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Tactless Ogre
Oct 31, 2011

Booky posted:

It's really exciting to see an LP of this game and how things have changed over the years (only played P2ISP)! The grid system seems like a more in depth version of stuff like rows, but it feels like a pain.


It's pointless formation politics really. There's probably only one or two cases in The Ruins' optional boss battles and maybe once during the story you'll want to change it up. Other than that, there's usually a go to method for formations with a slight change if he's going for who I think he's going for.

PeaceDiner posted:


Persona 1 also has a whole boatload of spell and attack types that didn't make it into most of the newer Personas, such as Miracle, Gravity, Nuclear (back for P5!), Blessing, Prayer, Occult, Tech, Rush, and Special. You don't really have to worry about knowing the names of skills for this reading, as I'll be sure to mention names and effects when needed.


There are a ton of elemental spells, but Persona 2 would do a much better job at making which elements you attacked with give a drat (with exception to Ice). In Persona 1, a good two-thirds of the time, they were distinctions without really differences. Barring type matchups or elemental affinities, if an enemy was weak to say...electricity, odds are good they're weak to gravity, nuclear and force as well. In PSX Persona 1, the translation would sometimes group weaknesses like this as "weak against spirit" or outright tell the player only one of the weaknesses, which is why Devil Arcana personas were marked as "Strong against everything" but unless you knew that there was actually a reason to use the words "Holylight and Evildark" that you knew they'd be weak to holy magic (nothing about the spear weakness, then again physical attacks won't be what kills you in this game).

Also, I too grew up on the PSX version of the game and admittedly fell quite in love with it. Unlike others, I can still go back to that version and play it often and well; if only for the musical score which I still think holds up quite well. One thing the PSP version does right though is a much better interface that actually shows you what's going on in depth. Interestingly enough, going back to the PSX version after the PSP version reveals that most of what's seen in this game was in the original as well; but never highlighted or explained to show the player what's going on. I'll save some pieces about that for later, but I'm glad to see an LP of this game at last!

Tactless Ogre fucked around with this message at 06:19 on Mar 4, 2017

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Tactless Ogre
Oct 31, 2011

Item Getter posted:

I post too much grousing about the PSP remake, but,
I tried the PSP version for the first time today, people rightly mention about most of the original music missing but I didn't realize that like half of the sound effects are missing also.
Most notably they took out the really cool sound for summoning Personas... (though the animation is mercifully sped up)
And all the demon contacting related sounds are also gone, which makes it feel pretty dry.

I also kind of feel like the translation is a bit off, like the characters' diction is a bit too stilted and intellectual sounding for some high school kids speaking casually. Maybe it's overcompensating for the overly plain language of the original translation, or (more likely) I could just be imagining things based on what I am used to.

I still don't understand why they chose to remove the sounds myself. The PSP was able to handle that, don't know why they should. Regarding the translation; I didn't think it was off in terms of translation but vocal delivery. It's the Innocent Sin Tatsuya thing where the voice actors sorta forgot they're supposed to be voicing kids; with exception to Masao, Ayase, and possibly Brown.

Tactless Ogre
Oct 31, 2011

Item Getter posted:

It's probably because some of the sounds were considered "too silly"
Either that or because they took up too much time when all the animations were sped up.

The latter is probably the better answer. "Too silly" in a game with evil, exploding, hula dancing toilets is a weak answer.

Tactless Ogre
Oct 31, 2011

Item Getter posted:


As far as personal enjoyment, I think they're all fine but Persona 2's system was the worst in hindsight, since the importance those games give to Fusion Spells means that if you're like me you are constantly switching everyone's Persona each turn in order to spam fusion spells.

I'd agree that in Innocent Sin moreso than Eternal Punishment if only because spell cards were such a pain in the rear end to find if you didn't know where to look. Eternal Punishment renovated movesets on certain persona much better and made fusion spells easier to figure out so that you didn't have to roulette persona around to get a spell you wanted.

Tactless Ogre
Oct 31, 2011

Captain Walker posted:

Oh hey, it's the game I keep meaning to start an LP of and never getting around to it. Thanks, PeaceDiner! Various thoughts on the game:

-Wasn't Satomi Tadashi the original director of 1 and 2? If you put any stock in rumors (which Persona is all about doing) some sort of never-fully-explained internal politics at Atlus was responsible for Tadashi being replaced with Katsura Hoshino for 3. I don't know if that's true but it would explain the gradual move away from Tadashi's contributions to the canon (we'll see these later in the LP) and possibly the cancellation of the Eternal Punishment PSP localization.

