History YMMV / Persona3

21st Apr '18 8:54:56 PM joeshmo
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* DieForOurShip: In essentially any fan fiction with a different character the Protagonist is shipped with, Yukari will be reduced to the ClingyJealousGirl at best to get her out of the way.
14th Apr '18 3:38:52 PM Valiona
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** Although there's the issue for Aigis' Metatronius weapon (see below), her own social link will also always level up like Tanaka's, likely because it opens during the final month of the game.

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** Although there's the issue for Aigis' Metatronius weapon (see below), her own social link will also always level up if you spend time with her(a bit like Tanaka's, Tanaka's), likely because it opens during the final month of the game.



** ''Portable'': Many elements, including replacing the fully-rendered environments with space- and power-friendly VisualNovel-esque cutscenes and point-and-click maps, using the ''Persona 4'' battle system that's more designed around directly controlling teammates rather than ''Persona 3''[='=]s tactics-based battle mechanics, the overall difficulty drop, the inclusion of [[HarderThanHard Maniac]] difficulty to offset said difficulty drop, and the lack of The Answer, are not exactly unanimously-praised by fans; there are those who know about ''Portable'' but prefer ''FES'' instead. On the other side, some players believe that the ability to directly control teammates offsets some of the more frustrating parts of the game, and since they might [[FanonDiscontinuity prefer to forget that The Answer ever happened]], they don't see its absence as a problem.

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** ''Portable'': Many elements, including replacing the fully-rendered environments with space- and power-friendly VisualNovel-esque cutscenes and point-and-click maps, using the ''Persona 4'' battle system that's more designed around directly controlling teammates rather than ''Persona 3''[='=]s tactics-based battle mechanics, the overall difficulty drop, the inclusion of [[HarderThanHard Maniac]] difficulty to offset said difficulty drop, and the lack of The Answer, are not exactly unanimously-praised by fans; always well-liked, since there are those who know about ''Portable'' but prefer ''FES'' instead. On the other side, some players believe that the ability to directly control teammates offsets some of the more frustrating parts of the game, and since they might [[FanonDiscontinuity prefer to forget that The Answer ever happened]], they don't see its absence as a problem.



*** What can make this somewhat more Scrappy for a lot of Western players is that the reversal/break land mines in dialogue rely on ''[[ValuesDissonance Japanese]]'' [[ValuesDissonance social cues]], and there was basically no practical way for Atlus USA to localize around them, meaning it's very easy for well-meaning players to bumble into them without intending to. A particularly aggravating example for many is stage 5 of Yukari's link: [[note]]this is when she's at her absolute emotional nadir, and at the crucial point of the scene, she needs to be comforted. The way the game describes her body language and her previous actions, as well as the general arc of the story and Yukari's pain, can easily lead many Western players to thinking the CooldownHug option is the obvious one (as it's what they'd probably do to a friend in real life!), but this is actually the ''landmine'' - you'll break her link instantly if you do this, because in Japan it's still far too forward and physical a gesture for the point your relationship is at, ''and'' Yukari's own relationship issues get added on top of this, so if you hug her, you end up heavily grossing her out. Instead, the seemingly weak "cheer her up" option is actually the right one - what she needs from you is an expression of solidarity and to know she's not alone, but in a way that doesn't feel invasive.[[/note]] The sheer number of players who ran into this particular problem helped influence the removal of the mechanic in later games (and it also contributed to players getting annoyed with Yukari when ''Persona 3'' was new).
** Relatedly, the romance mechanics in the original campaign can annoy people, especially newer fans coming in from ''4'' & ''5'' - in those games, a romance state is triggered toward the very end of a Social Link, but in ''3'', it actually triggers much earlier - typically stage 6 or so. This also means, though, that the various romantic interests can get ''jealous'' of each other unless maxed out - which is another way to bumble right into a reverse. While it's a bit more accurate to the mercurial nature of teenagers, from a gameplay standpoint it's unbelievably aggravating to deal with and adds yet another factor into 100% S-Link runs, even on NG+, and also means you have no choice ''but'' to be a [[TheCasanova Casanova]], even if you wanted to play your protag as being faithful to just one girl. Needless to say, one of ''4''[='s=] big banner improvements was changing how this worked to give the player more control and to remove jealousy, the design of which even got backported into ''[=P3P=]'''s female route.

