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Persona 5 Famitsu Details

I'm assuming they mainly added the stuff to make the
True End
seem slightly less abrupt and out-of-nowhere.

Though, honestly, to me it still felt really abrupt and, while not out of nowhere, poorly paced and a generally bad reveal.

The main plot was definitely the weakest part of P4 for me. P3 is still my favorite because of this and the fact that I liked the main cast a lot more. Hopefully P5 will have more engaging and interesting plot for us to go through again. The Midnight Channel, otherworld and murder mysteries were poorly handled and developed in P4, thankfully everything else was quite enjoyable.
 
He really needs to get his teeth cleaned up. Yikes

You're right, James Franco's teeth in that photo are definitely worthy of 'yikes'. What other aspects of people's appearance don't meet your standards which are totally in proportion and not influenced by hyperactive commodification of human bodies?
 
The bit about the dungeons make it seem like it would be like Persona 3 with the Full Moon Bosses having unique non-random generated places and the normal dungeons will be random... I like the random hallways of the Persona games since even when I kind of "get" the pattern, they make the exploration feel different enough to not be boring...

Also, in Persona 4 I remember that some of the floors were not random generated, mostly the ones with sub-bosses in them...

And I can't wait to see how they changed the Social Links, one of my favorite parts of the games and I guess that they will not use Tartot Archetypes this time? Will be very interesting...
 

*Working with sympathizers around town (the original Japanese literally uses “cooperation” like in the menu) is advantageous in some way for combat.

*Social Link-esque features will be discussed later, but will have new twists while still serving to power things up.

It surely sounds as if Social Links are part of the cooperation feature. I am looking forward to the twists they have incorporated.
 
The bit about the dungeons make it seem like it would be like Persona 3 with the Full Moon Bosses having unique non-random generated places and the normal dungeons will be random... I like the random hallways of the Persona games since even when I kind of "get" the pattern, they make the exploration feel different enough to not be boring....

Really?

I just find that it makes the entire tower feel like it's the same damn dungeon repeated over and over.
 
The main plot was definitely the weakest part of P4 for me. P3 is still my favorite because of this and the fact that I liked the main cast a lot more. Hopefully P5 will have more engaging and interesting plot for us to go through again. The Midnight Channel, otherworld and murder mysteries were poorly handled and developed in P4, thankfully everything else was quite enjoyable.

I never understand this preference in GAF. P3's plot only really got interesting like 80% into the game. The whole monster of the month structure it had going for it up until then was so mind numbingly boring and dull, that however "poorly" the murder mystery was handled in 4, I vastly prefer it over 80% of P3.
 
Not only Shibuya... TWEWY2 cancelled, again.


But seriously, good to know that some of the dungeons will be handcrafted. The way the trailer cut the footage for the dungeon, I still had some concerns.

I also wonder who will be the support character, since all 4 introduced characters are fighting.

Also, I wonder if they are only thieves in "the other world", and they are normal people on the normal world.
 
I hope the non randomly-generated dungeons are not like in P3, where you only can have access to it once a month.

I wonder what would be the randomly-generated parts though, I hope there are not too many of them.
 
Really?

I just find that it makes the entire tower feel like it's the same damn dungeon repeated over and over.
Yes! I know that the assets are the same but since every dungeon changes things like location of chests, enemies and also some especial things like "This dungeon is full of golden enemies" or "This one has a LOT of chests but the reaper appears sooner" make it feel less repetitive... I played the game two times and was never bored =D

Edit: But I would appreciate if the random generated dungeon were are not mazey-like this time, would like random generated rooms full of verticality but I guess that is a little too much to ask =P
 
Eh, they could implement Knock-Down in a Press Turn battle system. I think it's All-Out too, but just saying.

Or maybe using a new system that get rids of the cons of One More and the cons of Press Turn.

One More was really favoring the party, while Press Turn could really screw you over (e.g. testing for resistances could be suicidal and random misses would mess with your hole turn)
 
I hope the non randomly-generated dungeons are not like in P3, where you only can have access to it once a month.

Considering the main dungeon shown in the trailer was crumbling and falling apart in one of the cutscenes, I have strong suspicion that it might actually be the case.
 
I got so sad when I saw that the P5 trailer thread got locked... Glad to see it got moved here :P Let the discussions continue folks, going to respond to each point on that link:

The protagonist is a second-year high school student, who transfers to the city during the spring (around the time of the start of a new school year in Japan.) He’ll move into a coffee shop owned by acquaintances of his parents.

Awesome, wonder if these acquaintances will be in the know, about this whole thievery thing, or if it's gonna be like Dojima in P4, in which he had a vague idea that there was something going on, but was never really a part of things.

The game starts out in Shibuya, but the stage is set in various parts of Tokyo.

Also great news. It'd be great to see them go all out and make the city as close to reality as they could. Games like Akiba's Trip did it, and it was awesome going around a city in game that is actually pretty close to what it looks like in real life.

This is a vague hint, but for what it’s worth, the protagonist has some sort of problem that will lead to trouble down the line if he doesn’t fight it. The part of the recent trailer that showed him imprisoned was a symbol for a “prison of mind”.

