Showing posts with label Shujin Academy. Show all posts
Showing posts with label Shujin Academy. Show all posts

Friday, September 5, 2025

Persona 5: The Phantom X.

Title screen for Persona 5: The Phantom X.

Original Release: Android, iOS, Windows, 2025. Platform Used: Steam Deck.

Note: This review is based on 60 hours of playtime, including the first two palaces, various side-quests, and the "Crossroads of Fate" event.


THE PLOT:

After observing a fellow student's attempted suicide, a high school teen attending the Shujin Academy in Tokyo finds himself whisked away to The Velvet Room, where attendants Igor and Merope inform him that he is facing "ruin" unless he can find a way to fight back against it. He dismisses this as just a dream... until he presses a strange icon that appears on his cell phone.

He is abruptly transported to a world where he must battle Shadows alongside Lufel, an owl who is somehow able to communicate with him. Lufel dubs them "Phantom Thieves," and insists they use code names to disguise their identities, with the boy now dubbed "Wonder."

Wonder's new double life begins at just the right time. Disgraced former baseball player Kiuchi has begun violently bumping into women on the subway, evading consequences by claiming this was accidental. His behavior is becoming steadily more aggressive, and he has started targeting Wonder's fellow student, Motoha. When her best friend gets injured shielding her from this "Subway Slammer" (yes, really), Motoha's own Persona awakens, enabling her to fight alongside Wonder and Lufel to get justice for her friend by changing Kiuchi's warped desires.

The alt-universe Phantom Thieves.
Meet the Phantom Thieves. Um, the discount versions.

CHARACTERS:

Wonder may well be the dullest Persona protagonist. He has little personality, either in artwork or dialogue options. Persona 5's Joker had been set up as a delinquent, making him an outsider before he even arrived at Shujin; Persona 4's Yu Narakami had a preppy aesthetic that fit well with that game's social circle, and the uncle he lived with was investigating the crimes that gave that game its structure. Wonder is just... present. He has no personal stake in defeating either of the first two bosses, and he seems generally blank and featureless.

The supporting cast is better, with Motoha both enthusiastic and quick to anger and later supporting character Shun burdened by feelings of guilt, but neither of them transcends basic anime tropes. Talking owl Lufel, meanwhile, just feels like a discount version of Persona 5's Morgana.

Not helping are crossover events with the Persona 5 cast. In every instance in which Wonder's group shares the screen with Joker, Ryuji, and company, I just end up being reminded how much more dynamic the earlier game's characters were.

The boss fight against former baseball player Kiuchi occurs on a fantasy baseball diamond.
The boss fight against the first Palace ruler, a former baseball
player. Combat, like most of the gameplay, is excellent.

GAMEPLAY:

One area in which The Phantom X excels is the gameplay. As a free-to-play gacha title that many will play on their smartphones, its exploration and combat mechanics are simplified from those of Persona 5. However, it retains the feel of the earlier game. When you infiltrate palaces, you will have to find ways to get through locked doors, with various types of puzzles to solve. Ambushing Shadows is clunkier than in Persona 5 thanks to the cruder interface, but it's also more forgiving - to the point where you just about have to try in order to end up being ambushed.

The gameplay and combat remain addictive when you're in the Palaces or the Metaverse, and the game designers have done a terrific job of translating Persona 5 to a simpler, handheld-friendly format. The gacha elements can be intrusive, particularly when they "pop up"on the screen... but that more or less goes with the territory, and in most other respects, this is an extremely well-made title.

I just wish I could be half as positive about the writing...

Your enemy for the game's first arc: The Subway Slammer.
Your first enemy: Takeyuki Kiuchi, The Subway Slammer.
The whole subway's his for the slammin'.

WRITTEN ON THE SUBWAY WALLS:

"The whole subway's mine for the slammin'!"
-The game's first boss, "The Subway Slammer," becomes an accidental Internet meme in the space of a single line.

Persona 5: The Phantom X has a lot going for it. It looks great, it plays well, and it boasts a fantastic score. Thus far, I haven't spent one penny, and I've found it generally free-to-play friendly - not as much as a Hoyoverse title, perhaps, but more than most gacha games I've dipped into.

But as I was playing it, even as I mostly enjoyed myself, a single thought kept popping into my brain - a tired Internet meme that nonetheless perfectly describes my reaction:

"We have Persona 5 at home."

