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Death of a Shadow

There are two fights in this game, both against the same enemy, that I believe perfectly encapsulate the things I find myself loving with a burning passion and the worst parts of the entire experience respectively; one is a frenetic ‘’you die if you stay still’’ challenge that acts as the perfect exam for jumping and dodging, a movement test if you will, and it does that while creating an incredibly fun encounter that makes your heart race in a pretty simple but appropriate arena, and just when you think it’s over, it surprises you with a brand new set of moves that dive you the perfect chance to make your parry and guard skills shine as well as use what you may have learned about spacing in the last phase. It’s an unexpected yet perfect fight which the game had been quietly building up through its mechanics and the area that you traversed to get to it… And then the second time around you randomly encounter in a much more cramped, less interesting arena where the camera really likes to go to the great beyond —more than usual I mean — and I has NO new moves and it doesn’t get interesting in any way, in fact it’s second phase is fighting another enemy with the moves that it had at first at the same time.
It may sound like it has the potential to be a cool fight, and maybe it does.
In practice it just isn’t.


Some of the faults of Sekiro: Shadows Die Twice come from the fact, despite playing and functioning in entirely different ways, it never breaks is ties with the Souls series. The enemy AI behavior and camera are essentially the same, and if the latter was already a point of contention in the best of cases and the reason many stopped playing in previous games, in here shit is fucked up. This is not a camera that was designed for encounters this hectic nor for a combat so fast paced, and even if most of time works, when it doesn’t it feels like an entire enemy of its own; it’s not weird to get backed into a corner when fighting some bosses or losing sight of a really big one in the open field, and if that happens then prepare to pray to every singular member of the FromSoft team, ‘cause the chance of you getting out of that situation without a giant slash across your entire body is pretty damn low. It is not a constant, but it happens way to many times for it to not be a pretty big issue, and the amount of times I’ve NEARLY lost entire fights because of it is a horror story in itself. Basically what I’m trying to say is, if you see a mini-boss in a rectangular arena,RUN.

Regarding the AI tho… maybe I’m getting a bit ahead of myself, but I want to make clear that when it comes to one-to-one combat, this game excels in so many ways that if I tried to explain it this review would be way longer than it probably is going to be already. It’s an exciting and terrifying dance where the enemy may decide the beat, but you are the one taking steps, and fights flow like water down the stream… but Sekiro isn’t entirely a combat focused game. Stealth makes up a huge portion of the game and there is no limit to the amount of options, paths and strategies you can take, and it’s pretty fun!.. except that it really doesn’t feel like it flows as well. The AI is extremely rudimentary, and enemies can be in three different states: clueless, on alert and on battle; they are predictable as they are completely impossible to understand, they always act and reset to their original position even if you killed half of the camp you are in, which kills a bit of the tension when you are always more mobile than any of them, so going away and returning is a constant safe option that never really punishes you aside of enemies getting their health back (which doesn’t really matter for non-bosses since enemies die in one hit if you mortal-strike them) and it sometimes feels like getting spotted is a total gamble that depends on some weird-ass enemy placement or just plain inconsistency. It feels oddly clunky, and granted, it only feels like that when you do something wrong, but I also really think that a liiiiiiiiiiiiittle more complex AI and things like more traps and more persistent enemies would have made it far more punishing but satisfying. One thing it does help is that because enemies act INCREDIBLY aggressive, fighting more than one rando at a time feels like actual hell, so going in sword blazing is never a feasible option, and that is a smart way to encourage getting rid of enemies individually… except that sometimes the game does force you to fight groups of enemies directly and it’s the sloppiest most unfun thing ever but you know what I think I’m gonna shut up now…

The artificiality is only reinforced by how the actual characters themselves act in big moments, you may be in the middle of a fight or an entire castle is being conquered right as you speak, doesn’t matter, even characters withing the building won’ say a word about… odd is the word I can really think of for it, it’s just too odd…

It really doesn’t help that quite a few of the optional content feels more like a chore. Getting exp and money for the items can be a really big time consuming process near the end, but I guess that comes in the package with it having RPG elements, and said elements are indeed pretty good so I can look past that. But fighting the Headless, doing some of the more impossibly obtuse quests and getting all of the prosthetics upgrades however, that’s a bit harder to ignore… they are amazing parts of the game contextually, but actually getting them is a huge investment that can be the most mind-numbing thing ever, even if the reward itself is more often than not worth it.
And funny that I mention the obtusity of the quests, ‘cause that reminds me of the narrative… oh, the narrative…

