampire Slayer” for JRPG teens. It provides a lighter toned, less enigmatic and less pretentious narrative than most “Megami Tensei” titles, but it constantly avoids the high school cheesiness of TV teen shows. The daytime narrative is composed out of simple, short episodes that narrate the slow development of your relationships, as you’re invited to listen to your friend’s desires, hopes and ambitions, but also their fears and problems. Each of these characters is carefully characterized, providing individual traits that make them either endearing or repulsive and, most importantly, each symbolizing a particular philosophical lesson, and as common in Japanese art, some sort of life morale for you to uncover. The overall plot, which lies in the uncovering of the Shadows’ nature, also carries the same principle: at skin deep level it behaves as a mere horror-driven tale with high school kids, but at its deepest, provides a powerful subtext concerning Life and Time.

Time is, in fact, the main theme of the game, and that impregnates all of the gameplay. Managing your relationships, attending to school and studying for exams, confronting monsters during the night to gain levels – all of these take time, which is severely limited. Choosing on how to address these activities is a big part of the “Persona” experience: managing your busy schedule, making sure you devote enough time to your friends, study and character leveling. Sadly, “Time” is also the greatest downfall of “Persona 3”. As in the other titles of the franchise, the game takes combat elements really seriously, in a very orthodox kind of way; meaning, you’re required to grind constantly to match the levels required for each main-quest mission. Grinding is one of the great afflictions of RPG’s, as their inherently repetitive nature (a consequence from turn based battle systems) makes itself too notorious during experience acquisition downtime. Thankfully, the designers offer a lot of incentives for the grindfests, including story sequences every two or three hours for the narrative driven player. Even so, the game moves sluggishly, and the fact that the it seems absurdly long by today’s standards (70+ hours) doesn’t help one bit.

At least, battling in “Persona” is as enjoyable, tactical and challenging as you’ve come to expect from the series, even if it stubbornly clings to a traditional turn based system (don’t mind me, I love turn based battle, but we can all agree it’s getting old… fast). As in “Nocturne”, attacking with the right element is the key to success, as it determines the harnessing of “extra turns” for your party… of course, the reverse is also possible. That means you can destroy your enemy in little more than one turn, just by attacking with the element it’s weak to, harnessing extra turns and repeating the cycle over and over again, without giving the opposing side any chance for a response. Naturally, this comes at the cost of the enemy being able to do the same, wiping out your party in one stroke without a chance for you to fight back. The unrelenting difficulty is worsened by the lack of save points (especially during the main-quest) and the absence of a continue option. Though this strikes me as backwards thinking, I must admit that the hardcore philosophy is a living part of the thrill that comes out of the combat system, and for the most part it pays up, by transforming combat in an edgy experience, as you’re forced to consider extra carefully which Personas to use, taking into account their strengths and weaknesses, and planning ahead each battle turn by turn, nervously hoping to avoid the ever looming death sequence.

The virtuosity that the series exudes has always been most apparent in its aesthetic elements. Here as well, the series takes a less obscure path, by fusing the dark aesthetic the series is known for (Kazuma Kaneko) with some flashy pop art elements (Shinegori Soejima). This is not to say the game is any less stylized than previous iterations, as the game continues to be a visually arresting work of art: realistic depictions of modern day japan, with lush lighting schemes and some impressionist details, minimalist menus and hand drawn animations, with strong geometric patterns composed out of vibrant colors [see image above], and a cast of characters brimming with personality help make up the visuals. There’s also space for some devious aesthetic details in demon and scenario design, of which “Tartarus”, an Escher meets H.R. Giger demon tower is an extraordinary example.

The soundtrack (Shoji Meguro) also deviates from series canon, leaving the snazzy prog-rock ensemble of previous games for a modern J-pop feel, with a wide arrange of tracks covering all the latest trends. From urban themed hip-hop, featuring low-toned voices and repetitive drum beats (courtesy of MC Lotus Juice), to other trendy elements, as jazz saxophones, synthesizer beats and funk guitars, that provide appropriate melodic background, every contemporary pop avenue is represented. In the forefront, the sweet, flirty voice of Yumi Kawamura sings the simple, yet catchy, harmonic patterns that could drive any radio hit, with sugar candied lyrics completing this delicious pop miscellany. In the midst of this pop fusion madness, there’s also space for a more traditional track, a wonderful piano ballad with operatic nuances, accompanied by the eerie and melancholic voice of Tomoko Komiya. As pleasing as the soundtrack is, it falls on the repetitive side – we must remember that repetition is, in fact, one of the key basics of any good pop melody, and as charming as they may sound in a car-radio once in a while, they tend to wear out pretty rapidly when you’re forced to listen to each song time and time again. Other aesthetic annoyances come from the constant rehashing of monster design and sound effects from previous “Shin Megami Tensei” games that severely break up the aesthetic consistency of the work.

“Persona 3” is a successful rpg/adventure hybrid that tries and open up a niche series to a whole new audience. The lighter toned aesthetic and narrative are sure to help ease in the entrance to mainstream players, but the heavy focus on combat and grinding still keep the narrative oriented JRPG players (such as myself) at bay. It’s a beautiful, charming RPG, unique in its means, but it still somehow manages to fail in both its ambitions, for it’s neither as deep or virtuous as its predecessors, nor as enjoyable as modern JRPG’s, since it’s too long and time-consuming for the age of frantic time management. But Time is it’s main theme, so maybe it’s part of the irony of the game that you, as the player, must also manage your time in real life in order to properly enjoy this game. If only one could stop time…

score: 3/5