Phantom X delivers a taste of what Persona is and how it plays (post-PS1 era, at least). It has the school/life division, though without the calendar that aspect is greatly diminished, and it attempts to tackle themes of alienation and social issues that have marked the modern Persona series. I'd say it's a decent enough free sampler of the series... except that the writing is so much worse than any of the actual mainline titles.

The opening "Subway Slammer" arc tries to build a story around a legitimate problem in Japan, of disturbed individuals deliberately and forcefully slamming into others (mostly young women, of course) with their shoulders and claiming accident. This is a passable seed to build a story around. Too bad, then, that Kiuchi, the villain of the first Palace, is cartoonishly over-the-top. At one point, he charges one of his victims and body slams her over a protective wall. Tokyo subways have a lot of security cameras, and he barreled toward his victim like he was an NFL linebacker. Claiming "accident" would simply not fly.

Oh, but the game has a "get-out-of-jail-free" card: "Apathy Syndrome." This isn't new to this entry, having been used in previous Persona titles as a growing sign that the world is moving toward ruin. Here, though, it becomes a magic wand that can justify any plothole.

There's more than enough evidence to throw Kiuchi in jail and be done with him? "Apathy Syndrome" means that neither police nor public care. The second villain is a popular restaurant reviewer who destroys good restaurants by giving bad-faith negative reviews (yes, really). And this works flawlessly in ruining even successful and well-loved establishments because "Apathy Syndrome" means that people will take his word over the delicious meal they ate last week.

It's difficult for the game's story to capture any real world resonance when its villains require a Magic Syndrome in order to be effective threats in the first place.

Wonder navigates a Palace.
The Palaces are big, to make sure you don't get through
them too quickly. But they're too big to remain interesting.

LEVEL-GATING AND TIME-WASTING:

The gameplay is this title's saving grace... almost.

As I said earlier, the addictive Persona 5 gameplay has been effectively streamlined to work in a mobile format. The Palaces are beautiful to look at, the soundtrack is fantastic, and the combat flows smoothly. Puzzles are mostly well integrated (though if I never see another colored baseball that I need to fit into a lock, it will be too soon), and the palace designs cleverly reflect the individual villains - frankly, the level designers do a better job of characterizing the baddies than the actual script does!

But it's an online, ongoing gacha game, which means that the developers don't want you getting through content too quickly. Hoyoverse mostly tried to avoid this issue in their gacha games by creating lots and lots of content, with side quests and daily missions that further developed their settings and were often quite interesting in themselves (and, yes, some that were effectively fetch quests). Black Wings/Atlus follow a more time-honored strategy:

They waste your time.

There are multiple points in the game at which you will find yourself level-gated, pushing you off to grind side activities until you are graciously allowed to continue the story. This is a mild annoyance, as you can gain levels reasonably quickly, but it turns those side activities - quick combats that gain you Personas or upgrade materials - into chores.

The palaces are also big. Too big. If the first of these dungeons - which is larger than all but the final Persona 5 ones - had been the standard size, then I would be reasonably OK with this. But the second Palace is almost double that size, to the point where its repetitive hallways and trap puzzles become boring.

Lastly, at the end of the second Palace - which, until an update earlier this week, marked the end of the initial story content - the game unveils its final delaying tactic: a sudden difficulty spike. The second boss is recommended for a party of Level 58 or higher. You can comfortably reach him, defeating most of the mini-bosses along the way, with a party of about Level 40. I would generally call this poor design - except in this case, the design is doing exactly what's intended. It's just that the intent is to delay players by sending them back to grind for several sessions.

Of other games I've played, I'd most compare these time-wasting tendencies to the "four Tombs" quest in Anthem - unnecessary barriers that exist only to keep you from running out of story, even if it transforms gameplay that had been enjoyable into a tedious irritation. It's a massive misjudgment, one that I suspect has caused at least some players to drop the game entirely.

Igor introduces himself in The Velvet Room.
Igor and Merope, in The Velvet Room, offer you a contract.

OVERALL:

Persona 5: The Phantom X is entirely salvageable. The designers have done a terrific job of adapting Persona 5's gameplay into a mobile format, and it's genuinely fun to play. The problem isn't the game's architecture but its writing - and it's my understanding that Atlus has already stepped in to change writers for the latest update, so there is an excellent chance that this will improve.

