Final Thoughts & Review: Persona 4 Golden (PS Vita)

2014-05-03-002538

It’s been a long road, or rather, a long school year. I began my journey in P4G back in December of 2013. Over 4 months later, I’ve finally completed it, achieving its true, best ending.

I’ve written quite a bit about this game already (those entries can be found here), so my apologies in advance for this not being a traditional review. As I played through the game’s final months, I started to think more and more about some of P4G‘s characters and situations, and my reactions to them.

2014-04-29-094932

First, your classmate Hanako. From the moment you’re introduced to her, she’s simply a collection of ugly stereotypes. The way she’s drawn is unattractive and in stark contrast to the other students, her voice is slurred and exaggerated, and one of the first things you see her do is sit on a scooter and crush it under her weight. Really? Yes, we’ve seen these gags in movies like Austin Powers and Shallow Hal, but do they belong in this game?

I was expecting there to be a Social Link for Hanako, but instead, the game makes fun of her eating habits and weight every chance it gets. It’s extremely off-putting, and feels like a missed opportunity for you and your friends to develop a real friendship with her. Too bad, because I think this could have been a memorable and touching one.

2014-04-29-094952Second, Kashiwagi-sensei, one of the teachers at Yasogami High, makes constant sexual advances towards the students, which is unnecessary, and adds nothing to the story. Kimura-sensei from the series Azumanga Daioh is another example of an adult character who shows overt interest in young students, and I can’t tell if these are aberrations or an accepted trope of the genre/culture. Either way, it’s disturbing.

Morooka-sensei is another bad example, who regularly curses out his students. This actually caught me off-guard when I first started playing, and figured there was a reason for his behavior, but from what I gathered, he has no real redeeming qualities. Why is he even yelling? Again, it would have been great to build Social Links with these characters, but their absence leaves them being little more than one-dimensional caricatures.

2014-04-29-094433Another part of P4G that I found troublesome was this scene, where the girls are basically checking out Naoto’s breasts. Although this has been done countless times in other manga and anime, what made this weird was the prominent inclusion of Nanako — a 6-year-old child — in the scene. Why is she there?

With so much of the current industry dialogue centered around the negative portrayal of women in games, seeing things like this in a modern, high-profile title is disappointing. I don’t remember anything like this in Persona 3 Portable, but I will have to do a New Game+ playthrough — specifically as the female protagonist — to compare them.

2014-05-01-134051Anyway, with all of that being said, I still think the rest of the game is very good. For a PS2-based title that’s nearly 6 years old, it looks great on the Vita’s screen, especially the 2D character portraits and highly stylized interface. The 3D art holds up pretty well, although some very low-resolution textures rear their ugly head from time to time. The animation is slightly dated, but they are smooth and expressive. The anime cutscenes are OK, but smack of a low-budget look compared to the quality of the rest of the game. They are a nice break from the many in-game dialogue scenes, though.

I loved P3P‘s soundtrack, so I had very high hopes for P4G‘s. For the most part, it is as good as its predecessor’s, but I have to give P3P the edge here, just because it had so many standout tracks, atmosphere, and different styles. It’s almost unfair to have to compare anything to “Memories of You”, one of the best vocal tracks of any game I’ve ever played.

Some of my favorite tunes from P4G include: “Your Affection”, “Heartbeat, Heartbreak”, “SMILE”, “Reach Out To The Truth”, “Reverie”, and “Alone”. I have to sometimes take a step back and realize how amazing a time we live in where videogames have music of this high quality, with great instrumentation and stirring melodies. The English vocals can be indecipherable at times, but for some reason, I think that adds to the soundtrack’s charm and appeal.

2014-05-01-140710This game, much like P3P, was a bit too long for me. I’m used to RPGs taking 60-80 hours, and this took me approximately 60. By comparison, P3P took me 75, and some of my friends said that was relatively quick. However, this was on Very Easy using Rush to get through most battles. Also, since I started over, I skipped through almost all the cutscenes in its first half, and it still took me that long!

It was surprising (in a good way) how much endgame material is included, which alone took me a couple nights of play to complete. However, the game is designed in such a way that it is impossible to do everything in a single playthrough, so you have to dedicate 100+ hours easily to get everything out of this title. It’s a tremendous value, but one serious time commitment as well.

In the end, I enjoyed most of the time I spent in Inaba. It takes the successful formula of Persona 3 and polishes everything to a brilliant shine. It has a strong cast, tons of quests, a seemingly endless amount of Personas to discover/fuse, great art, and a terrific soundtrack. Despite the issues I had with it, P4G is still one of the better games available on the Vita.

Graphics: B+
Audio: A-
Gameplay & Controls: B+
Presentation: B
Value: A
Overall: B+

Facebooktwitterredditpinterestlinkedinmail

The Apple //e, Part 1: Monochrome Memories

I touched on the Apple //e’s influence on me a bit in last week’s Industry Memoirs post, but when I thought about it afterwards, I realized just how big of an impact it had on me. More so than our Atari 2600, Apple’s popular home computer — and more specifically its games — would chart a course that led me to my first job in the videogame industry. This installment focuses on the very first year the //e entered our home.

20120318apple2_3

My father purchased the computer when we were living in Spring, Texas in 1984. I remember going with him to ComputerCraft to pick it up, and all told, it cost him about $1,400, including a new desk. The store itself was very big and had a couple different floors. I still distinctly remember the smell of electronics and the glow of the monitors, something I still gravitate towards when I go to department stores today.

20120320_apple_gearEven back then, Apple knew that presentation and brand loyalty was important. The boxes were attractive and sturdy. Everything came with high-quality spiral-bound manuals. Their 5.25″ floppy disks were adorned with full-color labels and sleeves. Even their included software, like the classic Apple Presents… Apple, possessed a level of polish and fun that anyone in the family could enjoy and learn from. I “played” it endlessly, learning about the computer, its capabilities, but most importantly getting to the open apple/closed apple sorting minigame!

20120318apple2_2The hardware itself was also slick, with an attractively molded case that felt premium to the touch, with easy access to the internal expansion slots. The keyboard was comfortable and fully integrated. The Disk ][ drive’s door had a satisfying tactile feel and sound when you opened and closed it. The green monochrome monitor had “show-off” features like a tilting screen and a design that made it sit beautifully flush atop the computer.

It didn’t look like a boring business machine at all, and instead felt like something that accentuated the room it was in. Even though it wasn’t something I bought (I was only 10), I treated it with care, keeping the screen clean and the entire system covered when not in use.

20140502_karatekaThose early years with the //e were pretty magical. One of the first games I ever played was the classic Karateka. Released that same year, it was the game that first made me realize that videogames could be cinematic. Characters had personalities, emotion, and possessed great detail in their design and animation. The short, effective musical pieces exemplified early leitmotif that sounded terrific through the computer’s internal speaker. The small touches, like how you can respectfully bow to certain opponents or the various ways that the player can die, added to its uniqueness. A great intro, multiple endings, and its attention to the smallest detail totally blew me away.

20140502_microwaveAnother lesser-known game that I played to death early on was Microwave, similar in style to many maze games of that era. I loved this one, though, because it was the first computer game I’d ever heard with background music during gameplay. Not just any soundtrack either, as I distinctly remember one of the tunes being a direct lift of the well-known Creature Cantina song from Star Wars. Game soundtracks would become a very important focus for me during the 8-bit console era and beyond, much to the credit of this little gem.

20140502_stellar7Pulling off a good 3D game on the //e was pretty tough, but that didn’t stop companies from trying. One of my favorites was the Battlezone-inspired Stellar 7. The warp/launch sequence that would play after successfully completing a level was so good, pushed over the edge by the great sound effects. I also really liked the wireframe models and being able to move around them in 3D space. Very impressive, and even though the objects were simple, they were highly stylized with very memorable designs.

Dynamix remade Stellar 7 years later in 1990, which I bought without hesitation. It’s a great 256-color VGA game that is an excellent remake of the original, with clean graphics and sound card support.

20140502_loderunnerAhh, Lode Runner, one of the all-time best build-it-yourself games. Broderbund was a company that could do no wrong in the //e era, and were also responsible for the aforementioned Karateka, as well as other essentials like Choplifter and the wildly popular Print Shop.

Lode Runner is a fun game in its own right, but where I spent most of my time was in its level editor. Not only was it intuitive, but it breathed endless life into an already great title. I credit this game for getting me interested in game design. It taught me a lot about good level flow, level-breaking item and enemy placement, and being disciplined about balancing function with form. It’s a beautiful game that plays as good today as it did in the ’80s.

Another realization I had while writing this was that there are so many other games I want to talk about. For every one I brought up, there were ten others that came to mind! As I said, it was a magical time, and one that I’ll be revisiting again soon in a future GHG entry.

Have a great weekend!

Facebooktwitterredditpinterestlinkedinmail

A light Thursday update

I haven’t been sleeping well this week, and I feel like I’ve been sapped of all my energy today… did a Shadow from Persona 4 cast Enervation on me or something?

20140501colAnyway, speaking of “light”, the PC/Uplay version of Child of Light is currently on sale at Green Man Gaming for $12 using promo code FUSWJT-B1DU64-JBV8UY. The code is good until 8AM on May 2nd (tomorrow). The code works for other titles as well, but as someone who grew up with and still loves beautiful and lovingly crafted 2D games, I wanted to call out Child of Light specifically. It looks amazing, and I can’t wait to play it!

20140501toscI also gave in and picked up Tales of Symphonia Chronicles for the PS3, which is currently 50% off for PlayStation Plus subscribers, making it only $10. I haven’t played through a game in this series since the first Tales of Destiny on the original PlayStation. I really enjoyed that one, despite its insanely high encounter rate, so I’m sure it will be an eye-opener to see how the series has changed over the years. The Japanese version had one of my favorite intros of that generation.

Finally, I’m in mid-January in Persona 4 Golden. I was hoping to finish it today or tomorrow, but with how I’m feeling, I don’t know if that’ll happen. The bed is calling my name, as if I just came back from the TV World. My next update on this game, however, should be the review.

Facebooktwitterredditpinterestlinkedinmail