Hmmm... Double persona-lity?

The dungeon that was shown in the trailer was not automatically-generated, and the story will have various main places that are suitable for a challenge to a phantom thief with all kinds of stages and gimmicks. However, this doesn’t mean there won’t be any auto-generated elements in game.

Okay, now this I will be ok with if they manage to make each dungeon feel different. Persona Q did a fantastic job with creating dungeons that were fun to navigate and explore, but we are talking about the Etrian guys here, it's what they do best. Random dungeons were a thing in P3 and P4 and we all know how fun/interesting those were after a few floors...

There will be some sort of Social Link-like feature in Persona 5.

Cooperations? I hope this means that they expanded on the system, rather than completely cut it out.

The protagonist’s first exclusively usable Persona is named “Arsène”. This is likely derived from the famous phantom thief, Arsène Lupin.

Awesome tribute is awesome. Wonder if the other members will also have Personas derived from thieves, or something else along those lines.

In previous titles, the Persona summoning scene had the Japanese onomatopoeia of “カッ” (kka) which is something often used to depict a flash or clicking sound. In Persona 5, it’s “ブチッ” (buchi) which is a snapping sound (either physically or mentally).

Wonder if this is a significant piece of news or not... I'll just leave it at that for now lol.
 
Not having played Nocturne but I have played DDS 1 & 2, I kinda got the impression that if not identical, it's very similiar with Nocturne's. Am I far off?
The Press-Turn systems in DDS and SMT IV are based on Nocturne's, yes, and the One-More system is a modified version of Press-Turn.
 
I never understand this preference in GAF. P3's plot only really got interesting like 80% into the game. The whole monster of the month structure it had going for it up until then was so mind numbingly boring and dull, that however "poorly" the murder mystery was handled in 4, I vastly prefer it over 80% of P3.

I'd probably agree with you about this.

P3: Great Finale/Wrap-Up

P4: Great Everything-Except-Finale/Wrap-Up

I actually liked the murder mystery for the most part. I thought it was interesting handled and reasonably well-done. It was only really the final revelations that i had issues with. I thought everything up to that was relatively engaging. Surely the murder mystery was kinda hokey, but it had enough twists and character drama to keep me invested, though some things could definitely have been handled better.

Regarding P3, I actually prefer the P3P FeMC route because I felt like her additional social links with the team really added a lot to the characterisation (Ken withstanding). Also I loved the whole Ryoji doomed romance social link. It was one of the few instances of 'I feel a bizarre magnetic attraction towards this person' romances (which I normally hate in fiction) that I could actually get behind.
 
Some nice info. I hope that we get to know more about the social links in this game. To me Persona is all about the social links as it definitely makes the whole game a lot more interesting.
 
The narrative progression in Persona 4 was better, but Persona 3 had a way better atmosphere. So much depression, nihilism and darkness.
Honestly, that has a lot to do with why I consider P4 preferable. If I wanted that, I'd stick to traditional SMT (and even SMT IV knew not to lay it on as thick at every turn).
 
Considering the main dungeon shown in the trailer was crumbling and falling apart in one of the cutscenes, I have strong suspicion that it might actually be the case.

Maybe that was only in the first dungeon, like for an introduction. I hope the rest of the non randomly-generated dungeons can be accessed regularly. I don't want P3/P4 dungeons anymore.
 
I'd probably agree with you about this.

P3: Great Finale/Wrap-Up

P4: Great Everything-Except-Finale/Wrap-Up

Regarding P3, I actually prefer the P3P FeMC route because I felt like her additional social links with the team really added a lot to the characterisation (Ken withstanding). Also I loved the whole Ryoji doomed romance social link. It was one of the few instances of 'I feel a bizarre magnetic attraction towards this person' romances (which I normally hate in fiction) that I could actually get behind.

You see, I feel like I would've gotten more if I went with P3P instead of vanilla, because vanilla's S. Links DO NOT hold up very well. I've been meaning to give FeMC route a shot, but it's gonna be a while considering I'm trying to finish up P4 Golden AND also start Innocent Sin.
 
We saw an All Out Attack in the trailer, so it's likely going to use the One More system.
In Persona Q there are All Out Attacks but attached to the Boost System... All Out could still be in but the battle system could be different...

... But is not going to happen, most likely that they will use Press Turn or a variant of that system. Maybe with the "Smirk" mechanic of SMT IV =P
 
In Persona Q there are All Out Attacks but attached to the Boost System... All Out could still be in but the battle system could be differente...

... But is not going to happen, most likely that they will use Press Turn or a variant of that system. Maybe with the "Smirk" mechanic of SMT IV =P

Do not even joke about that.
 
The one thing I hate about P4's narrative is the true ending. God, that was such bullshit. I wish I never saw it.

The normal ending is much better imo.
 
Care of http://www.siliconera.com/2015/02/09/persona-5-details-protagonist-setting-dungeons/

+ The protagonist is a second-year high school student (the new kid in town, may or may not be a thief)
+ Social links are in (in some form)
+ Not all dungeons are randomly generated (but some probably are)
+ Starts in Shibuya, set in other Tokyo locations as well (Almost certainly a beach at some point)
+ Problems will be solved (but some probably won't be ... at least without a guide)

Hype intensifies
 
Do not even joke about that.

