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Showing posts with label Atlus. Show all posts
Showing posts with label Atlus. Show all posts

Tuesday, 28 June 2016

Odin Sphere Leifthrasir Review (PS Vita)


Odin Sphere launched late into the life of the PS2 and along with GrimGrimoir brought a slice of 2D JRPG action to the Sony console. While GrimGrimoir focused more on strategy, Odin Sphere was the action title and offered up a mix of levelling up and bashing things that is now much more common.

Odin Sphere has always been a classic but now it is far more accessible to a wider audience with this remake. This is mainly down to the changes made to the combat system which makes it more fluid and brings it closer to systems found in Muramasa: Rebirth – another gorgeous looking 2D game remade for the Vita. Veterans of the game need not fear though as you can play the original version of the game also (although sadly not with the extra lovely visual overhaul).

Speaking of the visuals they are stunning. The game always looked good but the crisp Vita screen makes everything sing and sparkle in a way that hints at magic beneath the surface of the world just waiting to be released. Characters are highly detailed while lighting and glow effects illuminate beautifully illustrated backgrounds. The story is one of magic and fantasy and the world fits it perfectly.

The structure of the game has you taking control of a number of characters as a story of prophecy and armageddon is told via a girl reading a book. You start with Gwendolyn, Valkyrie daughter of the king and switch to four other characters as you progress. You’ll be with each character for a large period of time though so don’t expect to be switching around every few chapters. It’s very much a case of finishing one story before moving onto the next. It can also be quite jarring after you’ve spent six to eight hours with someone to move to the next character that has a completely different fighting style.

As the different stories are told the protagonists will often clash with each other. This eventually leads to a final book where players must pitch the right characters against the right enemy in order to achieve the ‘happy’ ending and also reveal a final hidden text.

The structure of the game is fairly straight forward. You move to an area and then progress through a series of linked 2D arenas. Some contain battles while others will have rest spaces, treasure or simply be pretty to look at as you run through. Each location is ended with a boss fight and normally has a few smaller bosses along the way as well. You can also explore away from the main areas to find extra items and skills. Skills can then be further leveled up through points gathered from enemies and ‘Phozons’ that are released by butterflies, certain plants and dead monsters.

Aside from bashing things your main focus is on food. You can plant seeds and grow fruit and also collect ingredients to have cooked into meals by wandering chefs for you. Each time you eat you not only recover health but also slightly boost you maximum hit points and also get experience to level up. This makes the eating part of the game key to progressing as without constantly munching you may find yourself too weak for later levels.  There is also an alchemy system at work which lets you mix potions with collected ingredients.

It’s a wonderfully characterful game and there certainly isn’t much out there like it. The high fantasy story isn’t anything particularly knew but it is an interesting tale with a number of decent twists that should keep you occupied through the many hours of gameplay. The change in systems really helps the game to flow and while it certainly seemed to make the game easier that is no bad thing as the original was one of the toughest games we’ve ever played with progress constantly stopped by leveling walls, awkward combat and super powered enemies. We loved it but we certainly won’t be loading up the classic version of the game any time soon when we have this absolute joy to play with.

Overall, Odin Sphere Leifthrasir is a perfect fit for the Vita. It sits very nicely alongside Muramasa and Dragon’s Crown as a combat heavy RPG while also being an all-round better experience than both of them. The new approach to the combat and revitalised visuals make it feel fresh and relevant and it’s about as essential as any Vita game has been for a very long time. It’s deep, satisfying and gorgeous. It always was a classic and certainly still is.

Overall 9/10

Wednesday, 4 November 2015

Persona 4: Dancing All Night Review (PS Vita)


Persona 4 has certainly turned out to be a flexible franchise for Atlus. In the last few years we have had wide ranging spin offs from the core JRPG game. It started with fighter Persona 4 Arena and then the Etrian Odyssey crossover Persona Q. Now we have another genre to add to the mix with this rhythm action game. 

Dancing All Night is told to the player by Margaret (from the Velvet Room in Persona 4), and takes places about a month after Persona 4. It’s a very strange story (even for Persona), and revolves around the idea that Persona’s pop icon Rise is putting on a show with the other cast of the game being invited along as backing dancers. It gets weirder. 

