So Much Funky Persona Goodness

I’ve shared my love for Persona 4 and Persona 5 in previous blogs, so it probably comes as little surprise that as soon as Atlus announced that Persona 3 and Persona 5 dancing games were not only coming out late in 2018, but would be offered in a limited edition bundle that included a digital version of the Persona 4 dancing game for the PS4 (for the first time), I immediately pre-ordered it. I played through P4 (Dancing All Night) and P5 (Dancing in Starlight) recently so I just wanted to jot down some thoughts because I’ve been playing a lot of games and am getting behind on writing about them.

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I played Dancing All Night first, because I had more recently played Persona 4 and it was the first of the Persona dancing games. I said in my blog about P4 that it is funnier than P5, and that humor made a welcome return in Dancing All Night. There was a surprising amount of story and dialogue in this game, and though the writing was generally less developed and punchy than it was in the core game, there were still several scenes that made me burst out laughing.

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The gameplay was pretty standard. It was simple enough to get into and appropriately challenging at times, even if sometimes there seemed like there was way too much going on at once to really see the prompts. I also find it impossible to watch the dancers while I’m playing, but thankfully they have a replay mode where you can watch a perfect version of a song. And it was a small thing, but I liked that you could dress your characters up in various outfits.

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I realized immediately that Rise’s (P4 bae) voice actor had changed, but I was happily surprised when I saw the character was now voiced by Ashly Burch, who I think is great. I was even happier with the introduction of Kanami Mashita. When I’d heard that there was a new character, I worried about how they would fit into such a fun cast with established chemistry, but Kanami totally fits right in. She’s cute, funny, and I like that she represents a totally different kind of idol than Rise. It’s too bad she wasn’t in Persona 4: Golden or I might have had a harder time deciding who to romance.

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So, overall, I loved Dancing All Night. The remixed P4 songs were great and I liked the stylish slight redesigns of the characters. Did the story drag on a little too long? Sure. But what I actually appreciated about that was that it just offered more opportunities to see the characters interact and talk, and that’s really what these games seem to be about: getting more time with your favorite characters. So this didn’t feel like a shoddy side-story, it really did feel to me like an expansion of the P4 universe that I already loved so much.

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I did wish there was more Margaret, though.

And if I loved the Persona 4 universe, I was head over heels for the world of Persona 5. The gameplay is virtually identical in Dancing All Night and Dancing in Starlight, so the thing that stood out the most to me was the graphics. P5 was a gorgeous, stylish game, but you can kind of tell it was originally developed for the PS3 when you look at the character models and environments. They’re well designed, but they’re also fairly low in detail and sharpness. It didn’t bother me at all when I played it, but as soon as Dancing in Starlight loaded up and I saw the new, crisp, beautiful versions of the P5 crew, I was (unreasonably) overjoyed.

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Not only did the characters themselves get a graphical facelift, many of the environments they dance in are 3D, high def versions of locations from the original game. They also added detailed, explorable bedrooms for each of the characters. This is all very exciting not just because it’s a prettier version of art I already liked looking at, but because of the possible implications that it has for a re-release, like Atlus did with Persona 4: Golden. In fact, not long after this game was released they announced P5R and said nothing other than the fact that we would have to wait until March to learn more. I keep seeing the weirdest rumors about what this project will be (Persona 5 Racing? Really?), but I think it’s going to be Persona 5: Ruby. Yellow was the primary thematic color of Persona 4, so when they revamped it for re-release the new subtitle was the more valuable, flashy name for its primary color. With red being P5’s primary thematic color, ruby would be the parallel if they were going for a consistent naming convention, which we see that they like because of the similar subtitles for all of the dancing games.

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Ann’s room, if you couldn’t tell

Regardless of the subtitle, my whole point was that these new character models and environments (and the ability to interact with rooms and characters in both first-person and virtual reality) make me wonder if they are recreating all of the assets for a P5 re-release in tandem, and we can look forward to an even more breathtakingly beautiful version of the game, one where we can actually explore the streets, buildings, and environments from a variety of perspectives – and maybe in VR! That is too exciting to consider.

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As with Dancing All Night, I like that you can collect a bunch of costumes for the characters, and I really liked some of the remixes of these songs. I did think the playlist was a little short, but they offer several free downloadable songs, and I went ahead and bought a live version of “Whims of Fate” (favorite track from the P5 soundtrack) and a song from P4.

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While the writing in Dancing All Night seemed a little weaker than that of its original game, I thought the writing and dialogue in Dancing in Starlight was actually a little sharper and more natural than some of P5’s. I loved that the twins played such a big role, and almost every one of  their scenes was hilarious. But in general, as with Dancing All Night, I was just so happy to have an opportunity to revisit the world and characters that I love so much from Persona 5. I’m waiting to play Persona 3: Dancing in Moonlight until I finally get around to actually playing Persona 3, but all of this Persona activity, along with the remake of Atlus’s Catherine gives me such high hopes that we’ll see a new version of P5 for PlayStation 4 and Switch a lot sooner than I might have once expected.

