Heres my grand defense for the most hated game in the series: Persona 1, AKA Revelations: Persona. I know its too late to try and rehabilitate the games reputation here on GAF, but Im hoping that by rambling in modestly structured form for a bit, at least some folks might be able to look at Persona with a fresh perspective. It would be cool if everyone could try to understand what the game did so well and why it resonated so strongly with me and 2 or so other people. If you are the kind of person that thinks games age and become archaic, then I probably dont have any hope of reaching you, but still, try to put yourself in the right mindset and approach the game on its own terms, and maybe youll discover something quite special.
So, Persona. Persona does very interesting things with choice. As the first Megaten rpg released in America, the negotiation system was a revelation (har har), providing the choice to talk your way out of battles and into rewards is a natural D&D element that never got a foothold in countless videogame conversions of the game, and in the first Persona these elements are at their peak. With every demon having four moods, four series of animation and four sets of voiced sound effects, the expanded options really let you get into the headspace of the demons youre conversing with, unlike traditional SMTs more spare binary system. Getting into the thick of things with complex sets of reactions (Joy + Interest, thats whats up) makes for a fun simulation.
The theme of choice is also really built into the games fabric, its the reason why in old usenet postings, Persona was recommended to folks who were fans of Gold Box games, during a time when RPG labels were more porous and that sneaky J hadnt yet latched itself omnipresently to the term. Choice here also extends to the fifth character in your party, a friendly way to promote replay value without new game plus, and certain choices locking you out of giant chunks of the game, an unfriendly way of getting you through the game again. In a world though where developers are desperate to ensure that gamers experience all content (so many buzzwords!), the chutzpah of Persona being willing to lock you out of huge swathes of the game is something I actually admire.
Its easy to underestimate the impact of the modern day setting in a post Persona 3/TWEWY/Alpha Protocol world, but dungeons that were hospitals and police stations and high school students snarling EAT THIS with MIGs in pitched street battles felt revelatory. Exploring the comically low-rent polygonal city (is this another reference to the abstracted icons of SMT1 and 2 world maps?) was actually fun, as ridiculous as waiting for traffic to pass might seem. There are also many complaints about the first person perspective dungeons, even though the rest of the game is third person, but the setting variety is nice and many of the wall patterns are quite evocative (Deva Yuga looks like Persepolis!)
The game also does PSX-era philosophizing in a tasteful and generally thoughtful way, while contemporaries were drawing from Evangelion, Persona looked to Zhuangzi and Jung. Not very high-falutin, true, but at least middle brow enough such that my 14 year old Sophies World reading self was entranced. The game has something neat to say about loneliness and identity and the way we construct the world around ourselves (all hinted at in the moody intro). The story is very nice and very Kaneko, even if hes overestimating the literary quality in this interview, Im very fond of it and it is my franchise favorite.
Heres where I alienate the remaining people who might have been on board with me so far: if you ignore the loss of the Snow Queen Quest, a 20 hour alternate version of the story that takes place in a series of SMT:If... like towers, Revelations: Persona is actually the superior game. Lunarvale, a hodgepodge of America and Japan cobbled together by localizers attempting to mask the games origins, is actually more weird and interesting than the Mikage-cho that appears in Persona PSP. This bizarre mashup, combined with a nonsense translation attempt, somehow manages to better fit the lurid dreamscape vibe the original developers were going for. I cant undersell how one-of-a-kind and wonderfully unsettling the games atmosphere is in the PSX version, and this is helped along of course by the sound.
Here are two giant posts I wrote on the music in this game (Part 1, Part 2), its maybe the best videogame soundtrack there is. Lemme excerpt to give you a taste of the atmosphere.
Hidehito Aoki composed the dungeon music, which is exquisite. Lengthy songs that are moody, elegant, just plain beautiful and get you PUMPED!
The iconic Deva Yuga
Monochrome: School Revisited Dream-like, synthy, catchy, beautiful, quintessential Persona sound.
