Well then what are you waiting for? At least watch it on YouTube or something, because it'll give you a new appreciation of the character. Give Taka's a look while you're at it, too.
Start with 4 because its better. Its probably a lot easier to transition from 4 to 3 simply because you're less likely to up and quit 4.
I'd say 3, then 4 simply so you can go from great to even better.
I don't really follow the logic here. We've even seen in the thread that people will quit FES because it's not as easy to play as 4. It would be way easier to go from 3 to 4 where everything is more refined.Start with 4 because its better. Its probably a lot easier to transition from 4 to 3 simply because you're less likely to up and quit 4.
3 is the harder of the two for the most part, but you can't control your party members directly.Which game is more strategic ? 3 FES or 4 ?
I literally am going crazy on my PS3 swapping between the games and trying to watch the intros to make up my mind.
Which one was Taka again?
FES requires more careful planning. But really, its difficulty is usually overstated. It's not that bad.Which game is more strategic ? 3 FES or 4 ?
I literally am going crazy on my PS3 swapping between the games and trying to watch the games' intros to make up my mind.
If the characters in 3 are good I can keep up with poor pacing.
I mean I kept up with FFXIII's snail pace because the characters intrigued me.
Then you would do just fine.If the characters in 3 are good I can keep up with poor pacing.
I mean I kept up with FFXIII's snail pace because the characters intrigued me.
Or you could play P3P first. You have good social links to keep you interested while the plot does nothing, and the combat is similar to P4 in most aspects. All you lose is presentation.
You'll be okay, then, I think. I still HIGHLY recommend P3P's female side to see more of the male party members, but I think you can survive without if FES is more your cup of tea.
FES requires more careful planning. But really, its difficulty is usually overstated. It's not that bad.
Presentation is a big part. My first try with P3 was P3P, and I couldn't finish it. The visual novel presentation doesn't really work with a silent protagonist. Half the time I wondered if the protagonist was even in the scene.
Isn't P3P the PSP version ? I don't have a PSP currently.
I only have access to the PSN versions of each game.
Isn't P3P the PSP version ? I don't have a PSP currently.
I only have access to the PSN versions of each game.
I still say that P3 FES is the best starting point.
P3P is available on PSN. You'd need a Vita to play it. I still say that P3 FES is the best starting point.
Anyone know what that's about?
Talking about Dangaronpa school mode.
+The idea as an extra is a really fun one
+Develops much better the characters than the main game.
+The good ending is surprising and fun.
+The building monukumas part, the hud and music there are great, and its fun to play the first and second time (by that I mean failing and completing it)
+It makes funnily stupid the character of Makoto because of the character endings.
-You need at least 4-5 walktroughs of exactly the same thing. The fun little experience then becomes repetitive in extreme.
-Some of the answers are random as hell in how many hearts they give, which makes the whole game an experience of saving before talking to the characters to max the hearts as soon as possible. BTW is really shitty that the best location for nearly all the characters is the dining room, why the hell did they made more options then, way to make the characters more distinctive.
-The building monokumas part becomes easy and a bore after the second playthrough.
-At the end the mode is nothing more that fastforwarding with circle and saving loading. And the fastforward goes too slow (unlike the super one in P4Golden).
-It makes even worse, if somewhat funny, the character of Makoto becuase of the character endings. (Yeah I know, this is a psoitive and a negative).
-I FUCKING HATE THE "SOCIAL LINK" MUSIC THE GAME HAS. Is the only music in the whole game I dont like, becuase the rest is pretty great, but the track is so horrible and is played non stop is school mode my ears bleed.
I wonder if Ken will keep his magic for P4 Ultimax. I doubt they'd put in a fifth zio character in. Wonder if they'll do something interesting with hama.
I wonder if Ken will keep his magic for P4 Ultimax. I doubt they'd put in a fifth zio character in. Wonder if they'll do something interesting with hama.
I don't know if I would consider Akihiko a zio character considering how infrequently he uses it. Unless he's been changed a bunch in Ultimax.
I did think it was kind of strange how they retained all of the electric attacks for the electric using characters but dropped the proper ice magic for two of the three ice using characters (Teddie's ice cube doesn't count).
They could copy Naoto's Fate Gauge system for his Hama skill. Zio's always been a secondary skill for Ken, so they could just make it a standard skill (or even a Persona Attack)
They definitely would not do this. If there's one thing ASW doesn't do, it's copy and paste fundamental character gameplay mechanics onto another completely different character.
Perhaps they could give him a "Hama gauge" that fills up depending on how many times you land a Hama skill. When maxed out, the next Hama skill you land will OHKO.
Timer base IK skills are just frustrating (frustratingly useless, or frustratingly overpowered) so they're out. Perhaps they could implement a system similar to Bang's Fu Rin Ka Zan. Basically, Ken could have a Persona normal(D?) that casts "Hama." Said version Hama wouldn't cause an instant kill, but it would activate 1 of 4 seals. After all 4 seals are unlocked, the "Hamaon" super, would work as an instant kill. Presumably the seals wouldn't transfer between rounds, and they would be difficult to use. It's tough to come up with a Hamaon concept that doesn't mirror Naoto's, but I won't accept a Ken moveset that doesn't feature Hama.That sounds better and more plausible, though perhaps a bit too much like a reverse Fate gauge for me to think they'd do that either. If he's in the game and he were to keep his Hama/Mudo skills... well, can't personally think of what they could do myself. Naoto and Liz pretty much cover how those skills could be implemented in the game, in my mind.
