theradicalchild: (Wireframe Dungeon)

Persona Q2: New Cinema Labyrinth


A Box-Office Disappointment

When I first played through Persona Q: Shadow of the Labyrinth, I expected top quality, being a crossover between Atlus’s Persona and Etrian Odyssey series, both of which I liked, but for some reason, the results were very mixed and disappointing to the point where I sold my sealed special edition of the game’s first and only sequel, Persona Q2: New Cinema Labyrinth. I would ultimately download the second entry prior to the closure of Nintendo’s eShops to see if my instincts had been correct. At first, it does seem to show promise as a vastly improved follow-up, but does it remain that way towards the end?

Unlike the first Persona Q, the second, when one starts a new game, doesn’t allow players to focus on casts from any of the Persona games from the third one onward, but rather starts exclusively focused on that of the fifth game, which eventually meets the prior games’ characters in a unique movie theater setting. Here, they must advance through labyrinths paying homage to movies such as the Superman series, Jurassic Park franchise, and so on, to collect keys to leave the mysterious locked theater. The story has its moments and occasional humor, though most of the dialogue winds down to small talk about whatever environments the characters traverse, there are many tried tropes such as amnesia, the M rating doesn’t feel justified, the pacing is incredibly glacial, and quantity is put far more above quality.

As it was a late Nintendo 3DS release, the translators left the voice dub in Japanese, which is probably for the better given the first game’s atrocious voiced dialogue, and the game text itself is certainly legible, but regardless, many issues abound. One is that akin to the first game, the localization team left the Japanese honorifics in the dialogue, making it both feel horribly unnatural especially when used with full names and nonsensical to mainstream gamers not versed in the language. Another is the occasional Engrish, such as the option of “Succeed/Don’t Succeed” when sacrificing Personas in the Velvet Room. There are also no subtitles for most of the battle voices, with some Japanese floating about occasionally in the text as well. Generally, the localization was at a low at the time for Atlus.

Let's all *not* go to the lobby.
Expect to spend a lot of time in the lobby.

Akin to the first game, the sequel features a methodical gameplay structure, with most business in between labyrinth exploration conducted in the movie theater lobby, where players can utilize the Velvet Room to fuse Personas, shop for equipment and items, get tickets to “Special Screenings” (which are, to say, sidequests), change the party formation, record progress, or go to one of the theaters to enter a movie’s respective labyrinth. Unlike many open-world RPGs, getting stuck and wondering where to go next is no issue whatsoever, even in the sidequests that take place in limited areas of each maze. The cartography system, for better or worse, imitates that of the Etrian Odyssey games, with each labyrinth having special icons to indicate unique obstacles.

Like in the Etrian games as well, the player can form a party of up to five characters divided between front and back rows, each with three spaces, with every Persona user having better effect on the frontline, backline, or either. One irritation is that though there exists the space, there is absolutely no way to fill in the sixth open slot as there is in many of the Etrian Odyssey titles, which would have been nice given the massive playable cast. Players can also outfit characters with one weapon, one piece of armor, and one accessory, alongside a Persona for each active character and one for whomever they decide to be battle and navigation, which can be one or two support Persona users among the three from the mainline games from three to five.

Combat follows the same overall structure, with an indicator showing how close the player is to encountering Shadows, in theme with the movie theater setting counting down from three to one before a fight triggers. The player has several combat options for each character from which to choose, such as attacking with an equipped weapon, using an HP-consuming physical or SP-consuming magical ability, defending to reduce damage, or using a consumable item. Alternatively, the player can attempt to escape from the enemy, and while this doesn’t always work, each character will attempt to do so, so there are five times for it to effect or not.

The excessive playtime is a bill that *should* be posted.
Abandon playtime, all ye who enter.

Another option that players have prior to inputting abilities each round is one or both Navis’ support skills, which require a certain amount of star levels from a special gauge and can accomplish things such as extending the length of status enhancements cast on the party, granting partial HP recover at the end of each round, and so on. Back to general battle structure, most who have experienced turn-based Japanese RPGs of yore will likely be familiar with the formula where characters and the enemy take their turns depending upon speed, and things like wasting healing on characters that die before it takes effect can occur. As a bonus, many FOEs and bosses sometimes execute multiple commands in a round, and not always consistently or right after one another, with no telling when they’ll do so.

The various quirks of the first Persona Q return, including the exploitation of an enemy’s weakness or landing a critical attack putting a character into “Boost” mode, where the next round, all their abilities will be free of cost the next round unless they receive any kind of damage. Knocking down all Shadows through weakness exploitation or critical attacks lets the player execute an All-Out Attack that deals all foes massive damage and is usually key to quicker combat victory. Outside of this, however, the pace of battle can be glacial, even on the highest adjustable speed setting in the game menus, in some cases with as many as several seconds between a skill affecting one Shadow and then another.

Another issue, moreover, is that HP-consuming skills, elemental or not, have an astronomically high miss rate, even when characters are at high levels, and in many cases it’s not worth the risk to use said skills as opposed to SP-consuming magical abilities. Regardless of however the player manages to triumph over an encounter with Shadows, all characters still alive gain experience for occasional level-ups, in which case at certain levels they may learn new skills for their base or equipped Persona, although either has a limit of six skills, with incredibly tough choices the player has to make at times given that there are a fair number of useful skills that in some cases work well in conjunction.

The scale of justice is definitely blind.
Gold Shadows can be rewarding yet annoying.

Death of all active characters, however, results in a Game Over and trip through the opening logos and eventually the title screen, unless one is playing on Safety difficulty, in which case they receive the opportunity to revive all characters with full HP and SP, whichever battle defeated them continuing normally, which can be an absolute godsend as many encounters can be downright brutal and cheap at times. When defeating special golden Shadows, players may also gain free Personas, the number they can have at one time increasable through side missions.

Much akin to its precursor, Q2 features powerful visible nemeses known as FOEs wandering throughout each labyrinth, with the in-game advice to avoid them initially very much advisable, and luckily, the sequel gives significantly more room for error when it comes to averting them. Their color on the in-game maps further shows how powerful they are compared to the player’s party and taking them on when the party is more powerful is always a good option, yielding free Personas as well in addition to materials they can sell at the concession stand (standard Shadows dropping them too).

