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What, if anything, do you think Persona 5 could 'learn' from TMS#FE?

MoonFrog

Member
Light spoilers further down.

So, I bought and played TMS#FE this past June and returned to it these past weeks, reaching the endgame on my lunatic playthrough. I had been vocal, including on this forum, about how I don’t like the direction the game took with the Fire Emblem brand, with it being an idol game and featuring a limited crossover with generally weak and forgettable FE characters. But I picked the game up anyway out of a mix of morbid curiosity and boredom. Import impressions described it as a strong JRPG and that was something I wanted even if I had misgivings about the way the game positioned itself and where the positive feedback may or may not be coming from (i.e. how much was just to excuse the art direction, idol theme, FE crossover by other means than just embracing them).

In any case, I think both a) those import impressions were correct and the game is a strong JRPG with respect to combat, dungeons, and boss battles and b) that the game was too ‘idols are amazing’ for me, despite toying with some darker themes it ultimately rejected, and the FE crossover was extremely weak. It is a game I’m glad I bought and that I like a lot, but not unreservedly so. The stories, characters, art, etc. all leave much to be desired, while the meat of the game is strong.

But perhaps what I like most about the game is that it is what finally drove me to trying out the wider Shin Megami Tensei ‘super’-series, for lack of a better term. Namely, I played Persona 4 (twice), Persona 3 (once), and a bit of Nocturne this past summer. Taken from another post of mine (slightly edited), here are my thoughts on Persona in short:

MoonFrog said:
Quality shines above genre in the best of stuff really. I had avoided Persona for a long time because of what it is described as, seeing waifu wars on the internet, etc. It seemed like it was just some self-insert high school harem game with a JRPG dungeon crawler attached. And at some level that is exactly what it is, but it is just better than it sounds. Particularly 4 in my experience, but I also liked 3 a lot and am thinking about digging deeper.

-The Wildcard ability plays off the creepiness of self-insert, especially coupled with those ridiculous text scenes on level-up. Yes, your character can have many faces. Yes, it is implied that he has somewhat ulterior motives in getting close to people. Yes, Igor and the finer workings of social links are unknown to your friends. Etc. I try to play the guy as a consistent character, but I like that darker undertone to the dubious venture.

-Characters are actually charming beyond being tropes and trying to be that niche type of girl you can't resist. Yes there is a lot of trope and yes the girls are falling over themselves to get in your pants, but that's just not all it is. For every conversation I just skipped through on a second playthrough, there were many more I actually wanted to see again.

-There is a high attention to detail and the towns, again particularly 4 for me, feel very well-realized. They do setting very well, which is a large part of the central concept: take the epic JRPG and fold it into a small, tight setting.

-The games have a lot of identity and strong visual and aural direction. Sometimes it is very very ‘teenage’ or ‘anime,’ like the Evoker in Persona 3, but the games just have a strong, consistent sense of style and you can feel the heart behind it. Clearly the games have an artistic direction that is more than just ‘paint by numbers for the fans’ even when it is obviously going for them. As is clear from how I keep coming back to this, it means a lot to me, especially when what is pulled off is, in the end, a good product.

-The battles are engaging, with an interesting approach to weaknesses that doesn't always translate well to the bosses (save those mid-bosses in Persona 3, but some of those guys were just obnoxious and too tightly tuned (at least on FES hard, especially for no party control).

Basically, the games are well-crafted and competent and that goes a long way. To be fair, I don't hate anime or dating in games outright. I don't want to present myself as more hostile than I am. It is just that I have a low tolerance for skin-flint anime/dating sim. Maybe it is cute-to-make-you-melt or stylish-as-fuck at the time, but it leaves a bad after-taste. Persona didn't do that to me.

So, towards the point of this thread, suddenly I find myself greatly anticipating Persona 5. And this brings me back to TMS#FE. Clearly, Persona 4 came out in a very different time, being a PS2 game in 2008 as opposed to a PS3/4 game in 2016, and I find myself thinking what I would and would not like the Persona team to do similarly to the team that made TMS#FE.