Soon another female group named Kanamin Kitchen (each member is named after a type of meat), start going missing and the team are drawn back into the strange Midnight world. Only this time it’s the Midnight Stage not the Midnight Channel. They soon find that they can’t attack their enemies as violence is banned and all the shadows that inhabit the world are tied together with a strange yellow ribbon. The ribbon brain washes them and traps them into the rhythm of a strange and eerie song that keeps playing. Of course the only way to break the spell is to fight back with music and dancing.

We completely love the fact that everything is played straight with all the characters taking this deadly seriously. It’s completely insane and entirely better for it. After a slow start the story rolls along at a good pace and there are a ton of excellent anime cut scenes implemented to draw you in (though I’m not sure we needed to keep seeing down Rise’s top at every opportunity in them).

If you don’t want to go through the story the game can also be played out as individual songs which when completed unlock tougher tracks and other bonuses such as dance partners. It’s a good way to practice while also allowing for quick hits of fun which suits the Vita very well.

The presentation and structure is excellent so it’s a good thing the actual game underneath it is strong as well. The action takes place with one of the heroes in the centre of the screen dancing and stars flying out towards the left and right edges. Players then have to hit the corresponding buttons that they pass in time to the beat. This utilises three of the buttons on each side of the Vita and gets pretty hectic as you progress. 

Notes soon begin to change to require more complex inputs with buttons needing to be held and pressed at the same time as well. There are also extra points and a ‘fever’ circle that shoots out from time to time that requires the tilt of an analogue stick in order to hit it as it fills the circle surrounding the play area. Filling the fever gauge allows for special events to happen at certain points in the song and adds up to big points.

It’s a solid and fun system and the notes hit precisely with no input lag. The graphics behind the scene are also excellent and keep things lively. The music itself is a collection of various types of Japanese style music from pop to dance and a hint of metal and there’s nothing here that’s going to ready grate on you with the best songs being rather good. 

Overall, Persona 4: Dancing all Night is a good rhythm game in its own right. It obviously has a fairly niche market to aim at and I’m not sure we were all crying out for ‘Persona does rhythm action’ but now that it has we’re rather glad it did. It’s humorous, breezy fun and suits the Vita perfectly. It might not be the next Gitaroo man or Ouenden but it’s certainly something that fans should enjoy and it’s clearly had a ton of effort put into getting just right. Newcomers will likely be completely lost though.

Overall 8/10

Colour Blind Issues - No
Review Code - Yes

Wednesday, 14 October 2015

Lost Dimension Review (PS Vita)

Written by Natalie Houghton

The world now faces total destruction... after being suddenly attacked from out of the blue with half of it being destroyed in an instant. An agent of the coming apocalypse appears issuing an ultimatum "kill me within 13 days or die". The only ones who are capable of stopping this are the 'gifted' - a group of teens with special powers who swiftly have the fate of the world thrust into their hands. In all honesty it sounds like the typical anime 'teens with super powers' trope but it really does manage to transcend that stereotype as not one character is over powered in any way - they are relatively normal humans that each have a gift. Their powers range from levitation, pyrokinesis, precognition, super strength and the ability to copy anyone else's abilities.

You awake at the bottom of a tower, with no memories of how you got there... the only thing that you do know is that 11 other supposed comrades surround you and that you must climb to the top of the tower and stop the man otherwise known as 'the end' from firing his arsenal of nukes and destroying the rest of the world. Sounds simple, right? Wrong... the caveat is that there are traitors amongst your ranks.

Overall, this serves as the primary plot device and I have to admit that the traitor system is quite innovative and the way in which you have to sniff out the traitors is engaging but not impossible - the main character, Sho has the premonition ability and he can also hear other team member's most private and deepest thoughts, by utilising this and diving into the inner depths of a character's psyche. This means he can figure out who the traitor is and influence the rest of the team on who they should vote for in one of the many judgement rounds that you are besieged with at the end of each floor. 

This involves the team voting for one of them to effectively be killed off where they will be erased from this world, dissolving into absolute nothingness, leaving behind only their 'will' - a usable item, so for example if your healer turns out to be the traitor and you vaporise them, then one of the other characters can equip their ‘will’ and use their abilities so you won't be without healing for the rest of the game. Interspersed throughout the dungeon climbing, it is possible to bolster the trust of each team member by raising their camaraderie level as you talk with them and learn more about their situation, the way they feel about things and what they plan to do in the future (if they survive.. that is).

