How did SMTV have so much soul? Any gif or picture of the open world blows absolutely everything in Soul Hackers 2 out of the water.
How did SMTV have so much soul? Any gif or picture of the open world blows absolutely everything in Soul Hackers 2 out of the water.
Unreal is simply a far superior engine compared to Unity.
The fact that Japan is using these garbage western engines instead of creating their own is honestly really depressing.
Are you implying that Japan makes good engines?
Superior Switch hardware
The quietest SMT V cutscene has more soul than the loudest SH2 cutscene
An actual great megaten game in every way, the hipsters that hate it will say it’s good in 5 years so it’s better to say it’s good now
>PV02
that premiere was the climax, the PV03 and PV03 were a real downgrade on momentum .
*PV03 + 1
>SMTVgays
>getting filtered by gaykino
I wish this game was better. The literal whos and reasoning behind the Chaos and Law hero has never been topped since super famicom era.
That being said, peak, and I mean, PEAK Gameplay and very good soundtrack.
What do you mean?
The team actually tried and had passion. Shit the reason why SH2 is multi-plat is because they're all outsourced which just makes that blunder even more embarrasing
Both games are fun, but Soul Hackers 2 was designed to be more entertaining. Even the serious moments are Persona 5 tier. Why would anyone hate either game? Take the PS4 pill and enjoy the hundreds of games on PS Plus.
actual question, how is persona 5 SO high quality?
it's like a real major studio video game
atlus is a glorified indie studio
how did that one game surpass everything else so hard?
Sega bought Atlus during the early stages of development. It was Atlus's last chance at semi-independence. If it failed, the studio would have become an asset of Sonic Team, not Yakuza Studios, but Sonic Team.
weeb incels will pay any money to date an unreal 2d gf and """"experience"""" japanese culture
Darn tootin.
The Persona 3 formula of mixing Dating Sims and jrpg dungeon crawling is gold. And it isn't wildly expensive to make. Just requires autistic planning and plotting by the scenario team to make progression feel natural. They just had to iron out the kinks, make it more accessible to the weak, and make it passable looking on modern hardware.
it's too accessible to every type of player. Persona has always been normie SMT.
Play Persona? SMT will filter you. Play SMT? Persona will bore you.
They are completely different games in aesthetic, concept, and story and characters. You need to 1) like JRPGS, 2)like challenging turn base combat to like SMT. In Persona's case, it dumbs down the combat especially in the difficulty sense. You literally just have to like anime to have a desire to play Persona.
no, i'm not talking about how hard the game is
i know smtrannies get that up their asses really far, but i'm talking about production scale and quality
why can't they make smt into a brand at the level of persona? it's not difficulty or money, they just don't want to for some reason
Sometimes it's not about money and is purely about talent. Persona has Soejima on art and that carries the look of the franchise big time. Same for the music with Meguro. It honestly doesn't look that big budget or technically impressive like say Tales of Arise.
Persona is a cash cow now, and money is literally the reason.
>company sees sales skyrocket, produce all three games, one with higher budget
>clear winner in Persona
Of course a company is gonna put more money into a game that makes them large marginal profit. To
's credit, yeah sometimes it is also just the people involved have significant influence over the rest of the company.
i'm still not getting why the smt brand couldn't be comodotized
it's traditionally hard, but p5 has difficulty setting for a reason
smt could be a household name alongside persona if atlus actually wanted
they wouldn't have to genuinely sacrifice anything
>wouldn't have to sacrifice anything
a company would have to dump more money and development time into the game, then find interest in a turn base combat genre that's slowly dying, while the game's intent has always been apocalyptic/post-apocalypse battles on the concepts of Chaos and Law and the internal strife between humanity's relationship with Chaos and Law.
If you want to make SMT appeal more like persona, you would have to radically change the gameplay to be more like the direction FF7 Remake and KH would go. Other than changing the gameplay and aesthetic you would just have to make it identical to Persona, but in either case you are stripping the soul from the IP itself. SMT is the turn based, party-based battle system more about humanity's concepts than their day to day. You could go more into why the average wagelet or dull-houred worker buys the silly haha friends game vs the story light cold and dreadful world.
>action rpg smt
you're almost about to make money
Unfortunately I have to agree with this. I put in easily over 100 hours into SMT V when it dropped. When I finally bought Persona 5 Royal I lost interest as soon as the Yusuke dude is introduced. I'll finish it eventually but to me it's just too... anime? I see the typical cliches and I hurt. Persona 4 Goldenwas an infinitely comfier experience, and I think the combat wasn't so dumbed down then as well. I'm disappointed that I'm not as into P5 as I thought I'd be. Once you go SMT you dont go back
My first exposure to Persona was Golden as well, and I think the game was far too easy. I literally played 3/4ths of the game with Kuse Mitama because of Social Links and the Mitama had access to all the spell types! I just hit weakness every turn, not one buff/debuff or if I was it was just to bm the boss. But talking to my people about their love for persona 4 they like anime, and I fricking hate useless anime babbling especially in the school environment.
The only difficult fight in P4G for me was the first two bosses, and the only reason the first boss was hard was because I didn't know you could buy Soda to replenish SP. Not even the super secret boss gave me trouble! Knocking opponent's down is to that game's detriment.
>Play Persona? SMT will filter you.
I was a nu-Personagay until a few months ago. SMTV interested me so I played through all the other games first and I loved them. You're right on the second point, though. I no longer have interest in Persona. SMT blows it out of the water. However, I thought SMTV was awful.
beneath the mask is better
The level scaling fricks it, and gems were a dumb mechanic and too centralizing. Made the game way too easy. Almost every aspect of V was a step down from IV
I still liked it enough to finish but I was pretty underwhelmed with the game, especially after how much I loved IV.
I will never not be impressed by SMT V's aesthetic. The cutscenes are on a whole other fricking level compared to anything else out there.
Sorry what?
>I will never not be impressed by SMT V's aesthetic. The cutscenes are on a whole other fricking level compared to anything else out there.
WE LIVE IN A WORLD WHERE SHIN MEGAMI TENSEI IS JUST A PERSONA SPIN-OFF.
WHEN THE GREATEST JRPG OF ALL TIMES IS FORGOTTEN
>using aesthetics when the most if not all the soul in SMTV comes from the sound design
at least I can play SH2 without having to buy a cuck switch.
>fixes your game
the voice is still male isn't it
Nahobino is such a dogshit design
Smt V is just nocturne but actually good thanks to no retarted time wasting braindead puzzles or invisible wall mazes
They are both still inferior to smt iv and iva, which are in turn both inferior to strange journey