Oh, Persona 5. What is left to say about you? I’ve confessed my love for that game before, and I will probably continue to do so until my mind begins to slip and I forget the people and things that mean the most to me. Actually, I doubt I’ll stop even then. Someone like my sister will be visiting me in a care facility, and she’ll be like “It’s me, Joey. Christy. Do you remember me?” And I’ll be like “Eh? Who’s that? Is that you, Morgana? Turn into a freaky cat truck so we can get back to grinding XP.”
Okay, maybe that’s a bit of a stretch. But I do love the Persona games. A lot. Persona 5, in particular. So when I heard about Persona 5 Scramble, as it was called before the name changed to Strikers, I… wasn’t as excited as you might have guessed. I mean, I was somewhat excited, because give me Persona-anything at this point and I’ll be happy. I played and loved all three dancing games, for example. But if you’d asked me in 2017 what I wanted from the P-Studio team, it would not have been a “Dynasty Warriors Persona game.” What I’ve played of those types of games, musou games, is limited, I confess. I’ve played a couple of demos and I rented one of the earliest Dynasty Warriors games but bounced off of it. If you tell me a team is making a “musou-style game” with an existing IP, what I imagine is the assets (characters, environments, music) of the original IP slapped onto the 1-vs-100 battles of a Dynasty Warriors game and, well, that’s about it. There might be a story, told in brief cut scenes or in-battle dialogue segments, but the focus of a game like that is the fighting. That, to my understanding, is what draws fans of those games to that series.
I don’t have anything against that kind of combat in games, but it’s not really my thing. So when the playfully teased “Persona 5 S” turned out to be Persona 5 Scramble, a musou-style game, I was definitely excited to have more P5, but I couldn’t help but to be disappointed that we weren’t getting a “true” P5 sequel, or even Persona 6, or a remake of Persona 3. I knew I was going to buy Strikers at release and play it, but my expectations were pretty low.
Joey. You silly, silly boy. How wrong you were. Well, in my defense, I think the above explanation justifies my mild apprehension toward this game. It’s not that I was dreading it or anything. I just wasn’t expecting it to be much in the way of a real sequel to P5. I was expecting to plod through the combat, basking in the occasional injection of colorful dialogue from the characters I’d come to know and love. But, as I said, I was so very wrong.
Persona 5 Strikers should really be called something like Persona 5.5 or, less seriously still, Persona 5 2. Or, you know what? Persona 5 Summer Blast or something along those lines would have worked perfectly. Between the name and the pre-release marketing, the focus on the new combat system really distracted from what this game really is, which is a direct sequel to Persona 5. The story follows the exploits of our beloved Phantom Thieves during the summer after the previous game’s story ends. So much of the game is the same that it feels like a real sequel in many ways. The Metaverse still exists, and just as in P5, the team enters dungeons (now called Prisons instead of Palaces) to battle shadows and take down powerful bosses/”Monarchs.” After each Prison is successfully infiltrated, the Thieves regroup and move onto the next, all the while uncovering the mystery of who is behind it all.
So, in structure and narrative, the game is absolutely a direct sequel to P5. It doesn’t have the calendar system, where you have to manage your time and can only perform a certain number of actions in a day – which makes sense, because much of that system is centered around the idea that the protagonists are students who have to balance their school life with their extracurricular, paranormal activities, while in this game they are on summer vacation and there is no fall term to worry about (for the player, anyway). While that’s a welcome omission, this game is also missing the social link/friendship/dating mechanic of P5, which is a blessing and a curse. A blessing because you don’t have to worry about who to spend your time with and making sure you level up everyone so that you can unlock certain Persona fusions. A curse because that is one of my favorite aspects of the core games.