The plot had me hooked. Who is 'the end'? Why is he doing this? And who is the traitor this round? I hurriedly played the game until its conclusion as I so desperately wanted to know... only to find out that it does require a couple of play-throughs to reveal the true ending. Second play-throughs are much easier however, as you carry across your already existing camaraderie and you are automatically given gift exp so you can start with some abilities.
Lost Dimension itself is half a visual novel and half a tactical RPG. From a visual novel standpoint, the animation is rendered in a way which makes it appear almost 3D, it is sublimely crisp and clear and the transitions between each character are smooth although the dialogue can be slightly jarring at times when you start losing characters.

The other main half of the game is the tactical battles, they are simple in appearance but are quite challenging as they have a tendency to occasionally throw you straight into the deep end. The battles are taken in turns between your team of 6 and however many enemies are present. Your team can each move within a set radius of their original starting point, if any enemies are in range they can then attack - but beware the enemies will usually retaliate with a counter-attack if they can. The main tactic that you'll need to both equally utilise and beware of in order to win is the assist mechanic where any characters that are within range of each other will assist their ally in their attack.  For example: If Sho attacks an enemy and two other characters are nearby, not only will Sho attack the enemy - but his two allies will as well. This can lead to some incredibly powerful combos that will allow you to pound the enemy into oblivion. 

Sound during the battles is superb and I thought that the song which played during the final boss battle was quite pleasing as well as being motivational - I'd definitely want to put it on my MP3 player. There is no Japanese voice over available, although the English voice acting is not too bad for once. There are a few slightly strange quirks with this though. for example one of the characters speaks with a fake English accent which is slightly odd as she can't seem to work out if she's pretending to be in the middle of a Victorian tea party or in the east end of London "Care for some tea, mate?". She speaks like this because she thinks it sounds cute which is a bit hmm... I'll just scratch my non-existent beard on that one.

Overall, this is an excellent tactical J-RPG let down only by a slightly anti-climactic ending. But it still has its charms and is well worth playing so go on... get lost in another dimension!

8/10

Friday, 12 December 2014

Persona Q Review (3DS)


Persona Q is a very strange thing indeed. This is the first time a Persona title has appeared on the 3DS and it’s a strange mix of Persona 3 and 4 and the Etrian Odyssey series. These are all things we like a lot but mixing them all in together has created something with some very strange influences.

Choosing either the protagonist from Persona 3 or 4 your adventure will then be focused around the characters and experiences from the selected series. The two groups occasionally cross paths and events change depending on who you are playing so there is also some extra replay value to a game that is very long anyway.

The basic plot follows an event which occurs at Yasogami High School during a cultural festival. Suddenly a strange bell is heard to be ringing and the two groups find themselves trapped inside the high school. Upon finding a strange labyrinth underneath the school they must enter and investigate to try and find out what is going on.

The game plays out much in the same way as the Etrian Odyssey series with the dungeons being explored from a first person view and traversed via moving from one square on a grid to the next. The map drawing mechanic has also been brought over with players required to add their own details to the grid with the stylus on the touch screen in order to develop a detailed map and understanding of the labyrinth.

Combat remains turn based (as in both series’), with the front and back row system also employed. Players can pick a team of five from a list of different pre-made characters and then decide if they will be safer attacking from the front row or sitting back and supporting with magic and ranged weapons. The elements system from persona is also in full effect with learning the weaknesses of various enemies the key to progressing.

This certainly isn’t going to be a game for everyone as not only is it more impenetrable to newcomers than either Persona series, it’s also absolutely rock hard. It requires even more strategy and depth than the Etrian Series which was already way out on the ‘aimed at hard core video gamer’ scale. That said, when you get the hang of things it does begin to come together in a wholly satisfying way.

For those that can break through the barriers there is a healthy blend of fan service and satisfying adventure to discover. The labyrinths are well constructed, interesting and beg to be explored. Enemies are varied and diverse and even the generic fodder put up just enough of a fight that they need to be approached cautiously. There is also enough of a draw to keep you playing and to get you to retry when your party is defeated. The story continues to draw you in through a mixture of mystery and outright weirdness and it’s clear a lot of thought has gone into just about every area. 

