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Shin Megami Tensei: Persona

Score: 86%
ESRB: Teen
Publisher: Atlus
Developer: Atlus
Media: UMD/1
Players: 1
Genre: RPG

Graphics & Sound:

As mentioned in my preview a week or so back, Shin Megami Tensei: Persona 3 was likely many current fan's first experience with the series. After the success of that title and its sequel, Atlus is giving these newcomers the chance to experience the first game in the series with the PSP remake - or should I say refurb - of Shin Megami Tensei: Persona.

In my preview, I also promised to get back to you on whether or not I grew to like the game's visuals. In what will likely sound like another cop out, I still haven't made up my mind. The art style fits the series' look, but the presentation just seems a little too "old" for my tastes. I'm not a fan of what I call "90's character rendering" which caused characters to look a little too much like ridgid stop motion. This was common with the PSOne, so it makes sense Persona uses the same look. At the same time, I think I would have liked something more in line with Persona 3.

Keep in mind, this is only my opinion and not necessarily a shot at the game's presentation. I didn't like the technical side of things, but the game still looks good for what it is.

You know a game's soundtrack is good when the included CD soundtrack makes it into your normal song rotation. The original soundtrack has been remixed, bringing it more in line with the style of Persona 3 and 4. This is a bit of a change from the original's darker sounds, but it definitely keeps with the series' vibe.


Gameplay:

Shin Megami Tensei: Persona begins like most teen horror movies involving demonic forces. A group of high school students decide to prove (or disprove) a demon-summoning urban legend by performing its steps in an unused classroom. Their attempt fails, but the ritual causes the main character to black out. After waking up in the infirmary, the teens decide to visit their friend in the hospital. During the visit, an earthquake rocks the place, unleashing a group of demons and sucking the group into another world. Fortunately, their earlier exploits in the classroom worked, granting them the ability to summon demons, dubbed Persona, to help them.

If you're part of the group who started with later games, you'll find Persona offers a different experience. The social aspects are not present, leaving behind an old school RPG experience. Most of the gameplay involves cruising through dungeons (or, rather, building corridors) as you fight Persona and hunt down Kandori, the apparent mastermind behind everything. Dungeons present a mix of first-person exploration and third-person, isometric rooms where you gather clues by talking to people. The gameplay alone isn't particularly engaging, but Persona's story is so different from the usual "Save the Cheerleader. Save the World" formula found in other RPGs that any lack of ambition with the gameplay is forgivable.


Difficulty:

Without elements like Social Links, Shin Megami Tensei: Persona reverts back to old-fashioned grinding for progression. It's not as painful or as much of a time sink as in other games, but don't expect to casually waltz through the game without stopping to slay the demons. Encounters aren't tough, provided you're at an appropriate level and think before you act. Party members can use melee weapons, guns and Persona to attack, so you're never without options. You can, however, make stupid moves like attacking an enemy with an attack they're strong against.

Formations also matter during battles. Party members are not created equally, so placing weak enemies on the frontline is a no-no. The game offers a nice variety of formations to fit any party combination, and you can switch mid-battle if something isn't working for a certain situation.

Another throwback is random encounters. Okay, so maybe its not that much of a throwback element, but the encounter rate feels a little high in some areas and will agitate players trying to quickly push through a dungeon. One handy navigation feature is the mini-map that fills in areas you've already explored. It doesn't stop the various encounters and traps you'll come across, but keeps you from unnecessary travel.


Game Mechanics:

Getting a handle on the two perspectives is one of the harder parts of Shin Megami Tensei: Persona. My dislike for the PSP's analog nub is well documented on the site, so having to use it while exploring took the gameplay down a few notches for me. The D-pad is an option, though it is only useful during first person segments; it's terrible in the isometric view.

Traveling between areas in town is equally frustrating. You're restricted to a few locations in town, but forced to drag an arrow around the area rather than quickly flicking through them. Finding the city's limits and locations isn't very friendly either. Nothing about the system is unplayable, but getting used to it will take some time.

Combat is easy, especially when you consider the number of options available. Though you can fight Persona, you'll also want to chat them up to gain their help. During fights, you can talk to enemies and persuade them to join your group. This can involve anything from dancing to intimidation or even a few Chicago-style bribes. Once a Persona is interested, it will drop a spell card you can then bring to the Velvet Room. There you can fuse Persona together, creating new Persona. Like anything, there's a catch. No experience is earned for "capturing" Persona, so you'll need to find a balance between earning new demons and leveling your crew.

Fans coming into Persona after starting with its sequels need to understand that sometimes happiness comes with lowered expectations. This isn't Persona 3 or 4, and it shouldn't be approached as such. When taken for what it is - an enjoyable old school RPG and a chance to learn more about the series - Persona is a worthwhile adventure.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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