Pandora's Den (Deepmost Area): The climax at 1:12!
Ice Castle/Black Snow The twists and turns in this one, so effing good.
Sebek Music, Karma Palace 90's music is the best!!!
Misaki Okibe's range is ridiculous, she composed some of the most memorable, interesting tracks in the whole game.
Reverse Dream World: You think you have this song figured out in the first few seconds, but stick around to see where it suddenly veers off to around :30, hilarious and awesome.
Theme of Nemurin's Love: The intro! The power of a simple lovely melody, a little Uematsu-esque.
Augustia's Wood: The save music, so memorable, I love the grumbling.
City 2 Accident: Do you remember wandering the streets in the town, disoriented, listening to this gorgeousness, thinking about how Lunarvale suddenly seemed so scary, like an unsettling dream?
Bar Attacked by Harem Queen: A bit of jazzy beauty.
More alienating for readers who have gotten this far: the whitewashing character designs were all improvements, Kazuma Kaneko redrew everything himself and its easy to tell that a lot of thought was put into the redesigns. Finally, Mark is also >>>> Masao, everyones always yelling about the jive-talking but to me he came across as quite smart and savvy. I dunno, maybe this is just a Flavor of Love/Outsourced minorities just wanna see themselves effect operating here, leave me alone you guys!
So yes, the franchises current fanbase might not be fond of them, but the cast is comprised of characters that are meant to be iconic and not friends you wish you had in real life, a cast that, FFVI-like, is meant to evoke broader themes and not follow the typical arcs of many RPGs these days. Check out the classiness of Yukis design, and allow me to selectively quote my giant music posts on how Tsuchiya, master of the character theme, nails it for each party member.
The sign of a good character theme is when you can extrapolate from instrument choice and melody to personality. Here Tsuchiya is the man, no one does it better this side of Uematsu. I hear these songs and I've got a perfect picture in my mind of each cast member. It's what I think of when I think of "videogame music" ha, here are my personal favorites, I could listen to these endlessly.
Mary/Maki: Cheerful, just a hint of melancholy in the notes, love that slap bass.
Yuki: Starts a bit slow, but soon we learn that Yuki's cool but determined.
Alana: The song tells me she's brassy, energetic, fun.
Chris/Reiji: Dangerous, exciting, a bad-ass delinquent.
Elly/Ellen: Classy, elegant, confident.
Some also rag on the dungeon design, but it seems unfair to expect centerpiece labyrinths along the lines of Strange Journey or Etrian Odyssey in a game going for something completely different. Nevertheless, youve got tricky mazes with dead ends that test resource allocation skills and provide a sense of accomplishment. Encounters are tough and require thought, careful consideration of when to flee and negotiate is imperative for dungeon survival. This is something that gets lost a bit in the PSP remake as the encounter rate is increased but battles are a bit easier. Exploiting elemental weaknesses isnt as elegant as in later games, but with a ludicrously high 14 damage types breadth supersedes depth. And theres even a positioning system to consider that the developers decided to drop from later games rather than refine. In the end, surviving the dungeon and beating the boss is an RPG staple that just plain works, although yes you will probably grit your teeth at some of the loading times.
And finally, you dont have to take my random word for it. Parish really liked it too! Hows that for an appeal to authority?
For series buffs, its fun to trace this games historical lineage, as one of the earlier spinoffs of Shin Megami Tensei, it's easy to spot the mainline series influence: the occultism of the opening ritual, the hospital as first dungeon, the first person perspective for dungeon travel, BLUE POINTER MAN, and the omnipresent danger of demons in town and dungeon alike. Revelations: Persona is drawing from a rich and storied history, but manages to recast SMT traditions in interesting new directions. Again, the atmosphere is really unbelievable and something I havent come across in other games. Its more than a simple curiosity and it doesnt deserve dumb dismissal or sneering derision for its flaws. Revelations: Persona is a real marvel, modern games ought to draw more inspiration from its lessons, and the game belongs in the RPG canon, there I said it!