History VideoGame / Persona

24th Dec '16 5:13:43 PM Kadorhal
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At the time, the ''Shin Megami Tensei'' series was known for its incredibly deep, yet NintendoHard gameplay. ''Persona'' was an attempt by Atlus to create a ''Shin Megami Tensei'' game that would appeal to the masses: a character-driven RPG that turned down the difficulty a few notches in order to be more accessible. And by and large it worked, creating a very successful series whose recent incarnations (starting with ''{{VideoGame/Persona 3}}'') have eclipsed the main series in popularity. Many of the main characters from ''Persona'' would later go on to make cameo appearances in the ''{{VideoGame/Persona 2}} duology''. (Three even being ''playable characters'' in ''{{VideoGame/Persona 2}}''.)

The battle system is grid-based, which means that a character's position on the battle grid determines what they can attack. This makes melee fighting far more difficult than it has any right to be, and you often lose turns because your character isn't in range to attack anyone. While wandering in dungeons, you'll have a first-person viewpoint (a ''[=MegaTen=]'' mainstay at the time), but in certain rooms it switches to a third-person isometric view that lets you talk to your fellow party members. The conversation system that would be used in ''{{VideoGame/Persona 2}}'' (and dropped in {{VideoGame/Persona 3}}) was first used here, and the bad localization makes it even more bizarre than it would normally be: in what other game could you convince demons to help you by dancing the hula? Likewise, in what other game can you be killed by an evil, hula-dancing toilet?

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At the time, the ''Shin Megami Tensei'' series was known for its incredibly deep, yet NintendoHard gameplay. ''Persona'' was an attempt by Atlus to create a ''Shin Megami Tensei'' game that would appeal to the masses: a character-driven RPG that turned down the difficulty a few notches in order to be more accessible. And by and large it worked, creating a very successful series whose recent incarnations (starting with ''{{VideoGame/Persona 3}}'') have eclipsed the main series in popularity. Many of the main characters from ''Persona'' would later go on to make cameo appearances in the ''{{VideoGame/Persona 2}} duology''. (Three even being ''playable characters'' in ''{{VideoGame/Persona 2}}''.''Persona 2''.)

The battle system is grid-based, which means that a character's position on the battle grid determines what they can attack. This makes melee fighting far more difficult than it has any right to be, and you often lose turns because your character isn't in range to attack anyone. While wandering in dungeons, you'll have a first-person viewpoint (a ''[=MegaTen=]'' mainstay at the time), but in certain rooms it switches to a third-person isometric view that lets you talk to your fellow party members. The conversation system that would be used in ''{{VideoGame/Persona 2}}'' ''Persona 2'' (and dropped in {{VideoGame/Persona 3}}) ''Persona 3'') was first used here, and the bad localization makes it even more bizarre than it would normally be: in what other game could you convince demons to help you by dancing the hula? Likewise, in what other game can you be killed by an evil, hula-dancing toilet?



The sudden popularity of the franchise after the successful revival with ''{{VideoGame/Persona 3}}'' led to a PSP UpdatedRerelease with brand new cel-shaded cutscenes (replaced the now-dated 90s era CG), a new interface, and numerous improvements to the game's balance, including a better mini-map and many more save points. This release came to America with much fanfare, [[OldShame especially from Atlus themselves]], who were quick to point out the newer, more faithful script, restoration of original character designs, and inclusion of ''all'' content left out of the [=PS1=] release.

to:

The sudden popularity of the franchise after the successful revival with ''{{VideoGame/Persona 3}}'' ''Persona 3'' led to a PSP UpdatedRerelease with brand new cel-shaded cutscenes (replaced the now-dated 90s era CG), a new interface, and numerous improvements to the game's balance, including a better mini-map and many more save points. This release came to America with much fanfare, [[OldShame especially from Atlus themselves]], who were quick to point out the newer, more faithful script, restoration of original character designs, and inclusion of ''all'' content left out of the [=PS1=] release.
28th Oct '16 9:25:06 AM QueenBEAUTY
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** While demons would be regular enemies in ''[[VideoGame/Persona 2]]'' and [[VideoGame/Persona 5]]'', this is the only ''Persona'' game that utilizes a race classification system for demons (like in other SMT games), which was used in tandem with their Arcana. After this game, only Arcana would be used to group demons/Shadows.

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** While demons would be regular enemies in ''[[VideoGame/Persona 2]]'' ''Persona 2'' and [[VideoGame/Persona 5]]'', ''Persona 5'', this is the only ''Persona'' game that utilizes a race classification system for demons (like in other SMT games), which was used in tandem with their Arcana. Arcana. After this game, only Arcana would be used to group demons/Shadows.demons/Shadows.
** There are sometimes only one or two representative Personas for certain Arcana. Jack Frost and his ilk, most whom are aligned with the Magician Arcana in later games, are all Lovers Personas, and they're the ''only'' ones representing that particular Arcana. There is also no real significance to the Fool or World Arcanas; Fool Personas can only be made through a fusion accident in the Velvet Room, and the World Arcana is treated like the rest of the deck.



