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That being said, there are def similarities aplenty to be found, but there are differences aplenty to be found too!
Stick with it. It will show you something brand new if that's what you want, but even the recombination of SMT/Persona mechanics in some places has produced some interesting gameplay variance distinct from those ancestor titles.
It's still needlessly copy pasted from P5.
Metaphor really didn't need confidants, a calendar, a day and night activity system, social stats and so on.
I genuinely think it would have been a much better game with a more traditional JRPG structure or just something different. It feels like a very cheesy way to get the P5 buyers to buy this game without really understanding why they bought it in the first place anyway.
In my opinion most people loved P5 because of its cast of high schoolers in a country that we idolize in the west and in the end know little about. Metaphor being its own fantasy world doesn't have that aspect at all and will most likely sell a fraction of what P5 did despite being such a huge copy paste.
It's unfortunate because I feel the game would have been infinitely better if it borrowed as little as possible from P5. Everything I love about the game are basically the fresh/new ideas and most of what I find tedious and frustrating about the game are because they were already irritating in P5 and are getting very repetitive avec 3 (6+ if you count the billion rereleases) of the same bored Persona formula.
When I had the tutorial for social stat and I was invited to sit on a bench to raise my wisdom I was thinking to myself "Seriously Atlus? This is riveting gameplay to have a generic non-voiced dialog of your guy sitting on a bench to get hidden points in a boring stat?".
I'll still most likely enjoy the game. But I genuinely worry that Atlus has lost themself because of the success of P5. Smt 5 was pretty disappointing, and Persona isn't evolving that much and imo there's huge pacing issues in P5 that are getting worse with each Persona game.
I feel like they are branching out with this game, and trying to do what Yoko Taro said, branch out in the fantasy JRPG genre (usually dominated by Square Enix). I never played Atlus games but I like the informer mechanic, and calendar, and all that. I feel it adds weight to the world and fleshes it out, instead of the usual linear (with as little mechanics as possible) usual JRPG like FF or Nier.
The only thing I dearly miss are romance options, and also not a massive fan of the "you can only do one activity per day until it's night, and so you have to time manage otherwise game over" mechanic.
So what you're basically saying is it's an Atlus game? :P
Well no, one of the ideas behind it was to take the Persona style calendar/social links et al and apply it to a traditional fantasy RPG.
Given the only other thing Studio Zero has worked on prior to this was the Catherine remake I doubt they're expecting it to.
What radical departure did P5 make from the formula established in P3? For that matter, beyond tweaking the combat mechanics and the inclusion or not of a calendar, how much truly separates Persona, SMT and Soul Hackers? Even Tokyo Mirage Sessions #FE is basically just the Persona/SMT formula with a nod to Fire Emblem. Hard to get lost when you're treading ground so familiar you may as well call it home.
well SMT V is completely different , and i really liked it , from p5 or p3 reload, or even the persona q series it doesnt mean every atlus game has to be the exect same, i expected a more refined game play loop or a new mechanic, from the start begging hour the game looks and feels and plays exactly as p5, that's why i said its also has that "awakening motif" like in p3 they aim a gun to the temple to summon persona, p4 card,p5 mask,here you just tear out your heart lol, anyway my point is if the game is so samey as persona or a mega ten game, dont call it a different name and try pass it as some different franchise, smt iv was the same medieval fantasy theme, so what changed here ?