Seems you’ve grown… if just a little

I can’t recall being so torn about a story as I am on Sekiro’s, in big part because I actually fucking love it so much. The land of Ashina, its darkest of catacombs and its highest of peaks, is is a world that made me wish to be able to learn more about it even after spending nearly 30 hours on it. Is a deeply rich, highly folklore inspired tale of mysteries and tragedies, of smallest victories and massive losses, and its cast makes a huge part of that. Meeting the Sculptor and seeing the clear but deeply hidden sadness it hides made me immediately invested, and from them it never stopped the pace. The weird-ass merchants you meet along the way, the impossible to not love allies—like Emma, Kotaro or the Divine Child — and every single one of the major foes you fight. Some don’t even need to say a word, their design and animations already tell a story on its own, confirmed by some of the items you can fins, but generally, it speaks and if you can drink sake with them, it’s a character worth meeting… but at the center of it all, there’s a Shinobi.

The protagonist isn’t a mere unnamed assassin, nor is it a representation of us as players. The main character of this story is Wolf. It is Sekiro… one problem tho: most of the time he isn’t really a character.

By that I don’t mean that ‘’Oh he doesn’t speak much so he’s barebones xdddddd’’ no, that’s actually an endearing trait of his that I loved each time a character pointed out, it humanizes him and levels him down from what otherwise would be an unstoppable killing machine, but aside from that, the only thing I can say for sure about Wolf is that… he’s…. loyal to Kuro, I guess?... oh wait no, nevermind, there’s an ending where you can betray everyone including him HUUUUUUUUUUUUUUUH?????!

Wolf gets completely screwed over by the fact he’s the main character of game with a couple different options and that lets you kills some NPCs, so we get this conflict where we get a clear version of the character in a scattered cinematics and the intro, but it never gets explored meaningfully and it can all feel screwed if you just acted a bit whacky and decided to sometimes be the purest angel imaginable or a complete psychopath at the flip of a switch. Which it may not be as big of a deal as making it out to be, Sekiro isn’t an expansive, dialogue reach RPG in the first place, but there are times where the game does really try do some cool-ass stuff. I made fun of it before for the sake of a joke, but the decision you can make of either defining your father, the Owl, or joining him is incredibly compelling both ways, one that makes perfect sense depending on how you view Sekiro and a surpringly super meaningful choice, but in contrast to that we get thing like fighting the Owl two times, both fights amazing and some of my favorites in the entire game mind you, but never achieve an ounce of the impact they could have simply because Wolf is one stoic bastard and we had only really seen the Owl like… one time before the fight.

Characters like Isshin, Emma and the Sculptor seem to bounce well of Wolf, but a ton of the more interesting moments are ones you have to go out of your way to reach, and they don’t feel really that personal; it’s just feels like the gang telling you stuff that it’s REALLY interesting, but it gets speed up or brushed aside, and sometimes just an excuse for a fight that you don’t even begin to comprehend it until it’s over (they really did my guy the Sculptor dirty, man…) so the only really meaningful collection between characters we have is the duo of Wolf and Master Kuro… which to be fair is my favorite of the game.

Kuro is a super curious spin on a immortal character, especially coming from FromSoftware’s previous work, and his showings of Kindness for Wolf like cooking rice balls and Wolf’s diligence to protect him felt like a curious Father-Son bonding moments I wasn’t expecting to see, and felt worth hunting for and seeing. I’m glad that bond that gets stronger as the game goes is the one that moves the game, because I feel it’s a genuine moment of true direct narrative being perfectly showcased and not just another wall of text you read after killing a boss. I just wish that for once we got the full narrative and more character driven-moments, but at least what is there, what it’s for us to see and play, it’s excellent…


…huh…


... it’s funny… that’s a statement that goes for the rest of the game too…


Hesitation is Defeat

Three words from the mouth of an old legend.

I didn’t know it when I first heard them, but those three words were going to echo in my mind from then and onwards, and even before… I just didn’t understand them yet.
The highs of Sekiro are so high I could swear they broke my goddamn roof. This is not a game about ‘’getting it’’, it’s about understanding it. It takes a while for sure, there’s a reason the game makes a fight for you to lose and one of the major mechanics is having more than one life. Experimentation and learning is the backbone of the game, both in the long term and in the moment while a fight to the death, but it’s not only through battling that you’ll gain experience.

