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Persona 5 New Trailer

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Oct 9, 2013
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Probably premature but....
Persona 5 MC is way better than any other Persona MC
Lol I do feel like he might be the best though. Damn I can't wait that long Atlus. It might have been better for me just to wait...
 

Palculator

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Jun 22, 2014
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Foshy also made some for phones, if anybody wants them in a portrait format:
I made myself an iPhone 5 wallpaper, if anyone wants it here you go

Also, since the original site doesn't just let you view that raw background image here's a link to it if someone wants to crop it himself: http://persona5.jp/images/visual.png

Edit:

Since I like clean, simple wallpapers and the P5 logo I just cropped it. Once with the text, once without. If anyone's interested... not that it was any significant effort, though.
 

LookAtMeGo

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Haven't played a Persona game yet. Looks like I will start with this one. That was a great trailer. A bit late but I'm just seeing it now.
 

Sheroking

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MC was giving me the type of vibes I'd expect to get from the Class President social link until this trailer, now I get Light Yagami vibes.

No idea what to expect here.
 

LookAtMeGo

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Luckily they are self contained. Your in for a treat
I'm glad they are since I dont have the time I would probably never get caught up :)

I really have no idea what I'm getting into. I will follow this more closely, I honestly have no idea if I will like it or not but I want to try something new and this looks like it will be fun.
 

Inuhanyou

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I'm glad they are since I dont have the time I would probably never get caught up :)

I really have no idea what I'm getting into. I will follow this more closely, I honestly have no idea if I will like it or not but I want to try something new and this looks like it will be fun.
As long as you are in any way familiar with JRPG's and turn based combat, you'll be completely fine, don't worry.
 

LookAtMeGo

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As long as you are in any way familiar with JRPG's and turn based combat, you'll be completely fine, don't worry.
TBH the last JRPG I played was FFX, I played every one prior to that but its a genre I have been absent from for quite some time. I am familiar with turn based combat though.

I will check out some videos of the other Persona games and get a better idea of what its all about.
 

brickarts295

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I wonder what cameo or locations they'll add from previous Persona games? I really liked when you
visit the P3 high school as a field trip in P4.

also 1.8 mil views in 2-3 days, they HYPE is still going!
 

BackwardCap

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This will also be my first main series persona game (unless you count shadow of the labyrinth) but I've already watched full play-throughs of 3 & 4. I just hope I can max out everyone's social link via friendzone. I don't want to have any romance between me and other characters.
 

Matt Attack

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I wonder what cameo or locations they'll add from previous Persona games? I really liked when you
visit the P3 high school as a field trip in P4.
As far as locations go, I'm not sure if we'll get something on the same level as what P4 did. I don't think that they would just use the PS2 assets again, and it would likely be a lot of work to recreate one of the towns for PS3/4. I think I'd prefer if they put in the effort to flesh out the new setting, but that's just me.

Still, I probably wouldn't complain if I got to pay a visit to Inaba!
 

Palculator

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Jun 22, 2014
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TBH the last JRPG I played was FFX, I played every one prior to that but its a genre I have been absent from for quite some time. I am familiar with turn based combat though.

I will check out some videos of the other Persona games and get a better idea of what its all about.
You'll be fine. I only got into this series because I got a Vita and needed games for it. I think the last JRPG I played before P4G was Pokemon Red when it came out, so I had a gap of roughly 13 years. But now I'm fully converted to the series/genre and even went back through P3P+FES and most of the SMT Games on PS2 and (3)DS, barring DDS2 and Raidou 2 which I have yet to start (but already bought.)

Just be open minded about it. Lay back and absorb P4, it's magical.
 

LookAtMeGo

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You'll be fine. I only got into this series because I got a Vita and needed games for it. I think the last JRPG I played before P4G was Pokemon Red when it came out, so I had a gap of roughly 13 years. But now I'm fully converted to the series/genre and even went back through P3P+FES and most of the SMT Games on PS2 and (3)DS, barring DDS2 and Raidou 2 which I have yet to start (but already bought.)

Just be open minded about it. Lay back and absorb P4, it's magical.
Thanks, will do. :)
 

Jisgsaw

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I know it's a controversial opinion, but I sure hope we won't get a free skill choice in P5. These make the games by far too easy, see P4G and SMT IV. !there has to be some kind of limitation.

