Reviews from

in the past


Great narrative with gameplay elements that fit perfectly with it, fixing the problem that the psp version of IS had of the menus being a horrible choice for how the combat and balancing of the game were like, a bit more challenging as well, overall i would say both are equally good, but Eternal Punishment's themes felt more personal to me.
"Change your way, it's gonna be alright"

"I just moved here, but Aoba sure is a great place." (Young Man)

Before starting this review, I need to say this kind of works as my combined thoughts on Innocent Sin and Eternal Punishment. My score is indicative of just this game, but I never felt like I wanted to make a review for both since the gameplay is practically identical and I'd just be repeating myself a lot.

Eternal Punishment has some seriously missed potential. There are some great ideas here that are tough to appreciate from the gameplay that is present.

Being that Eternal Punishment is a direct sequel to Innocent Sin, it reuses a ton of assets from the original game, with the major culprits being the dungeons and music. Logically, the reused dungeons make sense as they pertain to the story's happenings, but I think there comes a point where, in development, the creators should have asked themselves if that was truly an ideal way to entertain the player. I would have liked to see how the settings have changed atmospherically in the sequel, but all we got were map layout updates. I was also disappointed by the game's soundtrack this time around. Most songs are either remixed or just reused entirely. There's some new songs though, one of which is the Aoba Park theme which is a beautiful track, and this remix of the Mountain Trail theme, but I enjoyed Innocent Sin’s OST more since all the music was brand new.

It's clear the developers drew some inspiration from Phantasy Star when making this combat system. Combat revolving around auto-battling, a 5-character party, and most notably, fusion spells. Differing from PSIV, you're able to switch around turn orders mid-battle, which is a great addition for fusion spells considering PSIV had you making your characters defend to link the turns for people with varying speed stats. I honestly never really ended up using these in Innocent Sin and Eternal Punishment, as a lot just seemed worse than their non-chainable counterparts. An instance being when you use spells that target groups of enemies that share the same element, you can be prompted to turn it into a fusion spell that only attacks one enemy instead, which was inconvenient in standard battles with enemy groups. You can opt out of using the fusion spell before it happens in battle, which is another great addition, so it's not really an issue. The only time I ended up really using them was when combining two elements to do a bit more damage in boss fights. A major oversight, or intended mechanic, depending on who you ask, is the defend trick, where you cancel auto-battle and make everyone defend after their action. It's tedious to use in standard battles but proves extremely effective in boss battles due to you taking close to no damage. It really does make me believe it's an oversight, unless the developers thought it would be too useless to waste an extra turn defending. A cool aspect of the combat was the ability to have characters be able to switch their personae without wasting a turn, which led me to use it quite frequently. Turning anyone into a healer out of the blue was very helpful.

EP is known to be one of the harder entries in the SMT franchise, and I was well aware of this from friends. I know it sounds condescending, but I thought it was going to be a case of Persona 5 fans playing an older RPG, but Eternal Punishment is one of the harder RPG titles in the PS1 library, in my opinion. The difficulty was kind of mixed in its tedious structure along with its slow combat and frustrating encounter rate. By tedious structure, I am referring to demon fusion, which is done by gathering spell cards through demon negotiation. When fusing demons, there are different arcanas of cards they will give you pertaining to their arcana. Later on, demons will give you more and more per negotiation as the card requirements for fusions rise for higher-leveled personae. It's pretty easy to find a way to entertain them for cards, as there's multiple character combinations that work, but the strategy you want to go for is to form a contract with them, which usually has a very small amount or 1 specific character combo that raises their joy stat. The reason you want to do this is because after contract formation, when you entertain them for cards, they'll give you wild cards, which you can give to someone in the velvet room to change into any arcana you want. Considering there's over 20 card types in the game, this is the most convenient method of fusing personae. There’s different personae to fuse in each arcana of cards, which explains why you’d want the wild cards for complete freedom of your team's builds. It’s frustrating to find the joy-raising action to initiate these contracts, part of it being that they’re integral to the gameplay. There’s an art to demon negotiation; you’ll be able to tell what works sometimes from your characters' personalities meshing well with the demons, but it is by no means consistent. It’s something that’s fun at first but quickly becomes tedious when you're tasked with doing it more than a few times. It felt like I was just aimlessly trying anything that might work, which most times resulted in the demon getting mad and you having to enter a new encounter to try again. The salt on the wound is that making them mad will have them break your contract… Persona 2 is best played with a notebook nearby to write down the correct prompts for these demons. Even though the end result is a team with some killer personae, it's a goal that’s hard to work towards with all the tedium associated with it. 