While any successful enemy encounter yields money, the player gains ever more by selling them at said concession stand, which makes more powerful weapons, armor, and equipment available for purchase. However, the developers didn’t consider the game’s massive playable cast when settling upon the prices of everything, with players pretty much needing to equip a special accessory that increases monetary gains from combat. A system from the Etrian games further bequeathed is gathering points within each labyrinth, where players can either gather cautiously for low-level materials or risk enemy ambushes for high-level components.

It'll leave a hole in your life.
Given the excess characters, being able to fill that sixth space would have been *really* nice.

Further compounding the financial difficulties players will face throughout Q2 is the Velvet Room where players can initially fuse two Personas to make new ones, and eventually three, with the rare risk of fusion accidents, though these tend to favor the player often, these features mercifully being free. Players can also access Persona sacrifices where they can grant another Persona or a character experience, with the forfeit of a specific one initially free before monetary charges occur. Blank Cards and Wild Cards respectively allow another Persona or a character to learn a skill from a sacrifice, which can be handy for diversifying one’s skillset, buts begs difficult decisions of which to keep or delete.

Moreover, the player can register Personas in the Velvet Room Compendium to resummon later for a price, and to do so frequently whenever leveling one is advisable so that certain skills become accessible for Blank or Wild Card usage. Equippable Personas also increase a character’s base HP and SP by a certain amount that increases with leveling, another feature being that at certain points throughout the game, specific allies become “motivated”, in which case they gain a bonus for equipping one. A new feature to Q2 is Unison Attacks acquirable from Ticket quests that randomly execute after a round of combat among certain characters to dish out supplemental damage.

All in all, while the second game’s mechanics have a lot of nifty features, they don’t always function effectively, given the lopsided nature of combat and inconsistent difficulty, with a forgiving curve in the beginning, a descent into gameplay hell in the middle, and a bit of a breeze towards the end, especially if the player does the Ticket quests and doesn’t rush through. That the avoidance of FOEs is easier is a definite plus, along with the various means by which to empower character Personas, although the in-game financial burden is very heavy, given the excessive number of characters, with Q2 all in all bequeathing the negative portions of the Etrian and Persona mechanics more so than the positives.

Too bad the developers didn't learn all their lessons from the first game.
Doing something educational would be time better spent than playing Q2.

Given the deluge of playable characters, maintenance in the theater lobby will easily consume a sizeable fraction of the sequel’s lengthy playtime, given the flashy but clunky menus, alongside minor things such as the herculean task of seeing if a particular character is more effective in the front row, back, or either, alongside the forced startup screens of every company involved in the game’s production when the player gets back into the game or gets a Game Over, a fairly irksome JRPG habit. While there is a suspend save within the labyrinths, furthermore, the potential for lost playtime due to enemy cheapness is great on difficulties above Safety, although given the game’s linear structure, finding out where to go next is nonproblematic. Still, Q2 could have been better in the interaction department.

Mercifully, the aural department is more bearable than in the first game given the wise decision to leave the voicework in Japanese, although the seiyuu struggling as always with English words is an offense to the Anglophone world, but the voices are luckily mutable. There are a fair number of catchy vocal pieces in the soundtrack, such as the lobby theme, with catchy lyrics like “Say, darling, hey, maybe!”, musical numbers abounding in the labyrinth based on The Wizard of Oz also. The non-vocal tracks are pleasant as well, so the sequel overall is easy on the ears.

Q2 fares somewhat decently visually as well, akin to its predecessor using chibi versions of the various characters from the third, fourth, and fifth mainline Persona titles, and a cutscene style where the background fuzzes out so that the character models can communicate, showing wide ranges of emotions and gestures. Occasional anime cutscenes come as well, with the colors being bright and beautiful, the environments especially appearing pretty despite some pixilated and blurry textures. As in the Etrian titles, labyrinth exploration and combat occur in the first person, though occasional breaks do occur in either. The battle graphics look nice as well despite telekinetic attacking on part of the Shadows and the asinine dodge animation native to Megami Tensei titles where foes move to one side and back in place without lifting an appendage. Regardless, the graphics are more than passable.

 

 
Shining Force II released in 1993 yet had *way* better enemy dodge animations.

 

Finally, the first and only Persona Q sequel can be very long, at least sixty hours to finish if the player attempts a straightforward playthrough, although with sidequests and time spent in a New Game+, it can be far longer, and given that the game overstays its welcome, odds are most won’t want to invest any more of their precious gaming time into it.

Overall, while Persona Q2 does have several gameplay improvements compared to its predecessor, the crossover of the Etrian Odyssey and Persona series continued to not work out as well as one would expect, since countless other elements make it a middling experience, such as the high amount of time spent in the theater lobby maintaining characters, the overindulgent small talk within the dungeons that doesn’t contribute much to the central storyline, the rushed translation, and so one. The audiovisual presentation, especially the soundtrack, do shine in many areas, although those can’t mask a largely lackluster experience, and mainstream video gamers would best spend their precious gaming time elsewhere, preferably either the Etrian or mainline Persona games.

This review is based on a single playthrough to the standard ending with all known sidequests completed on a digital copy of the game downloaded to the reviewer's Nintendo 3DS.


Score Breakdown
The Good The Bad
  • Gameplay an improvement over first game's.
  • Good soundtrack.
  • Visuals are nice at times.
  • Glacial pacing in and out of battle.
  • Sloppy localization.
  • Way too long.
The Bottom Line
Like the first game a case of two rights making a wrong.
Platform Nintendo 3DS
Game Mechanics 5.0/10
Control 4.5/10
Story 4.5/10
Localization 2.0/10
Aurals 8.5/10
Visuals 6.5/10
Lasting Appeal 0.5/10
Difficulty Adjustable
Playtime 60+ Hours
Overall: 4.5/10

theradicalchild: (Sleeping Gaming Koala)


This was the very first paid YCH commission I did this decade, with the last commissioned art I did being in the previous decade, and luckily, he was an excellent customer.

