Antiwhippy
the holder of the trombone
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Is there a Youtube version of the new PSC? I hate NicoNico's player.
Is this link wrong?
Is there a Youtube version of the new PSC? I hate NicoNico's player.
Is this link wrong?
looks like there will be quite a bit of a challenge, especially on the higher difficulties.
I could of sworn that Atlus came out and said that the game would be fairly easy by default so that people who don't play rhythm games could still enjoy the game.Nobody knows the difficulty of the game beyond speculation and the track record of Persona 4 games striving to be brain-dead friendly.
Watching PSC fail a song after 15 notes hasn't convinced me either way sadly.
It doesn't seem too crazy to assume yes for your first question but we haven't seen enough to answer questions 2 & 3.Is P5 the most expensive game Atlus has ever created?
Will it contain the largest script of all Atlus games? (they said p4's script > p3 by far)
Will it also be the game with the most voice acting?
Is P5 the most expensive game Atlus has ever created?
Will it contain the largest script of all Atlus games? (they said p4's script > p3 by far)
Will it also be the game with the most voice acting?
I could of sworn that Atlus came out and said that the game would be fairly easy by default so that people who don't play rhythm games could still enjoy the game.
We just have to hope that the higher difficulties provide the challenge.
We just have to hope that the higher difficulties provide the challenge.
Yeah the difficulty stuff is my main concern, I'm worried that it'll either be too easy or it will have a bad difficulty ramp and playing the highest difficulty will feel like going from 0 to 100.Without being stupidly difficult, like Score Attack on Arena.
No point in adding something if it's unplayable for nearly everyone.
harmonix guitar heroes and rock band are the only rythm games Ive played with a proper difficulty curveYeah the difficulty stuff is my main concern, I'm worried that it'll either be too easy or it will have a bad difficulty ramp and playing the highest difficulty will feel like going from 0 to 100.
If it follows the project diva formula then it would have an extreme mode and each successive song will rise in difficulty.
Wondering if they will have anything as fucked as this.
https://youtu.be/xdYaRGnsGy4
It will probably be pretty easy overall though.
Yeah, few rhythm games get that difficulty ramp right. I'm just worried that DAN will have an especially noticeable jump in difficulty.harmonix guitar heroes and rock band are the only rythm games Ive played with a proper difficulty curve
Haven't watched the whole PSC yet but it looks like all the notes/inputs are available in easy mode. Project Diva game's note charts for easy and normal only use half the buttons in comparison.
I think introducing all of it from the beginning is a better way to go from a difficulty curve standpoint, because you start to build your muscle memory from the start gradually rather than introducing something new all the sudden.
IIRC Guitar Hero didn't have you use all the buttons in earlier difficulties too and I remember having a hard time once I had to start using fingers that I haven't been using before.
Yeah GH was 3 buttons on easy, 4 on medium and 5 on hard/expert.
In comparison, PDf only uses 2 buttons on normal and 4 on hard/extreme. (dont know about easy, never tried it)
I hope that ALL NIGHT difficulty is akin to PDf's Hard difficulty as opposed to Extreme. Hard is doable, but tricky to master, Extreme is just ridiculous at times, to the point where I know I'm never clearing certain songs without help items.
Speaking of which, you reckon the 'CUSTOM' option in DAN is for help/challenge items ala PDf?
Yukiko's dancing is....interesting.
I had just posted that image in a Line chatroom, had gotten a good laugh out if it
Good or bad?
tbh, it's the only style I like. :/
Not really bad, just like she is off in her own world or something.
But I'm not exactly a ballet-modern-dance-fusion expert.
I've started PQ, had it since launch but never took out the shrink wrap. So far I have mixed feeling about it. The characters interactions and strolls are fun and interesting but the Etrian Odyssey side of thing isn't really great. It feels off to not be able to plan ahead your build and skills and to not have a skill progression but instead use the persona switching mechanic. It seems everyone can have every abilities you want through fusions which make the game much easier. You also get the resist X element on sub persona so early so you have to wonder why they kept the characters weakness if you can pass it on other personas early on.
Is there a dual team mechanic introduced later on? Since I have so many characters it would be a waste to not have a mechanic that used them in some manner.
harmonix guitar heroes and rock band are the only rythm games Ive played with a proper difficulty curve
dunno how I never played space channel 5, ill need to fix that at some pointSpace Channel 5 is great at it. To hell with Beatmania.
There are some skills that can't be transferred by fusion. Pretty sure the resists are included in that, and they also can't be turned into skill cards.You also get the resist X element on sub persona so early so you have to wonder why they kept the characters weakness if you can pass it on other personas early on.
I think that's actually Vamp's point. Each character has a niche, unlike in Etrian, where every class has a distinct and relatively discrete role. Save for in EO3 for which the balance was all over the place anyway there's zero overlap between main classes except for passive skills. It's not like Persona or SMT where the skills behave the same but just have different elements. The skills across classes usually behave completely different from one another.Actually, it's the opposite; Persona Q gives you the tools to custom tailor the characters suit your own liking, but characters are very much individualized. There's some overlap, but for the most part, every character has a niche they're good at. (ie: Aigis is the best tank, Akihiko is a top notch linker, Yu is all-around etc) Later on, skill cards are thrown into the mix and certain accessories allow you the radically alter a character's stats, allowing you to build them up however you like. It's worth pointing out that skill progression is still in, though characters are limited to learning only 4 skills at most (+ 4 skillcard skills for a total of 8 skills).
On the topic of PQ, I can't make a decision on a party member. Either Mitsuru or Junpei. Who should I use? The rest of the party is Aigis, Akihiko, P3MC and P4MC
On the topic of PQ, I can't make a decision on a party member. Either Mitsuru or Junpei. Who should I use? The rest of the party is Aigis, Akihiko, P3MC and P4MC
Everyone else is great, so you can basically use whoever you want, but Junpei's a much better attacker. I used Mitsuru throughout the entire game as a status inflicter, though, which worked pretty well. Mitsuru'll get some banter with Aki, though.On the topic of PQ, I can't make a decision on a party member. Either Mitsuru or Junpei. Who should I use? The rest of the party is Aigis, Akihiko, P3MC and P4MC
There are some skills that can't be transferred by fusion. Pretty sure the resists are included in that, and they also can't be turned into skill cards.
I think that's actually Vamp's point. Each character has a niche, unlike in Etrian, where every class has a distinct and relatively discrete role. Save for in EO3 for which the balance was all over the place anyway there's zero overlap between main classes except for passive skills. It's not like Persona or SMT where the skills behave the same but just have different elements. The skills across classes usually behave completely different from one another.
I mean, just using EO4 as an example, there's a huge difference between the Landsknecht and the Imperial, despite both being powerful physical classes. The former's based around team synergy to maximize the damage from links. The latter, on the other hand, is more standalone and focuses on ridiculous burst damage, but then has to mitigate the cooldown period before they can use their powerful skills again.
That's not even getting into the skill trees. I always preferred them because they not only provide a fine level of control over how you build skills, but they also force you to make decisions about what skills you want. Even with subclasses and grimoires in the mix, you almost never have enough points to learn everything or touch entire skill branches. Min-maxed builds will always exist, but for regular people, there's the allure of unique classes and also builds that are completely different from another player's.
Compare that to Q where the only differences are default skills, resistances, and stats and niches are about the only thing that could come out of that system.