I hated the inheritance in those games. Trying to get Thanatos with Ragnarok, Niflheim, Thunder Reign, and Panta Rhei was way too tedious since he wanted to inherited Mudoon, Ghastly Wail and other shit you never use in an SMT game.
That's because you're not supposed to (and really don't need to) have such an OP persona... I'll never understand the people who rerolled for more than 5 or 10 minutes; the games never requires you to have such perfect personas that you'd have to have a very specific skillset for all 8 skills.
Free fusion is what broke P4G and SMT IV, so even if it's conveniant, some sort of limitation has to be made.

Well, for SMT 5 at least, Persona was never about the challenge anyway, so it wasn't that much of a problem in P4G.
 
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I know it's a controversial opinion, but I sure hope we won't get a free skill choice in P5. These make the games by far too easy, see P4G and SMT IV. !there has to be some kind of limitation.
I agree. Random inheritance isn't perfect, and it encourages the exceedingly unfun re-rolling, but full control feels like cheating. There has to be a smart, engaging middle ground.
 

Jisgsaw

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I agree. Random inheritance isn't perfect, and it encourages the exceedingly unfun re-rolling, but full control feels like cheating. There has to be a smart, engaging middle ground.
One solution would be adding "fusion points".
Each demon of the fusion contributes a certain amount of fusion points, and each skill has a fusion points cost.

That solution has problems too (no way to do a "perfect" demon, possible abuses with certain demons that bring a lot of points, problems when downfusing to low level demons with powerfull skills for your NG+), but it'd be somewhere between the free fusion and the RNG one.
 

Squire

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Yeah, they're not going to regress on the skill thing. The game needs balancing, but reports from folks that played Oersona Q indicate they've got a handle on that.

Not being able to pick skills is archaic. It wastes your time. Good game design sees that kind of unnecessary random element for what it is and phases it out.
 

Jisgsaw

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Yeah, they're not going to regress on the skill thing. The game needs balancing, but reports from folks that played Oersona Q indicate they've got a handle on that.

Not being able to pick skills is archaic. It wastes your time. Good game design sees that kind of unnecessary random element for what it is and phases it out.
Like I said, you're acting like you absolutely have to decide every single skill of your demon. I don't see how that is absoluetely necessary.
Demons have for one their natural skill, which become completely irrelevant in SMT 4 (except for unique skills). Skill inherited from fusion should be bonus skills, and previous game really never required you to customize your demons so much you'd need more than a couple of those (which even with RNG was achievable in 5 minutes max).
 

Palculator

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Not being able to pick skills is archaic. It wastes your time. Good game design sees that kind of unnecessary random element for what it is and phases it out.
That's basically my take on it. If I'm given the option to reroll bad RNG without consequence (well, apart from time spent) I'm going to use that, always. It may be obsessive but I would hate to fuse a bad Persona knowing I could've had a better one if RNGesus was on my side.

By which I don't mean to say P4G was perfect in that regard since yes, it made the game pretty easy. But they should buff the difficulty instead of nerfing my options. Balance upwards.
 

Kane1345

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Another gaffer made this (thank you!) but I just edited it a tad without distortion/scaling to fit my MBP at 2560x1600 if anyone wants to grab it.

Brilliant!

Loving the fan art here. I didn't know there were so many talented people on The Neo

;)
 

Jisgsaw

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By which I don't mean to say P4G was perfect in that regard since yes, it made the game pretty easy. But they should instead buff the difficulty instead of nerfing my options. Balance upwards.
The problem with that is that you then force players to use the fusion, and maximize their skillsets. And even then, you'd have the people who know which skill to take, and which not.
Some people don't liek fusing, that's why the game balance up to now was rather close to (but a bit higher than) what you could do with demons with only their natural skills.
 

Squire

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That's basically my take on it. If I'm given the option to reroll bad RNG without consequence (well, apart from time spent) I'm going to use that, always. It may be obsessive but I would hate to fuse a bad Persona knowing I could've had a better one if RNGesus was on my side.

By which I don't mean to say P4G was perfect in that regard since yes, it made the game pretty easy. But they should instead buff the difficulty instead of nerfing my options. Balance upwards.
Yeah, exactly. There's a balancing act to perform, but randomness is not the key. Particularly in a game about combing skills to find successful strategies.

You should absolutely be able to pick all your skills. Because it's not picking the skills, it's knowing the right ones to pick and when and how to use them in battle. Atlus shouldn't need to hobble the player - that betrays a design failure on their part. Their job is to provide the tools; Yours is to figure out how to use them. They can't magically make you a good player and they restrict your potential to be one with silly choices like random skill inheritance and not being able to control party members. They're steadliy moving away from that stuff and I firmly believe they should.
 