-Echoing what others have said about the music, but Meguro actually directed the remake personally, so what can you do.


I don't think the new music is godawful; but it was a case of trying to match what people liked with 3 and 4 and sorta missing the mark. They're not all dreadful though. Remixes for certain dungeons are found in the game's SQQ which some don't have the patience to do (I don't). Those remixes are nice to the ears. The remixes for Persona 2 are clear winners to my ears though.

I know nothing of the rumors regarding Tadashi being politicked out though. Last I heard the EP PSP localization was cancelled due to low sales in Japan and Atlus not wanting to take the risk.

...and please don't bring that up again. Eternal Punishment is favorite game of all time and having to remember that the PSP port never got to come overseas makes me weep and anger at the same time. :smith:

Tactless Ogre
Oct 31, 2011

Item Getter posted:


Yeah we should mention that and that Fool is a "secret" arcana in P1 and 2 which can only be created by fusion accidents if I recall. And similarly World is just an ordinary arcana instead of being "special".

I thought you'd wait until you got to the velvet room to go in depth with fusions. But in P1, Fools are personae created by sheer accident in fusion. There are three total and the fool you'd make in question would be an accident occurring in the fool's persona level range. Red arrow/circle fusions have higher chances for accidents. In the PSP version, there is a glitch you can exploit to reliably get them. World is indeed a regular arcana; though all men can use them at excellent/very good compatibility in this game.

In persona 2, you have to get a demon interested then angry then interested then angry then interested in one conversation chain and then hope (1/64 or 1/32 chance) they ask you a question that requires you to answer along the lines of "a foolish man" or something like that to get a fool card. It takes savestates and an emulator to make that a colossal pain in the rear end. Alternatively, Salam after Mt.Iwato will cough them up for prizes in Eternal Punishment.

Tactless Ogre
Oct 31, 2011


(lifted directly from the megami tensei wikia because I have no shame.)

Maki's initial persona, Maso, a priestess who protected Chinese fishermen. Doesn't come close to Ogun the war god in terms of awesome origins; but Maso is a drat dapper persona. Ice immunity at a time you're likely to start seeing that magic become common and the holy immunity is nice albeit un-needed for this point. The dark magic weakness isn't even something to fear yet as(the one to fire is negligible-ish). we really won't start seeing Mudo and Eiha until a bit later, so she's great to have around. Multi-Bow is her best ability as it can hit multiple times in a row, effectively eliminating a need for her bow. SP is nice and cheap for some easy healing. With this skillset and the bows, the game's subtly telling you "Back row jackass!" with Maki; so the handguns feel like a waste on her really. She'll hit hard as hell with them after an upgrade or two; but the only time you're gonna see her shoot anything is probably in one or two boss battles where the backrow isn't safe for her (almost never). Usually, when jumped, most players just spend the turn defending and reclaiming their proper formations.

In the PSX version, Multi-bow was ungodly devastating to the point where Maki could experience hog so drat much early. Priestess my rear end; she was pure :black101:

Tactless Ogre
Oct 31, 2011

The blue fusions don't just grant extra magic defense but also additional magical power for the Personae as well. Additionally, one can add bullets into the fusion to add additional magical power to it. Comically enough; everything you can do in this version, one can do in the PSX version; but the PSP interface is much better at showing that. In a gist of fusion; aim for a blue circle or blue arrow all the time. Even down arrows are super helpful as you're not going to miss one point of each stat to a persona, and the overwhelming magical power of a blue fusion (or the additional spell added will more than make up for the loss).Reds used to be somewhat desirable for a certain fusion; but the glitch for those persona exist in the PSP version; so they're worthless.

There are some other fusions in that level worth using too.



Airgetlam, a level 12 Emperor persona is useful for Sebec as certain enemies in there succumb easily to his sleep spell. Emperor arcana know how to blast the poo poo out of things and perform status magics on occasion. He also refines into a Claimh Solais for Kei, which you'll want if you can't win at gambling for poo poo as if you can't gamble, he's not getting a decent sword until Deva Yuga. Doubly so in the PSP version as they did some dick things we'll see later :argh: If you don't put him on Naoya, he's a good choice for Brown, as the natural strength of the emperor more than compensates for Brown's lack of own power.



Ameno-Uzume is another Priestess persona that can easily coast the player for a while if they don't have Phaleg. I find myself using her more than Phaleg because I'm not blasted to kingdom come time for death magic (it's still a two hit kill though). However, I can see why you'd go with Phaleg. Ameno-Uzume is also hard to fuse easily in the sense of you're probably going to want to add either bullets someone's not using (Masao) to add a little extra oomph to her one and only one attacking spell (two if the pixie is likely used in her fusion). Phaleg usually outclasses her (doubly so since they share a weakness to dark magic anyway) and Phaleg has Tetraja to help protect from those spells.



Mokosh (and by extension the entire Empress class) are those persona who look like they have lame skills; but have high damage output if you;re good at fusions and are willing to throw in either extra bullets or get another spell in the mix. For what it's worth. Mokosh suffers a bit of redundancy in her spell lineup (again, if they're weak to one element of gravity, blast, nuclear, electricity, odds are good they're weak to the others as well) but that rank 7 spell hurts like a loving truck. I've summoned her constantly and always get a good use out of her.



Fuutai is odd. He does lack some magical oomph despite a decent spell selection; but he's not entirely useless. Even though the women have the better compatibility with him; they've all got better persona to use, so he's still not bad on the men. It's a slog to reach him to rank 8 for his return item. He (and usually Hermit personae) give the DX/TEC stat such an amazing boost that it's disgusting. A bonus to him is the reflection of mind and nerve magic, which protects you from status effects. That's not too helpful here, but one down the line is much better for that.



Here's one I'm surprised you didn't call forth. Urvashi is admittedly a bit boring but she knows her role, which is to blast the loving poo poo out of everything with ice magic. Magician arcana personae are usually one trick ponies (but by the gods, they're good at that one trick) and they're really easy to score blue arrow fusions with, allowing you to both add a spell and bullets to their lineup for extra damage to their repertoire. I forget the other monster needed at the moment, but you can fuse her with the Ghost monster to get her with some dark magic.If the fusion is blue arrow or circle, her M.ATK is usually around 171 by rank 7. A good choice for Masao which while it takes away from his Axe power, gives him additional speed and the lack of his own DX is supplemented by the M.ATK of this arcana.

Tactless Ogre
Oct 31, 2011

Item Getter posted:


Surprised you didn't mention the big one in the upper 10s, Gozu-Tennoh.


Admittedly, I was also typing all that in before I had to get to work at 6:30 a.m. But I did forget him, you're right.



Glass Cannon de-jour. Chariot Arcana are pretty much what you expect out of Masao: Going last four times out of five; but they're usually sweeping up the remnants with obscenely high powerful magic. The drawback to this arcana though is that Chariots are usually frail and Gozu-Tennoh is no exception. Low M.Def combined with common weaknesses may get him killed before you can launch nuclear hell on the enemies. By the flipside though; endure or go first and whatever he dishes out will absolutely loving hurt if not kill. Not counting the nuclear magic; even his physical techs hurt pretty nicely. Chariots also usually gain great bonuses from Fairies and Jaki fusions as well as Drake and Raptor fusions. You can pair him up with a speedy Naoya or even Maki. Brown can't use them though which is one drawback.

In a comical note, one time he got into a fusion accident which gained me Zandyne at rank 2 :unsmigghh:

Tactless Ogre
Oct 31, 2011

Item Getter posted:

.

You can buy stuff directly from the casino by exchanging coins right? I never did much of that or the slot machines and stuff, though I'm strangely addicted to Code Breaker even though the rewards are mostly worthless

There are a few things you'll want from the casino end game like the Ma-Dyne stones as well as some fusion totemas to make persona. At this stage, you may want to get some totemas for persona like Brahma or Hera (for later) and Yama (because the next chance you'll get to make them will be near end game, long after their usefulness). Coincidentally, every weapon you can find at the Casino is outmatched by Personae you can return for an item provided you know who to return. In the PSX version, you can find a good chunk of them as the game progresses unless it's the PSP version which changed some rewards to give Yukino more throwing weapons.:confuoot:

Tactless Ogre fucked around with this message at 08:55 on Mar 14, 2017

Tactless Ogre
Oct 31, 2011

Item Getter posted:

It was massively sped up from the PS1 version.
Atlus seems to like massively cranking up the speed when porting PS1 era titles, though it's easy to see why. See also the battles in this game and Soul Hackers compared to the originals.
I have to wonder what kind of shoes the main character is wearing though

The running speed is actually the same; but there was no dedicated speed up button in the PS1 game, so the PSP version added a dash mechanic (hold down the Circle Button) that makes your characters run through buildings like a thief with the speed bracer in FFV (GBA version). Pretty easy to bump into walls that thankfully have no painful after effects.