I'm disappointed in Phantom X, but I haven't given up on it. It's my hope that, in due course, I will find myself issuing an update to note improvements. As of the end of the second arc, however, I would rate this as a passable Persona sampler, but one that falls well short of any of the "real" Persona games.


Overall Rating: 4/10.

Previous Game: Persona 5 Tactica

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Monday, September 20, 2021

Persona 5.

Original Release: Playstation 3, Playstation 4, 2016. Version Reviewed: Playstation 4 "Royal" Version, 2019.


THE PLOT:

After being falsely accused of assault, a young man transfers to Tokyo's Shujin Academy for his year-long probation. He is instantly regarded as a troublemaker by the adults at his new school, and is warned by his wary guardian that he is exactly one problem away from being sent to juvenile detention.

After he discovers a new app on his phone, he is transported to an alternate reality: the cognitive "Palace" of volleyball coach Kamoshida, a former gold medalist who is physically and sexually abusing students. There, he and his new friend Ryuji meet Morgana - a strange being who appears to be a talking cat. Morgana informs them that they have the power to change the evil teacher's heart if they can battle their way through this cognitive world to the "treasure" that has corrupted his worldview.

With help from Ann, a student being pressured and harassed by Kamoshida, they succeed in this mission. But after seeing that their strange power can result in changes to corrupt adults, they decide to pursue other targets as "The Phantom Thieves" - attracting the attention of the authorities in the process!

Igor welcomes a new guest to the Velvet Room...

CHARACTERS:

As far back as the first game, the Persona series has benefited from likeable protagonists. Each new entry introduces a new set of characters whom you just plain enjoy spending time with. Persona 5 is no exception, with an ensemble of characters who slowly evolve from anime tropes into full-blooded human beings. This time, I ended up liking all the party members. Even the talking cat/mascot character, Morgana, manages to avoid being either overly cutesy or creepy (traps that rather firmly ensnared Persona 4's Teddie). The main character is perhaps a bit too much of a blank slate for my tastes, but the rest of the group makes up for it.

My pick for the game's strongest character, at least in the updated Persona 5 Royal, would be "Detective Prince" Goro Akechi, who is essentially this game's answer to Persona 4's popular Naoto, but with a couple twists thrown into the mix. Akechi suspects the main group from early on, and finds excuses to insinuate himself ever further into the protagonist's life. As we get to know him through his Social Link, however, he turns out to be very different than he first appears. Particularly strong is the scene in which he reveals his actual feelings in a well-written encounter which is superbly played by English language voice actor Robbie Daymond; in the space of one scene, all preconceptions about the character are upended. It should be noted, however, that much of Akechi's best material was apparently added for Royal, and that he was noticeably less well-received in the game's initial version.

The game's first real boss battle. 
Yes, this series is just as weird as ever.

GAMEPLAY:

"If it ain't broke, don't fix it." Persona 3 reinvented the series' format by splitting players' time between daily life, focused heavily on developing relationships with other characters, and dungeon crawling. Persona 4 refined this split, expanding daytime activities and making the dungeon crawling more varied and enjoyable.

Persona 5 moves even further with those improvements. The dungeons are now "Palaces," reflecting the mental state of each target. A corrupt painter's Palace, for example, is an art museum; a jaded prosecutor's, a rigged casino in which the only thing that matters is winning. Oh, and the demon negotiation that was a major part of the Playstation 1 Persona games? It's back, and I couldn't be happier about that.

If I have one quibble with the game play, it's the difficulty. Unfortunately, one area in which the PS1 titles have outstripped all of the modern Personas has been in difficulty balance, with the early games being neither too easy nor too hard; the modern Persona games have either been frustrating and arbitrary or ridiculously easy.  Persona 5 actually made me double-check that I wasn't accidentally playing on "Easy" mode! Only two boss battles provide a real challenge: one around the game's midpoint, one at the very end of Royal's new content.  Both of these were added for Royal, and they actually seem too difficult... mainly because their difficulty is so out-of-whack with the rest of the game!  One hopes they manage to balance it out a bit better come the next installment.

The second Palace: a corrupt artist's private museum.

THOUGHTS:

Persona 5 is a gorgeously designed, highly immersive experience. Save for the Persona series' usual "on rails" beginning (which is itself less tedious than the opening hours of its two predecessors), the entire package is designed to draw you into the game's world and make you want to keep playing to just one more save point, or one more social link, or...