** Tied to Megido above, there are far more types of attacks, status ailments, and spells that haven't been seen since this one, and indeed, across the rest of the franchise as a whole. This is the only game where Garu (wind) and Zan (force, which is usually treated as the wind element in other games) are usable together, there are four types of physical attacks, and all kinds of status ailments like Virus, Happy, and Puppet.

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** Tied to Megido above, there are far more types of attacks, status ailments, and spells that haven't been seen since this one, and indeed, across the rest of the franchise as a whole. This is the only game where Garu (wind) and Zan (force, which is usually treated as the wind element in other games) are usable together, there are four types of physical attacks, and all kinds of status ailments like Virus, Happy, and Puppet.
28th Oct '16 9:20:37 AM QueenBEAUTY
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Added DiffLines:

** While demons would be regular enemies in ''[[VideoGame/Persona 2]]'' and [[VideoGame/Persona 5]]'', this is the only ''Persona'' game that utilizes a race classification system for demons (like in other SMT games), which was used in tandem with their Arcana. After this game, only Arcana would be used to group demons/Shadows.


Added DiffLines:

** Tied to Megido above, there are far more types of attacks, status ailments, and spells that haven't been seen since this one, and indeed, across the rest of the franchise as a whole. This is the only game where Garu (wind) and Zan (force, which is usually treated as the wind element in other games) are usable together, there are four types of physical attacks, and all kinds of status ailments like Virus, Happy, and Puppet.
29th May '16 6:35:46 PM nombretomado
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The really awful localization tends to be the most well-remembered element of this game outside of Japan. One of the earliest titles released by Atlus USA, it has gone down in gaming history as a textbook case of how ''not'' to localize a title. You see, Atlus had got it into its head that they were going to localize the Megaten series as the "''Revelations''" series [[note]]although this actually makes some sense -- every Megaten game features Revelations, but only the very first featured a true goddess reincarnating, and it didn't even have the word ''shin'' in the title[[/note]], and turn all the spells and demons into generic RPG-sounding names and make the characters Americans. The problem was, most of the translation didn't make sense. Yet despite all of this, it still has a die-hard cult following to this day, and copies of the PS1 English version are still incredibly rare and sell for more than ''twice'' the original retail price.

The sudden popularity of the franchise after the successful revival with ''{{VideoGame/Persona 3}}'' led to a PSP UpdatedRerelease with brand new cel-shaded cutscenes (replaced the now-dated 90s era CG), a new interface, and numerous improvements to the game's balance, including a better mini-map and many more save points. This release came to America with much fanfare, [[OldShame especially from Atlus themselves]], who were quick to point out the newer, more faithful script, restoration of original character designs, and inclusion of ''all'' content left out of the PS1 release.

to:

The really awful localization tends to be the most well-remembered element of this game outside of Japan. One of the earliest titles released by Atlus USA, it has gone down in gaming history as a textbook case of how ''not'' to localize a title. You see, Atlus had got it into its head that they were going to localize the Megaten series as the "''Revelations''" series [[note]]although this actually makes some sense -- every Megaten game features Revelations, but only the very first featured a true goddess reincarnating, and it didn't even have the word ''shin'' in the title[[/note]], and turn all the spells and demons into generic RPG-sounding names and make the characters Americans. The problem was, most of the translation didn't make sense. Yet despite all of this, it still has a die-hard cult following to this day, and copies of the PS1 [=PS1=] English version are still incredibly rare and sell for more than ''twice'' the original retail price.

The sudden popularity of the franchise after the successful revival with ''{{VideoGame/Persona 3}}'' led to a PSP UpdatedRerelease with brand new cel-shaded cutscenes (replaced the now-dated 90s era CG), a new interface, and numerous improvements to the game's balance, including a better mini-map and many more save points. This release came to America with much fanfare, [[OldShame especially from Atlus themselves]], who were quick to point out the newer, more faithful script, restoration of original character designs, and inclusion of ''all'' content left out of the PS1 [=PS1=] release.



* CulturalTranslation: Nearly all references to Japan are gone in the PS1 localization, though the music in the Satomi Tadashi stores and what is obviously a Japanese Shinto shrine somehow made it through localization.
** This also makes the economy of the game somewhat easier, thanks to changing yen/macca to dollars without adjusting for proper balance. As a result, many items are very cheap, and best of all, the healing spring that Trish (called Kelly in the US PS1 version) would've charged out the nose for is very cheap.

to:

* CulturalTranslation: Nearly all references to Japan are gone in the PS1 [=PS1=] localization, though the music in the Satomi Tadashi stores and what is obviously a Japanese Shinto shrine somehow made it through localization.
** This also makes the economy of the game somewhat easier, thanks to changing yen/macca to dollars without adjusting for proper balance. As a result, many items are very cheap, and best of all, the healing spring that Trish (called Kelly in the US PS1 [=PS1=] version) would've charged out the nose for is very cheap.
11th May '16 9:01:48 AM jake38
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* ArcWords: ''I am thou... Thou art I.''