You are made for this world, even if it’s hellbent to screw you; Wolf’s mobility and arsenal is simple, but the amount of possibilities opened up by the zones and how the enemies act doesn’t make it binary, in fact quite the opposite; your mind and reflexes are constantly tested, you need to think on your toes while you approach it slowly, and then you’ll maybe be able to gain an advantage and a better view of the area or a perspective on a fight. Whichever the case, it feels like silk, Wolf has always a bit of delay when starting its actions (except for blocking, that’s instant no matter what) but it’s constantly delayed, and when you start blasting or jumping or grappling-hooking, the only think that’ll be able to stop you will be a sneaky enemy or a mistake of your on. Few things feel as satisfactory as breaking an enemy’s posture or getting the drop on a mini-boss, fin fact, no… none really compares, nor that I can think of at least.

When everything is going right, the combat of Sekiro is king of the accursed universe. I described it before as a dance, but that does for every little action, every decision like taking an item or using a prothesis in the right time is just another brand-new way to go around this deadly waltz, avoiding fear and poison, sometimes going even underwater, it doesn’t matter, it always feels satisfying, you are always in control, you just have to not let them take it away from you.

I complimented Ashina before, but aside from looking astonishing, the lay out of every single zone that encompasses the kingdom is jaw dropping. Not that it’s just ‘’well designed’’, it’s that I cannot think of a single room that feels out of place or badly put together, let alone an area. It never feels unnatural, and in the best of cases I wished I could be transported right into them, the build up in each of them and the surprises they hold a treat to be experience. The Divine Kingdom, Ashina Castle and Senpo Temple are not just my favorite areas in the game, they are some of my favorite areas in ANY game, FromSoft even managed to pull off a Fores Fog and Poison Swamp and make them amazing! The bastards actually did it!

They are only enriched by the small or most impressive moments: a knight from a far away land walking out of a corner, a soothing melody hiding the dark truth of an old village, a small hill full of pinwheels that act as a reminder of a dark truth yet to be known… or just a dude falling at full speed onto you while screaming his lungs out.

I wanted to make special mention to the Great Shinobi Owl fight, I mentioned before it was great, but the reason why I think that is that it grounds this world even more; a boss that uses cheap unexpected tricks unpredictable in every way and that even uses your tactics against you… it’s like fighting a mirror, which not only tells a bit of the relationship both characters have more than any dialogue, it feels so satisfying to, after facing warriors of thunder and mist, after looking into the eyes of beast and hiding from giant gods, have a fight where everything you know about yourself and the enemies you have battled till now is tested… a fight where you cannot hesitate.

This review could have been all about talking about the boss encounters, and you know, maybe that’s a write-up for another time, but for now I can only state the obvious. Sekiro’s combat is joy, it’s stress, it’s a learning process, from beginning to the very last sword slash, even at it’s worst, 90% of my deaths were because I doubted, because I didn’t do a Mikiri counter or broke my guard, those were deaths that I felt responsible for… but with abilities to use and tricks to employ, you’ll always have at least another chance…

Also, the other 10% was at Demon of Hatred seriously FUCK that boss, it isn’t even the one I died the most to (I think) and I still despise it, get back your annoying ass to Devil May Cry 2!


Return

I tried Sekiro for the first time back in 2020. You can imagine it didn’t go so well.
4 years later I still see the problems that I could feel back then, and the fact most of that not-so-good content is optional doesn’t really make it more justified, and things like the camera are just undefendable… but, and this may seem rich coming from the guy spent the entire first 1000 words talking about everything wrong with the game… I still adore Sekiro. It’s flaws do get in the way of me loving it like so many others di, but after 4 years, being rapped by its world and visuals, fascinated by it’s combat and celebrating each victory like no other, excited to discover and learn even more… and to end up victorious in the end, that’s a feeling I don’t think a game will make me feel again, at least not for a long time.

The last of Ashina are unique, special, and so are the challenges it holds… challenges I surpassed, even when I really didn’t think I do, ‘cause for every 20 deaths at some random Mini Boss in the early game, there’s a Genichiro defeat at the fourth try. Falling again and again, and the in the end to not hesitate… that’s what Sekiro is about.

And when it teaches it well, it’s wonderful.

This is my first time with Persona 3 in any capacity. My only experience with the series is completing vanilla Persona 5.
P3R is great remake for first timers like me who don't want to go back to older combat systems and quality of life issues.
The persona calendar system is such a unique thing in gaming I enjoy diving into those game once a while. Each decision feels meaningful. Choosing your friends knowing there are some you won't be able to max -playing blindly- made me pick and choose who I want to know more of. The background music and stylish visuals made the whole 90 hours journey a treat.

Things I liked:
- Great cast of characters especially the party. I liked the entire party and everyone in the dorm I enjoyed spending time with.
- The combat is a lot of fun. Finding weaknesses, managing SP, Theurgy and all the systems didn't get old.
- Some of the the social links really stood out like Akinari. And I will remember some of those for a good time
- The music was great and I will listen to the OST for a long time.

Things I didn't like as much
- Tartarus was a bit long, I wish it was half its length. Many levels were just one corridor. Not sure what's the point.
- Some social links were forgettable.
- Night time became quickly boring cause it had only 2 social links and the stats were buffed by October. Wish they added more social links there.

i could tell you about all the shortcomings this remake has, from lack of difficulty compared to the original, to the prerendered cutscenes lacking bite in some areas, to the removal of femc, ect.

none of those really mattered to me by the time i finished. the original persona 3 is one of the most important games of my life, a game that ended up changing how i viewed life and my own existence in it. reload was never, ever going to be anything less than 5 stars from me if they managed to stick the landing.

well, i'm typing this through tears after spending the last 30 minutes sobbing after the ending played, so yeah they stuck the landing. every emotional beat from the original hit me just as hard as they did when i was 15, and that's all i ever wanted. everything else i got was just a bonus.

memento mori

Full Moon Full Life

94 hours lead to this moment of re-experiencing that final 1 hour of me just non-stop crying especially in the last 15 minutes of the game. This game specifically means a lot to me and it getting this beautiful remake made with love means a lot to my heart.

Replaying this reminded me of this of how much of its characters and themes resonate with me and I still think about it to this day even though it's been years since I've played the original. It almost felt like a whole different experience, knowing what was going to happen, being older now playing this with a different mindset in my current life and still it has me thinking about it to this day especially playing this remake. I knew what was going to be happening towards the end of the game, but I still broke down in tears.

Even after finishing this game 2 hours ago, writing this while my mind is still fresh off it is just insane, it's so difficult to describe how much I love this specific game in the series so much. Even being older now experiencing this, there’s a lot going in my head on what I’m thinking about on persona 3, that makes me feel like I’m playing it for the first time again, going through all these emotions and the journey of this game all over again. Even after finishing writing this review that helps me spread out my thoughts, I will still be thinking about this game because of how much it has affected me and because of how much I love it. There is just so much to talk about from the beginning months to the end game months, the social links you do every time and how it corresponds with the story overtime and the characters joining SEES, etc. Aigis arc throughout this whole game and experiencing it again, this whole story arc in general. Getting to talk about Aigis and think about her even more would distract me for hours on end because of how much I love her. Aigis is one of my favorite characters ever and is my whole heart. Being able to have so much self-growth, to grow beyond her own insecurities and failures, to be able to start living life.

This game just speaks to you on everything, the relationships you make through life, the hardships you go through, the mental thought process on the complexity of life and much more represented through its themes and characters. Death is always present in our life that happens and can be without warning and not just that but our own personal commitment to our own life. We all deal with it but it's different in how we all respond to it and how it affects our lives. Being able to look forward and to keep going despite hardships and whatever we are going through in life with all our different situations.

The ending scene they remade in reload was much more intimate, affectionate and very emotional. I loved every second of it and cried my heart out. I fucking love this game man.

"Not everything needs to be for some greater purpose. Just caring about someone can be enough. That's all we need to give our lives meaning..."

Memories Of You

This is to Skyrim what Fallout: New Vegas is to Fallout 3. This is one of the best RPGs in recent memory. The story gave me a genuine existential crisis due to how well the themes of surrealism and existentialism were written and executed.

The world is gorgeous with in-depth and alien lore. A world that feels simultaneously like a living, breathing, and grounded grimdark fantasy world; while also as magical, fantastical, and whimsical as a German fairy tale. Similar to Morrowind you are thrown in as an "outlander" and have to learn the culture with your player character. The combat and character building is elevated beyond base Bethesda-esque gameplay by a new XP and freeform class system. You can make such unique builds based around so many different things, from collecting unique souls to summon as undead companions you build to crafting oil pots to make people ragdoll like Dark Messiah of Might and Magic. Armor, weapons, and enchantments are more complex too with unique sets handplaced throughout the world, pieces found in every dungeon. Magic is unique, deeply powerful but with drawbacks. I also enjoyed the interesting arcane fever and perk system.