A major part of Naoto's design revolves around the Megido triggers and other attacks in order to lower the Fate gauge to perform an IK. Liz's IK moves depend on time passed in order to trigger. Ken's wouldn't be able to be like either of the two, and what other conditional properties could they implement to an IK move like that aside from time or a lowering/increasing gauge?
If they're not going to incorporate his primary element into his moveset, then he shouldn't even be in the game.I'd just leave Hama skills as his instant kill/Mortal Blow, instead of trying to incorporate them as a mechanic.
I'm more curious to see how his exceptionally large Persona plays in with his short statue.
If they're not going to incorporate his primary element into his moveset, then he shouldn't even be in the game.
That seems kind of extreme. Teddie's moveset is essentially entirely made up, but I wouldn't trade it for no Teddie.If they're not going to incorporate his primary element into his moveset, then he shouldn't even be in the game.
There is more to his character than just instant kills. It doesn't need to be a fundamental mechanic when there are two other characters who already incorporate it. I would think his spears would be a more primary mechanic anyhow.
Actually, I'm not a fan of Teddie's moveset.That seems kind of extreme. Teddie's moveset is essentially entirely made up, but I wouldn't trade it for no Teddie.
Perhaps they could implement a system similar to Bang's Fu Rin Ka Zan. Basically, Ken could have a Persona normal(D?) that casts "Hama." Said version Hama wouldn't cause an instant kill, but it would activate 1 of 4 seals. After all 4 seals are unlocked, the "Hamaon" super, would work as an instant kill. Presumably the seals wouldn't transfer between rounds, and they would be difficult to use.
If they're not going to incorporate his primary element into his moveset, then he shouldn't even be in the game.
Actually, I'm not a fan of Teddie's moveset.
Go big or go home.
Not really
His Persona is a Hama type that specializes in Hama skills. The number of IK users shouldn't stop them from making Ken into a IK character (especially since Elizabeth barely counts as an IK user.) Basing a primary mechanic on a weapon strikes me as a bad idea.
Haha, but Teddie's was the most consuming moveset requiring the most effort and thought from the dev. team. They also said it was one of the most satisfying to nail down.
That sounds further abstracted from the Fate gauge concept, so it's a bit better. But still, yeah, it's kinda like Naoto's in that it revolves around using certain moves to build up to a point where the ability to immediately kill an opponent is unlocked. Still seems too similar to me.
And I don't know about that. Much like Chie or Teddie's lack of ice and Aigis' lack of... well, practically any of her Persona moves, I don't think it's all that important. As long as they stay true to Ken's fighting style in terms of movement and ability as well as what one would consider appropriate moves for his Persona, perhaps with a few of his physical moves, I think it'd be fine. IK moves are typically useless, anyways. Even in Naoto's case, they're pretty situational.
His Persona has one instant kill ability at any given moment. Sometimes two if we count Hama Boost. That's hardly "specializing" in such skills, and he has a wide variety of skills. Including one that makes his Spear attacks pretty powerful.
You are looking at this far too narrowly. Especially considering other characters (as Green Mamba mentioned) have entirely new moves for P4A, and ArcSys isn't one to usually trend over the same mechanics.
I don't like to play Teddie myself, but I admire the amount of detail they put into his abilities. There's a lot of animation there.
Personally for Ken, I'd incorporate the Hama mechanic into his Instant kill in some way, then have the rest of his character be more about spear attacks (for himself) or for other Light/Electric based abilities (for his Persona.) They could incorporate Holy skills that don't need to specifically be of the expel/instant kill type, like Judgement Light or stats effects.
Haha, but Teddie's was the most consuming moveset requiring the most effort and thought from the dev. team. They also said it was one of the most satisfying to nail down.
I dunno, Naoto's IK were pretty integral to her moveset. She can could into them for an easy kill if the opponent's fate gauge is drained, and she can use Mudoon as a combo extender. I mean i'm sure they, but I won't be be satisfied if his primary element wasn't a core part of is moveset.
Oh come on. Hamaon + Hama boost made him strong Hama user in P3. Add in the fact that he's immune to it, and it's pretty clear that he specializes in Hama. Should they have abstained from giving Junpei Agi skills because of the fact the he only had one Agi skill in P3? I don't care how they do it, Hama needs to be in the equation.
Glad you're enjoying it! I do recommend avoiding this topic until you beat it though. We're pretty good with most spoilers, but not airtight.so I decided to go with persona 4 upon my friend's urging.
Been playing for about 3 hours now pretty unique experience for me.
It almost feels like playing through a TV show almost.I like how the game takes time to introduce the setting and the characters deliberately without forcing action.
Gotta love the character designs.Very classy and distinct.
So thanks for everyone's suggestions in this thread.You guys are helpful and awesome.
Last I checked, Junpei's primary mechanic revolves around his baseball skills, befitting his primary moveset from Persona 3 of Strike skills. Agi skills only make of a fraction of his abilities in Ultimax.
Or essentially: Exactly what I was suggesting for Ken.
Sounds like Danganronpa 2 is a better game? I'm still early in the game, but damn. I'm liking it, but I'm already learning tonot get attached to anyone.
Glad you're enjoying it! I do recommend avoiding this topic until you beat it though. We're pretty good with most spoilers, but not airtight.
All of his supers (save Victory Cry) + 5C incorporate Agi in some way.