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Persona
3
Developer:
Atlus
Publisher:
Atlus (2007, PS2)
Potentially,
Persona 3 could have been a trainwreck. A spinoff of the Shin
Megami Tensei series, it features randomly generated stages, with
a huge focus on dungeon crawling. One only need to look at the
Western reviews (and sales) of such conceptually similar titles like
Azure Dreams (PSOne), or The Nightmare of Druaga (PS2)
to see that western JRPG fans traditionally haven't cared for these
types of games.
Furthermore, it takes place in a high school,
allowing the main character to interact with their classmates, join
clubs, and socialize -- all elements of dating/life sims that are
popular in Japan, but barely heard of in the west.
Of course, from
Japan's point of view, it wasn't the first time that someone tried to
combine life-sim elements with an RPG -- Sega's immensely popular
(again, in Japan) Sakura Taisen series popularized the
mechanics through its many installments. One of the only similar
games released in America was Atlus' PSOne RPG Thousand Arms,
which tried the same thing on a more limited scale, with
disappointing results.
Taken
separately, neither aspect of Persona 3 would've stood on its
own. The dungeon crawling is repetitive, and while the battle system
draws heavily on the same strategically brilliant system found in
most the other PS2 Shin Megami Tensei titles (Nocturne,
Digital Devil Saga), the player can only control a single
character, drastically limiting the strategy that traditionally made
the series so appealing.
The life sim part, too, is scaled down --
this style of gameplay pretty much began with Konami's Tokimeki
Memorial, which offered over a dozen statistics to monitor in
order to shape your avatar's personality, while Persona 3 only
offers three. Yet, both portions come together so brilliantly that
add up to more than the sum of their parts. There are plenty of clubs
to join, and numerous NPCs to befriend or even date.
Socializing will
enhance the strength of your Personas, the mythical creatures that
dwell in your mind and provide your special attacks. The life sim
segment of the game is essentially a character creation system --
usually, these are reduced to impersonal menus, but these have been
removed in favor of something more involving, and ultimately, more
rewarding.
The
extremely innovative scenario also goes a long way towards giving
Persona 3 its charm. As a transfer student in a new school,
you and some of your fellow classmates have the ability to sense the
"Dark Hour", a mysterious period of time that occurs at
midnight, where the rest of the world lies asleep and unaware. During
this time, a huge tower called Tartarus warps and mangles the
interior of your school, which is somehow tied in with a mysterious
apocalyptic prophecy.
A
lot of the enjoyment comes from trying to balance your school/social
life with your demon hunting life, not exactly a typical dilemma
faced in most RPGs. It also provides an interesting glimpse into the
fantasy life of a modern Japanese teenager, as the game is filled
with stylish artwork and a J-hiphop soundtrack that's alternatively
catchy and grating.
Persona 3's big pseudo-controversy stems
from the method where the characters summon their Persona -- they
bring a gun to their head and pull the trigger, forcing their spirit
companion out to attack. It's cool, in a punk kind of way, but the
relative obscurity of the title allowed it to fly under the radar of
the self-appointed culture warriors. This off-the-wall originality
helped it earn rare accolades from the western press.
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What about Star Ocean? Tales of Phantasia? The hentai RPGs? the horror RPGs? The intro talks big about "studying" the japanese rpg primers but the content seem more like one person's list of favorite rpg instead of a comprehensive overview.
There's a reason it's called an "opinion" piece... it's this guy's "opinion" of the top 20 JRPGs. And he did define the requirements to be included in the list early on.
To the Author,
Thank for this illumination. Sadly, I don't play as many RPGs as I would like, and Gamasutra continues to inform me about games that I never knew existed. This is no different. I agree and disagree about a few choices, but all-in-all it's a good read. Thanks!
Also, this list needs some Disgaea on it, or just any sort of recognition towards Nippon Ichi Software.
i would agree that the most obvious series not covered (as he did specifically define JRPG for the article) is something from the Tales series.
It really highlights the benefit of the genre, which is an almost absurd level of depth when it comes to atmosphere and a sense of a larger world.
The main frustration of this article is that the games I was not already familiar with are by in large titles that I can't purchase legitimately without throwing down a large amount of cash.
That said, I love ToP. I play both versions of Sakuraba's Solo on the piano :D
I haven't played a JRPG for quite some time (Dragon Quest VIII was my last), the reason being that I find the genre may have already past its best, recent titles just don't seem to have the edge that made many of the games on your list so memorable - though I suppose it could just be a bout of nostalgia kicking in.
Still, one thing's for sure: The article's made me fall in love with Skies of Arcadia again...oh and I had my weekend all planned out. Curse you and your eloquent words!
By the way, isn't Pokémon a JRPG? And I would have mentioned Lufia instead of Final Fantasy VIII. The game starts in the final tower, with your characters at level 70. Back in 1993, that was revolutionary.
Could have dropped FF all but Final Fantasy VI and replaced them with the above.
Final Fantasy V is far from essential.
Really the only one listed here that I don't agree with is Shadow Hearts: Covenant. Didn't care for the ring system much. It makes every action a gamble when things like using items and doing basic attacks shouldn't be.
I'm a huge SMT fan for many reasons and Nocturne had many small but key elements that made it by far my favourite game. One of which having a demon that can cast estoma and riberama for exploration and levelling up. Took a lot of the frustration from random encounters right out but kept a huge level of tension due to the brilliant difficulty level because you always had to be on the ball, and if you were even flicking on 'Auto' was a great feature.
The plot(s) also grabbed me more because not only was it complex, it was dark and sometimes optional. For me a guide is essential for this game because its absolutely huge.
Devil Summoner was also great as it had a fantastic and distinct atmosphere that almost felt tangible at times.
Anyway a fantastic list, some of which I havn't played. You can use this list as a must play quality RPG list.
AND Vagrant Story!?!? OMG and Secret of Mana and oh i'm sure everyone above me said something too that you didn't have. You really shouldn't have combined 4, 6 and 7 into one. And 5, 8, and 12 are HARDLY worth playing. Sorry Kurt, but your list fails.
The author seems heavily biased in favor of Square Enix games. I saw multiple Final Fantasies and such.
Still more into Computer RPGs myself, though.
PS you left one thing out -- its a bigger mystery than not releasing FF V, another Chrono, etc etc combined that Earthbound II(Mother 3 if you prefer) was indefinitely delayed, then pissed away on a Japanese Cell Phone.
Shame on you, NIntendo!!
Other than that I don't have much of a problem with the list at all. I would have grouped all the final fantasies together to make room for some others (yes I know a lot of FF games are very diffrent from each other, so sue me it's still the same name they should be together) but it's a minor gripe.