charlequin
Banned
Ha, don't know what to tell ya! Maybe I made less Personas than most?
I think basically it comes down to me enjoying the Persona 2 combat system but really not liking anything at all about the negotiation.
Ha, don't know what to tell ya! Maybe I made less Personas than most?
Ha, don't know what to tell ya! Maybe I made less Personas than most? My EP experience was definitely slower and clunkier than my IS one but I chalked that up to PSP vs. PSX issues and also EP not having joke difficulty.
Your post reeks of condescension and insincerity. I'm especially annoyed by the way you infantilize modern Persona fans, as if they're reasons for disliking the older games are exclusively due to the lack of s.link or "waifus."
But on to the main point. I know, opinions, but I just don't see how you can say that there's nothing wrong with the P2 battle system. I can think of a few on hand, such as the hilariously broken fusion spell system, the heinously slow battle speed, the pointless trial and error based contact system (and the inability to back out of them), the complete lack of challenge in IS* (unless you played where PS1 version, which railroads the player into grinding for the final boss due to the sharp difficulty spike). Both games exacerbates the flaws by throwing massive, trap filled dungeons with a fairly high encounter rate (I'm not even going to talk about the PSP version of IS).
Even the best aspect of the game (collecting Personas) is marred by the grindy tarot card system, which indirectly hurts the battle system. It prevents you from exploring the Persona by presenting you with these freakishly high card requirements (Iris, a staple early-game Persona from P2:EP requires 72 star cards). This ends up forcing to player to only fuse the very *best* Personas, because everything else is a waste of time.
Considering 90% of P4 threads end up talking about which girl they'd like to slick to or <<<endless Chie meat jokes>> I may be on something.
You don't even have to grind for cards if you know what you are doing. The system is hardly "trial and error" (love demons for Lisa, kids love Maya, bull demons like Tatsuya and Michelle) and and rely on people analyzing the enemies traits to form contracts and get free tarots to fill the void of missing cards. You can easily get about 50 free tarots per contact once you reach a part of the game.
There may be *some* trial and error in there, but it's hardly a system entirely based on trials and error.
Trap filled dungeons are a stable in Megaten games. It's why people play these games, actually.
Seriously?
You have to wait for ~15 seconds before you can control your character in EP, and ~10 in IS. Sure, the battles themselves might move a little faster (with fusion spells prepped* and animations turned off) but keep in mind, you're fighting multiple battles in a dungeon, and that 10-15~ seconds is compounded over multiple. It's even longer if you contact demons, since you can't skip anything.
I'm not even sure what you tried to accomplish. SMT Games like Soul Hackers and SMTIV manage to have lightning quick battle transitions, and they don't require provisions like outright removing the battle animation.
What exactly is the problem with trial and error? Were you never right on the first attempt? You make it sound like you can't guess at all what the demons want to hear.Way to oversimplify the system. The issue isn't about always getting demons to like you; it's ultimately about getting demons to give you contact cards (a.k.a making them Eager), which can vary from demon to demon. Beyond befriending 3 demons, it's always a game of making demons eager, and it takes time (trial & error) to effectively get it down to a point where you don't need a guide. Furthermore, there are times where you run into situations where your team initial setup won't please demons, so multiple contacts must be used (which add even MORE trial and error, as the potential number combinations are ridiculously high). And to add insult to injury, P2 demon tend to throw these inane questions at you, which can completely screw you over (until you effectively memorize them, ie. more trial and error).
You're definitely right, mainline SMT has much faster battles, movement, negotiation. Except for Nocturne but which still is quite fast compared to other JRPGs.Stop being disingenuous. There are other merits to those games that make playing through their dungeons worthwhile. Games such as SMTIV, Soul Hackers and Nocturne have good battle systems that justify having trap filled dungeons, and demon acquisition (while annoying at times) is a relatively painless process. Their battle systems encourage exploration, as the transition in and out of battles don't take forever. Meanwhile, P2's crappy battle system compounds with it's obnoxious Persona acquisition method (and irksome random encounter system) to make dungeon crawling a painful experience. It takes a long time (compared to most SMT games) to finish a battle, even if you're spamming fusion spells.
Seriously?
You have to wait for ~15 seconds before you can control your character in EP, and ~10 in IS. Sure, the battles themselves might move a little faster (with fusion spells prepped* and animations turned off) but keep in mind, you're fighting multiple battles in a dungeon, and that 10-15~ seconds is compounded over multiple. It's even longer if you contact demons, since you can't skip anything.
I'm not even sure what you tried to accomplish. SMT Games like Soul Hackers and SMTIV manage to have lightning quick battle transitions, and they don't require provisions like outright removing the battle animation.