Persona Q is a crazy experiment that works for a specific target audience. It’s hard to recommend to people who aren’t Persona fans as everything is very much styled in that way. It will also help if you have knowledge of the Etrian series but even if you don't this could certainly act as a gateway for Persona fans to discover a new series. It isn’t something for players who have never played either of those series’ to jump into though as there’s just too much to get your head around. 

Overall, this is the sort of game that will be someone’s favourite game of all time while others won’t get it at all. We love the fact that someone was crazy enough to try and make this work and it has turned out very well. It’s a hard core dungeon crawler with solid mechanics which requires a bit of franchise knowledge andthat’s filled with fan service. If that sounds good then something special awaits.

Overall 8/10

Monday, 28 October 2013

Shin Megami Tensei: Devil Summoner: Soul Hackers Review (3DS)


Wrtitten by Adam Gulliver

Playing Soul Hackers is like taking a virtual reality trip back to the late 90’s. Not just the gameplay, but also the story. Memories of all those movies dealing with computers, hacking and virtual reality written by people who had no idea what they were talking about came flooding back as soon as the game begins. This is not so much a bad thing though, as there’s nothing wrong with a bit of nostalgia when it’s this enjoyable.

Soul Hackers was originally released for the Saturn in 1997 which goes a long way in explaining the style and feel of the game. Graphically, aside from the addition of 3D (which adds nothing by the way) it feels very basic, with disappointingly no new graphical update that we can see. Travelling through the hi-tech Amami city is done with a dot on a map, the first person dungeons are very basic in design and the battle animations are almost non-existent. So in that sense it’s a shame more care wasn’t taken with bringing it to a new audience. That aside, play for long enough and there’s still something here that will suck you in.

This could possibly be the diverse cast of characters you’ll encounter or the dual worlds you’ll be exploring. Dual because not only is the reality of Amami City available to explore, but also the virtual reality world of Paradigm X. A sort of MMO which has become the new big thing. Of course, it turns out that all is not as it seems and Paradigm X becomes a central plot point as you progress through the story. The story, which while initially starting off slowly definitely hooked us, and made us put up with the experience of learning the many mechanics found within.

Soul Hackers definitely takes you back to a time before hand holding became the norm. Coming into this as your first Shin Megami Tensei can be a pretty daunting experience. Tutorials are nowhere to be found and it’s really up to the player to discover how to best approach the game. It isn’t long before you’re thrown straight into your first turn based battle and really it’s all down to experimentation, something we actually quite enjoyed. Letting the player figure things out for themselves is definitely something that’s been lost as games have evolved and Soul Hackers has shown that not telling the player exactly what to do can make the game a rewarding experience.

Those new to the SMT series may be a little baffled by the battle system as it is, at first, quite daunting with options layered on top of options that can overwhelm quite easily. With each turn based battle you have six spaces for humans and demons that you collect. At the start of each turn you make each characters selection, whether it be magic, attack, item etc. Then the battle commences until all turns are done, and repeat. What sets this game apart from other RPG’s is the use of the demons that you can have join your team. In order to convince them to join, you can use the Talk option at the start of each battle. Conversing with the demons will more often than not bring up multiple choice answers.

This is where it gets weird. Demons seem to have as many problems as humans, with them asking questions ranging from the meaning of life to favourite foods. It’s all a bit surreal. Answer the question correctly from the multiple choices you’re given and it could very well lead the demon to join your party. Answer incorrectly and it could lead them to attacking you or just leaving in a huff.

Believe it or not that’s just the basics; from here you need to build up the trust of your demons. Lose trust and the demons could very well ignore your commands and just do what the hell they please. Then there’s fusing, a mechanic those who are familiar with the SMT series will understand, and others will initially be confused by. Fusing demons together making newer, more powerful ones, a crucial element in order to progress through the harder dungeons.

The dungeons being one of the real stars of Soul Hackers. As already mentioned, dungeons are played out in a first person manner, navigating the corridors and running into random battles. Dungeons each have a different style to them and can consist of tricky puzzles tiered across multiple floors. Disappointingly though these, like much in the game, are very old fashioned, only being able to move in four directions as opposed to full 3D movement.

The first appearance of Soul Hackers outside of Japan is a most welcome one. It may not have had the graphical update some would’ve hoped for, but the story and characters are interesting enough that it will grab you till the end.

