Persona 4: Arena
Platform:
PS3/Xbox 360
Price:
£12.49
(prices may vary elsewhere)
Release
Date: Out Now
Okay,
to start off, this review comes in two parts: a mostly spoiler free discussion of the
actual game itself and a full fat, balls to the wall analysis of the story. If
you’re somewhat incredulous that a fighting game deserves a close examination
of its plot I’d normally agree with you but in this unique instance I feel a
separate look is required. That will follow at a later date, so for now let’s
see how Persona 4: Arena stands up.
Persona 4: Arena is
the canonical sequel to Atlus’ hugely popular JRPG Persona 4. Yet Persona 4:
Arena (hereafter referred to as just Arena) is a fighting game, a far cry
from the series JRPG origins. However this particular game was co-developed
between Atlus and Arc System Works of Guilty Gear and BlazBlue fame, a marriage
of two teams not too dissimilar to the collaboration between Kojima
Productions/Konami and Platinum Games for Metal
Gear Rising: Revengeance. It is with some regret then that, while Arena is
a rather well executed title, it underwhelms when compared to both the story
pedigree associated with Atlus titles and the fighting game calibre of Arc
System Works.
While
I mentioned I would leave the bulk of the story discussion to a separate
article, I can at least state the premise and how you might fare as a newcomer.
Arena is set in the fictional country town of Inaba, Japan (originally
considered as the prime location for an Asian adaptation of Midsomer Murders)
and features a cast of high schoolers who, having solved a year-long murder
mystery in Persona 4, are drawn into a new confrontation with an unseen enemy
inside what is known as the “TV World”, which is essentially an ethereal realm
representing the collective unconscious of the human race. Inside this TV world
our heroes can draw on the power of their own “Persona”, a manifestation of
their inner self, to fight and defend themselves. But in Arena, the friends
find themselves forced to fight each other as they try to unravel the mystery
behind this new threat.
If
that sounds like a highly condensed and generalised version of a thick plot,
you’d be right. While I have saved the bulk of my story analysis for another
time, I can at least state that for new players Arena is welcoming as far as
plot goes, but it only accomplishes this with a bland, paint by numbers method
of storytelling. Every character’s individual story arc restates the set up I
described previously to the point of redundancy, and a lot of what made Persona
4 so charming is glossed over. There is some expectation that perhaps you might
know some things about the previous game, but at the same time the concession
to newcomers does no service either to them or to returning fans by opting for
a flat retelling. Part of this might also be due to Atlus wanting players of
Arena to try Persona 4 as a result of
wanting to explore the backstories of the characters and the world, but aside
from the platform disparity (Arena exists on 360/PS3 but Persona 4 is PS2 or
Vita only) this is a tactic, intended or not, that backfires badly.
But that’s as far as I’ll go into the story here. Let’s instead discuss the actual fighting mechanics. As this is a game developed by Arc System Works, those familiar with Guilty Gear or BlazBlue will instantly feel right home with the fast paced, technical gameplay. Each character possesses both their own attacks and Persona attacks, with their Persona functioning as a separate entity for the most part. This creates a fairly unique style of fighting gameplay in that players both must consider their spacing more carefully, as it is possible to have some Personas attacking from a different direction than their host, allowing for tricky mixups and on screen ambiguity. Newcomers need not be discouraged however as most characters simply can have their Persona attacking in tandem to form combos, but the depth is there. Damaging a character’s Persona will for the most part cost a “Persona Card”, of which each character has four. Lose all four and your Persona is disabled for a time along with any attacks which require it. Atlus and Arc System Works have not entirely disregarded the series JRPG heritage though. All of the various character’s Personas and attack styles are faithful to their origins and certain Persona attacks can inflict status ailments such as Poison, Confuse (which inverts your directional inputs) and Charm to name a few, which is a neat gameplay touch that distinguishes Arena somewhat from its contemporaries while making Persona fans feel more at home.
Arena
is actually more welcoming to newcomers on a technical level than other games
also. Compared to the likes of BlazBlue’s various incarnations Arena sports a
few mechanics in game that seem designed to appeal to newcomers and novice
players (and possibly reluctant Persona fans who might be put off with it being
a fighting game rather than a JRPG). For example, each character has an Auto
Combo which is accomplished simply by hitting the appropriate button
repeatedly. Auto Combos generate a lot of super meter and also finish with a
super if sufficient meter is present. In addition, all characters possess a
dragon punch or reversal move called a Furious Action which can be activated
with just two buttons rather than the typical shoryuken input. The game also
features as usual a solid training mode and Challenge mode to teach you basic
and intermediate combos, but much like with BlazBlue or Guilty Gear you will
need to take to the internet for videos of high level play and frame data to become
truly skilled at the game. It should be noted however that players familiar
with BlazBlue or Guilty Gear will be able to drop in right away as Arena shares
several mechanics from those games also such as Rapid Cancels and Bursting.
However,
where Arena trips up in its hubris to appeal to novice players is that both the
Auto Combo and Furious Action systems are actually counter intuitive to their
intended goal of helping new players. Auto Combo damage with a super is
relatively low, which is to be expected, but the ease of performing it wrongly
incentivises new players to go straight for the super ender rather than
spending the meter said combo earned on something more productive. Worse though
is that Furious Actions, as an easy defensive measure to perform, do not
encourage good decision making. Against a player familiar with Arena, new
players who rely on Furious Actions too much will find their defences baited
and a brutal combo to follow. The game in neither instance either functionally
or educationally emphasises that overuse of these system mechanics is a bad
idea, and in my early days of Arena I fought many new players who fell prey to
both of the above pitfalls.
