There’s an expansive series of Japanese role-playing games (JRPGs) called Shin Megami Tensei that’s been going strong in Japan for the last three decades. Few of the games that fall under the SMT umbrella have cracked into Western markets, the exception being the Persona series. Persona began developing a cult following with Shin Megami Tensei: Persona 3’s gradual global release between 2006 and 2008.
Like past entries in the series, Persona 5 is really two games. On one hand, it’s a Japanese role-playing game with traditional turn-based combat, a creature collection system reminiscent of Pokémon, and many of the features you’d expect to find in a Final Fantasy or Dragon Quest game.
The other side is more like an interactive visual novel or “dating simulator,” game genres more popular in Japan than in the western world. As a high school student living above a cafe in Tokyo, you have to choose how to spend your limited time, juggling social and romantic relationships with studying, shopping, working part-time jobs, and more.
Somehow, this combination works. From its addictive combat system to its stellar localization and the inimitable sense of style that holds it all together, fighting lecherous teachers and dirty politicians with your super-powered friends fits hand-in-hand with taking tests and going on dates with your high school sweetheart. Persona 5 hasn’t reinvented the wheel, but it has everything fans have grown to love about the quirky series. And while it’s story falters at times, in many ways, it is the best Persona game yet.
KILLING TIME
Persona 5 follows a nameless protagonist, a high-school-aged boy forced to change cities and schools when he crosses a powerful man and finds himself on the wrong side of the law. Considered a social pariah, even by his caregiver, he discovers a mysterious phone app that sends him to an alternate dimension formed from people’s cognitive identities — their thoughts and subconscious traits, exposing some nefarious behavior from many of the authority figures in his life. The hero gathers a Breakfast-Club-esque group of high-school students, who call themselves “The Phantom Thieves,” and dedicate their days to exposing the crimes of unjust adults.
As in past games, every mechanical aspect of Persona 5 serves to bring the game’s story — a longform account of crime-fighting high-school student — to life. Mechanically, the game is a messy hodgepodge of genre-specific features and story elements, which find a balance because every element is filtered through the narrative.
Even more than past Persona games, your “social links” — the people you can choose to spend time with, including teammates and other contacts around Tokyo — provide tangible benefits for combat and exploration. Spending time with the doctor, for example, can give you a discount when buying medicine, while a skilled gamer or a professional shogi (Japanese chess) player can give you new abilities to use in combat.
Choosing how to spend your time is a huge part of the battle in Persona 5. The game unfurls as the literal day-to-day life of a Japanese teen. During the day you go to school, where you answer math and history questions to attempt to raise your “knowledge” stat, which has its own set of benefits. You have most afternoons and evenings free to spend as you like — hanging with friends, doing various activities to raise your stats, or heading into battle.
All the while the clock keeps ticking, each new day another step closer to the end.
The accessible map, represented by colorful subway lines, expands continuously as you go, and your options can feel overwhelming: Will you hang out with a fellow Phantom Thief in the hopes they’ll gain new combat abilities? Will you pray at Meiji Shrine, visit a maid cafe (distinctly Japanese!), or practice at an arcade in Akihabara or Shibuya? Will you learn how to make better coffee from Sojiro, or hit the bathhouse for some much-needed chill time?
Or will you head into the “cognitive world”? The Phantom Thieves are never short of targets, from an artist who plagiarizes his students’ work to a scammer taking advantage of the elderly. The game’s story tracks a series of targets, each with his or her own “palace,” a complex dungeon in which their “distorted desires” manifest as twisted versions of real world places. The teacher thinks the school is his castle, thus in the cognitive world it is one — with him as its tyrannical, perverted king.
There’s a deadline to take down each of these targets, but you’re mostly free to spend your time as you please, while the story progresses in chunks. Meanwhile, you can take on smaller targets in an area of the cognitive world called “mementos,” a continuous dungeon filled with randomized environments and enemies. In previous Persona games, this type of randomly generated dungeon was a huge focus, but they have been relegated to a side activity here. The boring, repetitive dungeons of Persona 3 and Persona 4 were possibly the series’ biggest weakness up until now, so add that to the list of the many ways in which Persona 5 improves on the formula.
All the while, the clock keeps ticking, each new day another step closer to the end of the semester and the game. You probably won’t have enough time to max every social link or defeat every target, and you’re not supposed to; Persona 5 is about making choices. Your game is defined by the people you do spend time with, the bonds you forge, and the experiences you have. While the experience does not allow for the same freedom as an open-world game, where each player’s experience is totally unique, the choices you make in Persona 5 feel important.
A COLORFUL CAST
Every free time slot can be spent with any number of friends or acquaintances around town, from teammates to a drunk reporter or a washed up politician, and the benefits vary wildly depending which social links you focus on. More importantly every one of these characters feels memorable.
To be fair it probably makes it a little easier to write three-dimensional characters when know the player is going to spend 100 or more hours with them, though Persona 5’s writers faced plenty of other unique challenges.
The localizers — writers responsible for translating the script and, in many games, adapting certain story elements for non-Japanese audiences — faced a gargantuan task here, and their work is no less than stunning. Persona 5 looks and sounds fundamentally Japanese, from characters’ names to cultural references. It doesn’t feel like it’s been dumbed down or compromised to appeal to a wider audience.
STYLE POINTS
Many of things that make Persona 5 compelling were present in Persona 3 or Persona 4 as well, but, mechanically, the game just feels better, and easier to handle. Many of the games biggest improvements technically amount to simple “quality of life” changes — game developer speak for small improvements that make a big difference. When walking around Tokyo, for example, you can easily open the map to check which social links are at what locations, then easily fast travel directly to them. Friends and contacts who want to hang out will often text you directly, making your life a little less stressful as you deliberate what to do with your time.
Similarly, P5 retains its puzzle-style fighting system, which focuses on discovering enemies’ elemental weaknesses, but now once you do, you can tap a button to have the game select a good move for you, saving time. New abilities let you pass your turn to teammates to set up strategic timing, or even swap teammates out in the middle of battle. Plus, you now gain new personas – magical spirits that grant your main character more powerful abilities — through a fun interrogation mini-game.
The list goes on. New players will marvel at how easily Persona 5’s interface and features keep the game accessible and easy to navigate, and series veterans will wonder how they ever lived without this stuff.
There is one feature the series has had previously whose absence in P5 is sorely felt: The ability to play as a female protagonist. Persona 5’s story is sometimes great, but it’s also hopelessly male. For the players Atlus clearly caters to as its main demographic — dudes — Persona 5 is one fantasy after another. You may be an outsider and a juvenile delinquent, but boy are you a great guy, and Persona 5 will never, ever let you forget it.