This is my current price sheet for my Furs Across America YCH, and I'm pretty much open all the time for any kind of furry artwork:





I got my new(ish) 50" television, and it took a little time to get it set up with my consoles and all so that there weren't any horizontal lines down the screen. I look forward to trying it out with my games proper tomorrow. Speaking of which...



Gaming

Diablo II: Resurrected - I got the staff piece from the maggots' lair and have the Horadric Cube so I can mess around with item synthesis. I can start making Super Rejuvenation Potions from all those I have in my stash, but I'm definitely saving them for much later.

Live A Live - Finished the Sundown Kid's storyline, next I'll do Present Day.

Persona Q2: New Cinema Labyrinth - Continuing to slog along in the final (I hope) labyrinth, and have made a little progress in the third floor. Most of the characters' Personas have evolved, but physical and physical elemental skills still miss very, very often. I've also seen bits of Japanese still left in the game during the translation progress, and I remember the first one being rushed in terms of translation as well.

I purchased the full deluxe edition of Fuga: Melodies of Steel and will hopefully transfer my demo data and continue with the full game tomorrow.
theradicalchild: (Mission Accomplished)

The Blackboard Metaverse

Atlus's Persona videogame franchise began as a spinoff of their Megami Tensei series, the first few games of the subseries bearing the Shin Megami Tensei name and being mechanically different from mainline entries of the franchise. The first three games, the inaugural installment and both halves of the second entry, one of which wouldn't see an official English release until Sony released their PlayStation Portable system, first appeared on the PlayStation before transitioning to the PlayStation 2 with the third and fourth games, which bore much mechanical dissonance from its precursors, although in my opinion, said deviation was for the better. The fifth game, its latest incarnation titled Persona 5 Royal, builds upon its predecessors but brings a few old ideas back into the fray.

The latest Persona begins in the middle of its narrative, with the protagonist, leader of the Phantom Thieves and with the alias Joker, caught by Japanese authorities and interrogated, the action moving back to when he intervened in a situation earning him an assault charge and probation as he started life anew at a high school with other students assisting in his rehabilitation. Throughout the game are wrongdoers with metaversal Palaces where they play out their fantasies, the Phantom Thieves seeking to steal their symbolic Treasures along with the Hearts of the wrongdoers, in which case they confess their misdeeds.

Fans of the Kingdom Hearts series might roll their eyes at the similar concept of stealing hearts in the narrative, along with fans of the animanga Death Note who might or might not notice the supernatural methods of supernaturally reforming society by targeting certain deviants. However, Persona 5 delves into contemporary issues and themes that are somewhat relatable, such as abuse by teachers in school and the politics of Japan, with confidants Joker encounters and with whom he builds relationships having stories of their own, such as a washed-up ex-member of the Japanese Diet. However, the pacing is glacial and drawn-out, with the Royal version a bigger offender in that regard since its events go well beyond those of the initial release.

As with contemporary Persona localizations, the translation team opted to translate the dialogue with aspects unfriendly towards non-Japanophiles, with Japanese honorifics retained and accompanied by character names, which often breaks the naturality of the English localization, yet is still mercifully legible so long as players Google the internet to find out what they mean. However, like most English versions of Japanese RPGs, the writing is worst in combat, with the retained decision to have someone narrate everything that occurs in battle, and characters often shout "Persona!" when reaching their turns. Though generally a polished effort, the translation comes across as a middle-tier effort.

Like in the third and fourth Personas, alongside their various rereleases, Persona 5 features a methodical gameplay structure focused around the attendance of school by Joker and fellow students that eventually become his allies in combat. He has five social stats that increase with various activities like answering questions in school correctly, participating in diversions such as a batting cage and a bathhouse, and so forth, some of which need to be at certain levels for him to establish relationships with certain confidants that chiefly dictate how much bonus experience the player receives from fusing Personas of certain Arcanas, but there can be other effects such as the ability to score instant victories against enemy parties without needing to battle them.

Key to advancing the central storyline is the mentioned Palaces whose respective Treasures the player needs to steal to change the Hearts of the wretched individuals the Phantom Thieves target, enemies traversing these dungeons, players able to get preemptive strikes against them, but foes can do the same in return. Advancing one Arcana enough allows players to win instantly against enemy parties, with experience and money earned for living party members and a new Persona so long as Joker has the capacity for at least one more. Joker himself is the only character who can wield multiple Personas, his allies each having one with abilities, strengths, and weaknesses.

The general structure of combat is similar to the third and fourth mainline Personas, the player's party of four characters, headed by Joker, taking turns dependent upon agility, commands executed instantly upon input. During a turn, the player can get an indication of which unit will go next, but unlike Final Fantasy X, subsequent character/enemy order is indeterminate, yet mercifully doesn't break the game. Commands include attacking with an equipped melee weapon or firearm, using an SP-consuming ability from a Persona, guarding until their next turn, using an item, or attempting to escape, which may or may not work all the time.

As in the mentioned Personas and Megami Tensei series from which it branched, the ability of players and enemies to exploit one another's strengths and weaknesses adds strategy, the exploitation of one's weak point earning the exploiter another action. One difference from the third and fourth games, and a feature prevalent in the initial entry and both parts of the second, is the need to negotiate with downed enemies; luckily, the system isn't as open-ended as in the earlier Personas or up to random chance like in the mainline Megami Tensei games, demon personalities key to which answers to questions are correct.

Players can earn money, an item, or the alliance of one of the downed demons from a successful negotiation. The Velvet Room returns, where the player can fuse Personas to create more powerful (in some cases, weaker) ones, the facility indicating if they have had a demon before, and in my experience, I found it advantageous to fuse for new ones, since in whatever battles the player encounters said enemies in, they can outright skip negotiation when downing an enemy party. Consequentially, I only had to endure it less than a handful of times in the game's generous length. Players can also sacrifice Personas to obtain an item, including powerful equipment.