Now, the slow combat. Not only is the game some of the slowest combat on the system, but it is also grindy as all hell. Throughout the game, you’ll need to fuse new personae a lot to stay on top of the game's difficulty. To unlock the moves on each persona, you’ll have to use any of their moves to get them to slowly rank up to their max level of 8 and get each move associated with them. Why would you want to rank them up all the way? Because sometimes the personae will have an integral move like healing everyone, or attack moves which you'll need for them to be useful. This was by far the most annoying part of the game's combat. When I’d get to a skill-check boss fight, I’d have to back out and grind up new personas, which got really irritating. I honestly wouldn’t mind the idea of it if they’d rank up quicker, because later on it started to tread on multiple hours of grinding. You can get them to skip 2 ranks from finishing battles with fusion attacks from a lucky mutation, but I could never get this to happen, so take that as you will. Even though I have a lot of complaints about this game's systems, it’s still fun to make builds for your characters with persona fusion. You can add a stat boost card and a card to add a certain move during the fusion, which adds a good layer of customizability. There’s also a level-up bonus for each persona to add a point to a particular stat, which is something you need to think about so you can boost your character's strengths. It’s as fun as the rest of the series in that regard; there’s still a bunch of pondering time spent in the velvet room, but it’s hard to look past the requirements of doing so.

I will say, though, that Eternal Punishment has great boss fights; almost every boss in the game will make you switch up your strategy and punish you if you don't. For instance, there's one fight later on where the boss heals a set amount of HP passively every turn, so you'll need to utilize fusion spells to maximize damage while balancing out support for your party. They were always a challenge to look forward to, and I was always preemptively aware that there would be a challenge that I'd have to face when outside boss doors in dungeons, no matter how high level or good my personae were.

By far the most endearing aspect of Eternal Punishment is its cast of characters. It's really nice to see a game tackle aspects of adulthood in such a blunt way in a real-life setting. These characters are people that most can truly relate to. By the time they started revealing a lot about them near the end through flashbacks, I got a bit emotional. These characters have realistic internal conflicts, not some shit out of Persona 5. I do wish there was more of it throughout the game. It may be the absurd amount of time spent in dungeons, but it really feels like there were barely any cutscenes for these characters to develop. Of course, the ones we have are great, but I wanted more.

I'm being told I should have played the PSP releases of these games, but I always like playing original releases because I like to admire what games did at the time of their original release. Part of the reason P1 is so interesting to me is that it is an early 5th generation title, and it was up in the air what to make next since there wasn’t really a blueprint yet. I feel more in tune with the innovations associated with games when I play their original releases, since a lot feels lost to me when I look at HD re-releases. Just looking at the UI in these titles and how they tried to make P1 overly accessible with the fast movement and out-of-place soundtrack, which completely alters the heavy atmosphere the Revelations version has, it was evident enough that these were not the definitive ways for me to play these titles. For the P2 games, though, the redone soundtracks actually sound really nice, but the battle UI looks and plays awful. So, that's just in case anyone was wondering why I played these versions instead.

What can I take away from these games? I will never complain about lengthy combat animations again. Kidding, but not really... These games definitely got me more interested in trying out the classic SMT games, and newer SMT games, for that matter, and I liked P2’s structure as opposed to the later entries in the Persona series. If you like this game and feel like I’m missing something, feel free to let me know in the comments. I’m curious to know aspects of why people enjoy this game.

Side Note: Whenever I play SMT games, something befalls me every single time. When I was playing Nocturne, I was incapable of sleeping for a week for some reason? During Revelations, I got hacked on every single account I own from what I think to be my cookies getting logged, and yes, even my Backloggd was hacked. Can you believe the nerve of someone to hack a Backloggd account? Someone must really hate me. During this game, I got sick for the first time in like 2 years and feel like shit. I fear for my life next time I go back to this series. I'll end off this review by reminding everyone to use 2 Factor sign in for your accounts. Stay safe out there, fellas...