Overall 7/10

Wednesday, 9 October 2013

Dragon's Crown Review (PS3/PS Vita)


The side scrolling fighter has spent many a year in the dark but seems to have had a mini revival recently. Code of Princess and the compilation of Capcom Dungeon and Dragons games are already upon us and now Dragon’s Crown is here to lure us back into the ways of bashing monsters senseless in the name of gold and potions.

The first thing that hits you about the game is gorgeous art style. Everything is presented in beautifully drawn 2D with some of the richest environments and settings we’ve ever seen. Characters and enemies are also highly detailed and all the heroes look unique and different from each other. However, the representation of female characters is somewhat questionable. We can certainly see female gamers being put off by the over sexualisation of some of the characters. 

Portrayal issues aside, there is a fair bit of variety in the different characters on offer. Each comes with a handy recommendation as to the level of player skills required and a distinctive weapon and skill set. There’s something for everyone with characters ranging from warriors and mages to archers and hammer swinging dwarves. Each class has a large group of unique skills, along with a more generic skill set, that can be levelled up to further fit the player’s individual style.

Most of your quests will start in town and here you can visit the adventurers guild to accept missions. There are also the usual array of shops to visit, a church to get characters resurrected, the tavern which serves as your hub for organisation and the palace. More areas unlock as you progress through the first part of the game and you can quick travel to any location in the town via a handy pop up map. Once a mission has been accepted you can head off to the teleport gate to warp to the appropriate dungeon.

Dungeons are far more varied than you might expect, with each area containing a wide variety of enemies and traps. Some are filled with mutated fungus while others contain orcs, lizard men and giant spiders. There are also monsters to ride (a nice homage to Golden Axe), and numerous secret places and loot to hunt out.

The main way of finding hidden items and areas to is to move an on screen cursor around the screen and click on things. This works on the PS3 by using the right analogue stick and via the touch screen or stick on the Vita. It’s an idea that doesn’t really seem to fit as you can find yourself moving the pointer over every inch of the screen to see if you can find anything. That said, it rarely gets in the way and unless your OCD is likely to kick in, it won’t break the flow of the game.

Combat itself is satisfying and fairly varied. Once you start unlocking skills there are a wide range of moves and techniques you can use to build massive combos. The further through the game you get the more careful you have to be and button mashing certainly won’t get you past the higher difficulties and later levels. Moves like the sliding take down become invaluable and you’ll learn what you can and can’t block quickly or suffer the consequences. 

The game opens up to online play around half way through and then it becomes a much richer experience. This is a game designed to be played by four good players and this allows for high score runs to be attempted for loot and bragging rights. For single players you can add other characters to your adventure to give yourself a fighting chance.  Most of these characters are picked up as piles of bones in dungeons and then need to be revived in the church back in town. This, along with the need to appraise treasure you’ve found will be a constant drain on your gold. 

You also need to pay attention to the status of your armour and weapons. As you attack and take damage they degrade and will eventually break. Losing your equipment in the middle of a dungeon is likely to lead to certain death, so it’s important to keep things maintained. This isn’t such an issue normally, but when you get the chance to continue from one dungeon to the next without heading back to town its needs careful consideration. Why would you do this? To raise your score of course.

Overall, Dragon’s Crown is a roaring success. The PS3 and Vita versions integrate nicely with cloud saving and there are no noticeable performance issues when switching to play the game in its portable format. There are some questionable choices with the art style surrounding the representation of female characters but aside from that this is an excellent adventure. It’s the best side scrolling fighter since Guardian Heroes and we can’t think of much higher praise to lavish upon it than that.

Overall 8/10

Wednesday, 25 September 2013

Etrian Odyssey 4: Legends of the Titan Review (3DS)


The idea of searching dungeons for treasure seems to be having a bit of a resurgence lately, with all sorts of brawlers, slashers and crawlers making their way to various systems. This is the first of the Etrian games to make it to 3DS but the series has been mining the vein of dungeon exploration for some time now. With an experienced and knowledgeable team working in a fairly niche area it was always likely this was going to turn out well, what is perhaps unexpected is how accessible this is for newcomers to the series.

In most JRPG’s the plot is one of two things and as we aren’t questing to save a princess it means it’s time to try and reach that good old life giving Yggdrasil tree. It’s all familiar hokum but there’s certainly a comfort to it in a game such as this. Aside from the story the style of game will be anything but familiar to many a modern gamer.

