Showing posts with label Persona Q. Show all posts
Showing posts with label Persona Q. Show all posts

Saturday, December 18, 2021

Persona Q2: New Cinema Labyrinth.

Original Release: Nintendo 3DS, 2018. Version Reviewed: Nintendo 3DS, 2018.


THE PLOT:

During the period in which the Phantom Thieves have struck an uneasy alliance with "Detective Prince" Goro Akechi, the group decides to train in Mementos. However, something feels off, and they soon find themselves ejected into a bizarre world dominated by a superhero known as "Kamoshidaman" - who looks exactly like the gym teacher who so badly tormented Ann and Ryushi.

They discover that they are inside a movie, one that is rife with Shadows.  They are able to escape into a movie theater, but are unable to exit to the outside world. There are only two people inside: Nagi, the theater's manager, and Hikari, a painfully shy teen girl who is the only customer. Also present is "Doe," a mysterious creature who shows movies - films that are "wrong," showing stories about giving into authority and conforming to groups regardless of personal beliefs.

To escape this strange place, the Phantom Thieves will need to enter these movies and change them for the better. And as they do so, they learn that they are not the only group that has been brought here...

The Persona casts set out to "fix" a series of bizarre movies.

THE LANGUAGE ISSUE

Persona Q2 was the final 3DS game to receive a physical release in the West. By the time it came out, the 3DS was already effectively a dead system. As such, it's really no surprise that Atlus did not pour money into doing an English dub featuring three full casts made up of some heavily sought-after voice actors. Instead, they subtitled the dialogue while retaining the Japanese audio.

I honestly had no problem with this, and even found some fun in comparing the Japanese and English voices. I'm certainly not going to blame Atlus for refusing to throw a large amount of extra money to dub a large-cast release on an already obsolete system. That said, if you have difficulty with subtitled movies, this game probably won't be for you.

In the movie theater, which acts as the home base and quest hub.

CHARACTERS:

Persona Q2's most interesting character ends up being its most surprising inclusion: the female protagonist from Persona 3 Portable. When she is reunited with the Persona 3 cast, she finds that these familiar faces don't recognize her at all - because they are from the male protagonist's Persona 3. This creates some nice character moments, as she insists on acting cheerful even while privately feeling that she doesn't belong.

The game combines the casts of Personas 3 - 5. The first Persona Q, Shadow of the Labyrinth, did a decent job balancing two casts... but even there the strain showed, with many characters reduced to simply one or two traits. With three full casts to deal with, the sequel has trouble finding anything interesting for most of them to do. Futaba has an effective strand that spans the game's first half, with the painfully shy Hikari reminding her too much of how she was before meeting the Phantom Thieves. Aegis and Akechi get a few decent bits, and Teddie receives just enough prominence to make clear that his Japanese-language voice is even more aggravating than his English-language one. The rest of the supporting characters might as well not be there.

This situation is made worse by a change to the first game's format. In the first Persona Q, the characters interacted with each other through "Strolls," while you got additional bits of interaction and experience through optional side quests. This game eliminates the strolls, moving all its character asides to the quests. A poor decision, as character interactions are now brief and broken up by long stretches of wandering and random encounters.  Also, since these quests are entirely optional, no character arcs build for the Persona casts. As a result, the only substantial character development belongs to Hikari, while the characters actually used to sell the game are left all but entirely static.

Persona 3 Portable's female protagonist meets the Phantom Thieves.

GAMEPLAY:

Core gameplay is identical to the first Persona Q game. The movies the characters enter are dungeons, each designed around a theme: an urban superhero movie, a dinosaur-themed theme park, a sci-fi dystopia, and a brightly colored children's musical. You map each dungeon as you explore, fighting turn-based random encounters and exploiting enemy weaknesses. A boss waits at the bottom of each labyrinth, and you will need to employ careful strategies to defeat each boss.

As with the earlier title, all of this proves addictive. There's something very satisfying about putting the pieces of the maps into place, and the combat is well-designed and enjoyably challenging. Optional side missions give you a chance to level up further, with short explorations of dungeons you've already defeated. The gameplay is generally well-balanced, with bosses providing enough of a challenge to engage without being difficult enough to frustrate... though for masochists, higher difficulty levels are available.

The film-obsessed Hikari watches wide-eyed as
the theater's oppressive movies are made better.