Victory nets players experience for occasional level-ups and money, a system paralleling the core mechanics being the Mementos dungeon, deeper levels opening depending on how popular the Phantom Thieves are with the Japanese public, and is similar to the Temple of the Ocean King from The Legend of Zelda: Phantom Hourglass, minus the need to redo puzzles (luckily absent in the metaversal region) and floors completely, with targets for occasional requests without the metaverse often found in certain levels. Aside from the minor issue with determining player and enemy turn order, the gameplay systems work well, and different difficulty levels accommodate players of varying skill levels.

Control is decent, the linear structure ensuring the player never becomes lost as to the current gameplay objective. However, while the Palaces have maps, the game doesn’t indicate which exits from floors lead where, which can lead to confusion. Most cutscenes are skippable along with the ability to cut spoken dialogue short if players wish to read instead of waiting for the performers to finish speaking, and the player can pause the action by bringing up a review of the latest text, similar to Valkyrie Profile: Lenneth. Fast travel also exists among points of interest in the real-life Japanese setting, saving significant time in a game that’s already long. There are some issues regarding the spacing of save opportunities, not to mention maybe a few annoying late-game puzzles, but otherwise, Persona 5 generally interfaces well with players.

Shoji Meguro provides the game music, which is generally enjoyable and features plenty of tracks that rarely get old, although there are occasional silent scenes. The sound effects are what one would expect from a contemporary RPG, and the voice acting is decent; there are, however, plenty of overlapping voice clips in battle and unnecessary narration of trivial things that occur then.

The art direction is generally superb, with a style one could describe as trippy, given the effective use of reddish colors, transitional sequences when one fast-travels between points of interest, enemy designs with no reskins, fluid animation, flashy combat effects, and nice cel-shading. However, the visuals contain some jaggies, along with textures that appear blurry and pixilated when seen close-up, and the view distance of NPCs can be poor.

Finally, Persona 5 Royal is incredibly long for a rigidly-linear game, a little over a hundred hours, around a dozen or so longer than the original release, and while there is some lasting appeal in the form of things such as Trophies, the length and limited potential for variation somewhat drag it down, most players likely wishing to move on to other games after completion.

Overall, Persona 5 Royal is a great rerelease of a game that was already good, given its superb gameplay mechanics and control, endearing narrative and characters, and solid audiovisual presentation. Granted, it often puts quantity above quality, and I found myself fast-forwarding through late-game dialogue given the game's unwillingness to end; there are also other issues like the translation's unfriendliness towards non-Japanophiles and mainstream gaming audiences in general. Regardless, those who haven't experienced the initial release will get a bang for their gaming buck with Royal, still superior to earlier games in the Persona series and the Megami Tensei franchise from which the subseries spun off.

The reviewer played a borrowed physical copy of the game to the ending credits.
Score Breakdown
The Good The Bad
  • Superb gameplay mechanics.
  • Endearing plot and characters.
  • Solid audiovisual presentation.
  • Translation unfriendly towards non-Japanophiles.
  • Characters too chatty in combat.
  • Really overstays its welcome.
The Bottom Line
A great rerelease.
Platform PlayStation 4
Game Mechanics 9.5/10
Control 9.0/10
Story 8.5/10
Localization 8.0/10
Aurals 8.5/10
Visuals 8.5/10
Lasting Appeal 7.5/10
Difficulty Adjustable
Playtime 72-96 Hours
Overall: 8.5/10
theradicalchild: (Mission Accomplished)
Remy-Katz-Phantom-Thief I was in a really horrible depressive state last evening at work (triggered by thinking about how I was an awful person in my youth and early adulthood). I intended to do a piece to reflect that featuring this OC of mine, but a combination of the file becoming corrupt and my inexperience doing complex poses led me to do this instead. While I was really nervous about unloading my feelings to one of my friends on Telegram since I was incredibly vicious about my thoughts, he didn't block me or retaliate, which really says a lot about him. I also have a Persona 5 Royal review (in addition to one for Pokémon Violet) to finish, and hopefully, they'll come this three-day weekend.
theradicalchild: (Kitten Yzma Squirrel Scout)
Dad has been a real pain in the ass and doesn't seem to think about anything other than my eating habits, and doesn't think before he speaks, but rather jumps to conclusions and can't shut his fat mouth and accept what I'm doing rather than being anal whenever I do something unexpected. On the other hand, he had given me some more coupons for Dunkin' / Baskin Robbins, and this morning I bought a dozen and got a dozen donuts free, although they had only six-donut boxes, one of which I gave to my church and took the others home. I also lunched for free at Raising Cane's with a gift card I got from work, and bought twenty dollars' worth of Girl Scout cookies outside the local Walgreens.

I had two more rounds of rehab this week, and there's a decent chance I'll be discharged completely from physical therapy since I really feel my right shoulder is getting much better, and I've been doing supplementary exercises like swinging my right arm around during the downtime at work and at home. I've secretly been drinking alcoholic beverages, max one per day at night, to help with my pain, and the best I've had so far was a bottle of strawberry daiquiri. I had bought a can of flavored hard seltzer but didn't care much for it as much.

Not a peep from the Java Training and Placement program, and I've casually been applying to various IT remote jobs in hopes I can advance my career and accumulate more money so I can take over the house where I live unless I happen to predecease my parents, which I hope sure as hell doesn't happen, although there have been cases of perfectly-healthy people dropping dead before reaching old age. At my current job, I worked half days Wednesday and Saturday.

I beat Persona 5 Royal, Pokémon Violet, and NieR: Automata, so expect reviews of those soon, and I had a generally good impression of all games. I've started Ys Origin, which I was able to download free to my PlayStation 4 since I had previously bought and played it on my Vita. I had also played it on Steam, but its respective version is genuinely incompatible with the Steam Deck. I also got back into Torchlight, better played with the Steam Deck system itself since I need to use one of its trackpads to mouse over the gameplay screen to do various things.