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*** What can make this somewhat more Scrappy for a lot of Western players is that the reversal/break land mines in dialogue rely on ''[[ValuesDissonance Japanese]]'' [[ValuesDissonance social cues]], and there was basically no practical way for Atlus USA to localize around them, meaning it's very easy for well-meaning players to bumble into them without intending to. A particularly aggravating example for many is stage 5 of Yukari's link: [[note]]this is when she's at her absolute emotional nadir, deeply troubled, and at the crucial point of the scene, she needs to be comforted. The way the game describes her body language and her previous actions, as well as the general arc of the story and Yukari's pain, can easily lead many Western players to thinking the CooldownHug option is the obvious one (as it's what they'd probably do to a friend in real life!), but this is actually the ''landmine'' - you'll break reverse her link instantly if you do this, because in Japan it's still far too forward and physical a gesture for the point your relationship is at, ''and'' Yukari's own relationship issues get added on top of this, so if you hug her, you end up heavily grossing her out. Instead, the seemingly weak "cheer her up" option is actually the right one - what she needs from you is an expression of solidarity and to know she's not alone, but in a way that doesn't feel invasive.[[/note]] The sheer number of players who ran into this particular problem helped influence the removal of the mechanic in later games (and it also contributed to players getting annoyed with Yukari when ''Persona 3'' was new).
** Relatedly, the romance mechanics in the original campaign can annoy people, especially newer fans coming in from ''4'' & ''5'' - in those games, a romance state is triggered toward the very end of a Social Link, Link(usually around stage 9, often with an explicit choice involving asking someone out), but in ''3'', it actually triggers much earlier - typically stage 6 or so. This also means, though, that the various romantic interests can get ''jealous'' of each other unless maxed out - which is another way to bumble right into a reverse. While it's a bit more accurate to the mercurial nature of teenagers, from a gameplay standpoint it's unbelievably aggravating to deal with and adds yet another factor into 100% S-Link runs, even on NG+, and also means you have no choice ''but'' to be a [[TheCasanova Casanova]], even if you wanted to play your protag as being faithful to just one girl. Needless to say, one of ''4''[='s=] big banner improvements was changing how this worked to give the player more control and to remove jealousy, the design of which even got backported into ''[=P3P=]'''s female route.



** Yukari also qualifies, more towards the Jerkass variety throughout ''The Answer''.

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** Yukari also qualifies, more towards the Jerkass variety throughout qualifies. In ''The Answer''.Journey'', she's spent the last ten years being ostracized because people blame her father for the explosion (and [[BrokenPedestal her faith in him is shaken]] when she sees his final video [[spoiler:which Ikutsuki had doctored]]). She also has a strained relationship with her mother, who'd been deeply wounded by Eiichiro's passing, so Yukari doesn't have a very good home life. In ''The Answer'', she crosses over to JerkassWoobie- [[spoiler:because of her grief over the protagonist and inability to say goodbye to him, Yukari ends up causing the party to fight each other]].
11th Apr '18 3:45:13 PM MummyGaGa
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* MemeticLoser: While your partners in the [=PS2=] releases as a whole get shades of this for their ArtificialStupidity, Mitsuru is most infamous for this thanks to [[http://safebooru.org/index.php?page=post&s=view&id=248934 "Mitsuru, I'm dying..." "MARIN FUCKING KARIN!"]]

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* MemeticLoser: MemeticLoser:
**
While your partners in the [=PS2=] releases as a whole get shades of this for their ArtificialStupidity, Mitsuru is most infamous for this thanks to [[http://safebooru.org/index.php?page=post&s=view&id=248934 "Mitsuru, I'm dying..." "MARIN FUCKING KARIN!"]]KARIN!"]]
** Despite her being well-liked by a lot of fans, the Female Protagonist can be treated like this thanks to her not being canon as well as not being in ''VideoGame/Persona3DancingMoonNight''. Fans like to treat her as the personal ButtMonkey of Creator/{{Atlus}}.
16th Mar '18 4:52:15 PM nombretomado
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** If ThisVeryWiki, and other sites, are any indication, then Yukari might as well be regarded as the TRUE villain of the whole franchise... Particularly, people begrudge her for her attitude during The Answer. While she does come off as more abrasive and irrational, griefstricken people aren't entirely known for being 100% stable. These same people will also conveniently forget that Yukari does work to make amends for her earlier behavior and works to become Aigis' friend to make up for her earlier jerky behavior.

