It is... at least in P4.
Because MC is alive and allow others revive them using Persona or others powers.Lorewise when a combatant's HP goes to zero, they're just knocked out, not dead.
It is... at least in P4.
Every persona is tied to MC... even the others party member persona... MC has the God powers that give powers to others party members.
I'm talking about stealth controls, sorry. I like the game and I think manual saving is fine (I love Nier, Yakuza and Alien Isolation) I just feel maybe giving 1 turn to revive might eliminate unluckiness while forcing you to scramble to revive the MC.That is actually true, it's one of my gripes with the game how difficulty is handled, in earlier games the enemy would pinpoint to your weaknesses like hawks, fire emblem style and get as many kills as possible, but in this one they might exploit an weakness and then throw a meaningless buff. Not sure if difficulty changes the AI at all, but i didn't want to risk the game being too hard since hard mode in earlier games hard mode was too hard for me. Though i don't agree with what you said about controls.
Or you could just save when you come across a safe room. They're literally marked with a big green S on the map. How hard is it to remember to save every time you find one? Especially if it's happened to you before?
The funny thing is auto-saving at the points where it makes sense takes nothing away from the game's difficulty, but doesn't overly punish you for forgetting to do something almost no game has required you to do for 15 years.
Persona 4 had this with a boss inflicting fear and then using a move that instantly kills anyone with that status. Easy to avoid if you have equipment that prevents you from having that status. I don't know what happened there in FF13.My favorite version of this in a game is where you would get a game over if your main character in FF13 died and the last boss had an instant death spell that hit like 50% of the time without some specific equipment (and still hit like 30% of the time with the equipment).
You can be owning this boss and then he RNGs targeting the MC with Death and RNG decides that your main character is dead.
Haven't played P5 yet, but FF13 was terrible with this.
Because MC is alive and allow others revive them using Persona or others powers.
MC dies = no more Persona powers.
Though it is understandable to move it further along than where it used to be, I'd say they overcompensated by placing it just before the link maxed.IIRC in Persona 4 the "save MC from death" bonus was the reward for just establishing the link.
They've moved it to rank 9 here.
The entire battle system would need an overhaul. As it is right now, the main character is way too powerful for the game not to end when they die.
People who play Persona of all things hurling "get gud" at people with a straight face has got to be one of the oddest things I've seen on gaf in ages.
The series has always been a casual, more easy going version of SMT. That's literally been the series' raison d'être since P3. You guys aren't playing competitive starcraft here or anything, you're playing a surface level rpg dating sim. Get over yourselves, christ >.>
I think ou didn't understand why and how MC received the God powers that allow the use of Personas for him (he is the God that can control all Personas) and for others party members (MC give Persona powers to them that are tied with their relationship with MC).Did we play the same game?
People who play Persona of all things hurling "get gud" at people with a straight face has got to be one of the oddest things I've seen on gaf in ages.
The series has always been a casual, more easy going version of SMT. That's literally been the series' raison d'être since P3. You guys aren't playing competitive starcraft here or anything, you're playing a surface level rpg dating sim. Get over yourselves, christ >.>
People who play Persona of all things hurling "get gud" at people with a straight face has got to be one of the oddest things I've seen on gaf in ages.
The series has pretty much always been a casual, more easy going version of SMT. That's literally been the series' raison d'être since P3. You guys aren't playing competitive starcraft here or anything, you're playing a surface level rpg dating sim. Get over yourselves, christ >.>
My favorite version of this in a game is where you would get a game over if your main character in FF13 died and the last boss had an instant death spell that hit like 50% of the time without some specific equipment (and still hit like 30% of the time with the equipment).
You can be owning this boss and then he RNGs targeting the MC with Death and RNG decides that your main character is dead.
Haven't played P5 yet, but FF13 was terrible with this.
Is pressing start and selecting a slot before pressing X really that compelling of a mechanic that you would argue against it?
I dunno, SMTIV has a reputation among the Megaten fanbase for being super easy...
Could you control party members in Persona 1 and 2? If not, maybe it's a holdover from P3 where they decided it would better to make it so the game ends than crossing your fingers that the AI doesn't fuck up.
3 is the odd one out in not allowing for full control of your party (which wasn't changed until P3P).Could you control party members in Persona 1 and 2? If not, maybe it's a holdover from P3 where they decided it would better to make it so the game ends rather than crossing your fingers, hoping that the AI doesn't fuck up.
First Persona game, and I had a bit of a moan about this earlier.
It feels like a really arbitrary condition of the battle system more than anything. There's no story justification for why the rest of the party inexplicably lose their shit and forget their ability to use revive spells or items.
It's not even as if the deaths themselves have been unfair. Generally speaking it's due to a couple of bad decisions on my part that I lose. That's fine, but when a loss comes through an instant kill spell or an unlucky miss, it makes the loss in progress harder to swallow.
I feel the bigger issue is the save system - particularly in palaces. Save scumming in the safe rooms rooms is counter productive since it can ruin the pacing, and if you have to travel between rooms it causes the enemies to respawn.
I feel there should have been a checkpoint system separate from the save rooms, so as to mitigate time wasted if you die. That way the current system and difficulty can remain while curbing frustration. EDIT: The checkpoints can also be spaced as not to be too generous, which is a risk with autosaves.
Hell, the current save system could remain if they gave the player some options if the MC falls. Maybe they should be given the choice to incur a penalty - sacrificing a Persona perhaps - for reviving the MC, or to start back from the save room. That way the unique nature of the MC would be retained and potentially used against you if you're careless.
This is mostly spitballing though. I feel it's something they can look at in the future, and is one of my only criticisms for what has been a wonderful introduction to the series.
They did it in SMT IV Final for the better.
To be honest for games like this or stuff like Etrian Odyssey ya... manually saving is really cathartic.
There are times where I don't want an auto save to happen when I enter a save room though, especially if I am exploiting using them to get that last few experience points I need for a level.I can... understand it.... but I think ultimately it is a physical action being overvalued. If it autosaves, the catharsis will still be there in the form of actually pressing the button to open a safe room door, and being able to make a manual save for OCD players.
To be honest for games like this or stuff like Etrian Odyssey ya... manually saving is really cathartic.
There are times where I don't want an auto save to happen when I enter a save room though, especially if I am exploiting using them to get that last few experience points I need for a level.
There are times where I don't want an auto save to happen when I enter a save room though, especially if I am exploiting using them to get that last few experience points I need for a level.
If it was only assigned a single slot, that wouldn't be a problem but if it was setup like Zelda it would be a huge issue if I am coming and going repeatedly.I don't understand what difference that would make though?
If it was only assigned a single slot, that wouldn't be a problem but if it was setup like Zelda it would be a huge issue if I am coming and going repeatedly.
Well I didn't realize that! It would be fine and welcomed if it did that!I'm simply suggesting a system where there is Network Save, Auto Save, and then the same 16 manual save slots. I don't think this takes anything away from the game!