Wednesday, June 26, 2013

"Entry 073: "Revelations: Persona" Pt. 4



Dear Internet,

                It is now day four of "Revelations: Persona."  Has it overstayed its welcome?  Not yet, but it runs a fine line constantly.  It has both feet on the line right now, but it teeters constantly between being either boring or frustrating.  On one hand is the threat of being boring because the minor enemies can be easy to the point where the player just needs to spam the strongest attacks to wipe out the opposition.  The only time when the minor enemies are not being monster fodder is when the player first comes across a new one.  After beating an enemy, the player gains the ability to see the complete stats for that monster, with strengths and weaknesses being shown.  After that, the player can look up the info instantly before issuing orders.  While this is a nice mechanic that I am grateful for, the problem is that when it comes to the smaller enemies, they are not all that enjoyable to beat.  I am on pins and needles when fighting them the first time, never using a very strong technique for fear of it being reflected back on me.  After that, it is less about trying to work a system than it is to responding to prompts.  If the monster has a weakness to fire, you use fire if you can.  If you have no fire option, you just go back to hitting the wall with your head.  Both options are viable.

                The opposite side is the frustrating aspect.  I have already mentioned how every time an enemy appears, one has to slow down the game to a crawl to prevent using the wrong attack on an unknown enemy.  This I do not mind too much since using caution is a staple of this kind of game.  What makes the game frustrating are the bosses and how they are handled.  The player will typically faces against a dungeon boss having played twenty minutes plus since the last save.  Unlike games that are smart enough to put save spots right before the dungeon boss, "Persona" chooses to make the player slog through a maze and then face a boss with the consequence of losing being the loss of a substantial loss of time.  I have already detailed my exploits with RoboRat.  Today, the game decided to do a double screw to the player.  The first came with the worst dungeon so far, being the Harem Queen dungeon.  It is a headache of immense proportions.  The dungeon is filled with mandatory pitfalls that drop the player down the floor beneath.  There is also an elevator that the player has to use to make matters more difficult.  It probably would have taken me two to three hours to navigate the maze if I had not consulted a guide, but I will get to that in a minute.  Once you finally get to the bottom of the maze, the game throws you back to the top and makes you do it again.  I guess the second time is supposed to be easier or something, but it only adds useless filler to the game.  When you get to the dungeon boss a second time, you have to then fight it with only two of your five members.  All your best laid plans are then thrown out the door because of this.  Luckily, I was able to switch up my main attacker as the healer and the healer as the main attacker.  Otherwise, that would have been another twenty minutes down the drain.  After that, the game decides to not throw you out to the start of the dungeon like nearly every other dungeon, but that is only a minor annoyance.

This is what happens when the correct action just makes more handicaps for the player.
                The next big annoyance is then made from forcing the player to travel to a location, only to learn that they must backtrack across town and through a dungeon.  When the player gets the plot item, they must then retrace their steps to the first location, but that is for tomorrow.  This pretty much sums up a lot about "Persona."  The game has a lot of backtracking that only adds filler to a game that should not take so long to play.  On top of that is the bare bones information that is given to the player.  You should never take a day break while playing this game because you will most likely forget what you were doing.  You will have next to no help in being reminded about where you should be going.  It is because of games like this that later games started to utilize "synopsis" items in the menu to remind the player what they should be doing.  Giving only a single line about the next objective does not encourage the player to pay attention if the rest of the dialog is drivel filled teenage drama.  I am looking straight at the Harem Queen side-plot when I say this.  What makes it extra annoying is how these side-plots seem to be shoveled in like they were implanted at the last second.  A character is introduced in a split second and then a dungeon or side-pot is introduced to capitalize upon it despite it being a clear deviation away from the central plot.  Did the Harem Queen have anything to do with Guido, the currently primary antagonist?  No, it was a three hour detour to showcase a monkey-paw plot about the girl in the black dress.

                All this add up to the fine line I was mentioning before.  I also mentioned about a guide, and I should address this before getting much farther.  This game requires a guide.  There is no way around this fact.  Unless you are reading a guide to determine the best course of action, you will spend hours painlessly going in circles.  This game came out in a time where games had to maximize the amount of time that a player could pour into the game.  It was not uncommon for games to take a hundred hours or more to get through.  The problem with those hundred or more hours was that most of that time was useless empty of content and made up of grinding and getting lost.  Unless the game is constantly throwing interesting content at the player, it is just the same thing over and over ad nauseam.  "Persona" is a game that I might have taken twice as long to get through to get at this point.  This is not even mentioning the instances that I know about where the player can give the wrong answer to a question and lock themselves into a bad end.  If the player does not have a guide to let them know this, they can get caught only having a save from after they make this game ending decision.  When they realize that they have no pre-decision save, they will be forced to start the whole game over.  If that is not artificial lengthening, I do not know what it.  This is not a game that encourages another play through to see the other possibilities.  This is a game that can force a forty plus replay because the player made a wrong decision, which is understandable considering nearly every decision made prior has had no real consequences and is usually badly translated.   

An example of the translation job.
                I will stop there for today, Internet.  We shall see how tomorrow is.  And it looks like I have officially passed the 1000 view now.  I guess that is worth a celebration.  Time to break open the good bottle of water.


Yours in digital,
BeepBoop

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