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** If ThisVeryWiki, Wiki/ThisVeryWiki, and other sites, are any indication, then Yukari might as well be regarded as the TRUE villain of the whole franchise... Particularly, people begrudge her for her attitude during The Answer. While she does come off as more abrasive and irrational, griefstricken people aren't entirely known for being 100% stable. These same people will also conveniently forget that Yukari does work to make amends for her earlier behavior and works to become Aigis' friend to make up for her earlier jerky behavior.
26th Feb '18 10:00:16 AM simonscot
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** If you succeed in finding the route to 100% Completion, then midway through December you should have maxed all but two or three social links. It's very likely you'll have absolutely nothing worthwhile to do over Christmas Vacation. After New Year's Day, the plot is all done except for the last few battles, which can't happen until the end of January. January therefore boils down to an extended LoudActionFilmQuietDramaScene where there's nothing to do except Level Grinding and wrapping up the last two Social Links.

to:

** If you succeed in finding the route to 100% Completion, then midway through December you should have maxed all but two or three social links. It's very likely you'll have absolutely nothing worthwhile to do over Christmas Vacation. After New Year's Day, the plot is all done except for the last few battles, which can't happen until the end of January. January therefore boils down to an extended LoudActionFilmQuietDramaScene ActionFilmQuietDramaScene where there's nothing to do except Level Grinding and wrapping up the last two Social Links.
26th Feb '18 9:59:25 AM simonscot
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** If you succeed in finding the route to 100% Completion, then midway through December you should have maxed all but two or three social links. It's very likely you'll have absolutely nothing worthwhile to do over Christmas Vacation. After New Year's Day, the plot is all done except for the last few battles, which can't happen until the end of January. January therefore boils down to an extended Action Film, Quiet Drama Scene where there's nothing to do except Level Grinding and wrapping up the last two Social Links.

to:

** If you succeed in finding the route to 100% Completion, then midway through December you should have maxed all but two or three social links. It's very likely you'll have absolutely nothing worthwhile to do over Christmas Vacation. After New Year's Day, the plot is all done except for the last few battles, which can't happen until the end of January. January therefore boils down to an extended Action Film, Quiet Drama Scene LoudActionFilmQuietDramaScene where there's nothing to do except Level Grinding and wrapping up the last two Social Links.
26th Feb '18 8:23:21 AM DanteVin
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Added DiffLines:

* EndingFatigue:
** Come November you suddenly run out of things to do apart from your few remaining social links and have no real pressure to hurry up in Tartarus anymore. Two solid months go by without real plot development.
** The PlayableEpilogue ''The Answer'' is pretty bad too. The end is five boss fights in a row (thankfully you can save in between them) and long cutscenes.
18th Feb '18 6:44:05 PM nombretomado
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*** Adding onto this, there are quite a few who have issues with the way many of the Persona 4 elements outside of gameplay are handled, such as re-using various user interface aesthetics from P4 that don't quite match up with the look of the P3 ones. For example, fitting in with the various gun-themed aesthetic of the interface in the original PS2 version, when a critical or weak point is exploited, the damage icon is made to look like a gunshot. This is removed in favor of P4's more TV-inspired aesthetic, creating an odd kind of dissonance between two styles. While small potatoes compared to other criticisms, it is noteworthy considering how much modern Persona games rely on having their own individual visual flair. On the other side, many don't really mind the lack of consistent visual design because elements such as a playable Female Protagonist and gameplay improvements offset it.

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*** Adding onto this, there are quite a few who have issues with the way many of the Persona 4 elements outside of gameplay are handled, such as re-using various user interface aesthetics from P4 [=P4=] that don't quite match up with the look of the P3 [=P3=] ones. For example, fitting in with the various gun-themed aesthetic of the interface in the original PS2 [=PS2=] version, when a critical or weak point is exploited, the damage icon is made to look like a gunshot. This is removed in favor of P4's [=P4=]'s more TV-inspired aesthetic, creating an odd kind of dissonance between two styles. While small potatoes compared to other criticisms, it is noteworthy considering how much modern Persona games rely on having their own individual visual flair. On the other side, many don't really mind the lack of consistent visual design because elements such as a playable Female Protagonist and gameplay improvements offset it.
13th Feb '18 2:46:40 AM RezaMaulana98
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*** If you choose to view recording of [[spoiler:Yukari]], you'll see her in a maid outfit. What makes this hilarious is that her English voice actress, Michelle Ruff, would later voiced [[VideoGame/Persona5 Sadayo Kawakami]], who ''is'' a "maid" in addition to her job as a teacher.

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*** ** If you choose to view recording of [[spoiler:Yukari]], you'll see her in a maid outfit. What makes this hilarious is that her English voice actress, Michelle Ruff, would later voiced [[VideoGame/Persona5 Sadayo Kawakami]], who ''is'' a "maid" in addition to her job as a teacher.
13th Feb '18 2:45:17 AM RezaMaulana98
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Added DiffLines:

*** If you choose to view recording of [[spoiler:Yukari]], you'll see her in a maid outfit. What makes this hilarious is that her English voice actress, Michelle Ruff, would later voiced [[VideoGame/Persona5 Sadayo Kawakami]], who ''is'' a "maid" in addition to her job as a teacher.
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