Tuesday, May 5, 2009

Persona 4 - "I reach out for the truth."

Persona 4 was really damn good.

It's a modern fantasy/mystery RPG/Visual Novel hybrid set in a Japanese small town. It's a crossbreed of Majora's Mask, Final Fantasy and Fate/Stay Night, except much more sophisticated. The story is immensely complicated and nuanced while the gameplay is well thought out and challenging, though it's really the scope of the entire affair that defies description. The game is long, but unlike other RPGs that usually have a filler 'go collect some knickknacks for us', Persona is packed full of stories upon stories.

The game revolves around a series of murders in the town of Inaba, with bodies showing up on foggy days hanging upside down from powerlines. I won't talk too much about the plot (that would take too long), but as you might guess the police are baffled and it lies with you to form a sort of Scooby Doo mystery-solving gang in order to stop the murderer.

The writers likes to alternate between somber darkness and lighthearted fun as they tease out the mystery. The whole game has a very anime style... catchy J-Pop numbers play as you go around town or get into fights and the game has an all-star voice cast that includes the likes of Rie Kugimiya, Yui Horie and Ami Koshimizu (even if you don't know all those names, believe me, you've heard them before).

All in all: It was a fantastic game and I couldn't put it down till the credits rolled. I highly recommend it (the undub version, obviously). After the jump, I'll talk a bit more about the gameplay and then go into a few things about the characters in my usual way.

So one thing about gameplay: Man, this shit was hard.

The first ninety minutes of the game are just visual novel bits and then beating up some ridiculously weak enemies. Then all of a sudden the game becomes this nightmare land where every point of mana is precious and not sufficiently protecting yourself against certain elemental attacks means doom for you and your entire party.


It's not a situation where you'll lose a battle and have to go and grind levels to win. You could play like that, I suppose, but it's more accurate to say that the game wants you to be tactical. Don't expose your elemental weaknesses, buff yourself up, dispel enemy buffs, use the defend command when it's wise to and keep your health bars high. Often boss fights can last over an hour, with a boss switching tactics/forms every time you knock off 1/4th of its health.

It's brutal and exhausting, but ultimately extremely satisfying when you think your way through.

So that aside, let's talk about some interesting points of the game...


This is Kanji. He's a thuggish delinquent with a bad history of gang violence and involvement with the police. He's a good guy though and has a big old heart of gold, in spite of his tough-guy act.

Not that special at first glance, but the thing is that he also has the unusual distinction of being the very first openly gay video game character.

(Some people might take issue with 'first', so let me say that the Bioware lesbians don't count because they're designed first and foremost to titillate players and the blue alien lady isn't even really a lesbian because she comes from a mono-gendered species that can reproduce with more or less anything with a pulse)

I'm not quite sure what to make of the portrayal of Kanji's sexuality. Like for one... The murders in the game involve an alternate dimension that victims are being thrown into, wherein a combination of their desires, anxieties and fears are made manifest by the 'Shadows', a race that feasts upon negative emotion. Kanji gets thrown in there and when you go in to pull him out his dungeon is filled with gay characitures... like you have to fight muscular men in rainbow underwear in there. Not exactly a tasteful depiction, but the place is supposed to be a manifestation of both his fears and desires, so in a way it kind of makes sense. I mean, clearly the writers were having some fun here, but it also shows that this is how he would be afraid people would see him if they knew he were gay.

But the whole thing is muddled when Kanji later develops a huge crush on this one dude who ends up being a girl (albeit a somewhat transgendered one). So I guess he's at least somewhat bi? I really don't know. I actually personally think him and that girl are a pretty good couple (he's very brash and straight-forward while she's intellectual and reserved), but I believe that that sort of thing really doesn't work out long-term. Although I read online that in Japanese culture it's apparently more common to be bi than gay, so who knows?

What I liked about Kanji though is that at no point did he feel like fodder for the degenerate yaoi fangirls of the world nor did he feel like he was an attempt to shout 'hey being gay is ok' or whatnot. He's not someone that's defined by his sexuality as gay characters in fiction so often are, but it's rather just an aspect of him. That's why it made me a bit sad when I read about him online and saw people saying things like 'oh yuck, Kanji! I never used that guy ewwwww.'

I hold some conservative views myself, but for crying out loud people, can we get passed that?

The other thing I want to talk about is the game's primary flaw, mainly the relationship system.


I say 'flaw' but it's actually mostly a good system. A group of characters in the game have mini-storylines that you develop through the game that are attached to a Persona card in the game... as you spend more time with them, you level up that card and get XP bonuses when you make Personas of that class. So say for instance you become friends with Kanji up there, who is the representative of the Emperor card... when I go to the next dungeon and make Odin, an Emperor Persona, I will get a good 6 levels on creation, which is really essential.

The problem is that relationships max out at level 10... not a bad thing in theory, as there are lots of cards to max. But there's an interesting quirk in practice: Once you finish a card, the person is essentially dead to you.

So you have a situation like with Rise here:


Rise of the Lovers card captured my character's heart with her ability to call out an elemental weakness/immunity of the enemy before a battle starts and her capacity to refill my party's health and mana after each battle (always something to look for in a girl). And of course she's also voiced by Rie Kugimiya. But anyway, at level 10, love was confessed and a long-term commitment was made... But from then on, it was now in my interests to refuse to spend time with her and to ask out a blonde bimbo so that I could max out the Moon social link. And, of course, my doing this will have no effect on Rise.

I'm not saying the game should be a bloody dating sim or something, but that just makes no sense and it really broke the immersion. A lot of the side routes (i.e. the blonde bimbo) are pretty pointless too so why not cut one or two and make it so that you max out that card with the girl that I had my character commit to? Surely that would make more sense than 'okay she loves you, time to start seeing other people!'

... Right?

In the end though, this was a fantastic piece of work that I enjoyed from beginning to end. If at all possible, you should grab it.

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