THOUGHTS:

Persona Q2: New Cinema Labyrinth makes a strong first impression. The first hour of the game offers up a jaunty opening cutscene and a strong introduction to the basic scenario. The next few hours are also enjoyable, as you figure out (or, if you played the first game, are refreshed on) the mechanics while exploring a first dungeon that is terrific fun. When the heroes finally confront Kamoshidaman, there's even a Persona 5-like Calling Card delivery, complete with the instrumental for Life Will Change. At ten hours in, I fully anticipated delivering a glowing review.

Unfortunately, the spell fades in the subsequent dungeons. The second and third labyrinths do almost nothing to advance the plot, save for hammering some obvious and repetitive themes. They mainly serve to introduce more Persona casts to the increasingly bloated ensemble, while the main story basically stands still.

It isn't until the fourth (of five total) dungeons that the story actually comes into focus. There are some effective scenes once that happens... but by that point, most of my emotional investment had faded, and so even these well-written moments didn't hit as strongly as they should have.

As with the first Persona Q, the story is centered around Q2's original character - Zen and Rei in the earlier game, Hikari in this one. The first game made Zen and Rei playable characters, which increased player connection to them. In this game, Hikari is an NPC (you do act as her once - but even then, it's in entirely scripted encounters), and so we are never as connected to her as we were to Zen and Rei.

Even with regard to gameplay, which is this title's strongest point, it just isn't as good a title as its predecessor. The maps are simpler, with relatively few creative puzzles or curveballs. The final boss is tedious, an otherwise straightforward boss battle but with an aggravating "Retake" move that requires you to periodically redo a turn. This is an utterly pointless bit of business that doesn't make the battle more challenging in any way; it simply makes it take longer.

The Phantom Thieves in "Kamo City,"
their introduction to this bizarre world.

OVERALL:

Persona Q2 disappointed me, which may be why I'm focusing so much on the negatives. Let me emphasize, then, that this remains an enjoyable game overall, with engaging combat and mapmaking mechanics. But after an excellent first Act, the story stalls for much of the running time - likely in part because it's overburdened by cramming in the full casts of all three "modern" Persona games.

This is not a bad game. But even the things it does well were done better by the previous Persona Q, which is also more widely available. Given that, for all but die hard completists I would recommend playing Persona Q: Shadow of the Labyrinth, and giving New Cinema Labyrinth a pass.


Overall Rating: 5/10.

Previous Game: Persona 5 - Dancing in Starlight
Next Game: Persona 5 Strikers

Review Index

To receive new review updates, follow me:

On BlueSky:

On Threads:

Saturday, May 1, 2021

Persona Q: Shadow of the Labyrinth.

Original Release: Nintendo 3DS, 2014. Version Reviewed: Nintendo 3DS, 2014.


THE PLOT:

It's the week of the Culture Festival... in two time periods. In 2011, the members of The Investigation Team not-so-stoically endure the failure of their class's "Group Date Cafe." In 2009, the members of SEES mourn the cancellation of their festival due to a severe and unexpected typhoon. For both groups, in both time periods, the festival is an absolute disappointment.

Until they find themselves transported to an alternative Culture Festival, in a pocket dimension where time has no meaning. At first glance, all appears normal enough: A high school festival, with fried food and games. But behind the displays are labyrinths, which mysterious new arrivals Zen and Rei insist are dangerous.

Zen and Rei admit that they have no memory of a life before this bizarre festival. Zen has taken it on himself to act as the waifish Rei's protector, while she becomes enthusiastic at the idea of returning to the real world with the main characters.

But to return to reality, they must first overcome the labyrinths - which means overcoming the Shadows that lurk their floors, guarding precious secrets within!

A meeting that defies the laws of time...

CHARACTERS:

Persona Q brings together the full casts of Persona 3 and Persona 4. Something already done by the Arena games... but the team-up works better here. This game recognizes what those earlier ones didn't: That the two teams have very different dynamics. The Persona 4 group is made up of people who quickly become close friends who place inherent trust in each other. The Persona 3 group is united by a common goal, but is kept separate by secrets and individual agendas.

It is easy enough to tell which characters interested the game developers - simply by which characters most successfully come across as three-dimensional. In the Persona 4 route, supposed meathead Kanji recognizes that young Ken is troubled, and manages to reach out and bond with him while teaching the boy how to repair his shoelaces. In the Persona 3 route, Yukari observes the closeness among their newfound counterparts, which prompts her to push against Mitsuru's secretiveness.  In both routes, Rise and Fuuka bond over the plight of guiding the others in combat while not actually being able to directly help.