What I wish they’d ‘take:’

-Dungeons: This was probably the weakest area of the Persona games for me, and the dungeons were extremely minimalist and ‘dungeon’ crawly. Persona 4 had some light puzzle design in the game dungeon but that is pretty much it. TMS dungeons had light puzzle themes running throughout its dungeons and I found these engaging and, with the warp system, they didn’t bog anything down either.

-Boss design: Persona has a neat battle system where the enemies you encounter changes up the way it plays from battle to battle due to the weakness, knocking down, and all-out attack mechanics. The thing is, as mentioned above, these mechanics don’t translate well to the bosses, which tend to just be buff, debuff, attack and heal affairs, losing much of the flair Persona battles otherwise have. In TMS: the session system keeps the weakness system in play and beyond that the bosses use reinforcements, and changing attack patterns and weaknesses very well.

What I hope they avoid:

-Endgame: I really hope that Persona 5 takes after Persona 4’s endgame instead of TMS#FE. In particular I mean that I hope that there is a secret dungeon to go with any secret boss. The normal boss of TMS is reached around level 62 or so for the main character in my experience. I ground him up to 64 for my hard clear. The secret boss is, as far as I’ve read, level 99. Now, the enemies in the last dungeon are ~60 and after a while you stop getting experience from them and this means that you are left grinding on savage enemies or the arena, both of which are problematic. Because you cannot switch out the main character and savage enemies seem to be tied to your level, it is easy for them to outstrip the rest of your party too far in level for anything but Ellie’s instant kill moves. I found this deeply problematic on lunatic. As to the arena, advanced has low returns for characters in the mid-high 60s, even lower past that and legendary is capped by a set of level 99 enemies, which was not nice to figure out getting through the rest of it in my low 70s. The solution to this is the DLC, which I ended up getting when my main character was 70 and the savage enemies had a turn over. The thing is that it is an incredibly cheap and boring way to grind with there just being weak enemies who drop auto-level items. You also need to go to an alternate enemy mode to grind out mastery while doing this and yet another to encounter savages to gather detritus. The game is just begging for a secret dungeon that has an enemy set that can level you from mid-60s to 99 for the extra boss more organically and as is the endgame just isn’t very rewarding and doesn’t take the right sort of effort. I’m sort of regretting doing it at all, especially on my lunatic run but a) I’m way too overleveled for the normal lunatic boss now and b) I’ve already sunk a lot of time into it.

-Weaker characterization, more zany, fluffier ‘support’ system: I used to like Fire Emblem supports. Part of that was me being a kid when I played the older games and part of that is that they are just a lot crappier now, by which I mean they are more just acting out of tropes and types and there is less humanity in them than there used to be. I feel that the same criticism can be leveled at the side quests in TMS#FE. I vaguely liked the characters because I liked using them in battle, but the side quest material did nothing for me. I wish it had.

As to the hopes: Persona 4 has already rocketed itself to being one of my favorite games. Better dungeons and bosses would have it made it even better. I don’t know how much Atlus teams look at eachother or what Atlus’s general history between Persona 4 and now has been, but I hope Persona 5 has stronger gameplay in these regards.

As to these ‘fears,’ for a lack of a better term—they aren’t so substantial--, I think they do have some merit with the changed nature of gaming these past 8 years. As to the first, higher budgets and production values as well as the normalization of DLC have made that kind of approach very ‘of the times,’ and the more content rich approach increasingly archaic in all but the most expansive of games. TMS#FE had a similarly small setting to Persona, which should work against this, too. As to the latter, I personally trust Persona’s character and art direction, but a lot of JRPGs have been regressing at least some distance towards this sort of ‘lowest-common denominator, please the otaku’ style of character direction this past decade. That’s something I really don’t want to happen with this game.

