History VideoGame / Persona4Arena

18th Feb '18 11:21:45 AM nombretomado
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* RegionCoding: The only disc-based [=PS3=] game with it enabled.
14th Feb '18 1:51:02 AM RezaMaulana98
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** At the end of his Story Mode, Akihiko say that one day he plans to quit the Shadow Operatives [[spoiler:and become a police officer]], in a DiscontinuityNod to his role in the non-canon ''Anime/PersonaTrinitySoul''.

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** At the end of his Story Mode, Akihiko say that one day he plans to quit the Shadow Operatives [[spoiler:and become a police officer]], in a DiscontinuityNod to his role in the non-canon ''Anime/PersonaTrinitySoul''. [[spoiler:That's actually what he would do by the time of ''VideoGame/{{Persona 5}}'' (set around 4-5 years after P4A), judging by a TV mention of him in that game.]]
29th Jan '18 5:32:22 PM FF32
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* Motifs: Both Izanagi and Athena bear symbolically important motifs from Japanese and Greek Mythology: the Chrysanthemum Seal (on Izanagi's shoulders) and the Bust of Medusa (on Athena's shield and breastplate). The Chrysanthemum Seal is the royal seal of the Japanese Royal Family, who are said to be direct descendants of Amaterasu, and in turn, Izanagi. The Head of Medusa is a symbol of protection and power used by the emperors of Greece, which is said to ward of evil and misfortune as it is said to ensure Athena's eternal protection.

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* Motifs: {{Motifs}}: Both Izanagi and Athena bear symbolically important motifs from Japanese and Greek Mythology: the Chrysanthemum Seal (on Izanagi's shoulders) and the Bust of Medusa (on Athena's shield and breastplate). The Chrysanthemum Seal is the royal seal of the Japanese Royal Family, who are said to be direct descendants of Amaterasu, and in turn, Izanagi. The Head of Medusa is a symbol of protection and power used by the emperors of Greece, which is said to ward of evil and misfortune as it is said to ensure Athena's eternal protection.
18th Nov '17 4:42:23 PM SolidSonicTH
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Has a sequel, ''VideoGame/Persona4ArenaUltimax''. Characters from ''Persona 4: Arena'' are featured in the MassiveMultiplayerCrossover ''VideoGame/BlazBlueCrossTagBattle''.

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Has a sequel, ''VideoGame/Persona4ArenaUltimax''. Characters from ''Persona 4: Arena'' are featured in the MassiveMultiplayerCrossover ''VideoGame/BlazBlueCrossTagBattle''.
''VideoGame/BlazBlueCrossTagBattle'' along with ''VideoGame/BlazBlue'', ''VideoGame/UnderNightInBirth'', and ''WebAnimation/{{RWBY}}'' characters.
18th Nov '17 4:40:55 PM SolidSonicTH
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Has a sequel, ''VideoGame/Persona4ArenaUltimax''.

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Has a sequel, ''VideoGame/Persona4ArenaUltimax''.
''VideoGame/Persona4ArenaUltimax''. Characters from ''Persona 4: Arena'' are featured in the MassiveMultiplayerCrossover ''VideoGame/BlazBlueCrossTagBattle''.
23rd Sep '17 9:37:44 AM nombretomado
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''Persona 4: Arena'', or ''Persona 4: The Ultimate in Mayonaka Arena'' in Japan, is a fighting game sequel to ''VideoGame/{{Persona 4}}'' and, to a lesser extent, ''VideoGame/{{Persona 3}}'', developed by Creator/ArcSystemWorks under the supervision of {{Atlus}}' [[Franchise/ShinMegamiTenseiPersona Team Persona]]. The gameplay is similar to ''VideoGame/BlazBlue'' with the stand system from ''VideoGame/JoJosBizarreAdventureHeritageForTheFuture''.

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''Persona 4: Arena'', or ''Persona 4: The Ultimate in Mayonaka Arena'' in Japan, is a fighting game sequel to ''VideoGame/{{Persona 4}}'' and, to a lesser extent, ''VideoGame/{{Persona 3}}'', developed by Creator/ArcSystemWorks under the supervision of {{Atlus}}' Creator/{{Atlus}}' [[Franchise/ShinMegamiTenseiPersona Team Persona]]. The gameplay is similar to ''VideoGame/BlazBlue'' with the stand system from ''VideoGame/JoJosBizarreAdventureHeritageForTheFuture''.
14th Sep '17 12:37:10 PM SeptimusHeap
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''Persona 4: Arena'', or ''Persona 4: The Ultimate in Mayonaka Arena'' in Japan, is a fighting game sequel to ''VideoGame/{{Persona 4}}'' and, to a lesser extent, ''VideoGame/{{Persona 3}}'', developed by ArcSystemWorks under the supervision of {{Atlus}}' [[Franchise/ShinMegamiTenseiPersona Team Persona]]. The gameplay is similar to ''VideoGame/BlazBlue'' with the stand system from ''VideoGame/JoJosBizarreAdventureHeritageForTheFuture''.

to:

''Persona 4: Arena'', or ''Persona 4: The Ultimate in Mayonaka Arena'' in Japan, is a fighting game sequel to ''VideoGame/{{Persona 4}}'' and, to a lesser extent, ''VideoGame/{{Persona 3}}'', developed by ArcSystemWorks Creator/ArcSystemWorks under the supervision of {{Atlus}}' [[Franchise/ShinMegamiTenseiPersona Team Persona]]. The gameplay is similar to ''VideoGame/BlazBlue'' with the stand system from ''VideoGame/JoJosBizarreAdventureHeritageForTheFuture''.