Dungeons are my least favorite part of most RPGs, in Bethesda games they become slogs especially. So samey and boring with nothing unique, but in Enderal they are absolutely fantastic. Aesthetically I may go as far to say they are the best dungeons I've ever seen in a video game. The flora and fauna, complex and gargantuan ruins and structures looking more like a FromSoftware area than a Bethesda engine game, etc. Dungeons are more detailed and unique feeling while feeling worthwhile. As I mentioned earlier most dungeons have at least a single handplaced unique item of a set. There are also mysterious magical symbols that give you XP, Ice Claws which raise your carrying capacity, and worthwhile crafting blueprints. Cities and world design in Enderal is some of the best and most detailed, shoulder to shoulder with Novigrad in the Witcher and Baldur's Gate. The world also benefits from a genuine feeling of realism, an entire huge area of tons of farms that feel realistically laid out and visually stunning. Different biomes and regions. Etc.

Side quests as well as the main quest are memorable and interesting and some of the best in the genre up there with the best of Oblivion's, Baldur's Gate 2's, and Witcher 3's. They are full of both realistic and compelling characters as well as wacky and hilariously unique ones. Several characters I will remember years later. And there are many long questlines based around diverse central characters, all of them memorable with different paths the player can lead them on. (My favorites being Tharael, Esme, Jespar, and Calia). One quest genuinely had me weeping like nothing else. Just. Wow. The game also effortlessly pulls of fantastic horror, possibly the best I've seen horror done in a fantasy RPG. With compelling visuals and audio, haunting writing, and memorably dark stories.

The voice acting is very impressive as well, some are professional quality, a few here and there aren't spectacular but overall there is a good quality to them all. Some are absolutely standout though. The music is beautiful, it feels like if you mixed Spirited Away's melancholic breezy music with the adventurous spirit of Morrowind/Oblivion's soundtrack! The bard songs are amazing. If you like medieval/fantasy bardic songs this is a treasure trove for them, better than those found in base Skyrim. My favorite bard's song is the Aged Man, which is absolutely haunting.

The writing is some of the best in the business, up there with the classics like Planescape (in my humble opinion). I've even ordered the main writer's book, Dreams of the Dying! I will be reading it once I finish this playthrough. I wish him and this whole team the best, and gaming studios please get on top of hiring these people!

I'm going through my second playthrough now, my first on the special edition. I already have tens of hours of this on the Skyrim Classic version, fantastically made mod, better than Skyrim itself in many regards. I would also say this is the true successor to Morrowind. Play it. It's free if you have Skyrim. And if you don't have Skyrim, buy it for this.

This remake single handedly took a game that I just thought was a very good PS2 RPG and turned it into something really special. I don't think it's my favorite in the Persona series still, but everything this remake adds to the character development, the narrative, the music, and the gameplay makes all the best parts of Persona 3 sing.

I get that it isn't technically definitive. It's missing FeMC and all the content that came with that, and The Answer (Before it gets released as DLC, I hope they overhaul the gameplay!)

But this is basically the "Journey" in it's best form. I'll not going to talk about any real negatives in this review because they are all pointless nitpicks.

Linked episodes? All kino and give the male cast the development they really needed in the original game. Surprisingly well written too.

Tartarus? It's actually fun. I still slightly prefer Persona 5's handcrafted dungeons but P3R does the whole procedural generation thing a lot better, and all the Tartarus blocks look gorgeous.

Even the gardening/cooking/watching TV/walking Koromaru sections give the characters a lot more time together. Fully voiced too.

Theurgies are a great addition to the gameplay. I can see some people finding it to be a bit too easy on normal but harder difficulties do exist. Shift is a great addition to combat too, making normal battles less of a chore, while still retaining the challenge a boss should pose.

As for the voice acting... It's a better dub. The old dub isn't bad but this dub feels better directed, and all the characters have voices that are either incredibly similar to their original one, or fit the same vibe. The only odd one out is Akihiko, but I feel like Alejandro did a fantastic job with his performance and probably has more nuance than Liam's original peformance... though I will say I do feel like 2024 Liam could have pulled it off as well. I blame the lack of variety in his voice on the direction and not Liam himself.