What really make this game feel so familiar and like a direct, full sequel, however, are the art and the voice acting. New levels and characters fit right into the P5 universe, which I suppose I shouldn’t be surprised about, but I guess I was expecting Koei Tecmo to be handling more of the game than just the combat systems. Everything outside of combat feels like it was made by the same team(s) who made P5. The art is stylish, the menus are dynamic and fun, and the dialogue sounds exactly as it should. All of the excellent voice actors from P5 return as well, which is a critical part of making this game feel like a warm, welcoming cup of hot cocoa. Maybe it’s because I spent so much time with P5 but I was so smitten with the performances of all of the voice talent involved, more so than any other game I’ve ever played. Halfway through my playthrough of that game, I found myself searching for the actors on IMDb, finding and following them on Twitter, and getting so excited when I’d hear them in a different game or anime. They brought the same charm and talent to Strikers, and I’ve once again loved every moment of hearing Max Mittelman (Ryuji) exclaim “for real!?” or Cassandra Lee Morris (Morgana) swoon over Erika Harlacher’s Lady Ann. My favorite short quip comes from the amazing Erica Lindbeck, though. It’s a very simple, small line, and she chirps it when you pick up a piece of loot in the prison: “Meh. I give it a 5 out of 10.”
Okay, so the game wasn’t the vehicle for non-stop musou combat with a sprinkle of story that I expected it to be, which is great. But let’s talk about the combat, because I was also pleasantly surprised by how much I liked that, too. In the previously mentioned musou games I dabbled with, there are waves after waves of enemies that surround you, and I was usually very easily able to get by with learning one or two simple combos and button mashing. While that is true, in essence, here, there are seemingly far fewer enemies, probably because P5’s elemental weakness/”All Out attack” return, and with them comes the opportunity for slightly more complex, strategic combat. It might sound convoluted, but I quickly and easily found a rhythm of scanning for weaknesses, attacking with Personas, taking advantage of environmental attack points, throwing in a few physical strike combos, and tagging teammates to increase Showtime meters (which are carried over from Persona 5 Royal). I got into trouble a couple of times early on, but once I found this rhythm I never struggled with any of the Monarchs or even the very difficult Dire Shadows (once I was appropriately leveled, of course). While I do still prefer turn-based combat, I ended up really liking this system, too.
I feel like I’m doing that line-by-line, clinical thing, but my love for this game and the other Persona games goes deeper than stunning art and excellent voice acting. The confluence of elements that make up these games creates a feeling that this world, these characters are real and I feel welcomed among them. Early in the game, I was happy to bounce around familiar settings from P5, but as soon as an RV camper was introduced and I was told I’d be going on a summer road trip all around Japan with my friends, I felt that warm and fuzzy feeling that I’ve come to know so well. Yes, the combat is great, but I was with my friends, and my favorite moments ended up being things like our time on the beach, or our many adventures with food, or any number of smaller, personal moments. Riding the Ferris wheel in Sapporo with Ann. Watching the fireworks with the whole gang, including the new, absolutely adorable Sophia. This entry, whatever the gameplay is, was just another excuse for me to hang out with my old, virtual friends. And I was 100% here for it.
I’m currently finishing up the platinum trophy, but there is one trophy that requires an ungodly amount of grinding for Bond points. Why does Atlus insist on always having at least one pain-in-the-ass trophy? The good news is that the music is, of course, bangin’, so I’ll just enjoy the amazing soundtrack while I grind these last hours away. I really loved my time with Strikers, and the steady release of Persona content since P5 (Royal, Dancing in Starlight/Moonlight, Persona Q 2, and now Strikers) has really kept me happy while awaiting news of the next mainline game. I fully plan on watching the anime for all three Persona games this summer, too. I’m glad that Atlus is dedicated to producing content outside of the core games, because it gives fans more time with the characters they love. As much as I am looking forward to Persona 6, I will be sad to leave my P5 friends behind, so having anime, manga, etc. to help me extend our time together is wonderful. Atlus has built up enough trust with me that I feel confident I will love P6, though, so as Futaba would say: “Bring on the buffs!” Er, “bring on the sequel!”