Shin Megami Tensei: Persona 4 Review
Old school.
Version tested: PlayStation 2
If you're familiar with Persona, all you need to know about the latest instalment is a brief checklist of changes and improvements: direct control over team-mates in battle, a range of themed dungeons replacing Tartarus, Persona 3's single tower, and a welcome shift in setting from the city to the countryside.
If you don't know Persona, things are a little more complex: this is Harvest Moon through a glass darkly, or Animal Crossing with sex crimes - a foppish blend of dungeon-crawling RPG and convoluted social sim, dressed up in David Bowie's mid-seventies wardrobe and set to the tune of some radiantly bizarre pop-jazz hybrids. If that sounds a little too much to take in, don't panic: despite the daunting concept, now is just about the perfect time to hop on this particular school bus, as Persona 4 is stylish, clever, and surprisingly approachable.
Newcomers will find plenty of wilful surprises, not least the game's opening two hours, which give you little to do but plod through reams of text as the story shuttles you from one cut-scene to another, occasionally flinging in thirty seconds of anime, while painstakingly piecing together a large cast and simple mystery one atom at a time. Your only duties during this period, besides pressing the circle button to inch events forward by a single sentence, lie with occasionally trying out an attack move, or, when directly questioned, selecting one of three interchangeable platitudes as a response, most of which have no effect on how things unfold.
But such handholding isn't purely introducing you to Persona 4's mechanisms - despite its hardcore credentials, they're largely traditional and admirably clear-headed. What it's actually doing is syncing you with the game's internal rhythms, bringing you in close so you can hear its pulse.

The brilliance of the pacing is that you can log in just to play through a few in-game weeks, returning to it for the same reasons you head back to weed your Animal Crossing village.
And even after the early grip eases, Persona remains an RPG at its most politely autocratic - a world in which you follow the designers' quietly-stated demands and fit your life around their unwavering schedule, deepening friendships, taking after-school jobs and joining social clubs when instructed to, in order to level up enough to beat regular challenges. If modern RPGs tend to foreground choice, Persona 4 is about obedience: it's steering and you're pedalling - but if that sounds like a fairly raw deal, it simply highlights why the appeal of a game can never be reduced to the design of its machinery.
The story's simple but suggestive. You've moved from the city to the rural community of Inaba to live with your uncle for a year. Uncle Dojima's both a stressed-out family man and a cop of the hardboiled quips and loosened-tie variety, and as the game kicks off, he's knee-deep in the mysteries of a local murder. As the plot deepens and the bodies start to pile up, things take a supernatural turn as school friends alert you to the existence of the Midnight Channel - a secret world lurking on the other side of television screens, which seems to offer a glimpse of the murderer's next target - as well as an opportunity to save them, by stepping inside and exploring labyrinthine dungeons, each themed to that particular victim's internal struggles.
It's a deft blend of writers like Koji Suzuki and, to a lesser extent, Haruki Murakami, and thoroughly exploits the tried-and-tested unsettling powers of misty lanes and flickering television sets, as it slowly pays out the length of its year-long narrative with a lazy elegance. In Japanese literature, horror is something intrinsically tied to the domestic experience, erupting in living rooms and office parks rather than haunted houses and spooky woods, and Persona's clash of genres is built upon exploiting the chill of the familiar as much as a surprising juxtaposition of the uncanny.
The characters help. Cast as a mild-mannered dandy, a fiercely tidy and almost effeminate new kid in a bustling school, you're quickly introduced to a range of Scooby Doo allies, including Kung-Fu obsessed Peppermint Patty-alike Chie, wry but sensitive Yosuke, and refined and aloof Yukiko. Nuanced personality traits and scripting allow the largish cast to rise above the limited animations of their 3D models, while the anime cut-scenes and character art are enough to create a sense of stylised elegance the game itself can't hope to deliver in-engine.
The RPG elements are admirably refined. Exploring the randomly-generated dungeons and battling the wandering Shadows (all of whom are visible prior to attacking, allowing you to choose to avoid them or attempt a pre-emptive strike) is a pacey process, and while there's not much mechanical variation from one location to another, with exploration limited to uncovering the odd treasure chest and hunting for the staircase to the next floor, the visual designs differ significantly, the entirely unexpected tilt of the fourth dungeon in particular likely to become something of a series classic.

Personas are captured during a spinning card game which proves pathetically addictive.
Combat is turn-based but brisk, the Kill Bill-flavoured menus offering succinct options against a range of bizarre monsters - examples in the first dungeon alone including pairs of skewered zombies and Rolling Stones tongues that lick you to death. But if the system's slick, it's also deep, with each enemy hiding a weakness to a certain kind of attack which, if uncovered, allows you to down them for an additional battering, or team-up Disgaea-style, wading in en masse, creating a luminous cartoon rumble of dust clouds and jagged onomatopoeias.
