Showing posts with label Playstation. Show all posts
Showing posts with label Playstation. Show all posts

Saturday, September 26, 2020

Persona 2: Innocent Sin.

Original Release: Playstation, 1999. Version Reviewed: PSP, 2011.


THE PLOT:

In the city of Sumaru, rumors are becoming reality. When high school students Tatsuya, Lisa, and Eikichi are targeted by the Joker, a mysterious being who grants wishes, they team up to uncover his identity. They are joined by Maya, a young journalist, and her assistant Yukino, who experienced a similar brush with the supernatural a few years previously.

They soon discover that a cult known as The Masked Circle is working with Joker, using crystal skulls to gather energy to bring rumors to life - even the most outlandish and apocalyptic of rumors. As Tatsuya and his friends follow Joker's trail to the caverns beneath a shrine, they find themselves coming face to face not only with the dark powers of the present, but also with the forgotten secrets of their own past - and the "sin" Joker condemns them for!


CHARACTERS:

Of the three Persona games made for the original Playstation, Persona 2: Innocent Sin has by far the best fleshed out and most likable main characters. Eikichi is the would-be rocker with a shady reputation, but he uses his status to protect the weaker students at his school and to keep bullies in check. The outwardly confident Lisa is secretly insecure, her Anglo ancestry having left her a perpetual outsider in the only society she's ever known. Maya's relentless positivity has a vaguely manic edge to it. Even the player character, Tatsuya, gets reasonable characterization, with it clear that he's a loner largely by choice and that he's troubled by pieces of a past he can't quite remember.

Much of the story, particularly in the first (better) half, revolves around these characters and their memories. Their interactions are often funny and charming, and I became attached to them even when the plot occasionally lost me. Never mind how impressive the character work is for a retro game - These characters stand up well against many in modern titles!

Tatsuya and friend battle demons - when they aren't chatting with them...

GAMEPLAY:

Gameplay is similar to the first Persona. Story and characterization is advanced in shops, rooms, and houses in which you, as Tatsuya, are able to talk with both your party members and any NPCs that might be in the area. Generally, it's worth visiting each available place between dungeons, as story advancement leads to new dialogue options. Navigation has also been greatly improved, wuth it vastly easily to go to your desired setting. 

The bulk of the gameplay is, once again, dungeon crawling and leveling up through random encounters. The dungeon crawling is no longer first person. You now are above and behind Tatsuya as you guide him through dungeons, which makes it easier to keep track of where you are. Combat is a mix of random encounters and demon negotiation. Combat is adequate turn-based, and the addition of an "auto-battle" makes encounters less cumbersome. Negotiation has been adjusted and feels much less arbitrary than in its predecessor.

Difficulty is much lower than the first game. I'd argue that a lot of the combat is too easy; save for boss fights, in most encounters you'd be fine to just activate the auto-battle and walk away.  On the plus side, deliberate grinding is largely unnecessary - You'll level up enough moving through the dungeons that you should have no problem holding your own against the enemy bosses.

Believe it or not, this sort of makes sense in context.

THOUGHTS:


Persona 2: Innocent Sin features many improvements over the original game. Visually, there's more detail in every setting your characters visit, and the dungeons are more varied. It's clearly an archive game. Unlike the original, though, it's reasonably visually appealing, showing evidence of the time, care, and skill put into its production.

The main characters all feel like fully-formed human beings, ones that the player will come to like and enjoy spending time with. The plot's setup is intriguing, as the characters' repressed memories gradually surface during their pursuit of Joker. As much as I really do like the first Persona, for all of its intermittent clunkiness, I found myself quickly agreeing with the conventional wisdom that the second game improved upon it in every respect.

I would stand by that assessment for the first two-thirds of the game. As long as the story centers around the characters, their pasts, and the Joker curse, Innocent Sin is excellent. These threads, however, are mostly resolved around the two-thirds mark - and the final third is far the weaker for it.

The story gets increasingly outlandish in its late going, but there are plot mechanics that justify this. Even the infamous inclusion of Hitler as a boss enemy in the later stages is just about reasonable given certain plot turns. But while the earlier parts of the game were well-paced with steady and gradual revelations, the final part becomes aimless and attenuated, with long stretches of dungeon crawling leading to only the most minor of plot advancement.

In short: Innocent Sin's story absolutely had me... and then it lost me. A well-judged final dungeon and a genuinely surprising resolution offset some of the late game issues, but I can't help but think that a more streamlined version of the final Act would have been preferable.

The PSP version, which is the only version available in the West, has an added "Theater" mode, allowing players to play through three Visual Novel-style stories featuring the characters. Two of these are just two halves of the same story, while the third's overreliance on pitfalls as a mechanism becomes frustrating. Still, this is a fun addition - Particularly since the characters are so appealing that it's nice to just spend more time with them.

An earlier draft of this review gave Innocent Sin a "6," the same score I awarded to the first game. However, on replay, I think the strength of the first two thirds combines with a very effective ending to justify a slightly higher score. But if the final third was as strong as the rest, then I would be awarding at least an "8" and probably a "9" - because I found this to be excellent right up until it, abruptly, wasn't.


Overall Rating: 7/10.

Sunday, September 20, 2020

Shin Megami Tensei: Persona.

Original Release: Playstation, 1996. Version Reviewed: PSP, 2009.


