Friday, June 28, 2013

Entry 076: "Revelations: Persona" Pt. 6



Dear Internet,

                I attempted to try and find some playthrough video for a specific boss encounter for "Revelations: Persona" today.  Now, the information regarding this game is already close to zip considering that I am playing through the original localized version rather than the portable re-translation remake for the Playstation Portable.  If you try for a web search for game guides for this game you will only find about three online texts.  One of these guides actually only goes as far as about my day four to five of playing this game.  Another one is for the remake, and the last has a walkthrough that has so little information concerning the bosses that it makes them come across as being relatively easy.  Perhaps this is because of what I realized today.

                I eventually found a video that I was looking for.  Viewing it, I realized that my characters were five to ten levels lower than what they should be.  That can be a huge gap in this game, especially considering that my lowest character, Mark, is eight levels lower than my highest, Brad.  It all comes back to the way the game handles the experience levels that makes the game somewhat broken.  A character levels up with either how much damage they do or how helpful they are in the battle.  One character seemed to get some experience for buffing the others, but the majority of the experience is because of damage dealt.  If the character does not deal damage but lives to the end of the battle, they get a set minimum.  If they die before being useful and stay dead, they get nothing.  If they earn some but then die, they still get what they earn.  The problem arises as when there is a character that is considerably faster than the rest.  He or she will get off a great attack that can wipe off all the enemies at once.  That character gets all the experience and leaves the rest in the dust.  If this continues for a while, that one character is far ahead of the rest.  To combat this problem, you can make that one character just defend for a few matches and allow the rest of the team to get in a few attacks.  But this creates a new problem, or at least for me it does.  What happens is that without that one character dealing heavy damage, the rest must fend off monsters that they are now poorly suited for because of the level gap.  It is possible to do and make the rest level up to meet that one character, but at that point, the game is a grindfest, which the game proudly boasts.  

                The game is centered on the concept of grinding.  The fact that the localized version is changed so that there are less enemy encounters and those encounters earn more experience points is just the starting point of why this game is a grindfest.  It means that if I had played the game in the original format, I would probably have taken twice as long as I have already done so.  On top of that is the lack of dungeon save points.  If one truly feared about losing all their hard earned work from going through the dungeon, one would backtrack out and find a savespot.  This would mean going through most dungeons at least twice.  One can make the encounters less difficult by forcing the monsters to flee by first gaining their Spell Cards, but getting those Spell Cards are already a grind because one has to play Russian Roulette to get them.  Grinding should not be the point of a game.  Anyone can grind in a game.  All it takes is lots of time and patience to do rather than planning things ahead of time and understanding the game mechanics.  There are only two acceptable camps when it comes to grinding.  The first is what I already described because the player is admitting to his lack of understanding the way the game wants to be played.  There is no shame for doing so as long as the player realizes that they are banging their head against a wall to get through a segment.  The other acceptable reason, and the one least questionable on, is that the gameplay is actually fun and enjoyable.  The player is grinding not for some little token or for experience but because the game is a thrill to play.  "Persona" is not this by a long shot, especially since grinding is an almost mandatory aspect of the game.

                I want to address the way the dungeon is presented to the player for a minute.  I have already said how the dungeon crawling is presented in a first person view.  This is almost pointless considering that I spend about 95% of the time looking at the mini map to figure out where I want to go.  There is pretty much no point in even looking at what the dungeon looks like because it is just repeated walls for the most part.  I have finally come across a second time where he game decides to put something to switch on and off.  The game was also generous in putting a pressure-plate puzzle for the player to solve.  All in all, it feels like a whole waste of potential since for the majority of the game, the player does not even have to look where he is going.  I wanted to like the art direction because of how well it tries to create different looking dungeons.  But despite this, one rat maze is the same as another.  I am especially torn with the game's Xanadu castle level and its use of Mesopotamian art styles.

                I am probably going to be forced to grind in this game in the coming days.  Am I being forced to grind because I am too good and can get through a dungeon with enough ease until I hit the boss?  Maybe.  This is just the kind of game that would punish the player for not grinding periodically.
That is a three level jump for my character after defeating a boss.


Yours in digital,
BeepBoop

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