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* ArcWords: ''I am thou... Thou art I.'''' Later became the Arc Words for the series as a whole.
6th Jan '16 9:40:19 PM spirasen
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* UnstableEquilibrium: Characters that are more efficient in combat - either by doing damage, buffing their allies, or healing characters with status effects, ect - will gain more EXP for both their combat level and Persona level. This means that party members with less applicable use will get weaker and weaker as the game goes on. In short: The Protagonist, Maki, and Nanjo will level up normally. Everyone else will lag behind ridiculously, to the point where enemies can kill them in no time at all. It doesn't help that finished dungeons cannot be accessed after you beat them.
* VideoGameRemake - For the PSP.
* VisualPun: Takashi [[http://en.wikipedia.org/wiki/Hannya "Hannya"]] Hanya. What's interesting is that hannya themselves (female demons) appear as a generic enemies.
* WhereItAllBegan: [[spoiler:The school library is a gateway to Pandora's lair]].
* WorldTree: The [[SavePoint Agastya Tree]].
* YouCantThwartStageOne: [[spoiler:Kandori... pretty much wins, actually. His palace rises from the earth, he attains [[AGodAmI godhood]], and the city is under his control]].
* YouBastard: If you listen to Kei. His preferred options are to [[spoiler:[[SaveTheVillain let Kandori's lead scientist die]], and [[SickbedSlaying pull the plug]] on an unconscious Maki]].

to:

* UnstableEquilibrium: Characters that are more efficient in combat - -- either by doing damage, buffing their allies, or healing characters with status effects, ect - etc. -- will gain more EXP for both their combat level and Persona level. This means that party members with less applicable use will get weaker and weaker as the game goes on. In short: The Protagonist, Maki, and Nanjo will level up normally. Everyone else will lag behind ridiculously, to the point where enemies can kill them in no time at all. It doesn't help that finished dungeons cannot be accessed after you beat them.
* VideoGameRemake - VideoGameRemake: For the PSP.
* VisualPun: Takashi [[http://en."[[https://en.wikipedia.org/wiki/Hannya "Hannya"]] Hannya]]" Hanya. What's interesting is that hannya themselves (female demons) demons), appear as a generic enemies.
* WhereItAllBegan: [[spoiler:The [[spoiler: The school library is a gateway to Pandora's lair]].
lair.]]
* WorldTree: The [[SavePoint Agastya Tree]].
Tree.]]
* YouCantThwartStageOne: [[spoiler:Kandori...[[spoiler: Kandori... pretty much wins, actually. His palace rises from the earth, he attains [[AGodAmI godhood]], godhood,]] and the city is under his control]].
control.]]
* YouBastard: If you listen to Kei. His preferred options are to [[spoiler:[[SaveTheVillain [[spoiler: [[SaveTheVillain let Kandori's lead scientist die]], die,]] and [[SickbedSlaying pull the plug]] on an unconscious Maki]].Maki.]]



-->''Mark danced crazy!''
----

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-->''Mark danced crazy!''
----
crazy!''
29th Oct '15 9:22:53 PM crashkey
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Added DiffLines:

* FreudianExcuse: Humorously deconstructed in the Snow Queen Quest. The bosses of the towers all attempt to explain their tragic backstories, but the protagonists' reactions are more or less "so?", quickly pointing out how whatever sad things happened to them not only justifies little but also isn't even relevant.
24th Aug '15 7:12:15 PM eroock
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* RescuedFromPurgatory: In a way. The guardian from the Thanatos Tower traps your Personas in Tartarus, and the group has to go in there to get them out. And yes, it's guarded by Cerberus.

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* RescuedFromPurgatory: RescuedFromTheUnderworld: In a way. The guardian from the Thanatos Tower traps your Personas in Tartarus, and the group has to go in there to get them out. And yes, it's guarded by Cerberus.
22nd Jul '15 12:28:06 AM Dirtyblue929
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''Mark danced crazy!''

to:

''Mark -->''Mark danced crazy!''
4th May '15 10:43:55 AM nombretomado
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* EvilTowerOfOminousness: The Snow Queen creates three towers within the school for a game. They are based off of ClassicalMythology gods, Hypnos, Nemesis, and Thanatos and each have a guardian that exemplifies them.

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* EvilTowerOfOminousness: The Snow Queen creates three towers within the school for a game. They are based off of ClassicalMythology Myth/ClassicalMythology gods, Hypnos, Nemesis, and Thanatos and each have a guardian that exemplifies them.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.Persona