“Take your heart!”
The Persona series of games is well known in in gaming circles as an incredibly popular Japanese Roleplaying Game. Being hailed by some as the greatest JRPG of all time is what drew my attention to Persona 5.
I have a love-hate relationship with Japanese Roleplaying Games. When they are good, they are incredible, with my first exposure to them being the Pokémon games, followed by the Final Fantasy series and highlights in my experience including Dragon Quest VII and Ni No Kuni. But when they are bad they are long, boring, repetitive and grindy.
Persona 5 is, without a doubt, an excellent JRPG.
The first noticeable thing about this game is the lively jazzy music that accompanies the introduction sequence. The music is upbeat, and sets the dynamic atmosphere of the game so perfectly. The next thing you are introduced to is the beautiful anime art style that is eye catching and matches the music’s dynamic jazzy theme.
If you enjoy high quality anime animation, you will enjoy the cut scenes and art style of Persona 5.
But there is more to this game that music and animation.
The game follows Joker and his Phantom Thieves as they try to make the world a better place by changing the hearts of evil people by ‘stealing’ their twisted desires. The way this works is very abstract and not the most clear, but in essence Joker and his Phantom Thieves can enter the subconscious world and through this can change the hearts of those around them.
Does it make perfect sense?
Does it work?
The game structure takes the form of a series of heists that the Phantom Thieves have to complete as their world becomes increasingly complicated as the stakes and drama escalate.
The game is divided between ‘downtime’ activities where you can level up your personal stats, buy equipment and spend time with your ‘confidants’ who are friends you make along your journey, and ‘heists’ where you try to steal someone’s heart and have to fight shadowy monsters in turn based combat.
Combat works in a similar way to most turn based JRPGs; you have a team of characters that utilise a variety of attacks that have different elemental types, against enemies that have a variety of weaknesses. If you manage to hit an enemies weakness you can stun the enemy, and if you manage to stun the whole enemy team you can hold them up, either to attack them with a massive team attack, or to try to demand money or items from them. Successfully completing a hold up generally ends combat, so it is best to work out enemy weaknesses quickly in combat.
Your team also have weaknesses to certain elements, which can result in enemies chaining attacks against you. This means that combat can be over very quickly, either in your favour or a by way of a quick TPK.
The system has its ups and downs and combat swings from exciting to boring. It feels exciting when you work out an enemy’s weakness and suddenly have them at your mercy, and certain boss fights have dynamic battle elements that make those battles unique and more interesting. On the downside when you know an enemy weakness, every subsequent battle becomes a mere interrupt from the main exploration screen, because the battles have no challenge when you know an enemy’s weakness.
In an attempt to balance this there are some enemies that have elemental weaknesses but have such a large pool of hit-points that you do barely any damage even when hitting its weakness every turn. I find these fights frustrating as I have had encounters where I know an enemies weakness and spend 5-10 minutes hitting its weakness and holding it up and attacking, only for it to pull out an unexpected move chain that one-shots the party. Then I have to fight the start over with only a minor variation to account for that new move, but the slog of ‘hit the weak point’ makes this process tedious.
My greatest fear is enemies that have no weakness. These are dangerous because you are unable to stun lock them, unless you score a critical hit, but they can stun lock you. But when there is no elemental weakness it does mean you have to bring more strategy to combat, which is a good thing.
These niggles with combat only come out occasionally, and for the most part combat is fast paced and exciting, which adds to the dynamic feel of the game, and makes it exciting to play.
The story the game presents is very interesting. I have already written one article on how it explores anxiety and mental health issues, and have another planned on how the game explores identity and the Japanese concepts of honne and tatemae. There is a lot the game has to say about the human condition, and it is fun to explore these ideas in the manner the game presents them, and I have more articles planned for the future that will explore these ideas, giving them more space than I can offer them in this overview.
I can see why this game is so beloved. If you are not a fan of JRPG’s this is not likely to sway you, but if you are uncertain about the genre, it is hard to find a better example of a quality JRPG that is worth exploring the genre through. Suffice it to say this game is essential playing if you are a fan of JRPGs.
Persona 5 is the first game I played in the series and has a self-contained story, much like the Final Fantasy games. Because of this Persona 5 forms a perfect entry point to the series for anyone who is curious about what Persona has to offer.
I have not yet finished this game and am so excited to see what else this game has to offer. I will be sure to share future thoughts on this game with you, so feel free to follow this site or my twitter if you want to be updated when I post new content.