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Item Getter
Dec 14, 2015
Nice, I love the original Persona and wanted to revisit it in some way before P5, but didn't want to endure the jankiness of the actual gameplay again.

I miss Philemon a bit in the new games even though Igor serves the same story role in P3-4. But the "Persona game" from this intro is one of the weirder ideas in Persona 1 that was abandoned in later games (I think briefly mentioned also in P2). I'm not sure where they were going with it really.

By the way the video link for Philemon's second speech (after you enter your name) is linking to the opening of the game.
Speaking of that video, it's OK to post the original PS1 version of it right? Because the campy voice acting and CG is really a treasure that needs to be seen.

Or to talk about the American PS1 versions of stuff we've seen already in the LP in general.

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Item Getter
Dec 14, 2015

Mraagvpeine posted:

I don't remember very clearly, but does the map mark where you've been?

The HUD map doesn't do that, but the full-screen map you can pull up will only show you places you have been. (Edit: never mind looks like it may have been changed on the PSP)
It's rather handy since the dungeons in this game are full of dead ends and you can sometimes avoid them by looking at the map.
By the way, did they upgrade the PSP version so you can switch floors in the full screen map? It would alleviate a problem with some of the more annoying dungeons.

I know there will be some talk about the PS1 version later, but I feel obligated to mention how Nanjo's butler is named Alfred, since that version felt the need to change half the characters' names into pop culture references for some reason.

Item Getter
Dec 14, 2015

FrankZP posted:

I really like all the details in the various rooms, but man, for having such a motherly and cheerful principal, this school sure feels like a relentlessly grey craphole. "Alright, I'm all for messing around with occult rituals and stuff. If we manage to summon a demon, maybe I can trade my soul for some paint."

In the PS1 version when you're in one of those isometric rooms like the nurse's office and walk towards the exit door to the hall a little tool tip will appear which says "DUNGEON". Which I guess it technically is in game terms, but it always sounds funny to me. Like that's how the kids think of it.

We are only seeing the rooms with stuff in them but the school is a huge 3-story level, presumably realistically sized and half of the rooms you try to enter are just locked. So if you choose to explore the school you spend a lot of time combing like 20 rooms to find which ones you can enter.
The PS2 games streamlined this a bit by making the school smaller and having you only be able to enter your own classroom but it did trade a bit of the feeling of place for much less tedious exploration.

Item Getter
Dec 14, 2015

rujasu posted:

I gotta be honest, I grew up with the Americanized version on PS1, and seeing the proper version of it years later, I haven't really been able to accept it. My brain is still stuck on the idea that the localized version is correct, even though it's poorly translated and missing an entire quest. Like, I fully realize the PSP version is pretty much objectively better (aside from the music and the fact that it's on portable), but getting used to a cast of characters, and suddenly having them all change names and hair still messes with my head a little bit.

Looking forward to the LP!

Same..... it was my first Persona / SMT game. It's a bit difficult mentally to make myself refer to the characters by their original names even though the PS1 names are mostly objectively dumb sounding. And the character sprites are harder to distinguish in this version, like the main character and Nate look pretty much the same from the back.
It's also slightly weird that Mark is apparently still called Mark most of the time in the original, though I knew about "Elly" and "Brown". I wonder what the deal is with many of the characters in Japanese Persona 1 and 2 having English nicknames, though I guess it made things easier for when the US branch decided to Americanize all the names.

I'd add "the intro movie" as the only other thing the PS1 version did better, in spite of its technologically primitive look.
At least the first half of Persona 2: IS (again only the original) gave us a good non-dated looking version of that

Item Getter
Dec 14, 2015
The Persona awakening music is highly recommended and one of the worst exclusions from the PSP soundtrack. Though I didn't realize until now Kandori's theme didn't make the cut either.

Cool , I never knew about those two enterable houses before, mostly since they aren't labeled on the PS1 map and the map in that version is such a chore to deal with. Likewise, probably for the same reason, I never saw that scene at SEBEC until I picked up the game again after this LP started.

Maki looks a lot nicer with her original hair color which fits her being one of the more realistically drawn character portraits in the cast.

Aw you skipped the part with Yamaoka hiding behind the vending machine in the hospital lobby.