You know it's true, It just makes sense~

* Smirk!

oYZ2eed.png
 
The one thing I hate about P4's narrative is the true ending. God, that was such bullshit. I wish I never saw it.

The normal ending is much better imo.

It felt like a desperate attempt to recreate the final boss of P3. The whole appeal to me of P4 is its smaller more intimate scale. Trying to make it about "saving the world" is what kind of soured me on the end.
 
I'm praying to door Jesus that this means they brought back the press-turn system from nocturne.

not to talk shit about press turn or anything, but i'd rather they just do something new with the battle system. the problem with one-more-time in P3/4 is that it's too simple for a 70+ hour game and you end up using the same "find out weakness>bumrush"strategy way too often outside of boss fights.

they can solve that by making a cool new battlesystem that reuses some of the same concepts, we'll always have nocturne and smtiv for press turn. i think persona q was a pretty decent example of how that can be accomplished.

The one thing I hate about P4's narrative is the true ending. God, that was such bullshit. I wish I never saw it.

The normal ending is much better imo.

I think the entire back third of P4 is ridiculous. just think how many "BUT WAIT IM THE REAL MASTERMIND!!*shows up out of nowhere*" villains there are.

there's like 5 layers!
 
Main things I've gotten are:

- Dungeon parts are P3 style, with randomly generated stuff in between big end of month/time/whatever encounters. As long as it isn't Tartarus lol

- S. Links have been shaken up a bit, which is great

- MC actually has a defined personality, self-insertion is (semi) dead!
 
Eh, I think the P3 early narrative was just fine. The entire story is about a group dealing with conflict and mistrust, which is tied up when a central conflict bonds them together as a group leading to the end where the bonds you've created helped you
save the world
.
 

It felt like a desperate attempt to recreate the final boss of P3. The whole appeal to me of P4 is its smaller more intimate scale. Trying to make it about "saving the world" is what kind of soured me on the end.

Exactly! It came out of nowhere and actually worked against a big part of why P4 was so enjoyable and felt so fresh.

When I got to the True Ending I was like "Really?". I'm actually glad I didn't get my first time through, made it easier to ignore it and not let it ruin the rest of the game.

I think the entire back third of P4 is ridiculous. just think how many "BUT WAIT IM THE REAL MASTERMIND!!*shows up out of nowhere*" villains there are.

there's like 5 layers!

That was indeed pretty dumb, but at least it was still grounded. An upbeat murder mystery/slice of life is such a great concept, why did they have to go dumb? D:
 
Eh, I think the P3 early narrative was just fine. The entire story is about a group dealing with conflict and mistrust, which is tied up when a central conflict bonds them together as a group leading to the end where the bonds you've created helped you
save the world
.

This is just me, but the first two months in the vanilla game WERE EXCRUCIATINGLY boring and were a huge road block from getting into the the game. The only time anything main story related happened was during the full moon events, and they really weren't anything special. The early S. Links were also god awful (at least vanilla P3 ones were) and did nothing to help with the down time between each full moon boss shadow.
 
Main things I've gotten are:

- Dungeon parts are P3 style, with randomly generated stuff in between big end of month/time/whatever encounters. As long as it isn't Tartarus lol

- S. Links have been shaken up a bit, which is great

- MC actually has a defined personality, self-insertion is (semi) dead!

I'd argue pretty much all persona main protagonists have a defined canon personality that is shown through body language, appearance, and dialogue options. I mean, compare the dialogue options for Persona 3 protagonist with the persona 3 female protagonist for instance
 
Exactly! It came out of nowhere and actually worked against a big part of why P4 was so enjoyable and felt so fresh.

When I got to the True Ending I was like "Really?". I'm actually glad I didn't get my first time through, made it easier to ignore it and not let it ruin the rest of the game.
This would've necessitated ignoring that there wouldn't have been any explanation as to why
the controller vibrated following a simple handshake of all things at the beginning of the game, and why Yu felt ill following it, not to mention the lack of explanation regarding the dreams that he had shortly after
. That said, the game cheating by not
giving Izanami a portrait initially
was a load of crap.
Do we now know the official pronunciation for the girl's name?
No.
Persona Q had all-ins without One More, SMTIV had something similar.

They can have all-ins without making weaknesses so utterly devastating.
I don't recall any such equivalent in SMT IV.
 
Also great news. It'd be great to see them go all out and make the city as close to reality as they could. Games like Akiba's Trip did it, and it was awesome going around a city in game that is actually pretty close to what it looks like in real life.

Maybe all the dungeons will be famous landmarks! Tokyo Tower, the Skytree, Roppongi Hills etc.

What? You didn't like bosses getting first move, hitting elemental weakness, smirking, and then critting the entire party to death all on the first turn?

No, what I didn't like was the NPC attached to me I didnt ask for hitting the boss with an element he's immune to and making him smirk...
 
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