Etrian breaks itself into three main parts. To start with you have the town which is represented through a glorified menu screen. Different places allow you to save, get equipment, heal and get new quests. This is done via 2D art and speech bubbles and is both functional and very clearly explained. 

Your first task in town will be to set up your guild of adventurers. You have seven different classes to choose from and will then need to pick five heroes to arrange across the front and back row consisting of six spaces. Essentially you put fighters and shields at the front and medics and mages at the back but there are some cross-over characters to add variety. 

As the game progresses a ton of different skills are unlockable for each character and it leads to pleasingly deep amount of thought and strategy that can be applied to your team. Levelling up does not happen quickly and when you do you get a single skill point to add to your character. This means you need to choose the skills and magic they are going to use carefully. It also means that a certain amount of grinding is par for the course so take that as a warning before going in.

Once your team is set it’s time to venture into a dungeon. Here we have a mix of styles at work. The game is presented from a first person view as you walk around a grid based labyrinth. While doing this you’ll need to use the lower part of the 3DS screen to draw a map of where you are. The map drawing is easy and will soon become an obsession for the more OCD adventurers among us. There are also a host of handy symbols such as doors and water available just to drag and drop onto the grid styled area.

While dungeons are seen from the first person perspective this is not a real time combat game like Eye of the Beholder. Combat is initiated via random events in the same way as many an RPG and then plays out in the standard turn based fashion. There are large enemies that are visible in the game world who will chase you around but for the most part you have to rely on checking the handy danger meter to know when you’re about to be attacked.

Combat is tough and you’ll always have to have your wits about you to make it through a dungeon. If your party is wiped out its game over and you can normally only save in towns or at a portal. There are items that evacuate you from dungeons but they can only be used outside combat. For newcomers there is a casual difficulty setting which tones things down a bit, moves you back to town when you die and lets you set certain items to unlimited use. Even with these changes enemies present a danger, but careful progress can be made by all level of player.

The final part of the game takes place on a larger world map and has our heroes exploring the land in a blimp. Here you can search for treasure and recover food for the town. It also serves as your transport to new dungeons (although once a dungeon has been found it can be teleported to from the town). Even here you have to be careful as big monsters stalk the land looking for you. At least these are visible and there are no random battles while flying in the blimp.

Etrian Odyssey evokes memories of top down Amiga Dungeons and Dragons games, only played out in a new 3D landscape. There’s just something magical about it that allows you play it for long periods at a time. Drawing the map really works and all the system are near flawless. If ever there is a highly accessible hard core RPG then this is it. There really isn’t much we can fault with it and it achieves what it has set out to do excellently. If you’re not a fan of the genre then this may do little to change your mind but for those looking for some old school swords and sorcery style action we can’t think of anything to better it.

9/10

Wednesday, 8 May 2013

Persona 4 Golden Review (PS Vita)


 Written by Bradley Marsh

This review was first published on Gamestyle.com

Persona 4 Golden is without a shadow of a doubt an instant classic, a true joy to own and play with a huge amount of content that should see you get over 100 hours of gameplay, depending on how much of the world of Inaba you wish to discover. To be honest, it is a game that you’ll never actually want to end.

The game follows you as you arrive to live with the Dojima’s in the quiet town of Inaba. You start a new school as a new mystery starts. A bizarre series of murders forces you and your friends Chie and Yosuke on a mission after Yukiko is launched into the Midnight Channel and her life ends up in danger. The mystery deepens early on and your group is eventually joined by new members the further the story goes.

Initially the game comes across as a simple RPG, as you trawl through the dungeons on the midnight channel, however as veteran Persona players will know, it is much more than that. The game combines RPG style gameplay with a wonderful story and some amazing writing. There are elements of dating sims with the relationship building that is vital to the RPG elements, as well as other areas that help build your character. It all comes together in a way that hasn’t been executed by others games in such a glorious way before.

After an initial opening couple of hours, which are glorified cut-scenes, the game really opens up and give you full control. Yet those opening moments aren’t as dull, or drawn out like some games. It is here the game teaches you the basic layout of the world around you, introduces the game’s main characters and shows off the mechanics, battles systems and the like. In other games veterans would likely be bored of yet another glorified tutorial, but in Persona 4 Golden, it is much more than that. The writing is so well done, that on a second playthrough, or even a third you are happy to sit through again. Much like watching your favourite TV series again and again.