Unfortunately, not every character is as well treated. Akihiko's characterization follows all the worst tendencies of the Arena games, reducing him to a meathead bodybuilder with a protein fetish... which is basically completely unlike the intelligent, quietly resolved upperclassman from Persona 3. Persona 4's Chie is similarly reduced to an obsession with meat and training, and not much else. Finally, Teddie is just a bad running joke.  Now unlike Akihiko and Chie, I already hated Teddie in the main game, but I could at least see what the game developers were going for.  Here, he's almost exclusively a lech; and given the disdain with which the other characters treat him, it's a genuine mystery as to why they keep him around.

One of the game's many random encounters.

GAMEPLAY:

The gameplay is apparently lifted pretty directly from the popular Etrian Odyssey series. As you explore each labyrinth, you use the 3DS stylus to create a map on the bottom screen, dropping icons for doors, conveyor belts, and other notable features as you go. I expected to find this wearisome; instead, it became my favorite part of the game. The mapmaking is startlingly addictive, to the point where I occasionally felt annoyance when it was interrupted by combat or story scenes.

Combat is almost entirely through random encounters, which do borrow elements of the Persona combat system. Enemies have weaknesses, which can be exploited and can potentially result in them being knocked down. A successful enough turn can end with an All-Out-Attack, which is less devastating here than in the main Persona series, but can still greatly shorten boss battles.

In addition to random encounter and dungeon bosses, each labyrinth contains powerful enemies known as FOEs. Initially, you are best advised to avoid them. Later, there will be times when you will need to fight them (and times when it will just make traversing an area much easier if you fight them). As with normal enemies, exploiting weaknesses is key to defeating them - though in most cases, you will also want to apply various buffs, de-buffs, and other status effects to win.

The group encounters Zen and Rei,
who have lost their memories.

THOUGHTS:

Persona Q: Shadow of the Labyrinth feels a lot more like a "proper" Persona game than the Arena spinoffs did. The gameplay, while far from exact, is similar enough to the main games to feel of a piece with them. The story is revealed in the course of explorations of increasingly convoluted labyrinths, and character interactions are both sprinkled throughout the story and made available outside the dungeons through "Strolls" (this game's equivalent of the main games' Social Links).

It is also a long game. I would argue that it ends up being slightly too long. The first three dungeons are sprightly and fun, each utilizing clever gimmicks to maintain interest. "Group Date Café" was my favorite of these, with your explorations and battles interrupted periodically by quizzes that will determine which of the characters is your "destined partner," with genuinely funny results (wisely, the game allows you to replay this mini-game to see what happens with different partners). The fourth dungeon, however - the "Inaba Pride Festival" - is visually uninteresting and takes far too long to fully explore; and its gimmick of unlocking doors with a lit torch quickly becomes tiresome.

The story is generally strong. The first half builds up an effective mystery. When the answers come, they fit the overall tone and style of the piece, and a combination of good writing and excellent voice acting grants some of the revelations genuine power. A bit of the heavy-handedness that plagued the Arena games creeps in near the end... but just as it starts to feel preachy, the game has the good sense to switch to a well-designed, multi-stage boss battle, which is followed by an enjoyably good-natured epilogue.

Indulge in some comically bizarre
matchmaking at "The Group Date Café."

OVERALL:

Persona Q: Shadow of the Labyrinth is the first spinoff that truly feels like a Persona game. It's a game of two crossovers: narratively, by combining the Persona 3 and Persona 4 casts; and mechanically, by combining the gameplay of Persona and Etrian Odyssey. Both combinations work - and in fact, my enjoyment of the game's mapmaking has me now interested in the Etrian games, which never particularly attracted me before.

If it didn't get so bogged down during the Inaba Pride dungeon, I would rank this as at least an "8." Unfortunately, that dungeon stalls the game's momentum. Though the final dungeon was back to being visually interesting and mostly well-designed, I never felt as fully connected with Persona Q after the Inaba Pride stumble.

Still, this is a fine game, enjoyable both in story and gameplay terms. It's long - probably a little too long. But it's well worth spending time with.


Overall Rating: 7/10.

Previous Game: Persona 4 - Arena Ultimax
Next Game: Persona 4 - Dancing All Night

Review Index

To receive new review updates, follow me:

On BlueSky:

On Threads: