History Videogame / Persona3

22nd Apr '17 7:54:17 AM valar55
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Every night when the clock strikes midnight, a phenomenon called the "[[TheHiddenHour The Dark Hour]]" occurs. During this "hidden" hour of the day, TimeStandsStill and normal humans are transmogrified into coffin-like objects, unaware of the world around them. What's more, evil creatures called [[TheHeartless Shadows]] appear to prey on the minds of humans, inflicting a zombie-like condition commonly known as Apathy Syndrome.

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Every night when the clock strikes midnight, a phenomenon called the "[[TheHiddenHour The Dark Hour]]" occurs. During this "hidden" hour of the day, TimeStandsStill and normal humans are transmogrified into coffin-like objects, unaware of the world around them. What's more, evil creatures called [[TheHeartless Shadows]] appear to prey on the minds of humans, inflicting a zombie-like condition commonly known as Apathy Syndrome.
21st Apr '17 5:00:28 PM SpaceDrake
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''Persona 3'' is an Creator/{{Atlus}} {{JRPG}}, a {{spinoff}} of the ''Franchise/ShinMegamiTensei'' series, and third in the ''[[Franchise/ShinMegamiTenseiPersona Persona]]'' sub-series, released in 2006 for the UsefulNotes/PlayStation2.

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''Persona 3'' is an Creator/{{Atlus}} {{JRPG}}, a {{spinoff}} of the ''Franchise/ShinMegamiTensei'' series, and third in the ''[[Franchise/ShinMegamiTenseiPersona Persona]]'' sub-series, released for the UsefulNotes/PlayStation2 in 2006 for the UsefulNotes/PlayStation2.
Japan, and in English in 2007.
21st Apr '17 4:59:34 PM SpaceDrake
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* EarlyInstallmentWeirdness: It might be a little odd to call it "''early''", but this was the first "modern" Persona title after a soft reboot. Needless to say, as the very first game with the new design paradigm, there were a number of areas where what would become P-Studio was still sussing out what game designs worked the best, and there's some comparatively oddball mechanics as a result:
** The most infamous is the original's inability to control other party members, and their resulting ArtificialStupidity which could go so far as to render some members borderline useless even with some AI nursing (poor Mitsuru). As a result, you leaned far harder on the protagonist, who was more fighting alone with some distractions than with a team. This was especially weird given that other SMT and ''Persona'' games prior let you control your team; ''Persona 4'' restored direct control while still leaving AI control an option, and the design has remained since.

to:

* EarlyInstallmentWeirdness: It might be a little odd to call it "''early''", ''early'', but this was the first "modern" Persona title after a soft reboot. Needless to say, as the very first game with the new design paradigm, there were a number of areas where what would become P-Studio was still sussing out what game designs worked the best, and there's some comparatively oddball mechanics as a result:
** The most infamous is the original's inability to control other party members, and their resulting ArtificialStupidity which could go so far as to render some members borderline useless even with some AI nursing (poor Mitsuru). As a result, you leaned far harder on the protagonist, who was more fighting alone with some distractions than with a team. This was especially weird given that other SMT and ''Persona'' games prior let you control your team; ''Persona 4'' restored direct control while still leaving AI control an option, and the design has remained since.since, even getting backported into ''[=P3P=]''.