Stone Ocean

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As long as difficulty options remain, it doesn't matter if the base game is easy.

If we get sword/gun attack types again it should get more complex and need some good balancing anyways.
 

jgminto

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One solution would be adding "fusion points".
Each demon of the fusion contributes a certain amount of fusion points, and each skill has a fusion points cost.

That solution has problems too (no way to do a "perfect" demon, possible abuses with certain demons that bring a lot of points, problems when downfusing to low level demons with powerfull skills for your NG+), but it'd be somewhere between the free fusion and the RNG one.
The only limits it needs is to not allow changing the base persona skills and only have full inheritance slots for triple or higher fusions. If you get 2 to 4 skill slots from a regular fusion and higher for triple and special fusion, you'll be able to get the skills you need quickly but not all of the good ones that the personas you're fusing may have so you'd still need to make some tough decisions.
 

Squire

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People who don't like fusing have beef with a pretty core part of the combat.

As long as difficulty options remain, it doesn't matter if the base game is easy.

If we get sword/gun attack types again it should get more complex and need some good balancing anyways.
Hopefully the two types of physical damage are becoming more distinct. I always thought that was dumb, too. Needless redundancy.
 

Lusankya

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As long as difficulty options remain, it doesn't matter if the base game is easy.
But even on very hard P4G was very easy, because of the new Shuffle Time. You could easily abuse it and just buff your Personas into oblivion.

Skill Cards were also too easy to obtain. You should be forced to pay a higher price (not necessarily only money) for them, so you can't just toss them out like pennies.
 

Palculator

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Jun 22, 2014
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The problem with that is that you then force players to use the fusion, and maximize their skillsets. And even then, you'd have the people who know which skill to take, and which not.
Some people don't liek fusing, that's why the game balance up to now was rather close to (but a bit higher than) what you could do with demons with only their natural skills.
But surely one of the reasons people dislike fusing is because of the randomness and lack of control behind it? That's what made it frustrating for me in some of the earlier games. But I still like the concept and wouldn't want it relegated to some optional feature because people want to disregard game mechanics.

Also, since I kinda keep going back to Digital Devil Saga because characters might turn into their Personas this time around: What do you think of that game's Mantra system? Where each character as a Mantra he's currently mastering which grants him certain skills. Much like the Magatamas in Nocturne, only that you had a set of 8 (?) active skills you can use in battle and a pool of all the skills you obtained through Mantras. Instead of fusing a new Persona, you could reassign skills between battles and, for instance, change your stregnths/weaknesses by assigning passive skills like resist fire. I kinda liked that system due to how dynamic it is and enjoyed the basic statisfaction of levelling through a skill tree.
 

eyeball_kid

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It'd be interesting if they were indeed hunting a demon/shadow because currently we don't know if this Persona game will have "two worlds" again, like Tartarus in P3 and the TV world in P4. In P2 the demons just roamed the regular world so if they are hunting a demon in an actual casino that would imply demons are in the regular world of P5 too. Would also make sense that the intro shows characters in their Persona form bouncing around the city.

But then again the dungeon they showed looked kinda like it could be a casino so maybe they access that dungeon from the casino? Not sure.
It looked to me that the shadows/demons are inhabiting the real world, the same way that some shadows in P3 were found outside of Tartarus. My guess is that certain "hotspots of sin" are attracting shadows/demons to those areas, so emotions of 'greed' in the case of the casino.

Wait, Atlus just took the plot of Ghostbusters 2 for this game, didn't they...lol
 

Jisgsaw

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Yeah, exactly. There's a balancing act to perform, but randomness is not the key. Particularly in a game about combing skills to find successful strategies.

You should absolutely be able to pick all your skills. Because it's not picking the skills, it's knowing the right ones to pick and when and how to use them in battle. Atlus shouldn't need to hobble the player - that betrays a design failure on their part. Their job is to provide the tools; Yours is to figure out how to use them. They can't magically make you a good player and they restrict your potential to be one with silly choices like random skill inheritance and not being able to control party members. They're steadliy moving away from that stuff and I firmly believe they should.
Yes to the bolded.
Which is usually like 2 to 4 skills per combat, which, with the defautl skills of a demon, is absolutely doable with the RNG fusions. The rest is having a balanced party to handle different situations. What you're describing is having a jack of all trades, who excels at everything.
SMT IV and P4G were such failures on the challenge point exactly because of this point: you could have one persona/demon with no weakness having access to the most powerfull magical spells, and one for the physical skills.
The goal of the press turn was to have you get a balanced party, with a variety of personas/demons covering different situations, not a couple one that could handle everything.