As to evidence there might be some cross-pollination, I haven’t read/watched much of the Persona 5 content that has come out and don’t plan to, but there is the ‘super hero’ outfits that the team will be wearing in battle.

TL; DR: So what does GAF think Persona 5 should, shouldn’t, and, if you want to be more predicative, will take from or share with TMS#FE?

PS: This is my first thread. Hopefully it is interesting.
 

Aters

Member
Basically:
1. Unless you're making a VN, gameplay matters.
2. Go anime, but never go full anime.

I think Atlus have at least partly fixed the first point. The second point is getting me worried because in general Atlus are going more and more anime, judging from #FE and SMTIV Final.
 
Pretty much what you said.

#FE has much better dungeons than P3/P4's random ones, and better than SMTIV for that matter, and from the trailers and interviews it sounds like P5 will have actually well designed dungeons.

The combat in #FE is great but the party customization is lacking because you can't switch the MC out but this really isn't a problem with Persona.

The phone with LINE was a really good way to interact with characters in #FE and the SMS stuff in P5 looks to continue that.

Honestly, #FE looks like a lot of P5's ideas but put into a different game and hopefully P5 will just improve on what was already in #FE.
 

Gvitor

Member
1) Better side-quests (the requests, not the social links).

I've only played P4G in the Persona series, so I can't speak for previous installments, but in P4G I often stumbled upon a request and had absolutely no idea of what I should do. In TMS there are some of those, but they're fairly straight-forward. Someone asks you for a magazine, and you never used the magazine stand for anything before, but you know what you should do. People asked me for statues or angels or shit like that and P4G and went unanswered until this day.

2) Also, better dungeon design. Some in TMS can get annoying, but they at least try. All of the dungeons in P4G are generic as hell, with the exception of an optional one that got inserted in the Golden version only.
 

Strimei

Member
From what I recall reading and seeing, the dungeons in Persona 5, central dungeons anyway, are no longer randomly generated, and are quite involved with puzzles and gimmicks. That's not to say there aren't ones like that, there's some side-dungeon stuff for grinding, to my understanding, are randomly generated, but they're optional stuff.
 

Mieu

Member
Let's wait until P5 comes to us.. Who knows, it might turn out to be better than what you expect...
 

Corpekata

Banned
Dungeons do suck in the Persona games design wise but I'm not sure they should look to TMS for inspiration as much as like, a lot of other RPGs in general.
 

Shaanyboi

Banned
There are too many questions about P5 before any comparisons can really be made. Switching party members mid-battle sure is handy though. And the dungeons are better than previous Persona games.
 

FluxWaveZ

Member
There are too many questions about P5 before any comparisons can really be made. Switching party members mid-battle sure is handy though.

I don't think there are that many questions anymore. There's a TON of Persona 5 information out there right now.

Switching party members mid-battle is something already confirmed for Persona 5, for example; an ability gained by reaching a certain Cooperation level with a certain character.
 
1) Better side-quests (the requests, not the social links).

I've only played P4G in the Persona series, so I can't speak for previous installments, but in P4G I often stumbled upon a request and had absolutely no idea of what I should do. In TMS there are some of those, but they're fairly straight-forward. Someone asks you for a magazine, and you never used the magazine stand for anything before, but you know what you should do. People asked me for statues or angels or shit like that and P4G and went unanswered until this day.

2) Also, better dungeon design. Some in TMS can get annoying, but they at least try. All of the dungeons in P4G are generic as hell, with the exception of an optional one that got inserted in the Golden version only.

I feel like Persona should learn from itself here, dungeon crawling is the least enjoyable parts of 3&4 but it looks like they've put in a much stronger effort to make the environments more compelling than randomized corridors connected by a stairwell.

And obtuse quests are annoying but I don't see those going away, I don't see many RPG devs taking risks outside of the standard fetch/puzzle/kill quest templates.
 

aadiboy

Member
Basically:
1. Unless you're making a VN, gameplay matters.
2. Go anime, but never go full anime.

I think Atlus have at least partly fixed the first point. The second point is getting me worried because in general Atlus are going more and more anime, judging from #FE and SMTIV Final.
This whole hatred of anime among gamers is very annoying to me...when was Persona ever not anime? What does going full anime even mean?
 

Mediking

Member
Hmmmm..... well.... TMS does have a gorgeous older woman in the game and I haven't really seen any gorgeous older women in P5 yet so.... lol
 
I haven't finished #FE yet so I can't say for sure, but one element whose spirit I hope is present in Persona 5: using the LINE-style text conversations as a way to add bits of characterization outside the main story and side quests. I would love to see entire short conversations happen during downtimes, ex. traveling in the overworld. The tricky part would be making it work without the Wii U gamepad, but maybe you could have single lines pop up at the bottom of the screen, and if you wanted to read the whole conversation you could take out your phone and the whole screen would show up.

It's a small detail, but it's one of my favourite things about #FE.
 
Hmmmm..... well.... TMS does have a gorgeous older woman in the game and I haven't really seen any gorgeous older women in P5 yet so.... lol

latest

Though she probably isn't as old as Maiko.
 

Inuhanyou

Believes Dragon Quest is a franchise managed by Sony
Basically:
1. Unless you're making a VN, gameplay matters.
2. Go anime, but never go full anime.

I think Atlus have at least partly fixed the first point. The second point is getting me worried because in general Atlus are going more and more anime, judging from #FE and SMTIV Final.

To your second point, that's not 'anime'.

That is pandering to a specific subsection of anime culture. I wish people would stop generalizing things like that you know? Like saying 'go full anime', and stuff like that it implies as if that's all there is to it, or going too far into what it 'actually is'.

I know your don't mean any offense over it, its just something i get triggered over
 
Basically:
1. Unless you're making a VN, gameplay matters.
2. Go anime, but never go full anime.

I think Atlus have at least partly fixed the first point. The second point is getting me worried because in general Atlus are going more and more anime, judging from #FE and SMTIV Final.

I know you could make a better argument like Moon Frog here. I may disagree on some details, but at least he gives a better argument than "go full anime" and at least elaborates on why he feels that way.

Anyway, I agree that P5 ought to take lessons about Dungeon Design from TMS. And thankfully, the Persona System allows changing up the weaknesses you have so that should be fine unlike Itsuki who is a pretty arbitrary liability who makes fights harder than they should be.

About the Narrative, I think they should follow down the road of having the Cooperations tie back into the theme as usual.

Honestly, I wouldn't change much about Persona, not even the Calendar system.
 

DNAbro

Member
I haven't finished #FE yet so I can't say for sure, but one element whose spirit I hope is present in Persona 5: using the LINE-style text conversations as a way to add bits of characterization outside the main story and side quests. I would love to see entire short conversations happen during downtimes, ex. traveling in the overworld. The tricky part would be making it work without the Wii U gamepad, but maybe you could have single lines pop up at the bottom of the screen, and if you wanted to read the whole conversation you could take out your phone and the whole screen would show up.

It's a small detail, but it's one of my favourite things about #FE.

Text conversations are confirmed. I assume it will work somewhat similarly.


After playing quite a bit of #FE, it just made me more excited for P5. Everything looks even higher quality than #FE.
 

Ultimadrago

Member
I don't know how overall sidequest quality is in #FE (writing, novelty, multiple choices, etc), but I hope they're more interesting than P3/P4. That's Social Links and non-Social Links alike I'm talking about there.

I wonder is Persona 5 will remedy this as it has made those titles worse looking back on them.
 

FluxWaveZ

Member
I haven't finished #FE yet so I can't say for sure, but one element whose spirit I hope is present in Persona 5: using the LINE-style text conversations as a way to add bits of characterization outside the main story and side quests. I would love to see entire short conversations happen during downtimes, ex. traveling in the overworld. The tricky part would be making it work without the Wii U gamepad, but maybe you could have single lines pop up at the bottom of the screen, and if you wanted to read the whole conversation you could take out your phone and the whole screen would show up.

