Showing posts with label Yukino. Show all posts
Showing posts with label Yukino. 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 that reputation to protect the weaker students at his school and to keep bullies in check. The outwardly confident Lisa is actually 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. Their interactions are often funny and charming, and I became very 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 games!

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. Navigation has been greatly improved, with a city map allowing you to navigate easily to the desired setting. Generally, it's worth visiting each available place between dungeons, as story advancement leads to new dialogue options.

The bulk of the gameplay is, once again, dungeon crawling and leveling up through random encounters. The dungeon crawling is no longer first person, however. 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 again a mix of random encounters and demon negotiation, though negotiations have been streamlined.

Difficulty is generally lower than the first game, with relatively few difficulty spikes. I'd almost argue that a lot of the combat is too easy; save for boss fights, you can just about turn the auto-battle on and walk away during random encounters.  On the plus side, deliberate grinding is largely unnecessary - You'll level up enough moving through the dungeons to your destinations 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. The most instantly obvious is the visual. This game just plain looks a lot better. There is more detail in every setting your characters visit, and even the dungeons are more varied. It's clearly an archive game - But it's a visually appealing one, showing evidence of more time, care, and skill being put into its production.

I've already mentioned the strength of the characters. 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. I quite liked the first Persona; but by the midpoint of this game, I was ready to declare it an improvement over its predecessor in every respect.

Then the second half happened.

I'll be fair. Even as the story gets very outlandish, it remains justified by the plot. There's some infamy in this game's use of Hitler as a boss enemy in the later stages of the game. It's ludicrous - But it just about makes sense in the context of the villains' plan to bring rumors to life. Even so, it can't help but feel like a descent into "B" movie silliness. It doesn't help matters that while the first half of the game, centering on Joker, is well-paced with steady and gradual revelations, the second half feels a bit aimless and attenuated, only finding its way again in the final stretch.

In short: Innocent Sin's story had me... and then lost me. Though it did regain my attention with a well-judged final dungeon and a genuinely surprising resolution, one that leads effectively into the next game while also working adequately as an ending in its own right.

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. None of these tie to the main story, so they are best regarded as ephemera. Still, it's a fun addition - Particularly since the characters are so appealing that it's genuinely nice to be able to spend more time with them.

Overall, I find myself awarding Innocent Sin the exact same score I gave to the first game. The improvements, both to graphics and to characterization, are undeniable. But the story lost me in the second half, and the strength of the ending still wasn't quite enough for me to rate it higher.


Overall Rating: 6/10.



To receive new review updates, follow me:

On BlueSky:

On Threads:

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.



To receive new review updates, follow me:

On BlueSky:

On Threads: