Monday, July 1, 2013

Entry 077: "Revelations: Persona" Pt. 7 End


Emphasis is on the "fin" part.  And that is supposed to be "cogito ergo sum."  Three words not two.



Dear Internet,

                I am finally done with this pile of broken mechanics and out dated game structure.  "Revelations: Persona" is a bad game.  It is the kind of bad game that decides to rip apart your curtains while you were away at work, so you make it sleep outside that night except it decides to get into your garbage cans and throw everything all over your driveway.  Then you have to clean up the entire mess and wash it down in a bath, but it then gets free and leaves a soapy slathering all over the walls where it chose to shake dry.  In the end, you spent a good deal amount of time fixing a bunch of problems that the game creates only for the game to then turn to you and say, "You now have new curtains, a cleaned driveway, and washed walls.  Look at what you accomplished."  It wants you to be impressed about the fact that it can now speak your language and how you are now better off than before, but it ignores the fact that it made a whole bunch of problems instead of helping to fix them in the first place.  That is what "Persona" is, a talking dog that has read a little philosophy but is still a dog at the end of the day.

                To the bitter end, "Persona" is about pointless grinding that is not in the least fun.  I was able to get to the final boss with my team being at an average of level 50.  The monsters that I was encountering were in the 70's easily.  The final boss was at level 99.  I am still trying to figure out how in the world I was able to get so far to the boss with neither dying nor leveling up accordingly.  Even when I tried to raise the level of my weakest member by only letting him attack, the game was still frugal with how the experience was being handed out.  It would have taken me a good 2 hours to get everyone at the same level as my best character.  Why is it that if I go through a dungeon and battle every enemy that comes across my way, that I am not sufficiently able to go toe to toe level wise against the dudgeon boss?  It would make sense that if I ran away from those battles that I would be too low a level to go against the boss, but "Persona" does nothing akin to this at all.  It makes grinding for experience a mandatory chore rather than an alternative to strategy.  
Even when facing high level monsters, the EXP payout can be less than substantial.

                The "strategy" in "Persona" comes in two halves.  There is the strategy when fighting common monsters and the kind when facing the dungeon boss.  When fighting common grunts, one has to try and minimize possible reflection attack, since numerous enemies near the end have abilities to send back certain types of attacks back at the player.  You need to do low damage the first time, and once the data on the monster is collected, the player can act accordingly.  When going against the bosses, the only viable way to inject strategy into the game at that point is to fight the boss with the intention of losing.  Then the player can get a grasp of how the boss is going to fight.  This is the only viable reason because trying to figure out a strategy in the middle of a boss fight, even the reserved firepower kind when fighting grunts, will end with the boss going full out while the player is collecting information about the boss.  This is made exponentially worse by the game's lack of a competent save system.

                I have said time and time again how the save system of "Persona" is pretty much broken.  There is no possible reason for making save spots an hour or two apart in games.  It just does not make sense and is plain nonsensical.  To make a game have such long stretches between saves is like saying that this game is meant to have a day dedicated to it.  You have to set everything aside to be able to play this game.  You got to clear your whole schedule for the day to be able to play a game like this because otherwise you can end up losing an hour or more worth of work.  If something comes up, someone calls you on the phone, or you need to leave the house, you will have to second guess your priorities because that hour or more of work is going down the drain.  This is not a game to be played in your free time.  It is something that takes dedication that borders on a job.  And it is work in my mind, not a game because a game would not be as tedious as this without some sort of reward.  If you want proof at how broken this game is, look at the untranslated Snow Queen quest, which has save points even farther apart from what I can gather.  It all comes together to question what exactly the developers thought was going to happen by putting save points so far apart.  Did they want their customers to sit for hours on end glued to a game because otherwise they would lose so much effort, or was the audience actually asking for games to last hours on end to begin with?  

                The story is now finished up and was nothing all that amazing in my opinion.  The big reveal in the latter parts was going for existentialism but came across as trying too hard.  A story with just some guy trying to create his Xanadu palace was good enough for me until the game thought he should have a personal crisis right before the party wanted to fight him.  After that, the plot switched to one character manifesting their emotional problems into reality that felt more teen angst than anything else.  The only thing it had going for itself is the art style which liked to delve into a little symbolism a little too much.  But all of this never got me to care much about playing the game to find out about what happens next.  Instead, I just wanted the ride to be over.

                "Revelations: Persona" is not a game that can be played in most formats.  I understand that the remake for the PSP included a bunch of new save spots to solve some of these problems, but I suspect a bit this was more due to the game being put on a portable device rather than trying to fix the game.  There were a few other changes here and there to fix the game, but the Playstation version stands as a testament of how bad a game can be.  It got to the point where the only way to even complete the game sanely was to use cheat codes at the very end rather than spend another countless amount hours of doing the same thing over and over with next to no variety to level up my party.  In the end, "Persona" should be avoided because of its perpetual cycle of grinding from one section to the next rather than rewarding strategy.
This is the point where I just stopped caring and wanted it to be over.


Yours in digital,
BeepBoop

P.S. Tomorrow is "Godzilla Destroy All Monsters" (1968).

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