The game is essentially broken into two main areas. One is the Midnight TV channel where much of the ‘action’ takes place. You will battle through various floors of areas within the channel, battling shadows as you progress to your goal. You wander through the floors and rather than random battles just happening, you’ll see the shadows as you move through. Attack them before they see you and you gain an advantage going into battle, however should they see you, then they get the advantage.

Battles are turn based, but never slow moving. You’ll take on all kinds of weird and wonderful monsters, each with strengths and weaknesses. You will use you Personas (more on them later) to battle, utilising their powers to defeats the shadows. Some battles will be over very quickly as you breeze through the enemy, others will become drawn out strategical battles, that require all your attention and knowledge to overcome. At the end of each you are rewarded with money and EXP based on the level of monster you have defeated. Perform well and you can even select bonuses that will give you special skill cards, new personas and much more.

Ah, those Personas! As described by the game, a Persona is a manifestation of one’s true self. It is these Personas which are the key to battle, they are used for the main and most powerful attacks and need to be managed as the game goes on, so you can get the best from them. This can be done either by earning EXP during battles, gaining bonus cards or by gaining and improving social links.

Social Links bring us nicely to the other main area of Persona 4 Golden. Away from battles you will find yourself spending most time at school and interacting with other people around Inaba. Should you have a close enough relationship, you will earn a social link, which can then give bonuses to certain types of Persona, which can either be earned by winning bonus cards in battle, or fused in the Velvet Room.

In many games, the side actions are never as important as the main quest, yet here in Persona the developing of relationships is as vital as actually being in the Midnight Channel. Going for food with friends, joining groups, reading, working, along with others will start and strengthen bonds. As these bonds get stronger, you will earn new ranks which will also earn your Personas new bonuses and powers. Simply ignoring the social aspect of the game and concentrating on the Midnight Channel will see the game end all too soon and likely make battles a frustrating experience later on as you struggle to overcome the shadows. Regardless of added difficulty, you won’t want to ignore the social side, as it is just so damn fun.

Again another side of the game that is common across other RPG style games, is the managing of an inventory, whether that be managing the Personas you carry, the weapons, armour, items, etc. Instead of being purely another menu to play with, some of this is embedded in the story. Managing Personas is done within the Velvet room, where you will fuse Personas, register new Personas, buy skill cards and even get some additional quests. It is something that is common to all the Persona games and is something that works amazingly well.

Persona 4 Golden isn’t a good game based of a few things working well. It is one of the finest games you will play because of just how perfectly every element of the game knits together. Even visually it stands out from the crowd. Originally a PS2 game, Atlus decided against simply re-releasing the game, they put the effort in to port it over to the Vita adding in extras along the way. We could easily wax lyrical about how well the game is presented, how wonderfully crafted the characters are, however anyone picking this up deserves to be wowed by the visual greatness on the Vita’s OLED screen.

Persona 4 Golden isn’t just one of the best games on the Vita to date… Actually scratch that. It is THE best game on the Vita and it is one of the finest games you will ever play. It is a lesson in craftsmanship, there is no weakness at all, at no point is there a moment where your interest falls away. Persona 4 Golden is a system seller, you must own this, even if you need to still buy a Vita to do so.

10/10

Monday, 6 May 2013

Persona 4 Arena Review (PS3)


Persona 4 arena has taken a long journey to reach European shores. Initially expected at the start of the year it was then delayed indefinitely. Now we are finally getting the chance to see the characters of Persona 4 in a new environment, but can it hope to live up to the precedent set by its RPG forebear? 

This is certainly one of the more unique collaborations to have happened. The game basically takes the story elements from the Persona team and adds in a fighting game developed by the makers of Blazblu. The music, art style and voice acting will be familiar to Persona fans and it certainly sets the scene very well.

The story is set a few months after the events of Persona 4 (and several years after Persona 3), and has our hero returning to Inaba to visit his friends. Upon arrival it soon transpires that something isn’t right, a feeling that’s confirmed when the midnight channel bursts into life once more to show all the main protagonists as targets for a strange new tournament.

