Saturday, February 23, 2013

Persona 4 - The Ultimate in Mayonaka Arena / Persona 4 Arena (PSN/PS3)

First thing's first. I would like to thank the two people who made this review possible. The first person, Isako Tsuburai of Arc System Works has been more helpful to me than any other PR I've ever worked with. This Japanese PR has gone out of their way numerous times to help me with my inquiries pertaining to various Arc System Works releases. Without their help I would have gotten nowhere fast. Thank you Isako! You have been a godsend. Secondly I'd like to thank Alex Armour of Atlus for providing the code for review purposes. Without Alex following through with the code this review, once again would have not been a possibility. Both representatives are definitely awesome in my book, and I hope to continue working with them in the future. It's not often that you'll find such high ranked gaming PRs who are willing to work with smaller journalistic outlets such as the one I provide. I definitely find myself very fortunate in those respects.

Without further delay though I am here to get a job done, and that's what I intend on doing. I hope that you enjoy reading the following review of "Persona 4 Arena", and that it's an informative experience that will help you in your decision on whether, or not the game is worth the asking price.

Persona 4 Arena, or Persona 4 - The Ultimate in Mayonaka Arena as it is known in Japan is a fighting game based on Atlus's world renown RPG franchise. If you haven't heard of the famous game series in some form, or other then you likely have been hiding under a rock for quite some time now. The world of Persona is one that encompasses it's own fantasy/fiction in which a group of highschool age girls, and boys find themselves thrust into an other-worldy reality. Things that are out of the norm such as alternate worlds on the other side of a television, alternate selfs called shadows, and summonable personas are commonplace ideas that are an important part of the mythology. Persona 4 Arena continues this strange mythology, but uses fighting game mechanics, and mild RPG elements to bring to life this continuation of Atlus's "Persona 4" RPG title.

While some may consider it a spin-off to the storyline in this iteration of the "Shin Megami Tensei" series, it actually plays out like a sub-plot, or follow-up of the tale of Persona 4. In it you'll find a mixture of various "Persona 3", and "Persona 4" characters whose stories, and dialogue based encounters intertwine to bring the gamer a complete understanding of the game's mysterious events. As far as the individual characters are concerned you'll see the main protagonists from the original Persona 4 such as Yu Narukami, Yosuke Hanamura, Chie Satonaka, Yukiko Amagi, Kanji Tatsumi, Naoto Sirugane, and the ever so naughty mascot Teddie. Even Rise Kujikawa makes a lasting impressiona as a cameo based character through the game's story mode, and announcer options. Aside from the Persona 4 cast you'll also find that some of Persona 3's leading ladies, and gentleman also find their way into the game through parallel story archs. Aigis, Mitsuru Kirijo, and Akihiko Sanada are among these characters. A couple of other new protagonists also joined this unusual roster including Elizabeth, Labrys, and Shadow Labrys. It's definitely an odd mixture, but it's one that is works quite well with this game's plot setup.

In 'Person 4 Arena' you'll find that the story mode is most certainly the heart of this fighting game/RPG hybrid. After familiarizing yourself with the game's basic controls via "Lesson Mode" you'll be able to enjoy the story as it unfolds through the point-of-views of 10 different selectable characters. Initially you are only given the choice of four (Yukiko Amagi, Yu Narukami, ...), but as you play through each plot scenario (13 scenes) you'll unlock other characters' storylines in the process. Completing each story arch will in turn add to game's completion percentage status. As I briefly mentioned earlier all of the story archs are intertwining, and in a very clever way the developer has made them all come together to form what is best described as an open-ended tale from the 'Person 4' universe.

Aside from the interesting character roster, and equally intriguing story you'll also find a wide spectrum of other game modes, and options that add to the game's fun factor. Along with the supplied story Atlus, Arc System Works, and Index have included the usual "Arcade Mode", "Challenge Mode", "Score Attack Mode", "Training Mode", "Versus Mode", and "Gallery Mode" which you'll find present in a lot of Arc System Work's fighting games. Unlike the "Story Mode", the "Arcade Mode" in this game is an arcade style mode of play that excludes all of the lengthy typed, and spoken dialogue. In it play through fight after fight with all of the available characters in order to rise up on top as the "P-1 Grand Prix Champion". This of course is a title explained best through a proper "Story Mode" playthrough. All of the fighting game mechanics, and rules explained in the "Lesson Mode" are present, and accounted for in this mode. Things usually found in fighting games such as blocking, air blocking, dashing, air dashing, weak & strong attacks, jumping, throwing, and escaping are all included along with some of Arc System Work's own unique fighting game mechanics. Things like "Instant kills", "Awakened Attacks (When your health reaches below a certain percentage), "SP Attacks", and RPG based Ailments (Shock Status, Negative Status ...) are all new additions to the fighting game world that set this particular fighter apart from others.

