Persona 5 is goofy indeed. Which is why I’d recommend 4 in irs place sometimes.Persona 5 Royal to get the full story love that story its so good but so goofy at the same time
Persona 5 is goofy indeed. Which is why I’d recommend 4 in irs place sometimes.Persona 5 Royal to get the full story love that story its so good but so goofy at the same time
While Royal has arguably a better story than the base game, it completely fucks up with the game balance, making an already easy game absolutely brain-dead. I'd rather replay the original honestly.Persona 5 Royal to get the full story love that story its so good but so goofy at the same time
Yeah that is the one downside to 4, but I think it's overall a useful experience to have because it really teaches you about not overextending and how important learning about enemies and negotiating with them is. On the other hand, death is very much a slap on the wrist in 4, since you pay either a trivial amount of macca or use Play Coins to revive right before the fight, and you can save anywhere too, so it being brutally difficult at the start is massaged by that a bit. I think in terms of overall quality of life and 'learning experience' it's the best starting point.imho because of the way IV is balanced, literally the first dungeon is the hardest part of the game. That alone makes it hard to recommend as a first. And IV:A builds upon IV and is better experienced having played IV first...
Literally any entry, they rarely connect, so it is purely a matter of preference to how they look or play.I only played the snes version of Digital Devil Story Megami Tensei 1 and I also played Devil Survivor
I wouldn't entirely write off the newer entries - at its core, V's demon fusion is more or less the same as Nocturne's. Using essences, sutras and such is optional; their addition, however, makes the game more flexible, and basically makes every demon viable. So if you wanna bring a Jack frost and Pixie to fight Shiva, you can.I feel like people often confuse fundamental changes in the series gameplay with QoL or are simply too quick to call then improvements- Nocturne was never meant to have the kind of complex near perfect fusions the newer games let you have and wasn't balanced thinking as such. Nor does it make sense for a game that is a dungeon crawler first and foremost to let you save and resupply every few steps. And don't even get started on these win-more mechanics like smirk. Or absolute dumb stuff like grinding rooms DLC.
When you make everything viable there is no longer any unique party and all playthroughs end up relatively the same. In nocturne(and older games) when upgrading your demons you would never be able to fully replace a previous demon, you had to adapt to different parties and all my playthroughs ended up fairly different. This doesn't mean SMT V system doesn't have its good points, principally if you are mostly fan of the monster catching/fusing aspect of the game.I wouldn't entirely write off the newer entries - at its core, V's demon fusion is more or less the same as Nocturne's. Using essences, sutras and such is optional; their addition, however, makes the game more flexible, and basically makes every demon viable. So if you wanna bring a Jack frost and Pixie to fight Shiva, you can.
Other than the beginning dungeon, most areas of IV are relatively small and IV:A which has a few bigger dungeons adds teleporters every few rooms completely trivializing the dungeon crawler aspects like resource management. IV:A final dungeon is literally a test of patience that exists solely because older games had big dungeons, without understanding basic dungeon crawler design.As for being able to save and resupply anywhere anytime, I attribute that to V not being a dungeon crawler in the traditional sense. I'll personally never fault a game for allowing you to save everywhere - IRL stuff can be unpredictable, and you won't always have the time to rush back to a save point. And in IV's case, the beginning of the game is so nightmarishly difficult you basically have to save every two steps. Resupplying anywhere isn't a thing there either, you still gotta jog to the nearest town.
Yes, but at the end of the day it makes the battles less interesting, most battles are decided right at the start as you either fuse the optimal party or don't and get nuked. Its very different from ps2 atlus in which bosses are still doable with sub-optimal parties. It simply incentivates to lose and solve everything by fusing element resistant demons, ending up in really repetitive game. Probably if it was only IV:A smirk system without the press turn it would have been more balanced.Smirk as a mechanic is stupid broken but stupid fun. Giving the enemy the ability to use it too kinda balances it out, even if it often means losing your entire team on a single turn lol. IV:A balanced it out much better imo: it's not random anymore, and it rewards you for playing well and punishes you for not covering your weaknesses.
It honestly feels like atlus admitting their design is mediocre so hey guys here is a way to skip it instead, works in hard mode too. It's even worse with how V scales damage with levels, making it easy to get overpowered.Grinding DLC can be pretty dumb, but I'm inclined to give it a pass because it compliments V's any demon can be a winner. It's optional too, so it's not pushed onto you. If you wanna grind the more traditional way, you can.