![]() ![]() But a remake that offered both the improvements to Portable and brought back some of the things that had been cut from prior versions would ultimately have made for a truly ultimate version of the game, rather than one hamstrung by things cut from Portable. These latter are the main reason why Persona 3 deserved more than a Portable remaster and a remake would've been preferable, as while The Answer is an unfortunate omission, it wasn't beloved by all fans and Portable added its own endgame content called Vision Quest. Despite the fact that Persona 3 Portable has notable weaknesses over the FES edition of the game, with flat, 2D areas taking the place of things that were once fully explorable in 3D, content from The Answer being removed, and animated cutscenes getting completely excised from the game. ![]() The announcement that Persona 3 was finally coming to new consoles after so long was cause for celebration in itself. It's safe to say that the quality of life in P3 Portable received a significant upgrade. It not only showed how much the series had grown in such a short time, but it allowed Persona 3 to reap the benefits of that growth. P3 Portable's adjustments to the game played a major role in making that version feel polished. A couple of social link-related abilities also came into the game, one allowing party members to land follow-up attacks, and one that lets them take otherwise lethal hits for the protagonist. Party members could take an action to defend themselves, and no longer need to waste a turn when standing up after getting knocked down, helping players survive longer against tough enemies, revitalizing mechanics that helped Persona 4 become a major success. In addition, a few convenient tweaks came to the battle system as well, largely influenced by Persona 4. This made managing the player's Personas much more convenient, as well as allowing combos that weren't possible in past games. One of these improvements was skill cards, which could be gained from leveling up Personas to gain the ability to add a specific skill to any Persona, even if they couldn't normally possess that skill. Related: Soul Hackers 2 Hands-On Gameplay Preview: A Stylish Comeback Thankfully, Portable changed that and made fighting much smoother. AI allies making bad moves at inopportune times made the combat system more frustrating than it needed to be. It was an interesting idea, but its implementation led to a lot of grief. Some Persona mechanics should be avoided in future games, and independently-acting party members are one of them. Related: Atlus' Big 2022 Persona Announcement Isn't What You Thought It Would Be In Portable, because the player can control everyone manually, they have a much better ability to coordinate their strategy for each fight, and will experience more success in general. While they would at least attack known enemy weaknesses, the inability to control them directly meant that the player could not consistently rely on them, and sometimes they could even make severe errors that put the fight in jeopardy. The combat AI was rather infamous for having party members perform suboptimal actions. ![]() In Persona 3 and FES, while the player directly controlled the protagonist in battle, the AI would control their allies, with some guidance from the player's chosen instructions. ![]()
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