One of the few ways one can actually die in this game is present due to the Mou Shoubo (spelling is off, sorry) enemies that can spam Binary Strike and then Mazan for a total party wipe. They can jump you and kill you before you have a chance to retaliate. Human enemies are present in this dungeon, but if you have Airgetlam, Fuutai, or even Seimen Kongo, you can spam status magics on them and prevent them from doing anything. Bastards take some punishment though.

There is some loot you can win from certain enemies too. Angel monsters have the Athame knife which is physically weaker than the rapier, but attacks twice, so it balances out in a good way. The other desirable drop is the Plasma Sword for Kei you can win off of Yakuza. It's a sword that can cause shock status that can tide you over until you return Airgetlam or win something good out of the casino. You get one statistically better in the next update, but I find it paling compared to the shock sword's shock status and the Claimh Solais' raw power.

Tactless Ogre fucked around with this message at 15:12 on Mar 20, 2017

Tactless Ogre
Oct 31, 2011


These two tracks still hold up for me. Dead Line's PSP remix in Persona 2 is what I wish made it into this game. Mystery is a silent, rather simple track that really feels very peaceful to me. I really can listen to that track on end forever. :allears:

Takeda's persona is supposedly Noperra-Bo, but I only remember reading that somewhere before. So I consider that a "Tales From My rear end" sorta thing as I've never been able to confirm it. The Maragi from Kandori hits everybody; even those that either absorb fire or are immune to it. A lame handicap, really. Elly if you have her with you, knows what persona he is using is. The only threat in that entire battle is if everyone decides to spam MidShot, and even that is if they get lucky with multiple hits. Cherish the sword in that cabinet too, as if you don't have the patience for gambling and you don't pull a plasma sword that's as good as it's going to get for you for a long time.

Tactless Ogre
Oct 31, 2011

PeaceDiner posted:

It's revealed later on that his Persona is Nyarlathotep, but I didn't want to mention that in the LP just yet. Also thank you for reminding me about his fire attack, I'm gonna edit that in real quick.

That's Kandori's. Takeda's is something different.

Tactless Ogre
Oct 31, 2011

Item Getter posted:

Where does that get used?


It's in Persona 2: Eternal Punishment. I can't quite confirm as it never came over stateside :argh:; but the track is in the game.

https://www.youtube.com/watch?v=p0Le5bJDVKU

Tactless Ogre
Oct 31, 2011

In the early 20's, there are some terrific personae and some not so good personae. I would like to talk about some of them; stopping at the 25 mark as since Ogma was what was summoned, I'm presuming that's as high as he gets for now.

And before my :words:, I'd like to say that evil, hula-dancing toilets are absolutely hilarious to fight against and one of the few things that really stuck out to me in this entire game.



Lovers arcana persona in this game are all low-leveled persona specializing in Luck (Pixie can outright shoot your luck stat to the moon) and one element. They're all utterly forgettable and this one is no exception. Yoma and Jirae are your optimal choice for fusion with them. He's not bad if you need a fire-starter as fire is a nice strength to have; but keep in mind his weakness to all the secondary elements.



Lilim is one of two Moon Arcanum persona. These personae are surprisingly defensive but their key defensive trait is that they absorb all magic except for holylight and are weak to almost all forms of attack. This is a godsend at this stage in the game considering you're really likely to get blasted for dark instead of light magic. Don't mind the physical weakness. Provided you keep up with armor, physical attacks will not kill you. The two drawbacks to this arcana is the lack of real offensive presence and the spell card fusions for making them tend to be underwhelming when making them alone. Feel free to get a blue circle fusion (Raptor and Grave) with them and throw in a stone of your choice.



