osby
Smash Obsessed
- Joined
- Apr 25, 2018
- Messages
- 24,085
Staff interviews with Persona 3 developers actually provide a lot of insight on some of the more out-there design decisions.I've been making a decent amount of progress in Persona 3 - Fuuka just joined the party as the navigator, and while her analysis isn't as automatic as Futaba's, it's still a useful feature to have.
I've been working through the series backwards, and Persona 3 feels a lot more experimental than 4 or 5. The schedule feels a lot tighter, the party members are AI-controlled for some reason, and if you want to max out social links, then it seems like you need to cheat on every woman in the game, since one social link (the shy girl with glasses who shows up in Persona 4 - blanking on her name) automatically turns romantic by rank 5 (out of 10). (I'm assuming the others do something similar)
Also, social links can go backwards, which seems like a weird decision for a game that gives you a limited amount of time to do everything. I assume that and the AI controlled party members were done for the sake of realism or something like that, but it doesn't make for good gameplay.
I'm still enjoying it (Elizabeth is a highlight, and the party members are great so far, though I'm not a fan of Fuuka's voice acting), but I'm not sure if I'll work my way back to Persona 2.
Social Links were initially planned with the idea that players probably wouldn't finish all of them due to the tight schedule and instead pick the ones they like the most. That's why all girls' Social Links are automatically romantic, it's the game's way of giving you the option to decide who is the "heroine". Obviously, most players found a way around that so they dropped this idea pretty quickly.
If you can power through P3, P2 (especially Innocent Sin) isn't actually that hard, bar the ridiculously high random encounter rate that all old MegaTen games have.