It's a small detail, but it's one of my favourite things about #FE.

If anything, #FE took that from P Studio's Catherine. Persona 5 has its own texting system, too:

J3j7FUL.gif
 

Ninjimbo

Member
I like the partner attacks and the specials that trigger randomly when you exploit weaknesses. Those bits were cool. P5 should try to strive for the showmanship of #FE. It was so gorgeous.
 
If anything, #FE took that from P Studio's Catherine. Persona 5 has its own texting system, too:

J3j7FUL.gif

That's true. I'm kind of envisioning something that happens more in the background, like a text version of the incidental conversations your party members would have in the Dragon Age games while you were wandering around the countryside. I don't necessarily want to stop the game just to read text messages (though I imagine there will be "important" conversations that deserve your full attention) but I'd love to see messages just float on by for the sole purpose of adding colour to the characters and their interpersonal relationships.
 
I didn't think #FE's side quests were that special. There were some good ones such as ones which had you facing extra minibosses, but quite a few of them boiled down to hunting for a random item somewhere in Tokyo or a dungeon.

Persona 5's sidequests that we know of have you going into the randomly generated dungeon Mementos and fighting shadow's there, which sounds like it could be pretty interesting. Although there could still be other requests too.

One thing I thought #FE did really well was how it kept the entire party relevant at all times, including the subcast through the session system. And how it actively encouraged using new party members as you got them whilst not making the old ones redundant through gradually opening up out of party sessions. We already know that P5 has switching mid combat and sub cast getting exp at least.

Aside from that, #FE had a far better difficulty curve than Persona 4, so I hope they learn from that.
 

coopolon

Member
While #fe had great attack animations, the inability to skip them eventually became unbearable for me and I quit in the last dungeon. Every attack was lasting almost a minute, and there's a lot of attacks in this game!

Also, if p5's cast is anywhere near as shallow as #fe, Atlas has really lost their touch.
 

Strimei

Member
People will hate me for this, but am i glad that TMS didn't follow the typical highschool setting you see in almost every "persona-clone" modern jrpg. I was hoping persona 5 would try to stray away from it, but unfortunately it doesn't seem that way.

While the MC would probably have still been a high schooler, one of the first ideas for the game was to have you backpacking around the world. The Tohoku earthquake of 2011 changed Hashino's mind about it though, had him focus more inward.

Also for what its worth, from what I recall reading, the vast majority of P5's social links are adults this time around, which is definitely a departure. You still have your party, of course, but there's more of an adult element now.
 
When will it end?


People will hate me for this, but am i glad that TMS didn't follow the typical highschool setting you see in almost every "persona-clone" modern jrpg. I was hoping persona 5 would try to stray away from it, but unfortunately it doesn't seem that way.

Man, I agree with this so much.

I really liked TMS because it had a unique setting that eeeaasily could've been screwed up or made eyeroll-worthy, but they actually handled it really tastefully and the Fire Emblem elements were weaved in so naturally. It felt like a gamble but it paid off so well. I'm worried now the game has spoiled me because P5 seems so much more typical in comparison.
 
When will it end?


People will hate me for this, but am i glad that TMS didn't follow the typical highschool setting you see in almost every "persona-clone" modern jrpg. I was hoping persona 5 would try to stray away from it, but unfortunately it doesn't seem that way.

But I don't think it really exploits its setting too well, whereas the Persona games reliably do so. You know the idea, it's not about the base concept it's about how the concept is developed and presented. If I'm not mistaken the main writer and team was mostly people from Devil Survivor which I'm surprised didn't exploit the setting well because they nailed that in DS1 though a bit less so in DS2. Must've been a couple communication and organization issues.
 

Curufinwe

Member
I agree with the Edge review. The dungeon gimmicks end up being a giant pain in the ass and made me miss the simpler dungeons from Persona.
 