From then on our team decide to dive into the world inside the television once more and soon become locked into a battle against each other. It’s fair to say that as plots go it’s completely crazy. It makes the plot of the original Persona 4 look positively normal and realistic in comparison. But it’s best not to think too much about it and just go along for the ride.

Along with the main playable cast from Persona 4 there are also a couple of the investigation team from Persona 3 and some new ones thrown in for good measure. The thematic choices in storyline and design of the boss character may ring a few bells with Blazblu fans and it has Arc Systems personality stamped all over it. That isn’t to say characters from Blazblu are copied over to here – far from it in fact, but there are certain times you can see the core of a Taokaka or Nu 13 spread across a couple of the characters move sets.

A fighting game lives and dies on its combat system and Persona 4 Arena has one unlike any we have come across before. Arc Systems have not created a Persona 4 version of Blazblu and have instead tried to produce something that fits the characters and game world more completely. 

Along with the usual super and special moves there are a fair few unique things to look out for. Attacks are designed around the four face buttons with the square and X buttons making your character perform light and heavy attacks. The interesting part of the system comes with the triangle and circle buttons. These are used to summon your persona to attack. If carried out carefully and precisely it’s possible for both your character and their persona to hit at the same time. This opens up the possibilities for big combos if executed successfully.

It’s also possible to disable an opponent persona by striking them. Do this enough and they will need to recharge before being used again. This gives a major advantage to the attacking player as it effectively cuts your opponents move list in half. 

The combat system is deep and will take a very long time to master. It is also not really comparable to other fighting game systems which means for hard core fight fans you are going to need to re-wire your brain to think in a new way in order to get the correct flow and timing. Luckily there is an extensive tutorial and challenge mode available to get you used to the new characters and the way the game works.

Hitting the square button continuously while your special bar is filled carries out an auto combo that leads into a super move. This may well be aimed at getting more casual players involved but it doesn’t really serve much of a purpose and can certainly end up being overused.

Something else that may need levelling out in an update is the ‘awakened’ mode that characters drop into when they fall below a certain amount of health. In our experience, both against the computer and other humans, this proved to be far too powerful. Opponents who simply weren’t in the contest suddenly managed to destroy our health bars, sometimes within seconds of awakening. We are all for leveling things up but we hate to think how this could be used by someone who had put hours into training.

The other thing that seemed to be slightly off was the games focus on trapping characters against walls. Again, whether playing against the computer or a human it seemed far too easy to be forced against the edge of the screen and simply be spammed over and over by the same cheap move (even the computer does this). The ability to attack as two separate characters often seemed to leave no way out.

We’re sure with training all these points can be counteracted but new comers to the genre may well be put off by the high entry level required to progress. That said, is Persona 4 Arena really the type of game that anyone other than a hard-core fan might buy? You could argue it isn’t. But then we can envisage a fair few RPG fans picking it up, maybe not that familiar with other fighting games, and being roundly ground into the dirt by it. 

This frustration is also compounded by the fact the standard PS3 pad doesn’t seem to be up to the input requirement needed. An arcade stick works fine but this is certainly the most precise input we have come across in any console fighting game. When a Street Fighter veteran can’t pull off a double fireball input every time you know something is a little off. Again, this may well be worked out in a patch but for now perfect precision is key.

Negatives aside, there is much to like about this. The story mode in particular captures much the same feeling as that of the original Persona 4. The story itself is interesting and told in a dedicated story mode where players will take control of each of the characters as the mystery unfolds.

There has also clearly been a lot of care and attention into making this game feel a part of the Persona universe. All of the characters remain true to types and act in the way fans will expect. The presentation and art style is also of the highest of standards and ticks the boxes for both bringing up nostalgic memories of the original source material and excitement about seeing it used in a new way.

The game does throw up some truly spectacular battles as well. When you find a character you’re comfortable with and get to grips with the game system it really does open up into a veritable wealth of different attacking options. It certainly isn’t lacking in flashy special moves either and at times things can become a blur of sparks and colour as characters and personas smash around on screen.

Chances are you already know if this game is going to appeal to you. This game will find fans with both Persona 4 players and gamers who spend their days mastering combos in Street Fighter, Blazblu and King of the Fighters. The fight engine is solid and the game is filled with charm. Be prepared to have to put the hours in though, this is a game that needs to be mastered in order to get the most out of it. 

8/10