Persona 5 Strikers
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Back in the real world, the three boys gather the rest of the group and tell them about their discovery. Upon further investigation, they find that most of Shibuya has fallen into a fervor about Alice. After obtaining enough information on the matter, the protagonist and Ann visit the TV station at Akasaka Mitsuke to personally meet Alice, who would then be attending a talk show. There, they witness the host attempting to talk about Alice's crush, only to be suddenly silenced and have his heart changed into falling in love with her. The show is interrupted, and Alice's manager tries to stop her in the hallway, only for her to show her true colors by physically attacking him and taking pictures of him with the intention of humiliating him. Ann and the protagonist witness her, and successfully stop her from doing any further harm for the time being. It turns out that Shibuya is being overlaid by a Metaverse structure known as a \"Jail,\" which is abused by its ruler to mesmerize its entire population. The Phantom Thieves reform and put off their trip until Alice is neutralized.
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Strikers never slows down to truly teach whatever nuances there are in the combat, either. Most situations are easy to get through with each character's basic combo and a dodge and elemental persona attack thrown in for good measure, and there's nothing about the flow of combat or the context of most scenarios that specifically calls for, teaches, or rewards more advanced combos and character switching. I got through it all with the same mashy tactics I learned in Lego Star Wars 15 years ago. Sometimes I'll stun a group of enemies and get to pull off a special move or an all-out attack, treating me to a cool animation, but then it's back to the mines, hacking away at enemies until there are no more to hack away at.
Compare that to Persona 5, where the streamlined turn-based combat makes meaningful use of every character and their personas, forcing the player into challenging scenarios to puzzle their way out of. In Strikers, I didn't really need to consider my team composition or think too much about what personas they were carrying. If I saw a weakness within the smudge of enemies painting the screen, I'd deploy it. If I got too trigger happy with my persona abilities and ran out of spirit points, I'd just dip out of the dungeon and back in again to rest my characters without a time penalty. I can remember many distinct fights from my 100-plus hours of Persona 5, but none from the slurry of button-mashing to delete legions of Guys in my 30 hours with Striker.
Moving away from Tokyo is a bold and brilliant move, and exemplifies something all Japanese media love - travel for the sake of food, rather than sightseeing. It's an obsession of the groups that, at a time when both restaurant visits and travel are impossible, left me seriously wistful. While you learn interesting tidbits about each location, Strikers doesn't really give you anything to do there other than to follow the main plot - you can't meet your friends individually to hang out anymore, and locations are often limited to a parking lot and a shopping mall to buy items at.The new combat system is both entirely different and reassuringly familiar. While Persona 5 was a round-based RPG, you now fight large waves of enemies in hack and slash battles. The enemies are still mostly persona, which means that as before, you fight them by exploiting their elemental weakness using a different persona. The protagonist can collect new persona whenever they drop as masks after battle, and you do a lot more physical fighting, thanks to some severe limitation of your stamina - persona and other spells are really just meant to be used as special attacks. Just as before, you lay into an enemy until it's dizzy, then unleash a devastating all-out attack.
You can also still create new persona and level them up in the Velvet Room, though there are fewer persona than before, and you're expected to level them up and keep them around for longer. Annoyingly, I didn't figure this out until I was almost done with the game, which meant that my very first persona, suddenly needed again to create a higher-level persona, was not sufficiently levelled.
When is a sequel not a sequel When it comes to the popular Persona franchise, it's usually through the wide range of various spinoff titles that continue their stories, but in completely new and unique ways, like the action found in Persona 5 Strikers. This chapter combines the characters, story, abilities, and personality of the Phantom Thieves' odyssey in Persona 5 with the fast-paced, hack and slash gameplay style of the Dynasty Warriors series. The result is a game that's more than the sum of its parts, playing like a true sequel that expands the Persona 5 universe while also bringing something completely new to the table.
The arenas in which the combat takes place are just as weird and fun as before, though. The Phantom Thieves are doing their dungeon runs through Jails this time, which function basically the same as Persona 5's Palaces. Each is presided over by the shadow-self of a real world miscreant, and the environment matches their personality. The Tony Stark analogue, who even does a, \"We're not so different, you and I!\" speech, has a Jail that looks like a futuristic financial district. In his boss battle, he gets a big mech suit.
As in the original Persona 5, Royal features a turn-based combat system based on various weapons, special attacks, and persona powers. The latter can be obtained in a fight or through negotiations. Strikers introduces many novelties to the combat system.
Persona 5 Strikers is a spin-off/sequel of the popular Persona games that are distinct for their artistically colorful Japanese anime panache. This title features a small group of quirky high school friends (and a talking cat) who have awakened to the fact that they control specially powered entities called personas, which are actually supernatural manifestations of their inner psyche. This Tokyo-based gaggle of guys and gals occasionally gather and work together as a secret, mask-wearing vigilante group called the Phantom Thieves of Hearts.
What's more, Strikers goes to surprising lengths in order to further develop its already established cast. Moments of considered character development are dotted all across the adventure, and it's great to see these strong personalities become even better realised as the journey progresses. And it really is a journey; the Phantom Thieves get to travel all across Japan as they track down yet more disturbances in the nightmarish Metaverse. The game's got a cosy road trip vibe that really helps set it apart from the intentional day-to-day repetition of Persona 5.
I still need to finish persona 5, might have to get back on it soon. I'm just having trouble sticking with a game for past few months for some reason. Finished a couple but a lot I have put on played a day or so and just stopped playing. It's annoying lol. But maybe p5 might get me back on track.
I absolutely loved Person 5 royals, took me over 95hours to beat it. I did buy strikers cause I loved the story of Person 5 but IMO the combat in this one threw me off. I like turned based RPGs always have always will. Ill prolly go back and give it a go but for right now its last on my list.... wish they would have had a option for the turn based.... 59ce067264
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