Every menu looks stylish and its fun to browse through, similar to Persona 5. It doesn't look like Persona 5 though... it's just a stylish menu.

I was originally someone who was worried about this remake. The change in the English voice cast, and the idea that a few things might've been axed. But everything in this remake only stands to elevate the game. The expanded ending is really something special too. Everything added to Persona 3 Reload doesn't lose the feel of the original, and only enhances the gameplay and the story's narrative themes. 10/10 experience.

This review will mainly be evaluating Persona 3 Reload as a remake. I replayed and wrote a review on Persona 3 FES late last year, specifically so I could best compare it to Reload. If you’re interested in my thoughts on that version of the game, you can check out the review here. I do consider it to be a companion piece to this review, but it is rather long, and not at all required to understand my thoughts regarding Reload. This review also turned out to be rather lengthy, so don’t feel obligated to read both.

Persona 3 has always been a pretty contentious game amongst fans of the series. The story is generally well-loved, but almost everything regarding its gameplay and structure have always had a mixed reception. It doesn’t help that there are multiple versions of the game that have been released over the years, with content exclusive to each version, as well as their own pros and cons. Persona 3 FES was a second version of the game that released on the PlayStation 2, and included an additional campaign known as The Answer, which served as an epilogue to the original story. It also had several minor changes and additions to the original game, which was now referred to as The Journey. Then, there was Persona 3 Portable for the PlayStation Portable, which introduced its own unique additions, including a female protagonist that had exclusive new story content to her. However, to compensate for being on a platform with weaker hardware, many elements of the original game had to be changed or scaled back. Several 3D environments were removed, anime cutscenes were replaced with in-engine ones, and it lacked The Answer altogether. As such, there was no “definitive” version of Persona 3, one that included all of the content introduced in FES and Portable without any of the drawbacks of either version. This is what made the notion of a full-on modern day remake of Persona 3 an exciting prospect.

For better, and in some cases worse, Persona 3 Reload is an extremely faithful remake. It maintains the core structure of the original game, and it delights and surprises with its own excellent new additions and quality of life changes to the story, combat, Persona fusions, social links, and Tartarus. In other ways, it feels lacking in certain regards, specifically the presentation of certain areas in the game. It does incorporate various features that were introduced in both FES and Portable, but it currently doesn’t include the biggest draws of both titles: The Answer and the female protagonist. While The Answer will be an upcoming DLC release, the staff has sadly confirmed that FeMC will not be added. The lack of FeMC is a huge bummer, and making The Answer DLC when the game already costs $70 is not at all a good look. Though I have to admit: in all honesty, I can’t really see a world where something like The Answer isn't made into DLC in the current video game business landscape. I’m not defending the decision to make The Answer DLC, it's just a sad fact of the industry. If The Answer being DLC and the absence of FeMC is enough to convince you that the game isn’t worth it, well, I think that’s a reasonable position to have. Despite this, however, I do think that Reload still provides an excellent time thanks to those aforementioned additions and quality of life changes that genuinely enrich the original game.

The additions that were by far my absolute favorite were the ones that dealt with the story. The male party members did not have social links in the original game, so Reload introduces new “Link Episodes”, which function similarly to social links and give more insight into how the events of the story are affecting these characters. I think they’re written excellently, and fit very naturally within the structure of the game and its narrative. Shinjiro’s in particular is especially moving given the context of his role in the story. You can also do activities with your party members when you return to the dorm in the evening, such as growing plants on the dorm’s rooftop, studying together, watching TV, or making food in the kitchen. These hangouts feature special dialogue where you bond with your friends, and they also provide additional gameplay bonuses, such as increasing your social stats or providing exclusive recovery and support items. Persona 3 has one of my favorite video game casts of all time, and being able to spend more time with the cast like this was an absolute delight and very heartwarming.

The rest of the main story doesn’t really see much in terms of drastic changes. Everything unfolds the same way it does in the original. However, there is one change to the story that I am not a fan of. Yukari is noticeably a lot nicer and far less stand-offish compared to how she was portrayed in the original. They didn’t make any major changes to her lines as far as I could tell, but she’s a lot less angry and aggressive in her delivery. When she chastises Junpei for example, she sounds disappointed and tired as opposed to irritated or annoyed. I’m not sure if this is more in-line with what was intended by her creators or not, but I’d be shocked if it was. I understand a lot of people have gripes with Yukari’s attitude in the original game, but I think that’s missing the point. Yukari gradually overcoming her bitchiness, opening up, and becoming close friends with the people she had problems with was a big part of her development as a character, and I think that minimizing that aspect of her personality was a mistake.