** [more]!

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** [more]!Speaking of S-Links, romantic ones worked a bit differently. In ''3'', a link with a romance-able girl will turn romantic at around two-thirds of the way in - usually around level 6 or 7. This not only feeds into the jealousy mechanic noted above, but also means the links tend to be focused a bit more ''on'' romance (compared to links in later games, which are more their own stories about the quandary a character faces). Weirder still, however, is that ''there is no option to just be friends'' - if you hit the romance point in a link, you're romantically involved with that person. This means that you have ''no choice'' but to be a philanderer. Needless to say, this was a common complaint and ''4'' addressed it almost immediately. Like combat, this got revised in the female route of ''[=P3P=]'', though the male route retains the mechanics.
** Also on the subject of S-Links, none of your male party members could be linked. The intention seems to have been that the SEES link covered all the party members as friends, with the girls getting specific links for becoming something more... but a lot of people felt this left Akihiko and Junpei under-developed as a result, and Ken really suffered for it, and made the team feel a little cold as a result. Also, Aigis strangely had no S-Link. Later Personas, once again including female ''[=P3P=]'', made sure to give every party member their own story.
*** Funnily enough, the distance between the teammates actually ends up ''acknowledged'' and used as a plot point in ''Persona Q'', as a meta-acknowledgment of how the design shifted over time.
21st Apr '17 4:42:58 PM SpaceDrake
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* EarlyInstallmentWierdness: For the soft reboot of the series as a whole. Besides being the only installment that you cannot directly control your teammates in combat, there are odd decisions here and there, especially related to Social Links. For instance, if a social link is with a girl, you WILL end up dating them at the end meaning the only way to max all social links involves becoming a philanderer. There are also no social links with any of your male party members.

to:

* EarlyInstallmentWierdness: For EarlyInstallmentWeirdness: It might be a little odd to call it "''early''", but this was the first "modern" Persona title after a soft reboot of reboot. Needless to say, as the series very first game with the new design paradigm, there were a number of areas where what would become P-Studio was still sussing out what game designs worked the best, and there's some comparatively oddball mechanics as a whole. Besides being result:
** The most infamous is
the only installment original's inability to control other party members, and their resulting ArtificialStupidity which could go so far as to render some members borderline useless even with some AI nursing (poor Mitsuru). As a result, you leaned far harder on the protagonist, who was more fighting alone with some distractions than with a team. This was especially weird given that other SMT and ''Persona'' games prior let you cannot directly control your team; ''Persona 4'' restored direct control while still leaving AI control an option, and the design has remained since.
** On the subject of combat, the ability to split the party up to explore a floor. Your
teammates in combat, there are odd decisions here didn't appear on the map just for [[AllInARow decoration]], you can split the team up to explore the dungeon faster, but this means they'll have to fight alone if they encounter a Shadow. In practice this is rarely worth it (partially because, thanks to PS2 memory limits, dungeon floors never get ''that'' big) and there, especially related by and large people just explored as a team. Later games kept teammates on the field but dropped the split-up function.
** The ability
to reverse and even break Social Links. For instance, If you decline a link's invitations too many times (or if a social you spend too much time with other girls, for the ladies) you can give them the idea you no longer want to be friends, putting the link is into a reverse state. Hitting certain dialogue landmines in rank up scenes can also trigger this or even put the link into a break state (Yukari being particularly infamous for this). Reverse means you need to dedicate some time periods to the link before you'll gain points again, while a broken link won't even give an EXP bonus anymore. While it was a somewhat more realistic depiction of friendship (especially with teens), in practice it made juggling the time aspect that much more difficult and game-y, and tended to hurt immersion. ''4'' mostly did away with the feature,[[note]]declining invites no longer has a girl, penalty and there's no more jealousy mechanic; a few reversal landmines remain in dialogue, but this time you WILL end up dating need to be pretty willfully dense and not paying attention to the message of the link to hit them[[/note]] and ''5'' removes it entirely [[note]]since if Joker reversed a Confidant, there's a non-zero chance some of them at the end meaning the only way to max all social links involves becoming a philanderer. There are also no social links with any of your male party members.would ''turn him in'', so he's just not that dumb, period[[/note]].
** [more]!
19th Apr '17 3:33:14 PM aureolindays
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Added DiffLines:

* DoubleStandardAbuseFemaleOnMale: Yukari will often hit or smack Junpei and Ryoji for any sleazy, perverted comments they make in her presence that she doesn't like.
19th Apr '17 9:11:06 AM theknack101
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Added DiffLines:

* EarlyInstallmentWierdness: For the soft reboot of the series as a whole. Besides being the only installment that you cannot directly control your teammates in combat, there are odd decisions here and there, especially related to Social Links. For instance, if a social link is with a girl, you WILL end up dating them at the end meaning the only way to max all social links involves becoming a philanderer. There are also no social links with any of your male party members.
2nd Apr '17 3:49:55 PM nombretomado
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** Though its played with a bit in that unlike the ''Persona4'' cast, they aren't all best friends with each other. The second years and the third years of the group tend to keep to themselves most of the time and they do fight a fair amount as tension rises. And [[spoiler:aside from Yukari and Mitsuru, it seems none of them become best friends by the end.]] That said, on a professional level they trust each other completely by the end of the game.