** Continuing ArcSystemWorks tradition, the game has instant kills in the form of "Mortal Blows" (localized as [[ExactlyWhatItSaysOnTheTin Instant Kills]]). Not counting the original Guilty Gear where you could spam them as much as you want until the opponent failed to counter one and allowed you to win the entire match instantly, they have the most lenient requirements out of any ArcSystemWorks fighters: while they require 100 SP to perform and they can only be performed if doing so would win the match, your opponent does not need to be have low health for your insta-kill to work (like ''Guilty Gear'') and there's no permanent cost associated with performing them such as disabling your Persona or Burst for the rest of the match like in ''VideoGame/BlazBlue'': thanks to the Offensive Burst, which completely fills the SP gauge, you even can do things like using them twice in rapid succession.

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** Continuing ArcSystemWorks Creator/ArcSystemWorks tradition, the game has instant kills in the form of "Mortal Blows" (localized as [[ExactlyWhatItSaysOnTheTin Instant Kills]]). Not counting the original Guilty Gear where you could spam them as much as you want until the opponent failed to counter one and allowed you to win the entire match instantly, they have the most lenient requirements out of any ArcSystemWorks Creator/ArcSystemWorks fighters: while they require 100 SP to perform and they can only be performed if doing so would win the match, your opponent does not need to be have low health for your insta-kill to work (like ''Guilty Gear'') and there's no permanent cost associated with performing them such as disabling your Persona or Burst for the rest of the match like in ''VideoGame/BlazBlue'': thanks to the Offensive Burst, which completely fills the SP gauge, you even can do things like using them twice in rapid succession.
19th Jul '17 1:42:04 PM santos32
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Added DiffLines:

* HubLevel: The Central Shopping District serves as the main menu, and has three different versions which randomize every time:
** Yu, Chie and Yukiko can be seen during the day with New Days and Your Affection as the background music.
** Yosuke, Teddie, Kanji and Naoto hang around sunset with Heartbeat, Heartbreak and Signs of Love playing.
** Aigis, Mitsuru and Akihiko lurk around the evening; appropriately enough, their BGM is taken from ''Persona 3'': Iwatodai Dorm and When The Moon's Reaching Out Stars.
28th Jun '17 3:01:53 PM Ferot_Dreadnaught
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* GenreSavvy: At the end, [[spoiler:Mitsuru tells the former Investigation Team members to be aware of the enemy out to get them, but to leave the job to the Shadow Operatives instead of abandoning their normal lives for it. Yu, unwilling to let someone else take responsibility, makes a subtle sign to his friends to concede the point, and reinstates the Investigation Team the next day. Mitsuru, however, realizes what he's doing immediately, and admits to Naoto that there's little she could have done to dissuade them anyway.]]
4th Jun '17 1:13:24 PM Berrenta
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** Kanji. He's slow, has limited mobility and is one of the most poorly designed grapplers in recent memory. That being said, playing him patiently makes him completely and utterly unstoppable, as his entire game revolves around taking advantage of the opponent's mistakes. On top of that, [[https://www.youtube.com/watch?v=MZebQUBz57s as this dude demonstrates]], he can hit confirm into his [[ForMassiveDamage command grabs]] pretty easily with the right combos.

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** Kanji. He's slow, has limited mobility and is one of the most poorly designed grapplers in recent memory. That being said, playing him patiently makes him completely and utterly unstoppable, as his entire game revolves around taking advantage of the opponent's mistakes. On top of that, [[https://www.youtube.com/watch?v=MZebQUBz57s as this dude demonstrates]], he can hit confirm into his [[ForMassiveDamage command grabs]] grabs pretty easily with the right combos.



* StandardStatusEffects: Also carried over. Certain attacks can inflict [[DamageOverTime Poison]], [[InterfaceScrew Confusion]], Silence[[note]]prevents use of Persona attacks[[/note]], [[ManaDrain Charm]], [[ForMassiveDamage Fear]], [[AttackAttackAttack Rage]], Paralysis[[note]]prevents normal movement[[/note]], or Freezing[[note]]prevents all action except for rapid joystick wiggling[[/note]]. Yukiko also has the [[UnblockableAttack Fire Break]] spell. In Ultimax, Elizabeth can inflict [[DamageIncreasingDebuff Negative Penalty]] (normally only inflicted through running away for too long) on her opponents.

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* StandardStatusEffects: Also carried over. Certain attacks can inflict [[DamageOverTime Poison]], [[InterfaceScrew Confusion]], Silence[[note]]prevents use of Persona attacks[[/note]], [[ManaDrain Charm]], [[ForMassiveDamage Fear]], Fear, [[AttackAttackAttack Rage]], Paralysis[[note]]prevents normal movement[[/note]], or Freezing[[note]]prevents all action except for rapid joystick wiggling[[/note]]. Yukiko also has the [[UnblockableAttack Fire Break]] spell. In Ultimax, Elizabeth can inflict [[DamageIncreasingDebuff Negative Penalty]] (normally only inflicted through running away for too long) on her opponents.
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