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Making Memories with Persona 4 Golden

As I wrote previously, I absolutely loved Persona 5. I’d been interested in the series for a long time, so I was happy to be rewarded by such an excellent entry into the franchise. It was the kind of game that I just didn’t want to be done with, so I ended up beating it almost three full times in order to get the platinum trophy for it. Beyond that, I ended up buying both Persona 3 and Persona 4 for the PS2, since they were pretty cheap online, and later I bought a PlayStation Vita and Persona 4 Golden because I’d heard that it was also quite excellent. I finally got around to playing the latter recently, so I wanted to put some of my thoughts about it down in writing.

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I have to say, I was a bit nervous before actually sitting down to play it. Persona 5 has a lot of systems, which is probably part of the reason they take their time in teaching you those systems in the early hours of the game. Atlus does a great job with it, and before I knew it I felt like a master at the weakness/affinity-based combat system, but I worried that P4G might not be quite so refined in its tutorials, being eight years older than its sequel (the original P4, anyway). I needn’t have worried, as P4G was very much like P5 in almost every aspect, tutorials and combat included.

When I say they are similar, I really mean it. One of the games is about a young high school kid who stays with his stern (but later loving) male guardian who has a young daughter whose mother was hit and killed by a car, and you learn that you have the ability to travel to an alternate dimension and use shadows, and with the help of a colorful cast of classmates and townsfolk, you save people from that shadow dimension and kill a god. The other game is about [copy and paste that whole thing here].

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The two being so similar isn’t necessarily a bad thing. Though interesting, the premise of the game is not at the top of the list of things I loved about either game. There are some small changes in mechanics that make P5 an arguably better game, but the combat is virtually the same in each, and I loved fighting in both of them. I usually hate games that force you to change up your skills and attacks in order to exploit enemy weaknesses (sometimes I just wanna mindlessly bash away at things, okay?), but somehow these two games turned that concept into a well-coordinated dance. I very much enjoyed sizing up each group of enemies, thinking about what abilities each of my party members had, and then figuring out who to attack with, who to buff with, etc. In most RPGs, when I win a battle I feel strong. In these games, I felt smart.

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More important than the combat, I think, is the cast of characters and the relationships you form with them. So much of these games centers on finding people, learning about them, and establishing a deeper bond with them. The dating in P4 is a little less engaging than it is in P5, but I still liked having it as an option. In my first playthrough I dated Yukiko. She is smart, introspective, industrious, and has that kind of elegant traditional Japanese thing going on. I can’t say I wasn’t tempted to abandon my quest to win her heart when Rise came into my life, though. She is fun, flirty, ambitious, and very cute. I was in too deep with Yukiko, though, so I saved Rise for my second game. I was very close to picking Marie, too, though, and she would have definitely been my next lady if I were to play it a third time. None of them held a candle to Ann from P5, but I did like those three ladies a lot.

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Source: https://www.youtube.com/watch?v=wXK3a6vaSVI

You know who else I liked? Kanji. If there’s an area that P4 beats out P5 in, it might be humor. P4 is a very funny game, and I found myself laughing out loud several times, which is pretty uncommon for me. My typical reaction to humor in games is a chuckle or maybe a conservative “heh” or a “ha” or two strung together. Not so with P4. I found myself having to stop and just laugh at certain scenes, even on my second playthrough. Kanji was the source of much of that laughter. He and Naoto are also super interesting for how they’re used to look at issues of gender and sexuality in games. I wish Atlus had gone further with them, though, because it seems like they wanted to make Kanji gay and Naoto gender non-conforming but pulled back at the last second and had them be semi-closeted or confused rather than forsake their feelings. The point of the shadows in this game is that they represent a part of you that you repress, and in defeating them you admit that they are just as much a part of you as the “real” version. So, given that Kanji’s shadow is gay, that means that he is either gay or bi in the real world, but after defeating his shadow he continues to act like he’s totally, definitely “not like that,” which seems weird. And Naoto eventually reveals that she presents as male because of societal expectations, but even after being outed as a woman she asks that they continue to treat her as a male and still presents as male (until the epilogue, anyway). So I think they could have done a little more to make those two characters definitively different, but they were still interesting and unique characters that are not commonly found in games.

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The art style and soundtrack are also very good, as they are in P5. I like the red/black/white theme of P5 more than the yellow/green theme in P4, but they share a lot of the same visual flare and attention to the most minute of details. This ended up being a lot more clinical than I’d intended, but sometimes it’s hard to convey why the magical cocktail of ingredients in any given game is so delicious and intoxicating. Persona 4 made me happy. At the end of P4 and P5 your new friends speak to you about leaving and there’s a kind of bittersweet thing going on, because you all revel in the good times you had but lament the fact that it’s all over and you have to leave them behind. It seems like a purposeful design choice, because as a player I was going through the same thing. I was sad to finish both of these games, even though I’d spent dozens and dozens of hours with them. I wished I could have stayed, just as my character did, but I had to move on. I console myself by reminding myself that there are three more mainline Persona games I have yet to play, so maybe I’ll do one each summer for the next few years, and by the time I’m done with them there will be a fresh, new Persona game to steal my heart.