Item Getter
Dec 14, 2015
This is 1 update in the future so hopefully not too spoiling but since it's a minor thing and people are talking about it Mark's weapon is the only one which is glaringly really weird.
Yuki is armed with small thrown razors which are easily concealed and talking to her reveals she had a history of being a violent delinquent.
Everyone else is armed with scalpels and mops that they find lying around in the hospital, despite if they look like swords and stuff in the character sprites.

And as for the other weapons they get there is a plot point made of it but that is a bit later

Persona 2's cast, from what I remember mostly had pretty small or easily concealed weapons like handguns, or goofily concealed weapons like Eikichi's gun / guitar case. Though I think they had them before the "in-story justified" weapon shops appear.

Item Getter
Dec 14, 2015
Some of it fills us in better on the characters and setting, which is done more sparsely in the plot cutscenes, but every room features someone whose job it is to remind you of the main objective... so by now we'd have been exasperatedly told to go to the hospital like 30 times. We can at least skip that type of lines for sure

Item Getter
Dec 14, 2015
I'm so glad they kept "Mark danced crazy!" in the game.



I really hope around 2020 when we get the first part of the FF7 remake, that they sneak "this guy are sick" somewhere into the game.


I don't really get why they changed the "joy" color when contacting demons to orange instead of green, feels like having half the colors be red - orange - yellow might be too confusingly close.

They're sparingly used but I like how the original Persona 1 (and also 2 I think?) had a distinct musical theme for nearly every character. I'm really surprised that P3 onwards dropped this, despite the later series' increased focus on the main characters and their growth.
I guess it has to do with the PS1 era games having lots of composers and a huge number of tracks in the soundtrack.

StrixNebulosa posted:

:worship:

I tried playing the PSP remake but couldn't get past the lack of Japanese battle dialogue - see, I'd played the translation patch for the PSX version of the game and fell in love, and making a switch to a new and different audio track is really hard, especially when literally everyone in it sounds like a character from Persona 3.

Just patch the game to make Tatsuya's English voice 3X lower and you should feel at home.

Item Getter fucked around with this message at 05:33 on Mar 4, 2017

Item Getter
Dec 14, 2015
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.

Item Getter
Dec 14, 2015

Tactless Ogre posted:

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.

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.
It kind of makes the game more lifeless though, especially for goofy things like the "dance" attacks being completely silent.
Don't mind the voices so much since they're sparingly used. New Mark is kind of fun, PSP Ayase is annoying even though it fits the character.

Item Getter
Dec 14, 2015
The idea that every character has within them infinite possible Personas is also a major theme in the overall story of the early games.
And since all the Personas are supposed to exist already dormant within the characters, they aren't "taking the concentrated essence of demons into themselves" but rather the opposite, letting a specific Persona which is already within them come up to the surface.

PeaceDiner posted:

However, it may be very true that the Persona system of P1-2 wouldn't mesh with the gameplay mechanics of P3-5 as the player is not afforded as much time to make Personas.

I'm not sure what you mean about "not having as much time" but I would agree that the P1-2 system wouldn't mesh with P3-5's mechanics. I would more say that Persona 3-5's persona system was designed to work well together with the overarching life-sim concept and its Social Links system, as well as Persona 3-5's variant of the Press Turn battle system. Since the level bonuses from Social Links are an integral part of creating Personas in those games, and they're supposed to represent the protagonist's own relationships it wouldn't make sense if the other characters had access to them as well. The all-out attacks and enemy knockdown features of the battle system would become extremely broken if you could switch all characters' Personas at will P2-style... or if you could give characters the sort of well rounded Personas you can make with the game's adoption of a Nocturne style Persona fusion system with skill inheritance.
It's also likely a relic of Persona 3's questionable "you can only control the main character" "feature".

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.

Item Getter
Dec 14, 2015

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 believe there is a PC version of this game (probably Windows95) and that version in particular actually changes the experience formula so everyone gets at least a little. Keeping that one change would have made the remake so much more tolerable, IMO. I do like this game, but I have a pretty high tolerance for grind, and frankly grinding is much more fun in 2 with its improved battle system.

-I missed if you mentioned that the main character has the Emperor Arcana, not Fool as you might expect from later titles.

Satomi left during the production of Digital Devil Saga right? I think that's the last game he was credited in.

