@Slashkice said:
Seperate post: Not ugly per se, but definitely vastly inferior to the original artstyle~
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Because they don't? Frequently abandoning the dungeon in Persona 3/4 to shop is just wasting days. Unless you mean the fox, but I never really used him either. Even in Nocturne/IV, if I'm in a dungeon, I'm in it for the long haul. If PQ differs in that respect, I don't find it appealing.
You shut your mouth. :x A Marie by any other style is just as cute! I'll give you P3/P4 MC, Akihiko, and Kanji. Maybe some of the girls. I don't think they transitioned well.
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IV you're in for the long haul after Naraku. Before, not so much because people are going to die. Frequently. In regular encounters. Post-Naraku is easier. At all times, you can abuse the save-anywhere system.
In EO, you're gonna have to leave the dungeon every now and then because people die in horrible ways because the combat system and save system isn't easily exploitable. Thankfully, there is Floor Jumping, shortcuts, and escape items unlike SMTIV so it's not -that- bad. It's not all that dissimilar to Dark Souls when you think about it. Live. Die. Repeat.
@funsohng said:
Hanakana is better than Engrish
Hanakana is better than a lot of things~
@illmatic87 said:
Mapping and the combination of its 'level design' makes me feel like exploring and crawling is a matter of playing the UI on the map rather than moving though and observing the environment. I probably only start caring what's ahead when a FOE or something shows up. Legend Of Grimrock 2 (A Cheaper and high quality game) gets the balance right, Persona Q does not.
Fair enough. FOE-less segments aren't very engaging and they do crop up every now and then. Like a Dark Souls without enemies. I'd argue it's a pacing thing though as, unlike Dark Souls, FOEs aren't easy to kill when you initially encounter them. Curious as to what Grimrock does.
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