Roadblocks

Feb. 5th, 2023 07:50 pm
theradicalchild: (White Rabbit)
I emailed the Texas DPS to see if there were any alternatives to waiting until the end of March to be able to renew my license, which expired on my birthday two weeks ago. I got a response saying they would call within five business days to give me another appointment time, one I hope will be far sooner, and that if I didn't get one, to go to a local DPS office and talk with its supervisor, so there may be hope yet of getting me back on the road sooner and not have to rely on my parents for transportation. It was my turn to work Saturday, so it was a short weekend. I think my right shoulder is getting better as I've been finding more time to exercise it, and I've been increasing my exercise time since my weight loss has somewhat stagnated.

I'm still chugging along in Persona 5 Royal, way past the original version's ending, but as my PlayStation 4 says that video recording is blocked, I won't spoil anything. I also hit a bit of a roadblock in NieR: Automata where I had to reference the internet to find out how to advance the storyline since the game itself gave shitty direction about the fact that I needed to equip a certain item to scan for YoRHa soldiers. The same goes for Pokémon Violet, where I've struggled with the Elite Four, although I've been exploring and grinding a little, increasing my party's base stats with items, so I'll try again in the near future. I've been playing Ocarina of Time 3D too and am at the woodland dungeon in adult Link's world.
theradicalchild: (Woolfy Darkness)
My driver's license expired on my birthday, and as I waited too late to schedule an appointment last year on the Texas DPS's website, my appointment date ended up being a week afterward, so my dad had to drive me to work for the rest of the week after Tuesday. This morning, however, he assumed I took one thing for lunch when I took something else, which really irked me since it really showed that he's more concerned about food than anything else, and it triggered me since autistics such as I really detest small talk, which he's prone to making. In the past, he's been really nosy about knowing what I ate for lunch and such when he could be mindful of more important things such as my mental health, where my parents can easily undo weeks of psychiatric progress, which I had been making since I started seeing my new psychiatrist. As I couldn't get it off my mind, I texted him while I was at work to tell him politely to fuck off about things like that, and when he picked me up after my shift, the drive was completely silent, which was somewhat scary, and it felt like he drove aggressively back home. Mom was nice, though, which was a bit relieving, since my father is an acceptable target in my family given his imbecility. I also got access to chat in a group I discovered through Twitter, Furry Healing, and venting my frustrations somewhat relieved me as well.

I got a few small presents when the managers at the call center where I work heard about my birthday, such as a $10 Raising Cane's gift card since I frequent the one in the town where I live. I also got $20 in cash from my sister and her family, which was somewhat odd given that I'm a middle-aged man, and a type of gift usually reserved for children or teenagers, but it really didn't offend me, though there's no chance in hell I would give cash as a gift to any of my siblings (but in the past I gave $20s to my niece and nephew when I gave them birthday cards, not to mention my stepnieces and stepnephews when my younger brother was still married). It was still probably my worst birthday to date, but I'm largely over it. I won't be able to go to church this Sunday given my transportational interregnum (and there's no way I'm going back to my dad's church since he's way too involved with the one he goes to). I lacked the foresight to stock up on booze for my minifridge, and I find hard cider more tolerable than beer, with the alcohol definitely helping me cope and seeming to keep my mood balanced, though I do fear that my parents would freak out if they found out about my drinking (but I'm definitely no alcoholic), given their rampant infantilization.

I didn't play games much this week, though I did get some Ocarina of Time 3DS in, and managed to collect four heart pieces given my exploration between dungeons, killing enough gold skulltulas to get the adult wallet from the cursed family as well. I'm making decent progress in Pokémon Violet too and managed to wipe the floor with my 'Mons at one of the gyms, aiming to visit one in the middle of the frozen area where they're at higher levels. I also started Nier: Automata, and it's been really good from what I've played thus far (though the introductory sequence felt a little drawn-out), with the auto-battle mode available in it as well, and I like how there are sidequest destination markers and/or ranges on the in-game maps. I'm working on Persona 5 Royal too, and am able to send the calling card for the ship Palace, though I'm boosting social links until the deadline gets close. I actually find the plot a bit relatable since I wish I could "steal" my parents' hearts and get them to realize the error of their ways in raising me, but I'll doubt they'll ever change before they eventually die, given that they hopefully predecease me.
theradicalchild: (Flip Flap and Girl Seal)
My dad's maternal cousin Karla died recently up in Wisconsin. I met her and her husband Tom when my father and I went to Wisconsin for a family reunion of my dad's paternal relatives (and where I met my last living grandaunt on his side of the family, which was as close as I would ever get to meet her older brother and my paternal grandfather, who died before I was born before she herself passed away). They won't be able to do anything funeral-wise until spring due to the weather up there.

Dad had also given me several coupons for Baskin Robbins and Dunkin' (which are packaged together and recently opened a store up in town), all of which I used, most recently one for getting a dozen donuts for free by buying a dozen; I gave the first to my church and kept the second for me and my parents. After church, I used the remaining coupon to get a free "classic" donut (which seemed randomly chosen, but was still good), although I paid for a cold coffee as well, given the typical "if you give a mouse a cookie" standard that in my mind runs true.

This evening my younger brother Chris came over and gave me a $50 Amazon gift card for my birthday on the 24th when I'll be turning 39, and we all went to Red Lobster for dinner, where I "created my own" Ultimate Feast with a lobster tail, grilled scallops, cheddar bay shrimp, and coconut shrimp (rice and lobster mashed potatoes on the side), all of which I devoured since I had had just the donut and coffee for lunch (which I deliberately did so I would have more room for said dinner). Mom also got a free dessert with her forthcoming birthday on the 26th and promised I could have it, but we ended up taking it home since I was too full.

Gaming-wise, I think I'm slowly nearing the end of Persona 5 Royal since my party's levels are in their seventies and I'm at the cruise ship Palace (and I can insta-kill any enemy party due to said high experience levels). I've also made significant progress in Pokémon Violet by killing a few Titans and winning a few Gym challenges, and my tank 'Mon (the grass starter in its most powerful evolution form) has largely been able to OHKO most any opponent. I've also been playing The Legend of Zelda: Ocarina of Time 3D and have reached Goron City, making sure to open up a shortcut to the forest given the developers' decision not to have the save-anywhere feature actually keep your current location. Yeah, I don't exactly have a rosy view of the hypothetical "masterpiece", though it is far better than my least-favorite entries of the series (namely, the NES Zeldas, especially the second, and Skyward Sword HD).