I'd be really curious to find out which tracks in the original soundtrack are Meguro's. As far as the new music it certainly isn't awful but it's lacking the original's variety of tracks and some of the redone tracks remove what was interesting about the original.

The base game gives everyone at least a little experience but the base amount they get is very low. The bigger "grind" problem in this game is that the encounter rate is too high.

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".

Item Getter
Dec 14, 2015

Junpei posted:

So this is what I get:

In the SEBEC route, you are forced to use Naoya, Maki, Nanjo and Masao. Your fifth is a choice between Brown, Elly, Character #3 and Secret Character.

Meanwhile, in the Snow Queen Quest, you're forced to use Naoya, Brown, Yukino, and #3. Your fifth is either Elly or Nanjo. Maki, Masao and the Secret Character do not appear on this route.

Is this correct?

No, that is not right, there are 2 free character slots in the other part you are talking about, why not wait until the LP actually gets there


By the way now that I see where you are going with character selection, do you mind if we talk about the other characters' incidental dialogue (non-plot critical stuff) when the time for it comes up? Some of it is funny

PeaceDiner posted:


The player is given complete control of Naoya's stats, so you can build him as you'd like. I'm going for a well-rounded Naoya who specializes in speed and magic. His Persona Seimen Kongou fights with Wind and Tech moves and mostly deals with strength and agility.


What character stat actually affects magic damage (if any)? I thought it was Dx since it was called "TEC" on the PS1 but it seems to just affect gun damage.

PeaceDiner posted:


For now I've fused three new Personas. First is Phaleg, an Olympian spirit who rules over Mars. Along with an attack-lowering spell (Tarunda), he also has an all-target medium heal spell (Mediarama).


This is one of the first Personas which showcases Persona 1's bizarre Persona balance, since Phaleg is one of a few lower level Personas which inexplicably gets a high level skill (Mediarama) and is viable until the late game. Because you don't get access to the Velvet Room until a few dungeons in, you are more likely to acquire Phaleg before any of the lower level Personas which know Media. And due to the SP cost being based on the Persona, not the skill, you can cast it with lower level characters and only pay a bit of SP cost. Not to mention its immunity to nearly all types of magic.

Item Getter
Dec 14, 2015

Tactless Ogre posted:



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.

Urvashi is surprisingly amazing, and her design is pretty cool despite it looking like she is wearing khaki pants with a belt. And I'll never figure out what an "Lx1" is

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

Item Getter
Dec 14, 2015

Tactless Ogre posted:

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:

This is a big example why I think Persona 1 has very strange balance, the fact that you can get a persona with Megidola at level 18. Though as I learned replaying the game after this LP came up, megido/megidola isn't as useful as most SMT games, since enemies can null it and there's a ton of annoying enemies which null all types of magic except Expel/Death in this game.
I relied on this one a lot the first times I played when I had no idea about the game or the rest of the series and it was recommended by guides. In hindsight there's a lot of others around its level which are as useful or more.

Not getting into the ridiculousness of the spell tablets you can buy, but I think we still can't buy them quite yet at this point in the LP.

Item Getter
Dec 14, 2015

Nephrite posted:

I can't remember when the Casino actually opens up and has anything useful. My favorite things to do with that stuff are to put the Mediarahan Stone with a Pixie and a Megidolaon Stone onto... Lilim, I think it was?

Since the SP costs are based on the Persona in this game, rather than on the actual abilities, this is pretty great.

I'm thinking of the ones for -dyne level spells and Mediarahan that you can straight-up buy from the regular shops for not much money after an early point in the game.
I didn't use them until the recent replay of the game though because everything about it is so poorly explained, especially on the PS1.

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

Item Getter
Dec 14, 2015

marshmallow creep posted:

Holy moly I don't remember it being that fast on the PSX.

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

Item Getter
Dec 14, 2015

MythosDragon posted:

School Uniform Loafers. Yeah, they go that far.

And they're made out of solid steel

Item Getter
Dec 14, 2015

Tactless Ogre posted:

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.

Where does that get used?

What makes Deadline great is the calm and serene intro suddenly kicking into high gear when you hit the Fight button. It's my favorite use of the dual "encounter music and battle music" thing in the SMT series, and makes it a narrow favorite for my favorite (normal) boss music in Persona.