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** Though its played with a bit in that unlike the ''Persona4'' ''VideoGame/Persona4'' cast, they aren't all best friends with each other. The second years and the third years of the group tend to keep to themselves most of the time and they do fight a fair amount as tension rises. And [[spoiler:aside from Yukari and Mitsuru, it seems none of them become best friends by the end.]] That said, on a professional level they trust each other completely by the end of the game.
28th Mar '17 8:45:41 AM urutapu
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** The game also shares many similarities with ''Anime/NeonGenesisEvangelion'', mainly it's theme of fighting against an unknown threat (Angels/Shadows) The coming of the end of the world ([[spoiler:Instrumentality/The Fall]]) and how people deal with death. Now if you add in the fact that the Protagonist shares quite a few characteristics with Shinji, (Even the headphones!) Aigis and Ayanami, Yukari and Asuka, [[spoiler:and Ryoji and Kaoru,]] and the game feels very different.

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** The game also shares many similarities with ''Anime/NeonGenesisEvangelion'', mainly it's its theme of fighting against an unknown threat (Angels/Shadows) The coming of (Angels/Shadows), the approaching end of the world ([[spoiler:Instrumentality/The Fall]]) and how people deal with death. Now if you add in the fact that the Protagonist shares quite a few characteristics with Shinji, (Even Shinji (even the headphones!) headphones!), Aigis and Ayanami, with Rei, Yukari and with Asuka, [[spoiler:and Ryoji and Kaoru,]] and with Kaworu]], the game feels very different.
26th Mar '17 1:28:01 PM Gosicrystal
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* LostForever: Certain personas need keys to be acessed. Unfortunately, you must complete Elizabeth's requests for these items. While going on date with Elizabeth seems like an easy request, forgetting to claim your reward by the deadline not only ensures that you will not get that key, but also ensures that you will not be able to complete anymore of the Elizabeth Date quests. Ouch. There goes your 100% completion.
** The Female protagonist has quite a few of these concerning ''Social Links'', resulting in some very GuideDangIt moments.


Added DiffLines:

* PermanentlyMissableContent:
** Certain personas need keys to be accessed. Unfortunately, you must complete Elizabeth's requests for these items. While going on a date with Elizabeth seems like an easy request, forgetting to claim your reward by the deadline not only ensures that you will not get that key, but also ensures that you will not be able to complete any more of the Elizabeth Date quests. Ouch. There goes your 100% completion.
** The Female protagonist has quite a few of these concerning ''Social Links'', resulting in some very GuideDangIt moments.
18th Mar '17 2:25:47 PM nombretomado
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** The game also shares many similarities with NeonGenesisEvangelion, mainly it's theme of fighting against an unknown threat (Angels/Shadows) The coming of the end of the world ([[spoiler:Instrumentality/The Fall]]) and how people deal with death. Now if you add in the fact that the Protagonist shares quite a few characteristics with Shinji, (Even the headphones!) Aigis and Ayanami, Yukari and Asuka, [[spoiler:and Ryoji and Kaoru,]] and the game feels very different.

to:

** The game also shares many similarities with NeonGenesisEvangelion, ''Anime/NeonGenesisEvangelion'', mainly it's theme of fighting against an unknown threat (Angels/Shadows) The coming of the end of the world ([[spoiler:Instrumentality/The Fall]]) and how people deal with death. Now if you add in the fact that the Protagonist shares quite a few characteristics with Shinji, (Even the headphones!) Aigis and Ayanami, Yukari and Asuka, [[spoiler:and Ryoji and Kaoru,]] and the game feels very different.
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