You never control your characters directly in 2 so yeah, it makes sense that it takes a bit longer before they can act since they all use their turns in quick succession without menu prompts between them. That doesn't mean the battles are slow because they really aren't, hell, they're on par with Persona 3 and 4.
Oh come on. You were the one lumped P2 along with the rest of the SMT games in the first place, so why can't I do the same? You can't have it both ways! In any case, the fact SMTIV/SH are first person is irrelevant. At the end of the day, both of these games transition faster into battle than P2, making them far more enjoyable to play through. Hence why I said that dungeon crawling is infinitely more enjoyable in those games.And of course the two games you listed have faster animations, the battles are done in first person view. You don't need to show anything but slashes and magic effects, I don't know why you keep comparing them.
What exactly is the problem with trial and error? Were you never right on the first attempt? You make it sound like you can't guess at all what the demons want to hear.
(Informed) trial and error is much better than stupid grinding, simply repeating steps that you know to work. As long as the game throws stuff at me where I have to figure things out, as long as it has variety for me, I feel entertained.
It gets boring (and the negotiation events tediously long) once you know what to say. Even for avoiding battles they're a bit too long. That is when I start to battle again. Unless there is a enemy with a nasty resistance/reflect, then I try to avoid the battle so I don't have to change my reel. In EP you had to do that much more often.
As long as I can learn new stuff, as long as the story moves fast enough, as long as I get to see enough places, I don't mind if the battles aren't lightning quick. There is a pay off between nice looking and fast enough too make grinding less tedious. Because that's what repetition is, tedious. I'd rather they get away from grinding and make the normal encounters more worthwhile, with more complex negotiation and good visual presentation.
Persona 2 only halfway accomplishes that, because at some point it gets stale (like most any RPG, really). It doesn't get better with a second game which is as slow but you have to adapt your reel all the time which is what really slows down progress. Compared to EP, IS is quick for that reason.
Nocturne was much better in terms of gameplay because it restricted your options but made them count. It was fast and yet demanded strategic choices. I appreciate the battle systems in FFX and FFXIII for similar reasons.
But still, the negotiation system in P2IS does stand out. I feel it's worth playing the game just for it. And the brilliant story of course.
Keep in mind SH's were absurdly sped up. And I still think you're exaggerating about the slowness of those battles, but I've beaten EP around four times now, so color me biased.
Any of the four emotions are counted to three, the fact that the other emotions you don't want can be raised and can potentially overtake the one you want, eagerness, is what makes it thrilling. You on the other hand basically want success to be guaranteed and not be required to build any knowledge first.It's just incredibly frustrating. I'm obsessed with results, so when I make the decision to use contacts (which are time-consuming as fuck), I want a payoff. Contacting wouldn't have been as bad if demons didn't have a penchant for throwing incredibly obnoxious questions into the mix. Because if it was absolutely necessary for Personas to be obtained this way, it would be passable if there was some sense of consistency. But there isn't, and here's why:
Let's say you've brought a demons eagerness to level 2. Then out of the blue it asks you your opinion on Neogaf, or something incredibly random.
Answers:
1. It's alright
2. Blue
3. I don't know
4. I'm the admin
What is there to figure out? It goes beyond trial and error; it's simple guesswork at this point (until you memorize these questions. But there are a lot of them...). Getting the answer right doesn't even guarantee you raise eagerness (you might happiness or fear). Getting it wrong almost gives demons anger points, and it usually prompts them to ask another question. It's the ultimate time waster. I've gotten into situations where I was close to getting the tarot cards, but a demon decides to throw out a barrage of questions to mess up my flaw. Of course, this doesn't always happen but it's just an inconvenient and unnecessary feature. I'll take controlled grinding over randomized bullshit any day of the week.
With traditional fusing you turn two to three demons into one, so your roster shrinks every time. You still need to keep negotiating while you fuse or you will run out of party members.I would have appreciated the contact system if it wasn't absolutely required to obtain new Personas. I don't think I would have minded it as much if traditional fusing was in P2. I actually like the fact that P2:EP constantly forces you to change your Persona setup (it's more inline with standard SMT games) it's just that the Personas themselves are blocked behind absurd tarot requirements, which causes your momentum to grind to a halt as you grind for more Tarot cards.
Any of the four emotions are counted to three, the fact that the other emotions you don't want can be raised and can potentially overtake the one you want, eagerness, is what makes it thrilling. You on the other hand basically want success to be guaranteed and not be required to build any knowledge first.