Where
Arena does succeed though is in its presentation, replicating the yellow colour
scheme and style of Persona 4 and bringing back Shoji Meguro as composer.
Whilst each character gets their own musical theme, and all are good Persona
style tunes to be sure, the game also brings back a lot of the environmental
and incidental music from the Persona 4 as well either in its original form or as a remix. Personally this doesn’t bother
me as it’s a nice nostalgia touch for fans of the series and is not overly
excessive. Aesthetically the character sprites are drawn just as fluidly as
those you’d find in any BlazBlue iteration and it’s nice to see the various
characters given a 2D rendition with fully featured movement and animation as
opposed to the relative stiffness of their 3D representations in Persona 4. The
game also has a consistent design of making everything look like a TV show,
with the KO noise being a ringside bell to the post fight victory screens being
a television interview, not to mention the inclusion of many Persona characters
as announcers who commentate on the match as it develops. It’s a consistent and
neat design that helps Arena fit into the Persona series despite its markedly
different gameplay.
The
roster features thirteen playable characters in total. From Persona 4 the
entirety of the Investigation Team return (excepting Rise, but she was never
able to fight anyway despite whatever nonsense the anime might have to say
about it) and we also have the pleasant inclusion of several Persona 3 alumni,
with Aigis, Mitsuru, Akihiko and Elizabeth all present. Two new characters,
Labrys and Shadow Labrys, are also introduced here. Each character feels unique
and not just by merit of their Personas, and it’s clear that Arc System Works
and Atlus hashed out in detail ways to make the characters feel and play
differently while remaining faithful to their JRPG incarnations. Yukiko for
example still focuses on setting everything on fire and Akihiko as you’d expect
is all about his boxing, being not as reliant on his Persona as other
characters. However, much like BlazBlue:
Chronophantasma the balance is a bit off, with some matches being
ridiculously unfavourable for certain characters such as the Kanji versus
Elizabeth matchup which I’ve seen ranked at a staggering 3 – 7 in Elizabeth’s
favour. Only about half the cast is truly viable at a high level, and while I
concede this is the first iteration of the Arena series the fact that some
characters have ridiculously powerful options (such as Chie’s okizeme being far
too strong) is a mark against the game. The characters certainly have avoided
feeling homogenous, but this seems to have been at the cost of a more even
power balance between them.
Offline
there is, as always, Arcade, Versus, Score Attack and Challenge Modes. A
gallery is present but is strangely devoid of anything short of in game art
from cutscenes and the like and you won’t find any concept art or separate
illustrations. Story Mode is present of course as well and is told in the
visual novel style Arc System Works uses for the likes of Guilty Gear and Blazblue,
but I find with Arena this actually impedes the storytelling, as all characters
do is stand and deliver dialogue and exposition at each other without any sense
of scene setting, body movements or the other ingredients that make for
watchable drama. In fact, even compared to Blazblue which featured a lot of
individual character art for various poses such as fighting stances or collapsing in the defeat,
the static and lifeless nature of the visual novel style here really hurts what, in its JRPG form, was a well directed, living breathing world (the fact they even chose the visual novel style over making a dungeon overworld of sorts frankly staggers me). Worse, the final nail in the coffin, without getting into major
spoilers, is that the story is not structured to avoid the old fighting game
plot pitfall of “every story is canon, therefore none of them are canon”. Yu’s
story has him defeat Yosuke in single combat, but for Yosuke’s story the
situation is reversed, and this fight in both iterations happens in the same
room and in the same fashion. Only one of the two can win, but if both claim
they won, either one of them is lying (not exactly a good thing for well-loved
characters in an established franchise) or the writers messed up, which for
Atlus of all people is shocking, and is only just one example of where the
story structurally stumbles and falls.
Online
you’ll find your usual suite of modes such as Ranked & Player Match,
although the more recent persistent lobbies and multi-match rooms of Blazblue: Chronophantasma are not to be
found. Thankfully Arena sports a fairly solid netcode and feels superior to
Chronophantasma in the fluidity of its online play, but beyond that there’s
nothing really of note that distinguishes Arena’s network multiplayer. It’s
solid, it works, but it doesn’t excel or innovate, seeking only to replicate
the options offered by Blazblue:
Continuum Shift Extend and not the richer selection of features that other
fighting games now have by default.
A
sequel, Persona 4: The Ultimax Ultra Suplex Hold (inspired by many a word salad wrestling move and in complete
defiance of the old axiom that brevity is the soul of wit), is now out in
arcades in Japan with a console release scheduled for Fall 2014. Some balance issues such as overly powerful okizeme options have been resolved but otherwise I
can state that my issues with the core gameplay have not been resolved as such,
with Auto Combos and Furious Actions still serving as traps for the unwitting
newbie, but I shan’t offer any further opinion until the game is in my hands.
But I can state this: for newcomers to the Persona franchise you are far better
off in both pocket and time to pick up Persona
3: FES from the Playstation Store, and for fans of the series interested
to see where this next chapter takes these beloved characters, well, I suppose
I could say to treat it like how I treated Terminator
3: Solid & well executed, but forgettable and, dare I say it,
irrelevant.
- - Shadon1010 once fell into his TV. The screen
smashed into a thousand pieces. Needless to say, he felt like a right tit.
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