Planning all 8 skills is the "lazy" way through which you want to steamroll everything without having to change personas/demons. That, and the understandable wish to have OP demons/personas.
But from a balance point of view, you absolutely don't need to have free skill choice.
 

Palculator

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Jun 22, 2014
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Some pixel art.

http://media.tumblr.com/f2e744d7bb89802f4039b9b9491101d6/tumblr_inline_njg1pg6UWt1sg0z6l.gif[IMG][IMG]https://41.media.tumblr.com/4a73a6c7e3cbe28f520a95b5b3f252e7/tumblr_njfdlcGuJu1rtj0kio1_250.png[IMG][IMG]https://40.media.tumblr.com/973f0b51fba9f6953d652382fba0df10/tumblr_njfdlcGuJu1rtj0kio4_100.png[IMG][IMG]https://36.media.tumblr.com/0124570d2b6db0b6169e8501ab6a1f51/tumblr_njfdlcGuJu1rtj0kio2_250.png[IMG][IMG]https://40.media.tumblr.com/4d65d7903f5b7d3562c0785a255a1c5d/tumblr_njfdlcGuJu1rtj0kio3_250.png[IMG]

[URL="http://dakukabi.tumblr.com/"]Sauce[/URL] & [URL="http://cielle-amour.tumblr.com/"]Source[/URL][/QUOTE]

Are these leaked Persona 5: Arena sprites?

(Kidding, those are great.)
 

Drop

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Nov 15, 2014
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Thank you so much, it's exactly what I was looking for.

Yes to the bolded.
Which is usually like 2 to 4 skills per combat, which, with the defautl skills of a demon, is absolutely doable with the RNG fusions. The rest is having a balanced party to handle different situations. What you're describing is having a jack of all trades, who excels at everything.
SMT IV and P4G were such failures on the challenge point exactly because of this point: you could have one persona/demon with no weakness having access to the most powerfull magical spells, and one for the physical skills.
The goal of the press turn was to have you get a balanced party, with a variety of personas/demons covering different situations, not a couple one that could handle everything.

Planning all 8 skills is the "lazy" way through which you want to steamroll everything without having to change personas/demons. That, and the understandable wish to have OP demons/personas.
But from a balance point of view, you absolutely don't need to have free skill choice.
While I agree with the last bolded part, most people are going to spend a lot of time in the velvet room to get the skills they want anyway, the ability to choose what skills to inherit just makes it faster.

I haven't played smt4, and I've only played the vanilla version of p4, but from what people say it appears to me that these game are easy for other reasons.
Having all the skills you want on the same persona doesn't make the game that much easier compared to having the skillset divided in multiple personas, you're just going to switch less. As I said you can also achieve the same result in P3 and P4 vanilla by putting enough time in the velvet room.

While I wouldn't mind too much having to deal with random inheritances again, I think the system is outdated, and it doesn't make things any harder or more strategic, since the strategic part in my opinion lies more in figuring out the fusion chain to get all the skills you want on your persona, and that part remain even if you remove the requirement of "press X and O" untill you're satisfied with what you see.
 

Jisgsaw

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I haven't played smt4, and I've only played the vanilla version of p4, but from what people say it appears to me that these game are easy for other reasons.
I'd say it's one of the main reason; not only have your demons the best skills, they also have the best passives, i.e. no weaknesses. Once you have that, given the specificites of the press turn system, the game becomes trivial.
But yeah, it's not the only reason why they're easy.

While I wouldn't mind too much having to deal with random inheritances again, I think the system is outdated, and it doesn't make things any harder or more strategic, since the strategic part in my opinion lies more in figuring out the fusion chain to get all the skills you want on your persona, and that part remain even if you remove the requirement of "press X and O" untill you're satisfied with what you see.
Oh but I absolutely agree; I was just pointing out the strong points of the system vs the free skill choice.
IMO, they could also simply limit the number of inheritable skills (like two skills max maybe), but make them a free choice. As I said in my other posts, the main problem I have with the free skill choice of SMT4/P4G is that they give you access to far too many good skills, that you really don't need on one single persona/demon.
Revamping the difficulty of mobs/bosses would also do it, but I don't think we'll see that.
 

jgminto

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The random system also discourages experimentation. Players should be able to come up with different persona and ability combinations and not have to wait 10 or more minutes before they can get the results they want.
 
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