Combat has been heavily modified. In response to the backlash of being unable to directly control party members in the PlayStation 2 versions of Persona 3, Persona 4 re-introduced the ability to do so, and Atlus have kept this option in all of the releases/revisions for every mainline game in the series ever since, including here in Reload. The tactics system has always been a controversial and heavily debated topic, with people constantly arguing over whether or not the system even worked properly. I discussed this in more detail in my review of FES, but to reiterate my opinion here: I thought that the tactics system in FES generally worked as intended outside of minor instances. I actually like the tactics system a lot, and I thought that it made the characters feel a bit more real. However, the security of being able to pick and choose which skills to use at any time was the reason why I never used the tactics system again since direct commands were introduced in Persona 4.

Long time Persona modder MeovvCAT has explained in a couple of Tweets that the tactics system was heavily gutted in Persona 4 and hasn’t functioned properly in pretty much any Persona game ever since. I think that is why there’s an overall negative perception towards the tactics system. MeovvCAT has also mentioned here that problems with the tactics system have carried over to Reload as well, and while the vast majority of the people who play these games use direct commands, I don’t think that it’s too controversial to say that I think the tactics system should still be fixed, and the fact that it hasn’t in Reload after there have been problems with it for so many years is pretty disappointing. I do miss how the AI party members in FES felt like they had a sense of individuality, but I was still able to immensely enjoy combat in Reload with the direct commands regardless.

In comparison to FES, combat in Reload feels significantly easier. I typically play games on normal difficulty, but for Reload, I actually cranked it up to hard and was able to get through it just fine. It was still challenging at points, but I think playing through FES a few months ago actually prepared me very well for Reload’s hard mode. The Shift mechanic, which is equivalent to the Baton Pass from Persona 5, goes a long way towards making fights easier. At the same time though, it’s really satisfying using this mechanic to keep the opponent from being able to do anything. What I feel is the most notable addition to combat are the new Therugy attacks. These are big cinematic special attacks that the cast can perform which are extremely strong, especially if the Therugy has an element the enemy is weak to, because it can knock the enemy down and leave them open for an All-Out Attack. They can trivialize bosses on normal, but I found that they were absolutely necessary against red Shadows and bosses on hard. They’re also beautifully animated and a great spectacle to watch.

Fusing Personas has largely been simplified. You’re no longer capable of fusing more than two Personas at a time. You can now search to see what you can create with the Personas you currently have. There are still special Personas in the game like Thanatos that you can create by fusing a set of certain Personas together, and the game now tells you what Personas are needed to create these more powerful special Personas, and what level you need to be at before you can make them. Honestly, I can’t see these changes as anything but improvements. While it wasn’t too hard to get by with the original system, I think that these changes make it more encouraging and less of a headache to experiment with fusing. In FES, it felt like fusing specific Personas was impossible unless you had a guide handy because of the overwhelming amount of different types of combinations. In Reload, I felt a lot more encouraged to go out and make these special Personas in particular since now I know what to look for and when.

The only changes Social Links see are that they’re fully voiced, and you can now complete female characters’ Social Links without dating them. This was a very welcome change and I’m glad they added it. The rest of the Social Links are pretty much the same, including the more infamous ones like Kenji and “Maya”. I feel like these probably could’ve been changed, but it is what it is. They’re a product of their time, and you technically don’t have to do them.

Tartarus functions in much the same fashion, but it’s been given a much needed facelift. Each block of Tartarus now has its own small group of floor layouts, as opposed to FES, which felt like it used the same small number of layouts throughout the whole game. Tartarus has also been supplemented with a lot of new features and events that make the climb a lot less monotonous. Since this review is already as long as it is, I’m not going to list them all, but these new events are introduced gradually as you make it higher and higher in Tartarus. I think spreading them out the way the game does goes a long way towards enriching Tartarus and making it feel a lot less repetitive. It’s still not quite clear how much you should grind in Tartarus before you fight the boss at the end of the month, but you now have the option to go back to a specific date if you find yourself stuck.

