By Jason Nimer
If there is one thing gamers can be counted on to love, it's nostalgia. For
whatever reason, we continue to buy and re-buy new versions of games that we've
not only played before, but in most cases, we've played a number of times
before. Just look at how many different versions of the original Final Fantasy
are available and you'll see what I mean. Having "played it before-itis" isn't
what contributed to Atlus redoing the PS1 game Shin Megami Tensei: Persona. The
decision was made, no doubt, by the legions of fans who ate up and swear by
Persona's third and fourth chapters, both latecomers released in the final
months of the PS2, but a new classic in the minds of more than a few RPG fans.
Surely gamers would plop down the cash to experience the very beginning of the
Persona story, right? After playing this game, all I can say is that I hope not.
Warning: I'm going to make some enemies with this review.
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What makes a great RPG? If you said characters and story, you're right.
Persona doesn't really boast either of those things. The game begins with some
Japanese high school kids playing "Persona," which is, to the best of my
knowledge, kind of like chanting "Candyman" in front of a mirror fire times.
Well, it turns out there is some truth to that, and before long, the characters
are using their Personas (kind of disembodied spirits of each of the characters)
to fight demons and take down Evil Corporation #279,341 (that's not the real
name, just me being sarcastic). Aside from the Persona aspect, this is a story
you've heard no less than three or four times before.
The characters have a little more going for them. Each of their personalities
plays heavily into the gameplay (more on this later), and the new translation of
the original Japanese text helps flesh them out a little more than they were in
the PS1 original. But we both know the Japanese teen group cliche is becoming
about as common as copying the personalities of the Space Marines from 'Aliens.'
From beginning to end, the interactions within this group are a lot like those
in the found in the film Battle Royale, only a lot less interesting.
But a rehashed story and cookie cutter characters aren't what does this game
in. The gameplay itself is far more responsible for dragging this game down.
First, things are presented in an isometric, slightly tilted overhead view. I'm
a big fan of this perspective (Final Fantasy Tactics, Jeanne De Arc, Scurge:Hive),
but the character controls are stiff and counter-intuitive, making the simple
act of walking around and talking to NPCs a maddening chore. Even after hours of
playing, I still had to second-guess myself about what pressing down on the
d-pad would actually do. Now that I've mentioned it, I STILL can't remember
whether that action makes the character move right or down. If just moving your
character is a frustrating guessing game, it couldn't get much worse, right?
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