Janus is one I'm TOTALLY surprised you didn't make. Alternate between Eternal White and Eternal Black and you're guaranteed a nuke every time. He's got fantastic elemental coverage and he's VERY easy to fuse with Jaki and Jirae or Grave and Foul cards for a blue arrow fusion. He hits hard and returns for Masao's Mandau spoon. This axe jumps his attack power from Guten Tag's ~45 to a 181. He's not getting another good axe until the endgame. The only drawback to him is more present on Persona's hard mode in that SP doesn't regenerate as fast, so you may need to start carrying around SP regenerating items. Use him and use him well; then return him when he's done.



This is one of three early game personae that should only be made if you bought the respective totema at the casino in the first world. He's not too bad. He'll blast the poo poo out of everything with ice magic and a good fusion gets you some high power with it; much like Urvashi. He actually absorbs physical attacks, like an inverse moon arcana; but the tradeoff is that unlike absorbing magic which is the bee's knees; absorbing physical isn't as helpful as you'd like it to be. Still, he's drat good on Bufula and Mabufula alone.



Sun arcana persona. There was one before this one, but he sucked in terms of defensive ability and timing of arrival (bad to have a gun weak persona at a time when guns are flying everywhere). Sun arcana persona are fast. God damned fast. Like, even Masao will be going first in combat if given one of these. If you can stop laughing at the fact that your other self is a giant chokey chicken, Vidofnir is pretty nifty. They're easy to fuse up and I'd use a Cath Palug monster to get Baeiha for rank 2 or Divine (Angel) + Raptor class + Bullets for a regular Vidolfnir with a high speed Media at rank 2. Vidofnir returns for a Papageno which is a decent bow for Maki not for raw power's sake; but a good chance to inflict charm status. It's worth putting him on Reiji, Masao or Nanjo if they're dragging their feet in trying to gain EXP in a battle.

Tactless Ogre
Oct 31, 2011

PeaceDiner posted:

Oh, that reminds me. Would it be okay (for archival purposes) for me to put together compilation posts with your Persona analysis? As I've stated before, I'm really not the best at games and am mostly doing this LP to show off the story and characters, but I know a lot of people would also be interested in hearing about strategy, and I think you're doing a fantastic job of talking about all the different Persona.

Go right ahead! I'm just excited to be able to share stuff about this game.

Tactless Ogre
Oct 31, 2011

mandatory lesbian posted:

interesting, i'm not sure i like that but i assume theres an actual almighty damage analogue

Come to think of it; not really. I think there are 4 spells that are closest you get to almighty attacks are binal strike which takes out the caster as well. Also Pandora's Butterfly Storm counts as one as well.Thirdly, there is Hieroglyphien, which we don't even see until late game and finally an occasional persona hidden ability that can rarely come up.

Tactless Ogre fucked around with this message at 01:26 on Mar 29, 2017

Tactless Ogre
Oct 31, 2011

Bar attacked by Harem Queen is my favorite track in this entire game. It's odd for such a one-off piece of music to be singled out; but the music is incredible.

Anyways, with Illuyanka, if you fused him with Hanako/Bukimi and a zombie monster that makes his level (next monster in this dungeon coming up),, you can score Maeiha/Mudoonn this early. Toss in some bullets and anything that doesn't resist dark magic is practically obliterated.

Anyways, personae between 25-30 that are worth a drat.



Back during Fuutai, I said there'd be a time you're going to want to resist Nerve magic and this here is the dungeon. There are enemies in here called Malphas who will irk the poo poo out of you with Marin Karin (multi-charm) magic that at least on hard mode, almost always hits unless you're able to reflect it or blast them first with Eternal White. Aonbarr does just that and comes with decent magic in Fire, Earth and Sound magics (though it's a while for that Eastern Impact skill). His return item allows you to fuse up Il-Dana later in the game; except he's level 80 and for some reason, his fusion can make accidents from time to time. Aonbarr's good here for the defense if nothing more. Wilder (preferably Cath Pulug) + Fairy + Bullets for extra powerful Baeiha spell at rank 2; to let him help against the holy monsters you'll find here.