So yes, as a game, Persona 5 is absolutely addictive. It is also unabashedly political. The main character is socially stigmatized by his unjust conviction, just the first of many broadsides the game aims at Japan's legal and political systems. The first villain is gym teacher/former Olympian Kamoshida, who is physically and sexually harassing students; the school's administration is aware, but is silently complicit because the man's profile boosts the school's athletics program. This is the game's most emotionally effective arc, because Kamoshida feels largely believable in his style of evil... and impression chillingly reinforced when a bit of research shows that he was based on Hajime Komura, a real-life coach whose abuse led to a pupil's suicide.

The game's ultimate villain is corrupt politician Masyoshi Shido, a career politican who sabotages the current government to advance his ambitions of becoming Prime Minister. Some US gamers became either upset or delighted when they decided the game was bashing Donald Trump. It almost certainly wasn't; Shido bears no resemblance to Trump in either speech patterns or background, and all the rest of the game's targets are entirely specific to Japan.  Former Japanese Prime Minister Shinzo Abe - at the time of the game's release, in his third term in office - seems by far the most likely model for Shido. 

Tackling such material does result in a story that isn't nearly as light-hearted as Persona 4. Even so, the game retains a considerable sense of charm and humor, and never approaches the darkness of parts of Persona 3, let alone that of the PS1 entries. 

The game's weakest aspect is the overall conspiracy theory surrounding Shido. By the end of the main narrative, Persona 5 has made Shido responsible for more or less everything we've seen, attempting to connect him to all the various sub-villains. It breaks the game's internal credibility, and I would have preferred more of those secondary villains to have simply been abusing the system all on their own. Still, it ends with a pair of pretty decent boss fights and a nice overall wrap-up, leaving me with few serious complaints about the base game.

Oh, and the soundtrack is absolutely fantastic, to the point that I find myself seriously considering purchasing a video game soundtrack. The jazz/rock hybrid proves a perfect complement to both gameplay and visual style, with track ranging from stirring and exciting (Life Will Change) to mournful (Throw Away Your Mask).

Whisked from the streets of Tokyo to a literal Palace!

ROYAL ADDITIONS

Persona 5 Royal was the enhanced 2019 re-release of Persona 5. Basically, it's this game's Persona 3 FES or Persona 4 Golden: an enhanced experience with a boatload of additional content.

Royal is the only edition I've played.  Still, based on what I have read, most of the new content helps the game. Dungeons have been streamlined. The Batman-like grappling hook, which is frequently used to advance in Royal's dungeons, was evidently not part of the original release - and given how enjoyable and generally cool it is to use, that hook may in itself justify Royal's existence. A genuinely difficult boss battle was added to one dungeon, and Akechi's character was reinvented by restructuring and expanding his social link.

The most significant additions are two characters: School psychologist Maruki and honor's student/gymnast Kasumi. Their Social Links are basically required if you want to unlock the all-new "third semester," but this should not be seen as drudge work. Both characters are engaging, and I looked forward to my character's conversations with them.

My reaction is more mixed when it comes to the extra semester. It offers up an interesting story in itself, but by the time I was infiltrating the (very long) final palace, I couldn't quite suppress the sense that the game was insisting on continuing after the story had ended. In my opinion, this extra material (which is, in itself, quite good) would have benefited by being presented as a sequel campaign, much like Persona 3's The Answer was. By bolting it onto the main game, it just felt like extra innings.

The Phantom Thieves prepare for another infiltration.

OVERALL:

Persona 5 is yet another excellent entry in what has emerged as one of my favorite video game franchises. Given the capabilities of the Playstation 4 versus the Playstation 2 (the original home of Persona 3 and 4), it's no surprise that this is the most visually stylish entry to date; and for most of its 120+ hours, it is thoroughly addictive.

If pressed, I don't think it's quite as good as Persona 4, let alone the Persona 2 duology. There are a few story issues, with the conspiracy plot stretching a bit too thin, and I feel that a few of Royal's additions extended the narrative past its natural end point. Even so, Persona 5 is great fun, and all signs point to this 25 year old franchise still having a lot of life left in it.


Overall Rating: 8/10.

Previous Game: Persona 4 - Dancing All Night
Next Game: Persona 5 - Dancing in Starlight

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