Friday, June 21, 2013

Entry 071: "Revelations: Persona" Pt. 1




Japan needs to learn to make their games with shorter titles.



Dear Internet,

                Well, "Shin Megami Tensei: Persona" is not near as depressing as I feared it might be.  Actually I am using the wrong title for the game I am playing and should probably call it by its correct name, less because it is proper to call a dog a dog and more because it is easier to spell than canine.  "Revelations: Persona" was made back in the '90s and released here in North America in 1997 for the Playstation.  Do you remember the Playstation, Internet?  No, not the ones with numbers afterwards that kept talking to you, I mean the first one, the one that at first did not have control sticks.  "Persona" is a spinoff game series from the "Shin Megami Tensei" series, both of which are seeing a greater fan following in recent years.

                "Persona" is a dungeon type RPG that harkens back to video game mechanics that are rarely seen now-a-days.  You move in a two dimensional dungeon with the occasional stairway leading to a new plane.  The dungeon is rendered in 3D but the player moves along a grid track with the camera at the character's eye height.  There are turn based battles where the player chooses a set of actions that determine how the character team acts against the monsters.  Melee attacks, magic and item usage area all there waiting for the player.  The over world is broken down in a similar method by making the player move along a grid based map, moving one square at a time.  There are a few special rooms here and there, where the player can move in a pre-rendered environment that turns 45 degrees to make the player move along a diamond type environment.  There, the player can interact with the few NPCs of the game and look for the occasional item.

As you can see, even the characters feel at odds with the 45 degree rooms.
                So, Internet, you are probably asking what the big twist is since much of what I have described says more about a whole genre of dungeon crawlers rather than "Persona" specifically.  Well, it is set in the modern day world with high school students in either Japan or the US, depending on who you ask.  From the depths of their psyche they summon spirits to fight for them as they battle through demon filled streets and zombie filled hospitals.  They use everything from scalpels and mops to fight, until they get to use Uzis and rifles.  So far, it is a rather interesting experience to be making a rag-tag group of teenagers using everything from police grade firearms to common gym equipment to fight spirits wishing to create ruin upon man.  You can also negotiate with the ghosts and such, but I will get to that some other time.

                In the first four to five hours, there are a few things off the back that need to be addressed.  The most problematic is the overworld, or the one that the player uses to get from dungeon to dungeon.  There is no map to let you know where you are or where you are supposed to go.  While I might not usually count this against the game, especially since it is coming from a long line of games that would not even give a map to the player but instead make the player draw it out on real paper with a pencil, the fact remains that there is sometimes nothing for the player to go off of to find what they are looking for.  I can give two examples of this.  The first location that the player has to navigate to is the hospital.  The player is told that it is not far away and is towards the north east direction.  What the game does not say is that the hospital is on the other side of the map and is the farthest location from the school where you start from.  The second example is when the player must go to the local shrine.  None of the characters, when talked to, tell the player where it is, what direction it is located towards, or even what it is near.  What happened was I wandered for the better half of an hour going in circles looking for a place that I could not even identify if I walked past it.  In fact, the only way that I could know if I was near it was when I was walking right next to the shrine.  The overworld camera gives the player very little to be able to see.  You see right ahead, and only about five or so spaces forward.  With no overworld map, you can even get completely lost and forced to find some nearby location to find your bearing.  Again, I would not mind this and see it as a part of the game mechanic if it were not for the fact that when you are in a dungeon a map is generated for you to examine when playing.  I cannot look over the fact that the game completely forgets to tell you where the place you need to go is located.  When you have to look for the abandoned factory, the same thing happens with all the characters telling you to go to there and making some great assumption that you know what they are talking about.
Notice that the game tells you which direction you are facing twice in this picture.

                The dungeons themselves do not strike me as very interesting in general.  The dungeons, which the game actually labels as such, so far are the school, hospital, police station, and abandoned factory.  All of them feel terribly linear, minus the school which is more a hub rather than a dungeon.  It is not "one long hallway with no turnoffs" linear mind you.  That is much worse than this.  The dungeons in "Persona" are linear because there is no point in going off into dead ends.  The player is given a mini-map in the top right corner that gives ample warning that turning off into one direction will lead to a dead end.  The problem is that so far there is no reason to even go down those dead ends.  There is almost nothing to interact with while dungeon crawling.  There are no items scattered around or little bits of information at those dead ends.  Why make dead ends if you can see them coming and refuse to warrant exploring them?  It is only at the factory that the game finally makes a reason to explore the full dungeon by making the player activate switches to advance.  By that time, the game has conditioned the player to not even look for anything in the dungeon other than the exit that one might think the game is being clever to make the player forget to explore, but I will hold my judgment about that until later.
This is the only thing in four hours that I had to look for that was not a door.

                I really want to like the dungeon, too.  After going through the hospital, the first real dungeon, I was hoping that the rest would feel as interesting.  What made me think this is most likely because as the player moves about the hospital, terrible shrieks of people echo the hallways as the dead rise from their slumber, attacking any who get in their way.  The screams really added to the atmosphere and make me hesitate to move since it created a sense of panic.  However, as I continued to play the game, one particular problem with the audio continued to make itself known.  I can hear the character's footsteps echoing constantly.  There are only about four or so foley sounds that the game recycles over and over.  The constant sounds of footsteps are so loud that they became annoying fast.  

                I'll stop here for now, Internet.  There are a few other things that I want to cover about the game mechanics that I want to talk about, but I will refrain from doing so because I want to keep playing before touching upon them.

Yours in digital,
BeepBoop

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