In "Challenge Mode" you'll be paired up with an AI opponent as you try to complete combo based challenges for each of the characters in the roster. Completing each progressively more difficult combo will land you closer to a full completion of your chosen character's challenge arrangement. It will also help you fine tune your skills for more advanced offline, and online fights. One thing to keep in mind when playing "Persona 4 Arena" is that you can definitely win through button mashing, but to play it as it is meant to be played will require some time, and mastery. Spending quality time with the "Challenge Mode" is a great way to do just that. For those of you familiar with Arc System Work's "Guilty Gear", and "BlazBlue" fighting game series you'll likely recognize the "Score Attack Mode". In "Score Attack" you are forced to fight some rather difficult AI opponents. It plays out a lot like "Arcade Mode", but gaining a win is certainly not an easy task as your opponents play like professionals. As you defeat each opponent you will continually add to your own growing point based score until you are finally defeated. Once defeated you will not be able to continue, but should you get a notable high score it will be recorded in the global leaderboard that accompanies this game.

The "Training Mode" is as it sounds. You are basically put into a mock match with a dummy opponent, so that you can practice all of the combos that you have learned. Included are the usual dummy settings that can be tweaked such as whether, or not you wish to keep the dummy opponent stationary. For quick in, and out matches the "Versus Mode" offers the player a more competitive experience similar to that of the online/network mode. The "Versus" mode in "Persona 4 Arena" is a 1-on-1 match mode in which the player can play locally with a friend, or with a CPU/AI opponent. It's a good mode for becoming more accustom to all that the game has to offer without having to suffer through the dialogue heavy 'Story Mode', or 'Arcade Mode'. Last, but not least is the "Gallery Mode". This mode allows the player to view various works of art, and videos associated with the game. You can even listen to the game's soundtrack, and character voice-overs through this mode. There are a total of 142 items to unlock in this mode, and all of them can be unlocked through offline gameplay.

The previously discussed game modes are all offline modes of play. While they are all good for learning about the game's story, browsing the game's artistic/musical side, and honing your skills the online modes offer a somewhat more engaging experience for those more interested in the competitive nature of the game. In Persona 4 Arena's "Network Mode" you'll find some very unique features. While it does keep true to Arc System Works familiar matchmaking setup things like the multi-phrase name creation, and icon based match search options add something new to the mix. By now you have likely heard through me, or some other source say that "Persona 4 Arena" excels in the area of online netcode based gameplay. It has one of the most impressive, and thoroughly enjoyable netcodes to date. If you happen to get into a match with a person using a lesser connection status the match will still play out with no significant lag at all. This is a huge plus in it's own right, and should be the leading example by which all online fighting games are made. As far as the name system goes you'll find that as you rank up via online wins you will unlock a wild, and sometimes wacky variety of descriptive words that can be joined together to give you your own personal title. Your personal title can be a lengthy, and totally outrageous phrase, or kept simple. In the end the choice is yours, but know that what you choose to call yourself will be seen by all online players with which you battle. In retrospect this feature is basically a reflection of the storyline's intro announcement for each of the game's core characters.

The matchmaking in Persona 4 Arena is more complex than that of the "BlazBlue" series in some ways. In each lobby listed you'll find accompanying symbols that will let you know exactly what types of players each individual is looking for, and what sorts of rules are in place for that particular lobby listing. Things like specific characters, live streaming, and required skill levels are shown through icons/symbols that can be referenced using the in-game menus. It makes searching for that perfect match much more easy. The fact that each player's connection status is also displayed lets you pair up with players of a similar connection status, ensuring a decent match.

Another unique aspect of the online/network mode is the ranking system. As with other fighters, "Persona 4 Arena" relies on a alphabetical ranking system. A new player will begin with an online rank of "F-". As the player continues to win decisive matches they will rank up, and eventually earn up to an "A+" rank supposing they are good enough. Each win in the online/network mode will earn players what are called "PSR" points. According to the player's win/loss ratio this number will raise, or drop in value. If they are doing well the "PSR" number will be higher, and if they are doing poorly it will drop in value. The in-depth ranking system shown immediately after a match awards the player according to several deciding factors. These factors include things like the use of an "Instant Kill", or even how a player finishes the match. The rounds a player won within each match are also tallied up at this point. Other underlying factors such as remaining health, and time completion also get factored in.

Now down to the mechanics ...