The more of the question-answer sets you memorized the better your results will be (just like with raising your level and defeating enemies faster with better stats) but often a question cannot even raise the emotion you need, so yes, the questions are obstacles. That is better than the demon being a push over.
It's like complaining that when you attack a resistance element in Nocturne it will mean you lose several turns. Or that some of your party members may have zero options to do a positive turn if they cannot attack a neutral or weak spot because the enemy has a unfavorable resistance combination (or high agility making physical attacks miss). Sometimes you don't know yet, sometimes you already know but can't do anything that will not have a negative outcome. But you can adjust your setup and be prepared for more and more situations.
Even for grinding I prefer randomness to spice up repetition. Like criticial hits, special abilities which don't attack but can obtain items like steal or morph, abilities that potentially affect a negative status on the enemy like poison, sleep, confuse, etc., attacks that do high damage on a status afflicted enemy. An example from DQX: with a dagger thief I might alternate between stealing and using poison dagger. If I successfully steal, I stop stealing, if I poison the enemy, I attack for big damage. Both aren't guaranteed to succeed but the frustration is lower if you don't keep doing the same single technique over and over and you have two types of successes that can occur.
With traditional fusing you turn two to three demons into one, so your roster shrinks every time. You still need to keep negotiating while you fuse or you will run out of party members.
P2 on the other hand has evolutions so you can update your party members without acquiring new members by negotiation. Mainline SMT has that too, in any case you have several options at all times.
Tarot requirements are hardly absurd. You don't have to be successful with every demon, you don't have to acquire everyone. Getting items from them isn't bad either, some of them leaving in fear or ending a battle because they're happy aren't bad outcomes either. Contacts are just something to replace repetitive battles. Like I said, I actually stop contacting once it becomes repetitive too.
Grinding as in staying in one place and repeating encounters without moving forward, it is never required in either P2. You can move forward all the time and the regular encounters are enough to grow stronger, both in level and number of party members, to win any battle with strategy.
Only in IS. Maya is the only one with a Persona handout in P2:EP.
It is win-win-lose. It can happen that neither is successful for a long time, even until the end of the battle. Also, if I poison the enemy I can defeat it quickly but I still might not have succeeded in stealing so it is a lower win, like getting an item or ending a battle during negotiation. Degrees.That's not really a fair comparison. The dagger thief scenario is a win-win. Attempting to contact an enemy, and potentially running the risk of getting into a situation where it enrages itself to a point where you can't contact it anymore is a win-lose scenario. It's random sure, but it just ends up being frustrating. And once again, this is tied to gathering resources, not fighting.
I can see that, I was severely underleveled for most of the game too. Which is why I thought EP to be more tedious than IS. But I could still win everything with strategy.I personally ran into a few situations where my party set up wasn't good enough for a boss, so I would wander the dungeon, gathering cards, training and looking for items.
Frustration will make success all the more accomplished. If the game frustrates you, it might just be challenging. If it never frustrates you, success will be taken for granted and not appreciated. It only is bad if it is unfair. It isn't, it is nicely balanced by the same principles that apply for battles.
I can see that, I was severely underleveled for most of the game too. Which is why I thought EP to be more tedious than IS. But I could still win everything with strategy.
OP gets banned and the thread turns into a pissing match.
Whatever. I enjoyed EP when it debuted all those years ago, and I enjoyed IS when it was ported to PSP. If they have problems, I learned to deal with them. I'm not expecting perfect marks across the board.
Sorry, I didn't intend for that at all. I only wanted to refute the ridiculous slander directed at P3/P4 fans, and I guess I got caught up in a heated argument.
Weird thing is, P2IS does have a "waifu" system. It's just subdued and not in any way a major focus like its sequels.
Yeah. It was actually pretty awesome of P2 to let you date Jun.
It feels strange to consider a "dating" mechanic an evolution of a "marriage" mechanic... seems like it'd be the other way around, no? But going from an obvious choice (pick her or her to marry) that is made by selection to a system where the person you end up with during a certain event is tied to the many choices you made up to that point (the hidden "love points" system) really is exactly that, isn't it?
Though I have a hard time believing FFVII was the very first to use that kind of system. Something like that was available in the Satella-view game Radical Dreamers, but it mainly influenced whether you got the good ending or not (which is tied directly to whether or not the protag "got" the girl).
Fuck, where are we going with this. I just want to talk about Innocent Sin.
Did anyone actually bother with the casino and power-leveling so they could summon Lucifer and Satan? Was it worth it?
It feels strange to consider a "dating" mechanic an evolution of a "marriage" mechanic... seems like it'd be the other way around, no? But going from an obvious choice (pick her or her to marry) that is made by selection to a system where the person you end up with during a certain event is tied to the many choices you made up to that point (the hidden "love points" system) really is exactly that, isn't it?
