![]() And I definitely appreciated the battle benefits for them such as the ability to get time back (early on, going into a dungeon is the last thing you can do for the day) or acquire Personas easier by stealth-killing low-level enemies. The main story had a few strange localization lines and odd accents to my ear (a character’s name pronounced sa-ka-mo-to instead of sa-KUH-mo-to), but the localization team has admitted that they were trying to get as close to the original Japanese as possible so it didn’t bug me all that much (your mileage may vary). On the first playthrough – there is a New Game+ option, thankfully – I set out to max all of the Confidants to see how their characters would change, and there’s some great writing in these scenes. Since you’re portraying a group of phantom thieves in the dungeons in Persona 5, there’s a lot of emphasis on stealth and getting caught too much can result in getting thrown out and losing the day. Persona 5’s first dungeon took as long as some of the later dungeons in Tokyo Mirage Sessions #FE, and I played TMS on a harder battle difficulty. And they are massive each one takes at least three days of game time and what felt like a similar amount of time in real life. ![]() Unlike previous modern Persona games, the focus isn’t on randomly generated dungeons with fixed floors but rather on designed locations. And there’s a strong push to take part in character growth as it causes roadblocks in progression to be removed, both in the social and dungeon sections. This is the mode where he can build his character statistics or after a tutorial, work on his “Confidants” (previously known as Social Links) and where 90% of the character growth for the other characters occurs. Most of the game is spent in the social mode, where the main character tries to be a good student and generally stay out of trouble lest he violate his probation. The modern Persona games have two different sides that affect each other. ![]()
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