MoonFrog

Member
Yeah, as I mentioned in the OP I'm mostly in the dark on Persona 5 because at first I wasn't too interested and then after I played 3/4, I've been mostly keeping myself in the dark. I didn't realize so much was already known about dungeons, switching mid-battle and what not. Also, my history with Atlus is literally just TMS, P3 & 4, and a bit of Nocturne.

I did read that they were changing the one more turn mechanic to give the non-MC characters more coverage, which is great. So often, especially in 3 when I couldn't always rely on my team-mates and battle control was at a higher premium, my MC would run out of magic points much faster than anyone else.

Along that line, is there anything else they're doing to battles that might particularly go to boss fights? A lot of improvement can just be done through improving encounter design (like TMS has), but it'd be nice if the mechanics of normal battles translated over to the boss battles better.

Dungeons do suck in the Persona games design wise but I'm not sure they should look to TMS for inspiration as much as like, a lot of other RPGs in general.

Fair enough. The idea behind the thread though was just Atlus's right hand just did this, how would you like the left hand to follow suit, if at all? But yes, there are plenty of non-Atlus RPGs they could learn from too.
 
While the MC would probably have still been a high schooler, one of the first ideas for the game was to have you backpacking around the world. The Tohoku earthquake of 2011 changed Hashino's mind about it though, had him focus more inward.

I really hope they go back to this idea for P6 or some other project. It sounds like a great set up.
 
When will it end?


People will hate me for this, but am i glad that TMS didn't follow the typical highschool setting you see in almost every "persona-clone" modern jrpg. I was hoping persona 5 would try to stray away from it, but unfortunately it doesn't seem that way.

Why would I hate you for that? The setting of TMS was perfect, they only botched the execution.
 

Strimei

Member
I really hope they go back to this idea for P6 or some other project. It sounds like a great set up.

It does sound pretty neat.

I mentioned this in the community thread, but they should think of bringing back the Golden Theater framing device from Catherine and use it for ideas like that. Even if it doesn't happen with Persona, go make something of it.
 

Aiustis

Member
Honestly I don't think there is much. I love TMS. I don't like Persona. The only thing I can think of is improving the dungeons but dungeons seem pretty secondary in Persona and maybe that's a good thing for it.
 

MoonFrog

Member
The thread title really should be... what can TMS2 learn from TMS?

Hmmm... I can see what should TMS2 learn from Persona and what it did well on its own from what I put in the OP.

I do hope they do another SMT X FE. Doesn't need to be TMS :p (idols can go away...or they can stay, but I'd hope they'd be done better).
 

Mediking

Member
Now there's an idea.

Hmmm... I can see what should TMS2 learn from Persona and what it did well on its own from what I put in the OP.

I do hope they do another SMT X FE. Doesn't need to be TMS :p (idols can go away...or they can stay, but I'd hope they'd be done better).

I'm a STRONG supporter of TMS. TMS is the name of the series. It can stay. There's alotta potential in a TMS sequel. First things first.... somewhat older female lead.
 

wmlk

Member
Having a consistent visual style for in-game and the anime cutscenes. It irks me how different P5 looks in the game and in the anime cutscenes. They look worlds apart now and each have their own identity. It's not like in past games where they lacked the ability to properly show certain events in game. And heck, past games matched the look of the anime cutscenes much more.

I've noticed that TMS gets that right big time.
 
It looks like it already learned the most important lesson: have a name people will spell out so they don't have to read a 3 paragraph essay to guess what the heck "TMS#FE" is...
 

tei15

Member
All I want from new Persona is to go full Tsumi/Batsu/Soul Hackers on our asses, but obviously ain't gonna happen in modern gaming environment, so honestly, don't care too much about what they've done with P5. I mean I expect it to be as "tight" with story and has as much content as P4, plus obviously it looks just gorgeous, so it should be more than enough to occupy me before FFXV comes out. So yeah, I'm expecting a good game, but nothing on the same level as the heyday of Atlus.
 
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