Though I have a hard time believing FFVII was the very first to use that kind of system. Something like that was available in the Satella-view game Radical Dreamers, but it mainly influenced whether you got the good ending or not (which is tied directly to whether or not the protag "got" the girl).
Back when P2EP was out, I found Maya reasonably attractive for a female protagonist but with the mute personality in place I found myself gravitating towards Ulala instead. She was a scrappy fighter but her dialogue scenes constantly depicted her as a down-on-her-luck gal trying to scrape together some instance of a normal life. She had plenty of flaws, most of which became plot points in the story: jealousy, naivete when it comes to men, constantly complaining about how her life sucks, bit of a mean streak, etc. It made her seem approachable if she were a real person. Well, she seemed more real than the perpetually-happy Maya to the younger me, anyway.
At least she's honest where it counts.
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At least she's honest where it counts.
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At least she's honest where it counts.
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Heh, IS has a conversation like that between Yukino and Maya in the same place.
Hm, I don't remember that.
I remember this though:
P2:IS wasn't grindy because you could make it through the game via the Persona handouts. P2:EP is incredibly grindy.
Oh no. OH NO. Eternal Punishment is still on my backlog. I was afraid of something like this.
Yeah, the game certainly does a lot of telegraphing if you bother to ask around. For example -I put 2:1 odds on Jun's father being another 'rumor' being or otherwise fake, since reading the notes at the detective agency and talking to the conspiracy teacher makes it pretty clear his real father died at Sevens' clock tower.
Actually on a similar note,they just didn't care about Jun's mom, huh? She takes a spear for him and literally nobody says a word about it. Maybe it'll get brought up again later.
I think it's more fitting to say that Katsuya is honest where it counts, i.e. admitting one's guilt and not allowing rumors to be used to hide the original sin.
It has that in common withAnd it's kind of sad how IS rushes though stuff near the end,, but there is a TON of foreshadowing if you have the patience to talk to everyone.what with all the major reveals happening in the last few dungeons
I played EP eight years ago but here is how I remember it:Do you mind elaborating? It's been a while since I played EP.
Uh, what are people's thoughts about the 'insult' name for KS? I don't think either the fan translation or the Atlus version made much sense. One doesn't really come across as readable, the other is just kind of plain.
They were "K'ass-u-gay-ama" and "Cuss High", respectively.
One sounds like what an actual, foul-mouthed and anti-PC teenager would say, and one sounds like it came from an ABC Afterschool Special. So in other words, one is very direct in its intent to discredit via slur and the other is simply a descriptor with no bite.
I understand Tom took some heat for coming up with that first one. On that note, while I can see random student NPCs using that first one callously, I can't see Lisa using anything but the second even though she's a bit of a hot-head.
The thing is, it's a written insult. It makes no sense if spoken
Which insult are you talking about?
K'ass-you-gay-ama = 'cuz you gay' when spoken
Cuss High = Kas High (shortened form of Kasugayama High School)
Well, in a long list of turn of events of varying unexptedness you pick out one you saw coming. Okay.Since I finished IS last week and am now a little ways into EP, I should probably post my thoughts on IS.
- The story was good, but didn't quite live up to the hype. I kind of hope
at the end wasn't supposed to be a twist, because it was telegraphed as soon as you hearMaya dying.the oracle
I think it works perfectly well as a standalone. The youth perspective was given and the story could have ended there. EP showing the adult perspective requires IS because it references it, you're lacking context and understanding without it. IS doesn't require EP at all.
- On top of that, I'm not convinced IS' story works so well as a standalone. Which... I mean, it's not. It's the first half of a duology. But even with that in mind, the ending felt kind of unsatisfying. But from the little of EP I've played, it "primes" that game's plot excellently.
Late bump
Beat the game back in July and really enjoyed it. Might jump into EP later but I have a few questions
End game spoilers
why did ms.ideal kill Maya?I know you need a sacrifice but she was so stupid it felt forced. She just pops in and kills her like that. Then she just left with nyarly, whys that?
Also should I play P1 before EP? I saw an P1 character in the main cast would it be better to play the game he's from to get a better idea of him and the story?
Because if she hadn't, Okamura would have died to fulfill the prophecy.
She wanted to live, simple as that.
Ideal was also mislead. She thought that was Jun's father, her mentor and idol.
And, yes.
Oh that makes sense then guess I was over thinking. Her death was just so simple and it still pisses me off though since she could've easily dodged that
How's the PSP version of 1? I heard the soundtrack isn't exactly good. And thanks!