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Persona 2 drove me to madness because of its ridiculously circuitous gameplay.
Really, I like the main SMT series more because of the third game, Nocturne. The core gameplay is actually a little more easy to manipulate than Persona 2's, which still means it gives Vagrant Story a serious run for the money as the hardest friggin' RPG I've played.
Well, the battle system in Persona 2 is really, uh, customizable. You can stop and go the battles as you wish, switch your personas (kinda like a spell template) on the fly, and set up team attacks; like, two double attacks or one big quadruple attack.
Personas are the coolest part. They're like another entity that you, uh, average into the character you equip it on. They affect your stats and your vulnerabilities in all kinds of ways. Like, one can absorb fire attacks, nullify earth attacks, but be weak against water attacks, and one can boost your attack like crazy, but make you weak against pretty much every kind of magic. And there's a bunch of them.
The contact system - talking with demons mid-battle - is neat, but it's more of a novelty. I felt like they could've done more with it. Like, you can get cards from them, and those cards can go towards getting more personas, but what if they cut out the middle man and made it so the demon you were contacting became the persona? I dunno. And when you start out, contacting is pretty much a guessing game, but once you know what's what, it kind of becomes rote.
But the dungeons, they just don't make sense. You go into the back room of a night club and, OH, it's a maze. With, like, acid on the floor or something. And lots dead ends. What're acid and dead ends doing in a club. The same thing they're doing in the museum, the park, and the mental hospital, I guess.
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