THE PLOT:

A group of Japanese high school students are visiting their friend Maki in the hospital. She is taken away to the ICU... which abruptly vanishes, just as the town is attacked by demons. The mysterious Philemon grants the power of "Persona" to the teenagers, allowing them to summon manifestations of their inner strength to battle these forces.

It's a power they will need. Kandori, an executive at SEBEC, is using the company's resources to power a reality-altering machine. Now familiar places are transformed into dungeons, crawling with increasingly powerful supernatural forces. The high school has vanished. And Maki... seems oddly connected to almost all of the events.


CHARACTERS:

Characterization is above-average for a mid-1990s Playstation game. Most of the characters are fairly one-note, but they all have distinct personalities. Nanjo (Nate in the 1990s US localization), the rich kid whose family is linked to SEBEC, is serious and decisive, and comes across more as the group's leader in the main story than the player character does; Yukino, a minor supporting character in the main story, takes on that role in the alternate Snow Queen route. Masao (Mark) is brash and constantly making jokes, but clearly has feelings for Maki (Mary). Maki, the character most linked to the plot, ironically ends up being the least interesting of the playable characters!


The characters go to the hospital to visit a sick friend. 
Madness ensues.

GAMEPLAY:

Falls into two main elements. There are rooms and shops where your character can interact with others.  In some cases, interactions unlock additional characters; in most cases, you will gain insight into both the characters and the current state of the story. A town map takes you from location to location, and the game provides regular indications of where you should go next.

The rest of the time, you will be dungeon-crawling. The first person POV takes a bit of getting used to, and I quickly realized that it was more useful to look at the mini-map to navigate the labyrinth-like dungeons than to try to do so visually.  Even in the PSP remake, the halls and corridors are too featureless for visual navigation to be worthwhile.

It's a JRPG, so it's unsurprising that combat and leveling is achieved through random encounters. Combat is turn-based, with options for magic attacks, physical attacks, and a variety of guns (yes, these Japanese high school students are well enough armed for an NRA convention). The interesting curveball is that you can also choose to negotiate with demons. Any of your party members can speak, and each has multiple potential approaches. Some of these will please the demons, others will enrage or frighten them. You'll need to do a balance of both combat and negotiation: Combat for leveling up your characters and Personas, and negotiation for gaining new Personas.


Combat is visually dated, but surprisingly fun.

THOUGHTS:

When games journalists rank the entries of the Persona series, they regularly rank the original game at the bottom. Consensus seems to be that the game has aged poorly, and compares negatively to pretty much all of its successors.

I was surprised at how thoroughly I enjoyed it.

To start with: Yes, it is dated. Even the PSP version, with sharper images and streamlined menus, is very clearly a game from an earlier time. The first person dungeon crawling is visually unappealing, and at times downright ugly. The third-person "character interaction" moments are from a top-down view that makes it feel like you're very far away from the characters, which can limit the sense of involvement. In the PSP version, widescreen reformatting leaves the edges of the screen as a featureless void, which is initially off-putting as well.

I will say that I got through most of the SEBEC route (the main story) without much deliberate grinding. Until the final dungeon, that is, when a sudden difficulty spike rendered my previously unstoppable party into a gang of pathetic weaklings. I ended up tromping around the game's last dungeon for hours, leveling up my characters to equip their Ultimate Personas, then grinding to level up those Personas, before I was able to face off against the game's final boss. Meanwhile, the Snow Queen route requires constant grinding for multiple bosses, then yet more grinding before facing the final boss.

Once I adjusted to the game's look and controls, however, I found myself surprisingly compelled by the narrative. Both the SEBEC and Snow Queen routes offer interesting stories, with ambitious themes about human nature and about the ways people both hide and reveal their inner selves. Its rare to find an archive video game that grapples with such subject matter, often quite successfully. Inspired in part by the work of Swiss psychiatrist Carl Jung, who discussed how the social face we present to the world is basically a mask disguising our true natures, the script has surprising intelligence even as it presents a decidedly outlandish story.

Originally released in the West as Revelations: Persona, the game's PS1 release suffered from an ill-judged attempt to Americanize the story. The characters were renamed, as mentioned. Further, in an attempt at diversity that went horribly wrong, Masao was "blacked up" to be the streetwise Mark, whose dialogue was slathered in stereotypical slang. The PSP version sets this to rights, restoring the Japanese setting and the original character names. It also restores the Snow Queen side story, which was removed from the western PS1 release (though allusions to it remained). These changes make the PSP release the preferable version.

Even the PSP version suffers from misjudgments, however. In an attempt to force it into the mold of the later Persona games, the remake replaces the eerie original soundtrack with pop tunes, which often jar with the story's serious tone. In addition, a handful of fully-animated cutscenes have been added to portray key story points. The animation looks quite good... arguably too good, to the point that the cutscenes can feel jarring compared to the rest of the game.

Overall, however, the PSP version's good points outweigh its bad, and none of its missteps compare with the wrong-headed localization choices of the original Western release. The game itself is much better than I had been led to believe. When I started playing it, I did so as a background game - something to pick at a few minutes here and there. It quickly became a game I for which I would set aside hours-long chunks of time, however, its story and themes involving me to a far greater degree than I had anticipated.

A willingness to accept the quirks of retro-gaming is required to enjoy this.  But I suspect a lot of gamers who haven't played the original might - after a couple hours of adjustment - be as surprised as I was about how engaging this title is, even close to 25 years after its initial release.


Overall Rating: 6/10.


Spinoff: Persona - Anomalous Tower Chronicle

Next Game: Persona 2 - Innocent Sin

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