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Persona Community Thread |OT7| P5 is nyaow. (Mark all PQ and P4U spoilers!)

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Dantis

Member
MIDWINTER COSTUMES, YESSSSS

They all look great. The Midwinter outfits are probably the best designed P4 outfits in my opinion.
 

84X

Banned
Yep, unsurprisingly Midwinter Yaso and Midwinter Casual are complete sets, and I assume most of the other costumes we've seen are all sets too.

There's really an insane amount of costumes in this game already.

Pretty certain they are but please let the DLC sets come in packs instead of individual downloads per character... please.
 

Dantis

Member
There's still no original outfits yet though. Everything is just carried over from P4G.

Give me P5 uniforms. Or P2 throwback costumes. Or SMT4 outfits. Or, you know, design something new.
Or PxD Naoto.
 

84X

Banned
Well... Rise's bound to get a bunch of newly designed costumes hopefully.

Though I myself will probably get more enjoyment out of that...


unless it's more designs like the last one we saw, in that case no one wins.
 

Dantis

Member
Just watched the PSC stuff. The game is actually looking really great. Looks like there is more variety to the stages than what they'd shown, also, which is good.

The Persona implementation is just... dumb? I don't see why it's even in there. Adds nothing to the game whatsoever. I hope you can skip those scenes.

Even though I'm not into the actual dances, the animation is still really good, too.


Also, it looks like fever mode takes place about 75% of the way into a song, and if you have a partner selected, they jump in to dance until near the end. The duet dances are really cool, but I still wish you could pick your character.

EDIT: Narukami's Specialist dance is the best. The Now I Know remix sounds good too.
 
I am super pleased with how the game looks right now!


Visually gorgeous, songs are great, looks like there will be quite a bit of a challenge, especially on the higher difficulties.

I hope there is more than one fever section per song, I'd like to see the co-op partner for more than 10 seconds.

The personas seem to be your victory pose type deal, and I'm ok with that to be honest.

Also, Narukami dancing with nanako is the most adorable thing I've seen.
 

Dantis

Member
looks like there will be quite a bit of a challenge, especially on the higher difficulties.

See, I actually thought that it looked really easy, considering they were on hard for some of it.

Also Nanako's and Narukami's dance is both the worst thing, and the most in-character thing in the whole game.

I shall not play the Junes song beyond what I have to.
 

84X

Banned
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.
 

84X

Banned
It won't have the god awful scratch notes or the random piss poor excuse for beatmaps but
I'm sure there will be a few challenging songs.
 
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.
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.
 
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?
It doesn't seem too crazy to assume yes for your first question but we haven't seen enough to answer questions 2 & 3.

Personally I think there will be more voice acting as they did add voice acting to some of the social link ranks in P4G so I'd hope they would expand on that.
 

Dantis

Member
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?

Nobody knows the answer to any of these questions. I doubt it will have the largest script, though.
 

Antiwhippy

the holder of the trombone
Nah, you need to have a few tracks that are insanely difficult in a really stupid way for your rhythm games. It's practically tradition at this point. Not all mind you, and ideally around 5-6 only, but the stupid difficult songs are there for you to aspire to.

All relative of course. I doubt it's going to reach the level of beatmania which basically requires you to be a really good technical pianist.

https://youtu.be/_zkz-ff_bKg
 
We just have to hope that the higher difficulties provide the challenge.

Without being stupidly difficult, like Score Attack on Arena.

No point in adding something if it's unplayable for nearly everyone.
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.
 

Marche90

Member
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.

IMO 2D Dream Fever is worse, the only Extreme song I never managed to pass in the whole series.

As for the difficulty of P4DAN expect the best, but prepare for the worse. A demo for this game would be neat.
 
harmonix guitar heroes and rock band are the only rythm games Ive played with a proper difficulty curve
Yeah, few rhythm games get that difficulty ramp right. I'm just worried that DAN will have an especially noticeable jump in difficulty.

It won't be the end of the world if it does (unless there are long load times). Difficulty is tough to do and few games actually get it right.
 

muteki

Member
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.
 
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?
 

muteki

Member
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?

Could be. I've also seen screens that show slots for "Accessories" as well. Hard in PD is relatively comfortable for me outside a few songs, and I'd like P4D to push beyond that a bit. Without the challenge you just go through the motions.
 

PK Gaming

Member
Damn, I just realized "Good" is a thing in P4D

I had a bad enough time with them in Love Live!

I CAN'T GO BACK TO GETTING 99 PERFECTS + 1 GOOD

u7400n7.jpg

I CAN'T
 

Vamphuntr

Member
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.
 

PK Gaming

Member
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.

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).
 

Tiktaalik

Member
I hate coming back to an old Persona/SMT game I put on the shelf, going to the list of demons, knowing that I was carefully guiding my fusions toward some goal, but having absolutely no idea what that was and what I should do.

Then I go to the fusion menu for like an hour and just look around and try to figure out what I should do next.
 
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
 

Nachos

Member
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.
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.

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).
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.
 
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

I think it would make sense to take Mitsuru if you've got Akihiko in the party, if only for the odd bits of banter they might have during battles.
 

PK Gaming

Member
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

Your team is already has 3 physical attackers so adding Junpei would be overkill. I'd go with Mitsuru and give her debuff / buffing / status skills so that she isn't dead weight in boss fights / FOEs.
 

Nachos

Member
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.
 

PK Gaming

Member
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.

Oh yeah, I see what Vamp means now. I totally misread that post.
 
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