Skip to main content

Everything About Persona 5 is Bleeding with Style

 The Persona series has capitative the JRPG fans with a mix of a deep battle system and a robust life-simulation that all ties together. This has been the staple of every Persona game, but one thing that Persona always does amazingly well is the aesthetic style with every iteration, especially with Persona 5. Everything from the character models to the menus has a pleasingly well designed style.


The 5th iteration of Persona has made me realize that aesthetic and style can go a long way for a 100-hour long videogame. One of the first things I notice when I watched the first gameplay trailer was how the menus open during battle situations. The way the UI is laid-out and the colors associated with it makes the repetitive nature of this game feels more enjoyable and less repetitive, this is not the case of most JRPGs. I don’t mind going into the battles because I know that the art and music is great.

The character models are the first thing you get introduced to. Your character doesn’t talk much, this make the character model play a huge part in portraying his life before moving to Shibuya. On the surface, he looks like a generic stylish high school student – but once school is over another part of him emerges. Going into the “metaverse” (where people hide their corrupted hearts) he becomes a vigilante that corrects those hearts in great fashion. The mask plays a major role in portraying that stylish look and character desires.


Persona’s dungeon (Palaces) has changed in many ways. This time dungeons are carefully designed, but with as the other iterations were all randomly generated – which became repetitive fast. Because of the hand-crafting dungeons, each of them has a different aesthetic depending on what the enemy sees that world – for example, a castle, or a museum. I’m still very early and very excited that there are more of these dungeons.

Art and style is nothing new to the persona franchise, it’s more noticeable because they’re more vivid, bright, and can’t go anywhere without seeing something visually pleasing. This game makes me grin the whole time, and it’s not just the gameplay but how everything is so inviting and approachable. Persona 5 so far is a masterpiece in my mind a big part of that is the art style and how Atlus emphasized it to the player.

Comments

Popular posts from this blog

Destiny 2’s New “Gambit” Mode Revived the Game’s Competitive Scene

Destiny 2’s competitive scene has always been a second thought compared to the co-op PvE activities. At the launch of Destiny 2 Bungie tried a different more team-play orientated approach with an all 4v4 pvp match-up. Over time players got tired of that formula, especially, the way players were strategizing. The only way to be competitive is to team-shot a player at long distance, this was the only way everyone played. This kept the matches long and stale. Bungie understood the frustration and decided that they will change something about the Crucible (PvP). In July, Bungie pushed an update that changed the 4v4 format for Crucible to a 6v6, just how it was like in Destiny 1. Adding two more players on a team might not seem like a big change, but it completely changes how freely your team can strategize, this is especially true with solo matchmaking. Bungie knocked it out of the park with this change, of course they had a lot of help from the community. The community wanted th...

Mario Tennis Aces “Swing Mode” is Really Disappointing

Mario Tennis Aces is the latest entry to the Mario Tennis series. This time around Nintendo did no wrong with their tennis series giving us an adventure mode where you move from level to level to complete a series of challenges, a fun online/offline tournament, and exciting local play. I haven’t played the Mario Tennis series since the GameCube days, but I’m having as much fun as I did back then, expect for one mode that made me hate motion controls. During the lead up to launch I had questions about full motion controls, if they would support it for full matches? Can it be an alternative? and will it be like Wii Sports or will it have depth will in the base game? These questions were answered just a couple of days before launch and I was disappointed in how Nintendo implemented the motion controls. Coming from the developers of Wii Sports and how well the motion controls worked with the tennis mini-game gave me hope that Nintendo could do something great with motion ...

The Calming, out of this World Experience from Tetris Effect is a Great Change of Pace and Emotion from Other Tetris games

Ahh, Tetris. A game that your parents and almost every other parent knows. The longevity of it has made it evolve over its existents with the “hold” mechanic – which I’ve grown up with -- and doubling down on the competitive nature of Tetris with Tetris Battle, Tetris DS, Puyo Puyo Tetris, and more. Growing up I was terrible at Tetris – making lines with falling blocks was simple enough, but I didn’t understand how to fix my mistakes. There are many insane Tetris players that I can’t even think about competing with. The stress of trying to keep the best layout of blocks while trying to keep up with my opponent is too intense for my taste. However, Tetris Effect is the total opposite of all those competitive Tetris incarnations. The way Enhanced Games and Mizuguchi plays with music and players emotions to then incorporate it into a puzzle game or even something like Rez: Infinite can give old concepts like Tetris a new breath life. Everything in Tetris Effect is amplified by x...