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And that's not even talking about the 6 romances. None of the love interests can be turned down, you HAVE to cheat on them, and in the original FES version there's even a (semi) hidden game mechanic where you need to juggle the dates just right in order to not make the girls mad.
Persona 4 and 5 are huge improvements. The characters are nowhere as shallow or unpleasant and have a lot more to say.
My interpretation of the shallow people you have social links with is that they are examples of why you shouldn't be shallow, since the game is about getting to know about death, these people are too focused on petty things or are petty but eventually come around-sort of. And in some ways, you can't or shouldn't be able to influence these people to change to become totally better than before because that's either unrealistic or something like unfair to them. Or maybe I'm giving too much benefit of the doubt, but personally I didn't mind things like the chariot "knee is hurt but still want to train because of pride" since they are a teenager, and we are playing from the perspective of a 'loner' teenager (at least that's the impression I get from the male). But I get what you mean. Enabling/helping a scam artist, with the literal devil's arcana, isn't ideal.
Also the part about the 6 romances, that's so true that the next persona games do a better job at giving you an option to decline after ranking up the relations. If I had to make an excuse to why it doesn't allow you in this game is because your protagonist (Spoiler) doesn't get far enough to decline, if you know what I mean.
the tower guy is actually a good guy who cares about his family and MC inspires him to go back and make amends with them
the devil guy is a real jerk, but in the end, MC inspires him to start giving his money away to help orphaned children
even the magician that seems super unethical. you realize that he was misreading the signals the entire time.
i kind of didn't like though, that the MC as to encourage them in their misguided paths. like you have to keep the chariot's secret and encourage them to "toughen up" until the rest of the team finds out anyway, but it still turns out with a good lesson
or Emperor, i really don't like this guy and his attitude and the MC has to validate his attitude, but then i haven't finished it all the way to the end and he seems to soften up near the end and it seems as if he's acting the way he does because of the pressures his position places on him
i like how each one thematically ties in to the specific tarot card it represents. during the mandatory summer school that it sends you to, even if you maxed all your stats already, the teacher explains all the tarot cards to you and their meanings , which i assume the game considers this super important and that's why it makes you go anyway. .
but then sometimes it does just give you the choice to say something direct like "why not just go talk to that person?" or "you should go home" or "confront them".
it does seem mostly that you have to figure out how to tell them what they want to hear and it's not always obvious. of which yeah, there's guides out there that tell you the right thing to say.
an example is the emperor he's trying to figure out who did it and he keeps on running around the school just randomly accusing people and you have the option to say "you need to lighten up" (which is wrong) or saying "good work!" (which is right) and later he asks what you think should happen to the culprit and you can say "go easy on him" (which is wrong) or "they should suffer!" (which is right, that's what he wants to hear). but then later, the teacher wants him to accuse you and he comes to your defense. . .
and i guess you can say anything you want. i read that you can still max the link even if you choose all the jerk answers, but it's gonna take longer and then you won't max all the links in one playthrough. if you wanna max all the links, you have to always say the best possible thing