Persona 4 Arena utilizes a four button system that incorporates both melee attacks, and persona based attacks. Each character within the game is capable of four different types of basic attacks. You have a weak, and strong set of melee attacks as well as a weak, and strong set of persona attacks. The melee attacks are basic attacks in which the character strikes an opponent with their weapon. The persona attacks correspond to the "Persona" that accompanies each character. In the world of "Shin Megami Tensei" the main characters can summon a being with special powers called a "Persona", and in this fighting game version of the series performing such an act is simply done by pressing the appropriate attack buttons (Triangle & Circle). Once you press a button associated with a persona attack the Persona will be visibly launched across the screen in a specific attack animation that coincides with the motion based attack input you added. With that being said though Persona attacks are only possible as long as you have your Persona tarot cards intact. Every player in a match gets a total of five persona tarot cards. Each time a Persona is struck down by an opposing player it will take away one of your five tarot cards eventually leaving you unable to perform the Persona attacks. In these instances you will still be able to melee your opponents though.

More advanced mechanics, and multi-button combos also play a huge role in "Persona 4 Arena". In essence players can use a variety of aggressive, and evasive maneuvers to their advantage within the offline, and online modes of the game. Things like blocks, and aerial blocks can be performed by simply holding back on the DPad, or the thumbstick while on the ground, or in the air. As with most modern-day fighting games the in-game characters can also perform dashes, and aerial dashes as well. One of the more unique evasive features the game has to offer is actually called an "Evasive Maneuver". Combining a certain melee attack button with the appropriate persona attack will allow the onscreen character to pass right through their opponent. This can be used to the player's advantage as it offers an unexpected surprise.

You'll  find out as you do your playthrough of "Lesson Mode" that a lot of the more advanced mechanics utilize multiple, and simultaneously button presses. One such advanced move is called the "All-Out Attack > Launch". By simultaneously pressing the two melee buttons, and following up with additional weak melee and weak persona attack go from the basic "All-Out Attack", to an "All-Out Rush", and into an "ALL-Out Finish (Launch)". This is excellent for setting up additional combos, and skill attacks. There's also a variation of this called an "All-Out Attack > Blowback" in which you follow up the "All-Out Rush" with a strong persona button press. This variation will basically knock the opposing character against the wall creating additional combo setups in the process.

Things like sweeps, and throws also play a huge part in "Persona 4 Arena" combat. By pressing the two melee attack buttons in sync with down on the Dpad, or the thumbstick will do a quick sweep that will in turn knock the opposing character to the floor. Throws, and Aerial Throws are down in a somewhat similar manner. To grab, and throw your opponent while on the ground, or in the air you'll have to press the DPad, or thumbstick in the direction of the opposing character along with the two persona attack buttons. Using the same button combinations that are associated with the throw mechanics will also allow players to perform a "Throw Escape" if timed right. Once another player's character begins the throw animation you will see an exclamation appear over your character's head. It's at this time that you must press the appropriate buttons in order to escape. Also utilizing the dual button presses is a move/skill called a "Furious Action". By pressing the strong melee, and strong persona attack buttons at the same time you will perform this special attack. For some characters using this skill/move will deduct from your overall HP, so definitely use it sparingly.

Skills, or what I refer to as "Special Moves" are a very necessary part of "Persona 4 Fighting" as well. By pressing directional motions via the DPad, or the thumbstick with certain attack button combinations will result in skill based attacks. These skill based attacks range from special melee based attacks to special persona based attacks. You can also perform "Skill Boosts" in a similar manner. The difference between a "Skill", and a "Skill Boost" is that with a 'Skill Boost' you will get what Capcom fighting game players refer to as a "Super" version of a "Skill" attack. The "Skill Boost", in essence is enhanced, and more powerful, but requires the use of earned "SP". SP, or "Skill Points" are earned by performing combos, and doing things like performing basic "Skills". Skill Boost come in two varieties that could be compared to the Supers, and Ultras of "Super Street Fighter IV". Doing a single directional motion with the required attack inputs will deliver a '25 SP' "Skill Boost" while doubling the directional motions along with the appropriate attack inputs will deliver a '50 SP' "Skill Boost". 

You should also keep in mind that when your HP/Health meter gets below 35% during a match your character will go into an "Awakened" state. You'll know this has happened when a thin red banner showing a portion of your chosen character's face lights up on the screen. In the "Awakened" state your MAX SP increases to 150, and you will immediately gain 50 SP to use as you see fit. In the "Awakened" state a character can also perform an "Awakened SP Skill". This special skill is one that can be used to either even out the odds, or increase your chances of winning depending on how well you stand your ground. Awakened SP Skills are a lot like the 50 SP Skill attacks. The only difference is that in the "Awakened" state the damage dealt will be more significant.

