I think some peoples problems with the game is that while its written better as a overall story it changes how it was written compared to past games, in that unlike the other persona games the overall story took precedent over the cast.....like most people couldn't care less about an end of the world situation story anymore because of how trope it is...but with P3/4 they had the characters surrounding it that made that event more meaningful.
Like how in P3 when END SPOILERSyou care more about that event because of why it happens and the characters surrounding it...or like with P4 where the murders affected each character which kept them directly tied to the overall story, so the characters development meant that it was an overall story development also.P3 protag sacrifices himself for the world
With P5 you get what they aimmed for which is small stories that eventually tie together but not directly. Ryuji/Ann have no reason to care overall about reforming society beyond "Phantom thieves" where Yosuke/Chie for example have more reason to care the ongoing murders.
Personally I think the game just needs more Personal time with characters for a persona game.
I don't nessisarilly agree to all that:
(End game spoilers for persona 3,4 and 5)
W/ P5, yeah the finale is more rushed (because it fits w/ the goings on of "shit we're gonna be imprisoned if we don't fix shit") so I would have liked a bit more time "take it all in" before the final decent.
that said, wrt Ann and Ryuji, they may have the best reasons to keep up with the whole sociatal reform. Heck all the characters do, as is stated when you break them out of their cells. w/ Ryuji and Ann, its more about how they don't want others to go through what they did, which while not as interesting as personal vandetta, is still enticing enough to be understandable.
That being said, the last movement of the game, the decent into the depths of mementos, isn't one of "selflessness" initially. They do it because otherwise they are screwed in full. Reform society, or go to prison (and everything they have been doing would be for nothing) end of story. Hence why the decent into mementos felt like a very personal thing, selfish even to an extent. I do agree however, that P4 had better "reasoning" towards party member's continued motivation (though i don't think that makes P5's in anyway bad)
That said, i completely disagree w/ your P3 comparison. The P3 protagonist, to me, felt like a cutout that could have or couldn't have been in the plot and not much would have happened (since, P5's MC feels more like an actualized character, this isn't the case in P5), making the ending sacrifice mean only as much as the side characters i've grown towards (and as such, only really caring about SEES since most all the social links are pretty crap). The reason the final tartarus ascension works as well as it does is because of how much time it gives the player in order to prep and internalize it happening (ie: imminent death). P5's rush at the end serves as a "we were in over our head" kind of rush feeling rather than a the lamenting feeling that P3 gave. Its 2 very different feeling,
and as such are hard to compare. I do think that the way the final fight ended is better than that of P4, since Satanael's entrance and usage felt more cohesive than the use of Izanagi-no-okami
I do think that if they added about half a month to the game to give us a small bit of breathing room before the final dungeon, then it would have felt better, but oh well.
that said, wrt Ann and Ryuji, they may have the best reasons to keep up with the whole sociatal reform. Heck all the characters do, as is stated when you break them out of their cells. w/ Ryuji and Ann, its more about how they don't want others to go through what they did, which while not as interesting as personal vandetta, is still enticing enough to be understandable.
That being said, the last movement of the game, the decent into the depths of mementos, isn't one of "selflessness" initially. They do it because otherwise they are screwed in full. Reform society, or go to prison (and everything they have been doing would be for nothing) end of story. Hence why the decent into mementos felt like a very personal thing, selfish even to an extent. I do agree however, that P4 had better "reasoning" towards party member's continued motivation (though i don't think that makes P5's in anyway bad)
That said, i completely disagree w/ your P3 comparison. The P3 protagonist, to me, felt like a cutout that could have or couldn't have been in the plot and not much would have happened (since, P5's MC feels more like an actualized character, this isn't the case in P5), making the ending sacrifice mean only as much as the side characters i've grown towards (and as such, only really caring about SEES since most all the social links are pretty crap). The reason the final tartarus ascension works as well as it does is because of how much time it gives the player in order to prep and internalize it happening (ie: imminent death). P5's rush at the end serves as a "we were in over our head" kind of rush feeling rather than a the lamenting feeling that P3 gave. Its 2 very different feeling,
and as such are hard to compare. I do think that the way the final fight ended is better than that of P4, since Satanael's entrance and usage felt more cohesive than the use of Izanagi-no-okami
I do think that if they added about half a month to the game to give us a small bit of breathing room before the final dungeon, then it would have felt better, but oh well.
At least, thats my opinion