Another great magician. Mix him up with the Yoma and Rusalka demons for Mabufula at rank 2 or Fallen+Spirit for some dark magic. I go the former usually as I make Illuyanka myself with dark magic. Spears and earth magic here with a unique spell in Outoma, which just kicks the enemies out of battle. Masao can get a great use out of him as the Magician's high M.ATK will deal magical damage while his own strength can allow the spears to hit decently well. Success rate for Outoma is rear end though. He also gets Estoma (PSP exclusively) which is wonderful for when you're sick of seeing this dungeon's poo poo. Finally, his return item is the Gae Bolg which lets Brown attack any enemy in the attack range once but has a chance to charm. Not a bad weapon; but he'll find better in the Casino or later in the game.



Macha, and since I haven't brought them up yet, the entire Jusice Arcana tend to prefer blast magics and have high agility, offset by low defensive magic power. Macha can kinda be seen as a Nemain Prime: Sronger blast attacks, a tier three spell (though the journey from rank 7-8 is a bastard) and Poison Sting and Earthly Vortex spells. She's not bad and her speed can allow her to pwoer through a lot of enemies. Main drawback to justice arcana is that their fusion materials don't lend to spell inheritance much. Femme + Drake in that order will get you a spell from the first order while Night + Jirae gets you a spell from the second order. Always throw bullets into Justice fusions, because Justice persona usually end up great when you get them but lack the staying power.



Divine + Beast or Femme + Foul. Just shoot for a blue circle fusion, throw in an Agidyne stone and just cackle madly. She and all priestess persona lack real offensive on their own; but with a good fusion and a stone of your choice, she'll blow everything the gently caress away. Not kidding; her M.ATK will tip the scales at about 204 when fused right. Only drawback aside from death magic is that the trip from ranks 6-7 for Mediarama is pure hell; but she'll set you for a very long time. I use her over Phaleg just for the pure magical offensive.

There is one more in this range; but I'm presuming OP wants to show off that glitch to obtain him; so I'll keep my yap shut on that one.

Tactless Ogre
Oct 31, 2011

I too got Persona 5'd. That game is drat sweet.

Tactless Ogre
Oct 31, 2011

In the original PSX version, the Black Market was the only reliably easy way to get ElixStones/ElixRocks (Forgot their name in the PSP version) without having to grind up a near offense-less level 70 persona. They fix that in the PSP re-release; which I will always be grateful for.

Hariti is one of the few bosses in the PSX version that could whoop your rear end, mostly because of that high powered sonic bullet if you're unlucky with how many times it hits your party.

I'll go more in depth on them later, but some great persona to take with you into Deva Yuga are Odin (Petrify is almost never resisted by any demons except for Nights and Fallen), Take Mikazuchi for a decent selection of spells and return item of the Futsu-No-Mitama, (a weapon with about 38 strength, but hits 4 times and can cause panic. On the MC with a Emperor persona, that will hurt) and Yata-Garasu for both great earth spells and the return item of Ameno-Murakumo, Kei's best sword.

Also, you might have seen Cerberus floating around The Velvet Room. The only Fortune persona in the game has a bit of a crappy movepool that is easily remedied with a blue circle + spell stone fusion and refines for some dead ends, the second most powerful bullet in the game that can inflict Petrify. He DOES come with Tetraja for additional defensive buffs and experience farming.

Ankou is coming up too. Make her for Reiji or any woman in the party, but if you get Reiji, refine her at rank 8 for the Ankou Bakunetsu Sho (Holy Glove in American release, DO have to love the simplification sometimes) which is his second best knuckle duster in terms of raw power. Another persona coming up is Tensen Nyan Nyan, I think that's the level 46 Priestess persona which again comes with a lack of offense so a spell item + blue circle fusion is needed, but she can outclass Deva and her return item is a machine gun called HolyVulcan (I can't remember the real name of it) in the American release that while weak on the attack power (I think it's 19), hits for seven times in a row; so combining that with dead ends is a decent plan. If you have Brown, you can make the Justice persona Morgan, who while ok if a bit one note, refines for a powerful weapon for Brown.

I promise to make a real effort post regarding a ton of personas for the levels at a later time today for you OP, I just got sidetracked by Persona 5. Heavily. And I got a neurology appointment coming up too.

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Tactless Ogre
Oct 31, 2011

Rangpur posted:


I guess what I'm most curious about it is why the hell the big doomsday machine was synching up with a random girl who'd never been near the thing in the first place. You don't have to spoil anything, but is there at least more to it than that?

Persona 2 retcons this a bit and makes for a fairly interesting idea to think about. To put it another way: Same game, different pieces..

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