Another useful mechanic are what the developer refers to as "BURSTS". When your "Burst" meter is full the letters spelling out the word at the top part of the screen will be colored in. By pressing the weak melee button simultaneously with the two persona attack buttons you will perform a "Burst" which will cancel out an opposing player's attacks. The "Burst" can only be performed when you have at least one of your persona tarots intact. There are two different kinds of "Bursts" that you need to be aware of. The Basic "Burst" can be done when the words spelling "Burst" are not flashing. This basic "Burst" has a visual blue aura about it. The other "Burst" is referred to as a "Max Burst" (yellow aura). This "Burst" can be done when the letters spelling the word are flashing. The advantage to using a "Max Burst" is that it distances the opposing character more. The button inputs are the same as the standard "Burst".

Some other, less used mechanics are the "Hop", and the "Aerial Turn". By pressing down on the DPad/thumbstick plus the weak melee, and the weak persona you will "Hop" towards your opponent. While this may be helpful in some situations I find it to be somewhat trivial in nature. On the other hand the "Aerial Turn" definitely has a good use. While jumping in the air you can press the same two attack buttons previously mentioned, and later the way your character is facing when he/she lands.

Something else that is also good to keep in mind is that characters can perform "Guard Cancels" for 50 SP. While you are blocking you will need to press forward plus the two melee buttons as soon as the opponent strikes your character. Doing this will land a significant counterattack that will not only dish out damage, but that will also distant the attacking player from you. Another useful mechanic is the "Instant Block". this move is done simply by pressing backwards on the DPad, or thumbstick right as the opposing character strikes your character. It's relatively tricky to pull of, but if done correctly you will be rewarded with a quicker recovery. If you're interested in the even more tricky mechanics then you'll be interested to know that there are also "Super Cancels". In order to do this you begin by performing a basic skill, and quickly press the motions, and attack buttons for an "SP Skill". Continuing with the cancels you also find that the game includes what is called a "One More Cancel". After performing a basic "Skill" you will simply press the two melee buttons along with the weak persona button. It will cost you 50 SP to do so though. a move called "One More Burst" can be done in a similar manner. The only difference is that you'll be pressing the two persona attack buttons with the weak melee attack button.

Higher up on the damage dealing scale is what is called an "Instant Kill". If you have 100 SP your characters icon you can perform this match ending finish. You will know you're are ready to perform it when you see your character's icon flashing white at the top of the screen. In order to execute this match winning move you will have to input character specific directional, a attack button presses. If done correctly, and on the match winning round you will be graced with a cinematic animation sequence featuring your chosen character, and their persona.

Last, but certainly not least the developer has stayed true to Persona's RPG roots by incorporating ailments/states that have adverse affects on the characters. Certain characters can freeze opponents in a block/crystal of ice. To get out of it you either wiggle the thumbstick left to right, or press left to right continuously using the DPad. Getting into a "Shocked" state can render your attacks useless, and the only real way out of it is to hop around. The more invasive ailments such as "Panic" will cause your directional inputs to become reversed. The only way out of this particular predicament is to backstep. The "Poison" ailment will cause you to gradually lose HP. Rage will increase your strength. Charm will rob you of your earned SP, and send it to the opposing player. Mute will keep you from being able to summon your persona, and "Fear" will cause you to take more damage. The most brutal ailment of all though is more of a punishment in that you will be put into a "Negative" state for continuously backstepping. In this state you will take more damage from your opponent. The only way to counter it's effects is to start attacking. In the end all ailments only last for a set period of time, and eventually wear off.

Well, that about sums it up. Now time for my verdict ...

Persona 4 Arena is an amazing fighter that excels in all areas. The mechanics are simple enough for anyone to pick up yet hard enough to provide a challenge for those looking to master it. Both the offline, and online modes are filled to the brim with noteworthy content. The story mode, while filled with a lengthy amount of dialogue sets the proper tone for the game, and gives the gamer a background story that they can get into. The included characters all offer that special something that sets them apart from other fighting game fighters, and in turn makes them interesting enough to be liked by all players of the game. I definitely liked the fact that you could attack with both your chosen character, and the persona. Being able to use both types of attacks really worked out seamlessly. The addition of extras like the purchasable glasses DLC, the color palette swaps, and the name phrase options really made this game more of a personal experience than a generic one further adding to it's overall likability.

As far as the online setup goes I found the netcode to be one of the best I've encountered yet. 90% of the matches you get into online will play smoothly. This is definitely a huge plus. The fact that the matchmaking system is so in-depth only makes it that much more fun to interact with. Even the affordable price tag is good. I think you can find it in the PSN store for $29.99. This price tag inlcudes the ability to use the game on your PS3, or PS Vita. If you're into fighting games as much as I am then you'll definitely want to add this game to your collection. Fans of the "Shin Megami Tensai" mythology will be interested in knowing that the story included is definitely worth playing through, and that it gives hints at a possible sequel towards the end. If you haven't got it yet, get it! The online is still going strong, and is still filled with players to challenge. As for me I'll be enjoying it for a long time to come!

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