If you have Ayase in the party she will criticize Kandori for his "poor fashion sense" whenever we encounter him.

Item Getter
Dec 14, 2015
Bloody Destiny if anything feels low key in comparison to the original track, which is cool though a bit overly dramatic for how perfunctory a lot of the bosses in Persona 1 are.
On the other hand, it seems like a lot of people hate it but I think Lone Prayer is a quite good substitute for the original P1 battle theme. It manages to capture a very similar mood to the original P1 track while also capturing the dark mood of the game well. The opening section in particular. My only regret with that is that the Persona Awakening theme didn't make the cut in the PSP version.
The lyrics to Bloody Destiny feel like they switch from English to Japanese in mid-sentence but I can't make head or tail of any of it except a bit of the chorus.

Item Getter
Dec 14, 2015
The best thing is that the basketball and toilet enemies get some unique lines during contacting.
This is the sort of wackiness I miss a little in modern Persona

Item Getter
Dec 14, 2015
There weren't Japanese words in the script but despite its best efforts to claim that the game takes place in America, stuff in the actual game like the Shinto shrine and the Satomi Tadashi's Japanese theme song were still intact.

Black Market has really cool music which again is a shame that it was left out of the PSP version. These tracks were done by Meguro and you can recognize his style from the later games in them.

I'm not sure if it was a localization change in Revelations or what, but I did like how on the PS1 the Black Market's Peace Diner has a smiley face with an eyepatch.

I do feel like the later Persona titles backpedaled the approach to localization too far in the opposite direction but that is a story for another time.

Item Getter
Dec 14, 2015
Karma Palace sure has a rockin' PS1 theme which almost makes up for it being one of the worst dungeons in the game.

Item Getter
Dec 14, 2015

PeaceDiner posted:


When you hit the eighth floor down, it spreads out into a labyrinth, and there's one important room that shouldn't be missed.


I actually did miss this room despite knowing about it from a guide, since I was just so worn down by the repetitive dungeons/ encounters at that point.

Item Getter
Dec 14, 2015

Blaze Dragon posted:

You said that Pandora being able to switch elements at will is "really cool". I'd call it really terrible design myself. If there was something that foreshadowed it, fine, but if it is entirely random, then the player can get hosed over by the RNG disliking them. There's no way to plan around something entirely random.

Pretty sure that was a sarcastic "really cool".
That sort of shifting of elemental affinity / form is really the worst in RPGs with round based combat (where you input all commands at the beginning of the turn and everything plays out without your control.) I'm looking at you, Abyssal God from Etrian Odyssey III
Other than maybe just being bad at the game back in the day, I think that's part of why Persona 1 is in this sort of hall of shame of JRPGs I played back in the day where I played up to the final boss's door but never beat it.
Oddly I seem to remember that I did beat the Snow Queen quest though

Persona 1 is definitely on the short side in terms of the amount of story content, number of areas and so forth. It's true that the LP is a very abridged version of the game since most of the wandering in dungeons and combat is glossed over. You can get lost for some time in the larger / more confusing dungeons, and the encounter rate is very high on the PSP (and original Japanese PS1) versions but I would not say that the Sebec quest takes anywhere near 60 hours unless maybe you are grinding to fuse the highest level personas. Maybe 20-30 hours
I would say that when you combine both of the quests the game is the length of the average big RPGs
Of course you might also be comparing them to the Persona games from 3 onwards which are all ridiculously long and each 2-3 times the length of the average big JRPG

Item Getter
Dec 14, 2015
It feels like "oh, it's just some guy" though, in contrast to Persona 2 for example

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Dec 14, 2015
I love how they talk in the interview about Yamaoka being based on Alfred from Batman (and they internally called him that) since it was a fairly obvious inspiration, but the US PS1 localization changed a lot of names to American pop culture references and just straight up renamed the character to Alfred.

Talking about how they spent a year going through like 20 drafts for the story kind of helps explain the existence of the Snow Queen quest to me, like it was from an earlier discarded story idea or maybe one that they had begun to implement in the game. Especially given its strong similarity to Shin Megami Tensei If...
I do think it's kind of funny that they ask about an incredibly minor detail in the Snow Queen quest but not the more obvious question of why it exists in the first place.

Item Getter fucked around with this message at 03:09 on Jul 31, 2017

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