I probably won't have much time for gaming this week since my Java training and placement class allegedly restarts tomorrow, and I've been brushing up on SQL via W3Schools, where I can get a certificate for the language after I complete various exercises and take a test.
theradicalchild: (Drunk Honest John)
Happy Martin Luther King, Jr. Day to those who genuinely honor the late civil rights leader's legacy (and I largely stand where he did ideologically). Keep in mind that, despite oddly-popular belief (for some reason widespread within the furry fandom), being of certain demographics such as race, white or nonwhite, does not make one untouchable.

My second anniversary at my current job was last week (though I didn't get an evaluation from my managers about it the way I did after my first year), and for those of you who aren't familiar with what I do, I'm a Workforce Traffic Analyst for a call center down the hill from where I live, submitting regular reports, one in particular hourly, regarding Energy Advisors outsourced from Southern California Edison (and our call center represents FedEx as well, though their division will close down at the end of the month and we'll be getting new accounts, and very likely, more work), sort of a cyber truant officer making sure agents aren't spending too long on calls, on hold with customers, or in after-call work, etc.

I'm allegedly still in Java training and placement, with the last communication from our instructor being last week, although we didn't have any sessions then or today, and I was certain to note ahead of time when my right shoulder rehabilitation (which seems to be going well) was at the local physical therapy clinic, which may have had something to do with the delays. I've been doing plenty of exercises during downtime at work at my desk (and I have my own individual station again due to the Lead Analyst and SCE managers wanting me to verbally tell the managers which agents have been having issues with their calls), and the pain hasn't been too distracting.

I've also snuck in some alcoholic beverages on nights (such as spiking ice cream milkshakes I make with our Ninja blender with Kaluha, Bailey's Irish Cream, etc.), and drinking some of my dad's Coronita Extras that have otherwise gone untouched for weeks. I also bought and tried a Mike's Hard(er) Lemonade, and while I did get somewhat tipsy, I can apparently hold my alcohol well. I don't actually care much for the taste of beer, but have largely been drinking responsibly for the medicinal benefits (since alcohol can play part in dulling pain). I most recently bought some Guinness beers from a 7-11 at the edge of town, and whether it's lager or ale, it's definitely an acquired taste. I consider myself an "antisocial" drinker since I'm sure my parents would bitch and moan about me drinking despite me being a middle-aged man (I turn 38 in a week).

I've also discovered that apparently, hemp cigarettes are a thing and purchased a pack from a nearby convenience store after I did some research on them, and while they don't exactly taste all that good, a little worse than cheap tobacco, they've apparently helped too with my pain. Since I became legal I've been an on-and-off smoker due to all the stress I've encountered in my life, and with my parents spending the bulk of Sunday evening down in Austin, I tried one of the cigars I purchased from Walmart, which was okay, and I had purchased a $7 premium one from a local store that seems to be the exclusive seller of them in our town. I recently bought a four-pack of more-expensive cigars, although I'm not sure when I'll have the time to try them since my parents are really fierce anti-smoking Nazis.

Despite the issues with my parents, I have been somewhat improving mentally, with my new psychiatrist and non-doctoral therapist being nice to talk to from the comfort of my own computer, and I've largely severed ties with my old psychiatrist who's getting advanced in age and hadn't really improved me psychologically despite my having seen him for seventeen or so years. When I had put one of my appointments into the digital calendar, though, my dad took notice (and as usual he couldn't get the damn name of the cyber clinic, Talkiary, right, despite having a Master's Degree, which I strongly suspect he cheated on given his blatant imbecility), and bitched about costs, despite the online clinic taking Medicare, which I have. I still feel ADHD coexists with my OCD, and will emphasize that next time I talk to my psychiatrist and therapist.

Gaming-wise, I'm still working on Persona 5 Royal and am at the casino Palace, searching for the red control panel in the slot machine wing. I'm also having a blast with Pokémon Violet and have cleared one Team Star camp, two gyms, and one "titan" 'Mon. I sort of put Torchlight on hold since I have a weird system where I track the in-game playtime of whatever I'm playing, and I discovered that it actually did track playing time through experimentation with controls, which has somewhat been difficult, and I'll mess around more next time I pick up the game. I've moved on to The Legend of Zelda: Ocarina of Time 3D, which, despite getting a lot of critical head, I don't exactly view with rose-tinted glasses, given my frustrations with the original N64 version, so my eventual review of the game when I do finish it probably won't be very saccharine.

Hump Day

Jan. 11th, 2023 09:27 pm
theradicalchild: (Detective Pikachu Coffee)
I had today off as my comp day since I work this forthcoming Saturday, although I do get Sunday and Martin Luther King, Jr. Day off. Work on Monday was among the best days I've ever had, although Tuesday had a bit of slippage, since just even thinking about my parents irks me, and it still feels like I have no control over my train of thought. I mentioned it to my new psychiatrist, but I forgot to mention my excoriation, and he didn't change my medication dosages, and I see him again in a fortnight. I've managed to tune out my bickering parents by using earbuds when playing my games. Physical therapy is going okay, and I've been able to figure a few of my rehab exercises into the downtime at work.