Better weapons can be bought at a store in the village, but your main attack options lie with the Personas, mystical psychobabble alter-egos which provide a flashy range of defensive and offensive magical options. Each of your team-mates is tied to a single Persona throughout the game, while you alone have the ability to tactically swap between any that you've found, as well as levelling and fusing up to five at a time to create new varieties in the game's mysterious - and slightly seedy-sounding - Velvet Room.

Composer Shoji Meguro's soundtrack comes off like Elastica reworked by Englebert Humperdink, with a little assistance from Merv and the Magic Tones.
Unlike Persona 3, direct control of your team is now available alongside the familiar ability to give them basic battle strategies to follow. A fairly major improvement in the context of the game's gentle upgrades from Persona 3, it's not actually as big a deal as you initially imagine: assuming control of your entire group is handy, but if you leave team-mates to work for themselves, you'll find that the game's AI has been significantly improved when it comes to taking care of itself in dust-ups.
Each of the game's dungeons can be completed over a number of different evenings, but you have to save each victim before the end of a string of rainy days in the real world, which will cause the killer to strike again (weather replaces the lunar cycle as Persona 4's primary pace-setter). But this is just one facet of the strict calendar the designers impose. The other lies in between the dungeon exploration, with the series' second defining characteristic: social interaction, based around your life as a Japanese school kid, where your days are divided, like a monk's, into familiar ritualised chunks.
Playing out through morning lessons, lunchtime corridor gatherings, after-school activities and evenings spent at home watching TV, Persona 4's friendship system is complex but faintly cold-hearted. This is either a critique of social mobility or a product of it, with each connection you forge serving primarily to level up your Social Links, allowing you to unlock strategic battle advantages amongst team-mates, or craft increasingly powerful varieties of Persona.
The game can be brilliantly mercenary; each time a potential friend casually suggests a trip to the mall, it results in the chillingly self-serving option of examining the levelling advantages you'll get from accepting their offer. Persona wants you to be popular, but it asks that you're essentially industrious with your free time. This is no trivial world of mini-games and other distractions: socialising is simply another tool in service of the game's larger RPG mission - another part of your arsenal, requiring you to callously exploit the neediness of your chums to get the most out of them.
And yet, although it reduces family and friends to a ritual, it's not an empty one. This may be a clockwork universe, but it's filled with unexpectedly personal discoveries and real warmth. Even if you're just hanging out with Chie so that, one day, she'll take a monster's boot to the head so that you don't have to, you'll still end up exploring the surprisingly delicate inner lives of the characters, probing their neuroses and back stories. Despite their Playmobil appearances and disconcerting emoticon outpourings, you'll finish the game feeling that you know them a little better, and Persona's designers have an undeniably excellent eye for the tiny little rites that make up every friendship, from the ceremonial exchanging of phone-numbers to the awkward way new acquaintances grope towards an understanding of the hierarchy of their relationship.
And inevitably, when Persona overburdens you with social responsibilities, piling up the jobs, local festivals, and basketball clubs too thickly, the choices you make are often contrary to your tactical best interests. I spent far too much time hanging out with Yumi, the enigmatic fox from drama club with a lame Sun Arcana boost, than I should have as, given the way I was playing, she wasn't really making me that much more effective in the serious business of hitting baddies in the face every night.

The plot twists a few more times than you may be expecting, and with more than one ending, this is a large game.
On top of the social elements and dungeon-crawling lies the familiar clutter of shops to visit, items to sell and weapons to collect: everything necessary to keeps a packed, if focused, RPG ticking over. As a sequel to Persona 3, this is ultimately cautious; the handful of changes it's made may be predictable, but they're no less essential because of that, and the result is a game that remains comfortingly familiar yet distinctly improved.
There are still problems - you'll have to grind more than you'd like to beat a lot of the bosses, and one dungeon, beneath the surface, is very similar to the next - but, despite the limitations to your freedom, what emerges in a carefully balanced game, revelling in a juicy contrast between its own day and night cycles, its spectral Midnight Channel and detailed domestic setting, and the child's life when shoved up against the grotty world of adults.
Powerful rather than perfect, then, Persona 4's a status ailment rather than a killing blow - it's not going to bowl you over with one strike, but it will quietly gnaw away at you until you succumb.
8 / 10
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Comments (63) Latest comment 2 years ago
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I _will_ play them someday, just not right now. Resi 5 is taking up too much of my time at the moment.
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I know what you mean! My pile is getting dangerously high...
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Persona 4 >>>>>>>>>>>> Fable II
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The story is played out as I am always waffling on that they should be. You basically get to be the star of a great adventure. Nothing that happens ever takes you out of that feeling and you grow to genuinely care for the cast you are trying to defend. If you like the persona games you will like this.
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Responses in conversation with other characters actually are significant. It isn't hard to check these things out. I didn't bother reading the review beyond that point, are Eurogamer paying by the word nowadays?
