The Portable Gamer PSP Review | Persona

Or, The Persona PSP Hands On Preview, Part Three

Previous articles: (Part One, Part Two)

Game: Shin Megami Tensei: Persona
Publisher: Atlus
Platform/Price: PSP / $39.99
Pros: Delicious storyline, honors the original Japanese version, excellent music and soundtrack
Cons: Isometric viewpoint controls strangely, difficulty ramp and learning curve is steep, ultimately a slog

I have a motto in life, and that’s this: if you aren’t enjoying what you do on some level, stop doing it. I don’t mean to say that every moment in life should be a box of kittens or all peaches and cream, because we all know that a little adversity and humility go a long way.Most people are more enjoyable to be around if they’ve had to work at getting what they have, where they’re at, and who they’ve become. If it’s all too easy, it’s not enjoyable.

The flip side of that is that when it’s all too hard, life becomes a slog.

I really wanted Persona for PSP to be the perfect combination of difficulty and enjoyment. I wanted it to be just the right mix of challenging and rewarding. Unfortunately, for me, this turned out not to be the case. I’m not panning this game by any means; it’s a quality game on a quality platform, by a quality publisher. I just cannot find in my heart, however, to want to recommend this wholeheardedly to everyone.

As many other Atlus games have shown me, there are a whole lot of games out there that do not conform to my Western-bred, modern video game perspective. I can find enjoyment in hardcore RPGs and in unclassifiable amalgams of games I’ve barely even begun to experience. The first two parts of my look at this game are fairly glowing, and I think that makes sense, coming from where I’m sitting right now: this game starts out with a TON of promise, flash, and bang. It ultimately gets weighted down, however, by it’s old-schoool mechanics and gameplay, which needn’t be a bad thing.

Persona begins amazingly well. When I say begin, I mean the first couple of hours. The intro movie and the beautifully made cut scene movies are of the highest quality I’ve seen to date. The story is well-set up, and mysteries are hinted at that typically entice me to keep playing a game. The music is well done, and there are some certifiable pop-hits among the tracks on the included CD, one that will come with every physical launch copy. Persona releases on UMD today, September 22nd, 2009, and will be downloadable via the PSN Store beginning October 1st. I applaud Atlus for being one of the first full game downloads for the new PSP Store. That alone might be worth the purchase.

Unfortunately, I think more of us purchase games for our consoles that we actively wish to play to completion. Regardless of the statistics showing that most of us do NOT, in fact, finish a majority of the games we buy, I think we all get them with enough starry-eyed fervor that we THINK we will, and I’d like to think that I really only purchase games that I feel will motivate and engage me enough to at least attempt to do so.

Shin Megami Tensei: Persona was not that game for me. It may be for you. The whole package is well designed, attractive, and I’m sure a fantastic peek into the franchise’s beginnings. I don’t believe it has enough power, however, as a game in its own right, to be called an unqualified hit. The isometric battle screens and complex menu system to engage in battles are interesting at first, but ultimately become frustrating after a time, as moving battle participants around can be cumbersome, but is often needed. The Persona ability is interesting at first, but really just becomes another menu to navigate, in choosing the right spell to match the weaknesses of the demons being faced. All demons have weaknesses (except those damn Yakuza), and choosing the right attack type and Persona skill is an endlessly rotating kaleidoscope of menu choice making. In the final analysis, though, I feel that the complexity hinders the game play and slows down an already slow process.

The map system, while omnipresent on the screen, feels constrained and difficult to navigate. Slowing things even more is the random battle instances, happening frequently enough to provoke eye-rolling and heavy sighs, rather than the rush of adrenaline at the prospect of battle. The save system is elegant and can be found in many areas, but the fact that random, annihilating battles can occur just a few steps from a save point is ultimately heart-wrenching.

Again, I really want to rejoice in this game. I just cannot get past the actual game mechanics to fully appreciate the story in all its mysterious glory, and the switch between well-animated cutscene, and difficult-to-navigate isometric perspective on-screen interactions are jarring, as is the switch from and to first person in the hallways and corridors of this game’s dungeons. I would have much rather had my hand held a little through the old school JRPG elements, or had some sort of difficulty-smoothing system in place to not have to slog as hard through many many many battles that really all begin to look and feel the same, I might stick with it a little longer.

Bottom line, if you are a hardcore JRPG fan, and want to challenge yourself to bring your group of characters through this well-made and appealing portable game, or you want to re-experience the joy of the Playstation hit from 1996 with better animation and widescreen graphics, this is the game for you. If you are, however, like me and prefer a less “beat me over the head” sort of approach for your handheld gaming joy, you might want to give this one a pass for now.

Popularity: unranked [?]

Leave a Reply