Gaming-wise, I'm making steady progress through Persona 5 Royal, where I've completed the outer space Palace and may get another team member soon due to certain scenes that preceded my sending the calling card to the corporate CEO. I'm also a few hours into Pokémon Violet and have gotten a few evolutions thus far, and I've swapped a few of my 'Mons out to get their evolutions eventually and gradually fill my Pokédex. I've also played a smidgeon of Torchlight on my Steam Deck, although it's really hard to do so with a controller on my television through the dock, so I've resorted to playing it portably, and I can luckily map functions to the unused buttons.
theradicalchild: (Rudolph the Red-Nosed Reindeer)
It was my Saturday to work so I had to go into the call center today and work alone in traffic, and while the work wasn't too stressful, there was this agent who loudly snorts and is apparently alien to the concept of blowing his nose, allergy medication, nasal spray, and such, whom I can hear from even around ten meters away. I told some of the managers about it, but they won't do anything, but our boss wants to move us into the other wing of our building so we can vocally call out agents on prolonged calls, holds, and after-call work and such, so there is some hope I won't have to deal with the annoyance again, unless he's *so* loud I can hear him from the wing traffic is moving to. Java training occurred on and off this week, and while it seemed we were to delve more into database connectivity, we got a PDF about servlet concepts, which I'll study so I'm ready for Monday (which I luckily have off from my current job). On another note, I signed up for Talkiatry and will have an initial evaluation on Tuesday after rehab and before my Java training session that day, on account of my mental state being no better than it had been in the sixteen years I've seen the same psychiatrist, with my cocktail of meds scarcely seeming to make a difference in my psychiatric health.

I woke up super early this morning as I've frequently done, which I attribute to wearing my upper teeth guard nightly I had gotten a few months back from the dental office that cost me around $700, and while I hoped to get in some gaming this morning and after work and my church's Christmas Eve service, in the morning when I started NieR Replicant which my younger brother had loaned me alongside other games, I had to take a nap short of an hour into the game, not because of its quality (which is definitely more than promising), but due to getting up really early. Our home's water is out due to a combination of the recent winter weather and a broken pipe, and we don't know when those issues will be resolved. In terms of other games I'm currently working on, I'm on the 20th floor in Etrian Odyssey III and could *possibly* beat it before year's end, as I had hoped to do as well with Pokémon Ultra Sun only to hit a roadblock in the form of one of the later-game trials that led my party to get slaughtered despite high levels, so I'm swapping 'Mons in and out in hopes I can do better next attempt, and I'll probably use the stat buffs I've amassed. Persona 5 Royal is going fine, though I'm not sure if some of the Mementos quests have expired since it's been a while since they became available.

It probably won't be the best Christmas due to the issues I've stated, but I'm somewhat hanging on and have a few things to look forward to towards the end of the year and the start of next year.
theradicalchild: (Demi-fiend)


Tatsuya Suou and the Kingdom of the Crystal Skull

The PlayStation title Revelations: Persona was one of the first entries of Atlus’s Megami Tensei series that saw an English localization, albeit through a cut-and-paste effort that often very poorly attempted to cover the game’s Japanese origin and setting. It would ultimately receive a more faithful translation when the game saw a port to the PlayStation Portable, Shin Megami Tensei: Persona. Due to controversial content, the first half of the game’s sequel on the PlayStation, Shin Megami Tensei – Persona 2: Innocent Sin, Atlus’s North American branch passed over for localization, although the second half, Eternal Punishment, they did translate. Luckily, the first half would see a translation after coming to the PlayStation Portable, being an ideal way to experience the classic.

The main “controversial” content is one of the main antagonists being a certain Austrian-born despot and his followers, given sunglasses and titled as “Fuhrer”. The main protagonist is the silent high-schooler Tatsuya Suou, who joins with allies to make pacts with demons across the suburbs of Tokyo, ultimately encountering MacGuffins in the form of elemental crystal skulls. Most of the main characters and notable NPCs do get descriptions when introduced saying who they are, and the plot has very mature themes, but there are issues such as passers-by within the dungeons being unaware of the demons inhabiting their areas, not to mention occasional vagueness in where to go to next in order to advance the main storyline.

The translation is a bit of an average effort, with some terrible names such as one school having the nickname of “Cuss High”, and Japanese honorifics left in the English text that mainstream gamers wouldn’t understand (and in-game explanation as to their meanings would have been nice for those not versed in the language). There are also occasional misleading ability descriptions, although the text itself is largely coherent, with some occasional mature profanity showing the script’s mature tone. Even so, the localization team could have made a better effort.

The primary game mechanics, however, do have plenty of things going for them, with battles being turn-based and randomly-encountered, an indicator gradually turning red indicating how close Tatsuya and his party are to encountering enemies, largely sparing the tedium associated with random encounters. Fights pit the party of up to five characters against several demons, with several options available for battle or negotiation. Each character can equip one of the game’s eponymous Personas, with standard attacks with equipped weapons available, along with using one of their Persona’s SP-consuming skills, their costs being fixed for all of a spirit’s particular skills.

Using a particular Persona’s skills will gradually cause it to increase in rank, which can allow for new abilities to become usable, with up to eight ranks per Persona. The player’s characters can also parley with the enemies with various conversation skills. An enemy mood square appears during conversation, with eager, happy, sad, or angry quadrants, where getting the eager option three times allows for the collection of tarot cards, and getting them happy allows a pact to be formed where the player can get tarot cards and “free cards” that can take on any arcana in the Velvet Room, or various items should the player get a monster happy again in a future battle.

Players will obviously want to avoid angering an enemy or making it sad, given their potential to break their pact if upset, and the player can only have up to three pacts at any given time. Of course, the player can of course engage in standard combat with them, giving characters commands, a turn order gauge showing who will go when, with each side executing their attacks. Eliminating all enemies naturally wins the battle for the player, and all the player’s characters dying means a Game Over, although luckily, players can record their progress most anywhere outside combat, largely reducing wasted playtime as a result of dying.

Players may occasionally become able to perform fusion spells with multiple Persona abilities that are of course more powerful than standard skills, and outside battle, they can visit the Velvet Room to obtain new Personas with whatever tarot cards they have received from battle. There are some interesting mechanics here such as the ability to “return” Personas with maxed ranks for items, and each character has a certain affinity with various arcana that may dictate skill cost. The battle system mostly works well, players also able to skip ability animations in combat for easier grinding and progress, although conversation with enemies can be difficult without a guide, and adversary personalities dictating how they react to contact options can be odd at times.