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I think it deserves a 10 but that's my opinion, if an RPG like fable 2 can get a 10 then this should be an 11.
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I wouldn't give the review an eight though. Lord does it drag on. It's obscenely wordy. I'm sure it's so you can sell more advertising, but still. Saying in three paragraphs what it could and should say in one. Using a register that appears to be more about showing off the writer's vocabulary than analysing the game. Irrelevent references and comparisons throughout. Factual errors. Paragraph upon paragraph of explanation of the games systems without telling us whether or not they're good. Three pages long and the criticisms fit into a few lines at the end?
Is this really written for Eurogamer's target audience? I'm thinking not.
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The style choices in the game a re a little diffirent from P3; the real world is a more realistic looking making for a bigger contrast with the unreal world.
With a big tradeoffthat whenever something moves in anything but the smalles enviroments they OH MY GOD THE BLURRING! Whenever something moves onscreen, or everything if it's the camera, excapt in the small enviroments, there is absolutely massive blurring of the moving object.
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The latest EG review has tickled my interest (as well as a few diehard EGers) but would it all be a little too impenetrable at this late stage in the game?
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So which is best 3 or 4?
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unless im mistaken there arnt hormunculus in this game? PLEASE TELL ME HOW I GET THEM!!!!
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I have heard great things of Devil Summoner 2, although I don't hold my breath since the first one was not that great.
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I think that the game deserves a +1 for being budget priced and including the soundtrack.
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The game would be perfectly fine if it was trimmed a bit. I think Persona series seriously needs a Director's Cut.
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And yes, I have seen the play review. It is one of the worst reviews I've ever read, and that includes player reviews.
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But it does suffer from being a bit too drawn out.
It could do with being trimmed slightly so there's less periods of nothing to do.
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Dunno. I only played a bit of P4 when my copy arrived so I to make sure the disc was ok. P3 I haven't finished.
It's Atlus, small print runs, high used game prices. So I think a brand spnking new copy of P4 will be the cheapest.
(something to keep in mind: all these late gen ps2 releases are very cheap anyway. I haven't seen a new ps2 game over 35 euros since the beginning of fall last year)
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its kinda slow at times but its more slow paced than i thought it would be
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Not sure if I'll give this a shot...
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2055 cant come soon enough.
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the review says 2 hours of button clicking.. i found it to be about 3 and a half hours before i actually got the 'ability' to open the in-game menu's. (y'know, like equipment/options/quit to main menu and all that)
until that point, it didnt really feel like a -game-, more like an overlong intro. like watching an anime where the dialog has pauses inbetween and its all done from one camera view.
i think there was... 3? fights in that 3 and a half hours of 'button pressing'
other than that, im enjoying the originality of it. its certainly different. and I -think- the game has started proper now, so looking forward to the randomised dungeons..
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Problem is they dont talk fast enough.. ;c
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Bit like real life then.
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Only wish I could switch to Japanese audio. Not that there's anything particularly bad about the American voice actors but they just seem so out of place (especially given their inconsistent use of Japanese honourifics).
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The main thing about it for me is that I do care about the characters in it. Which is a polar opposite to Fable 2 where picking the "Sacrifice your loved ones for the greater good option" didn't have too much of a sting because the game did very little to make me care about my emote loving family.
So yes, writing and story wise I love it. It also presses my completist buttons stupidly well (damn you compendium, max all social links, etc...). Even though it is one of my most played and favourite games this year the 8 is probaly fair due to how grindy it is. I can see many people being turned off by that alone.
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Also, the dungeons are NOT randomly generated, but placement of goods and enemies in them is randomised.
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There were certain floors (boss floors) that aren't random, but every other floor inbetween is random.
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Though in that case the game doesn't really help itself...
In any case this is really a marmite game. Either you grow to like the story and general slight twistedness of it or you just look at it and see a giant grind fest.
Also, one of the things which is mentioned in the article which I rather liked is that conflict between liking the characters but always having that nagging in the back of your mind that at times your character is only smiling and nodding due to the sweet sweet power he gets out of buddying up with these people. Something which was really re-enforced in P3 due to how cold the main character came across as to the player due to the really heavily enforced silence on his part (that and the vacant expression he has .
In P4 I am constantly thinking how, if the main character wasn't the main character, he would be the perfect villain of the piece (having gotten trough about half way). He could still be by proxy...
Anyways, I like that mix of emotional coldness conflicting with how (at least I) started caring about the cast.
P.S. btw, this comes from someone who's favorite part of Lost Odysssey were the memory short stories...
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/rubs hands
Although it's going to go on top of the pile... Hopefully, though, will start playing it soon, but first have to finish Persona 3:FES, which I'm about 130+ hours in already. Almost there..
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Takes like 3 1/2 hours to get any actual gameplay though, so not one for the typical ADHD afflicted gamer.
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/rubs aching thumb
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Anyaway, i love this game
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