|System: PS Vita|
|Release: November 20, 2012|
|Screen Resolution: 544p||Alcohol Reference, Animated Blood, Language, Partial Nudity, Sexual Themes, Violence|
by Shelby Reiches
Originally released on the PlayStation 2 in the U.S. in December of 2008, just a year and a half after we received its predecessor, Persona 3, Shin Megami Tensei: Persona 4 seemed to strike a chord with fans and critics alike. It seems as though, while Persona 3 revived the long-dormant franchise, it was Persona 4 that really carried it into the limelight.
To date, the game has spawned an animated series and a spin-off fighter, the latter of which was also quite well-received. Now, as with all the previous entries in the Persona subseries, it has hit the Sony line of portable game consoles with Persona 4: Golden.
The disclaimer on this review goes that, for me, this was entirely new territory. Up until just now, I had never touched any version of Persona 4, and so any rebalancing or nuanced additions/subtractions regarding gameplay or story are going to be lost on me. There are still elements that were obviously not in the original version of the game, due to inherent limitations of the PlayStation 2’s hardware and operating system, but this seems to, by and large, be a very faithful adaptation of the console title.
It’s awesome, by the way. Just saying that flat-out. Persona 3 Portable had me worried, because I’d heard good things about that one, too, and the whole experience just seemed fairly flat and aimless to me. Persona 4, though, takes pains to get its hooks into you from the word “go,” immediately providing context that seeks to emotionally tie you to the game. Considering this is a series that, at this point, is all about your protagonist’s relationships, that structure is warmly welcomed.
So you’re not all-alone-in-the-world this time out, having been provided with a de facto family, and while the game takes its time getting you to the actual action, the journey there feels more poignant and infuses your first combat experience with a real sense of emotion and just a hint of desperation. You get to play through a few days of school, interact with your peers (some of whom are future party members), and learn the lay of the land in rural little Yasoinaba.
In this introductory period, you’ll also glimpse the crux of the game’s plot: A series of murders that seems to be tied to the victims’ appearances on a strange, supernatural channel that appears at midnight on rainy nights, should one gaze into an unplugged TV. This mystery—and its impact on the characters at your high school—is what drives you forward and keeps the game moving. Contrast this with Persona 3, in which the protagonists begin the game effectively exploring a dungeon because it’s there—the Apathy syndrome that drove that game’s plot a less urgent device than a series of grisly murders—and Persona 4 comes out leaps and bounds more engaging. You’ll enter dungeons because there are people’s lives at stake, people to whom the game has introduced you and whom you want to save.
The dungeon-crawling is enjoyable, yes, but it’s truly telling how incredible this game is that the time spent between dungeons is perhaps its more compelling element. When the hero and his friends aren’t going toe-to-toe with enemies in epic battles, the game draws more from Japanese dating simulations. You go through every day in the life of your protagonist, each of which is separated into a morning, afternoon, and evening period. The morning is typically taken over by school, and the evening reserved for studying, work, or watching the Midnight Channel, which leaves the afternoon on most days for strengthening one’s “social links.”
Social links are representative of the meaningful relationships you have with characters or organizations, and they allow you to gain bonus experience when you create a Persona that falls under their Arcana (it all makes sense in context, I swear). They can also have other benefits, affecting how your party members perform in combat or providing a means to heal oneself in dungeons. One of the biggest changes in Persona 4: Golden is the addition of a pair of new social links; having not played the original, I can only confirm that they are well-integrated into this edition of the game and help flesh out the characters on whom they focus.
This is because social links are advanced by spending time and doing activities with the people and groups these links represent. Through this, you learn more and more about your character’s friends and loved ones, what they care about and what they fear. Who you spend time with and when is just one of many choices the game hits you with.
In fact, Persona 4 is the opposite of most JRPGs: It’s all about choice. While time does move irrevocably onward, and there are events that you’ll have to wait for to advance the plot (as well as deadlines by which certain plot-critical acts must be completed), how you spend your days and when you tackle the game’s dungeons are largely up to you. It’s not complete autonomy, but the game does an excellent job of making it feel as though you’re really in control. Dialogue options crop up during conversations, allowing you to flavor your relationships a bit and, sometimes, make more significant decisions (the game has multiple endings).
Besides that, housebound activities include studying, reading a book, or tending to the family’s garden (another addition to the Vita version of the game). There are part-time jobs one can take, which earn you precious money all while developing the traits that govern what jobs/quests are available to you and, sometimes, which dialogue options you can choose.
Choice extends to the combat system as well. Unlike his party members, the protagonist is not locked into a single Persona, but capable of holding a stock of them which he switches between on the fly (during combat, this is limited to a once-per-turn option). These Persona can be collected in a post-combat card shuffle or created by fusing multiple existing Personas together (the new Persona inherits some of the abilities from those used to create it and gains an experience boost at creation based on the level of its associated social link). Since combat is heavily based around targeting enemies’ elemental weaknesses, this is a tremendous boon. Further, one’s party members can either be issued direct commands or, as is the default, assigned a general tactic, which they tend to interpret in a surprisingly effective manner. I found that I enjoyed leaving them to their own devices more than micromanaging every turn.