![]() ![]() North America (Revelations: Persona): November, 1996 Players will spend around one year of in-game time to interact with the game's world, advance Social Links, manage their daily lives, and fight Shadows. The modern Persona games, on the other hand, use a calendar-based "life sim" system juxtaposed with occasional dungeon crawling segments, making gameplay split between time in the "real world" and time in the dungeons. The original games follow the traditional Megami Tensei formula: you dungeon crawl until you reach a goal or boss, watch a cutscene and talk to people, then it's on to the next dungeon. removing demon negotiation (since shadows can't be reasoned with note this feature returns in Persona 5)ĭue to the stylistic difference between the games from Persona 3 onward and Persona 1 and 2, fans may make a distinction between "older" Persona (Persona 1, Persona 2: Innocent Sin, Persona 2: Eternal Punishment) and "modern" Persona (Persona 3, Persona 4, Persona 5).Īll Persona games have a linear story, with the choices you make affecting the way the game ends, often between a "good" and a "bad" ending.changing the antagonistic monsters from "demons" (using the same general pantheon as Personas) to "shadows" (a representation of the collective unconscious, as per Jungian psychology). ![]() adding "Social Links", a system where the player befriends NPCs and party characters to increase the power of the Personas you summon.adding voice acting for the entirety of the main story, as well as 3D overworlds and battles (these could be attributed to the strengths of the PS2 hardware over the original PlayStation).changing the battle system from a straight-forward turn-based system to the "One More" battle system.Starting with Persona 3, the games overhauled a large amount of their design, including: Personas derive their likenesses from the same pantheon as the mainline series' demons. The games employ the collective unconsciousness as the source of the Personas the characters use to fight, where each Persona is a manifestation of one's psyche. Jungian psychology is a common inspiration for the series. Each of the main games, excluding the Persona 2 duology, can be played independently of the other.Īll games share the basic premise of a group of friends discovering the ability to summon a "Persona", a representation of one's inner self, and employing this power to fight demons (later "shadows") that threaten the world. The Persona series is the most well-known of the Megami Tensei spin-offs, consisting of 5 main numbered games, several re-releases, and several spin-offs.
0 Comments
Leave a Reply. |