Aside from the save-mostly-anywhere feature, some areas of control aren’t exactly at their best, with a noticeable lack of features such as an equip-best option for character equipment, although they can purchase different types of items at once in bulk when shopping, how equipment increases and decreases stats before purchase being visible, and dungeons having automaps that make for mostly-easy progress. However, there are occasional points of no returns and loss of access to many dungeons upon completion, and while players can skip through text, there are some areas where they can’t, with cutscenes themselves not being wholly skippable. The game could have interacted better with players, although things aren’t too bad.

The soundtrack is easily the high point of the game, with plenty of good music such as the battle themes and the Velvet Room music with some classical music played after the main theme of the chamber finishes. There are some occasional tracks that rely a bit too much on ambience, and the quality of the voicework isn’t always consistent, but Innocent Sin mostly sounds good.

The visuals also look mostly decent, with the character sprites containing good anatomy alongside the enemy designs in combat, although there are occasional reskins on their part, and the actual battle scenery is somewhat lazy, akin to Earthbound with psychedelic aspects and minimalist scenery. The Persona ability animations look good as well, and are luckily skippable, and there are some good aspects of the environments outside battle with a few nice three-dimensional effects. All in all, the game largely looks good.

Finally, the game is somewhat lengthy, with a straightforward playthrough taking around forty-eight hours, although playing time can very well extend to seventy-two and beyond, with supplemental playtime largely due to ranking up Personas and accessing a postgame dungeon.

Overall, Innocent Sin is mostly an improved sequel, given the good within its game mechanics, save-mostly-anywhere feature, some decent story beats, a good soundtrack, and some pretty areas of its graphics. Regardless, it does have many issues regarding things such as the difficulty of the contact system without use of a guide, the spotty localization, the loss of access to most dungeons after completion, the poor direction at many times on how to advance the central storyline, the inconsistent voicework quality, and some weak areas of the visuals. It’s also not as nearly accessible as the third numbered entry and beyond, but still has plenty positives and is worth a look, if nothing more.

The Good:
+Some good mechanics.
+Save-mostly-anywhere feature.
+A few good story beats.
+Great soundtrack.
+Some nice parts of the visuals.

The Bad:
-Conversation system can be difficult without a guide.
-Some weak direction on how to advance.
-Inconsistent localization quality.
-Some poor voices.
-A bit long.

The Bottom Line:
Not as accessible as the third numbered entry and beyond, but has some good aspects.

Score Breakdown:
Platform: PlayStation Portable
Game Mechanics: 7.0/10
Controls: 6.0/10
Story: 6.5/10
Localization: 5.0/10
Music/Sound: 8.5/10
Graphics: 7.5/10
Lasting Appeal: 6.0/10
Difficulty: Adjustable
Playing Time: 48-72 Hours

Overall: 7.0/10
theradicalchild: (Japanese Self-Defense Forces Flag)
Currently Playing:

Dragon Quest (Nintendo Switch) - The latest version of what was my very first Japanese RPG. Time definitely hasn't been kind to this game, but it's tolerable enough that I'll play it to completion.

Shin Megami Tensei - Persona 2: Innocent Sin - I'm at the Caracol dungeon, at the point of no return where I lost (although temporarily, I think), a party member. Been fairly enjoyable grinding, although I'm not fond of needing to use a guide (mostly) for demon negotiation.

In My Backlog:

Baldur's Gate & Baldur's Gate II: Enhanced Editions - Low priority right now, still sealed in shrinkwrap.

Slime Forest Adventure - Will play this eventually since I still want to brush up on my Japanese.

Ultima II: The Revenge of the Enchantress - I found a patch online for the game that one can apply to the GOG.com port, and I'll definitely give it another look in the future.

Ultima III: Exodus - Will, of course, play after finishing the second game.
theradicalchild: (Japanese Self-Defense Forces Flag)
Currently Playing

Learn Japanese to Survive! Kanji Combat - I'm on Chapter 3, I think, and have rebuilt a few structures in town. Sort of reminds me a little of Actraiser but instead with turn-based combat teaching the readings and meanings of kanji.

Shin Megami Tensei - Persona 2: Innocent Sin  I'm at Aoba Park, mapping every corner of the dungeon, and while this game isn't perfect, it is at least bearable with a guide to enemy contact so I can get a ton of tarot cards. Somewhat annoying, though, when the enemies throw in philosophical questions and can annul their pacts if you don't answer correctly, and I've tried to remember the right answers.

In My Backlog

Baldur's Gate: Enhanced Edition (Nintendo Switch) Still sealed in its package collected with the second game, and low priority.

Baldur's Gate II: Enhanced Edition (Nintendo Switch) Likewise.

Dragon Quest (Nintendo Switch) This may be the next game I play through unless Chris gives me another Switch game to borrow, which I tend to prioritize. I'm definitely returning Bravely Default II to him.

Slime Forest Adventure - This will likely wait until I'm done with Kanji Combat.

Ultima II: The Revenge of the Enchantress - I don't know if I'll try this again unless I find a workaround to the glitch preventing me from starting a new game from scratch.

Ultima III: Exodus - Won't play until I find a way to play the second game safely.
theradicalchild: (Japanese Self-Defense Forces Flag)
Currently Playing

Bravely Default II - This game has somewhat jumped the shark for me, given the tendency of boss battles to be long and occasionally cheap even on the easiest difficulty, but I'll still see it to the end...maybe, since the job system is okay.

Shin Megami Tensei: Persona 2 Innocent Sin - Actually not bad, even if battles are somewhat slow (I remember the PlayStation version of Eternal Punishment allowing players to turn off animations in normal battles) and I need a guide to get tarot cards from the enemies.

In My Backlog

Baldur's Gate & Baldur's Gate II: Enhanced Editions - Low priority.

Learn Japanese to Survive! Kanji Combat - Next to play, unless my younger brother loans me another Switch game.

Slime Forest Adventure - I'll save this educational RPG for after I finish the Learn Japanese to Survive! series since it instructs in all Japanese character systems.

Ultima II: Revenge of the Enchantress - Until I can find I'm able to play the game with a workaround for the errors when starting a new game and not have to restart whenever I screw up, this one's on the shelf.

Ultima III: Exodus - Likewise.

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