While the game does mostly look great with its new combat animations and its tremendously sleek UI, the game’s presentation is lacking in a few areas. The lighting in general looks very off, and this was a very common complaint amongst Reload’s most vocal detractors. The game as a whole just looks very bright, and while I do agree that it doesn’t look especially good, you can simply turn the game’s brightness down, which fixes the issue. I’m not going to lie, I find this complaint to be very overblown. What I don’t think is overblown however, is how the game handles NPC crowds. I think that areas where there are a lot of NPCs like the school and Club Escapade don’t look good at all. The NPCs don’t have facial features and barely animate. It looks especially bad in Club Escapade where everyone just looks like they’re frozen in time, barely moving or dancing at all. This is more of a minor complaint in the grand scheme of things, as there aren’t very many crowded areas in Persona 3, but I do think it is something worth acknowledging.

I’m probably in the minority, but I never felt that Persona 3 really needed a full-on remake. FES used to be one of my favorite games of all time, despite being a little rough around the edges. The thing is, Reload manages to smooth most of those edges out. I don’t feel like Reload as a whole is significantly better than FES, but I really do love what it adds to supplement the original experience, especially the new story content. Reload manages to be a great new version of Persona 3 to enjoy. It does suck that The Answer is a DLC expansion and that FeMC won't be coming to the game at all, but Reload's own unique additions really made me happy, and I think this version has enough heart that it justifies its existence.

Just some spectacular fun in the most greasy way possible. The MS paint pizzeria aesthetic really sells its identity well as this oily cheesy run and jump fun that you can really feel with the slippery yet responsive controls. Despite being a 2D platformer, I would definitely recommend using an analog stick to perform more precise inputs. Every stage in this game is so distinct in its level design, theme and gimmicks, yet they're all so wondrously huge that you’re really getting your $10 worth out of these 28 stages. Then there are the bosses, possibly the most exciting and exhilarating boss battles I’ve ever played for a 2D platformer where they perfectly ride the balance between challenge and fun. Seeing they’re goofy expressions while I pummel each unique boss is such a high, and this high is brought to its absolute height with the amazing final boss which is essentially the greatest boss rush ever conceived. Issa mastepees.

In an era where my gaming attention span is notoriously short, often jumping from one game to another without pause, Like a Dragon: Infinite Wealth achieved something remarkable—it captured my full attention, making it nearly impossible for me to consider playing anything else. This achievement alone speaks volumes of its quality, and that's just the beginning. Infinite Wealth ascends to platinum status in entertainment with its exceptional execution, setting new standards for what a video game can offer. The game is a powerhouse, boasting a meticulously crafted combat system, richly developed characters, and a compelling soundtrack that collectively raise the bar for the industry.

The game's combat system is a standout achievement, masterfully balancing the strategic depth of turn-based mechanics with the exhilarating pace of action games. The introduction of tag team features and follow-up moves creates a fluid and dynamic combat experience that keeps every encounter fresh and engaging. Kiryu's combat is honestly a surreal combination of both the turn-based and action-based combat that still boggles me to this day. I seriously am in awe of how well they made it transition into this style. This deep combat system, accompanied by an electrifying dubstep revival soundtrack, propels Infinite Wealth into a league of its own, rivaling even Persona 5 Royal in terms of energy and innovation.

The narrative arc of Infinite Wealth is another of its crowning achievements. While the game's ending may seem rushed, with several plot threads left dangling, this choice appears intentional, paving the way for a concluding entry in what is possibly going to be a trilogy. The ending redemption beats of Eiji's story, alongside the unresolved fates of characters like Bryce, Akane, Sawashiro, and others possibly hints at a larger narrative yet to be unveiled for the future, as these character suddenly disappear. This does not detract from the game; instead, it adds a layer of intrigue and promise for the future.

New characters like Chitose and Eric add significant depth to the game's world, with their development and interactions with protagonist Ichiban showcasing some of the most emotionally resonant storytelling in the series. The game navigates themes of loyalty, redemption, and growth with a deft hand, particularly in the relationship between Ichiban and Chitose. Their journey from deceit to mutual support and atonement is a highlight, underscoring the narrative's focus on character and connection.

And speaking of Ichiban, I have to give credit. RGG Studios created an amazing character in Like a Dragon 7, and he continues to shine in Infinite Wealth. Ichiban's infectious positivity and unwavering determination continue to make him a standout protagonist, his ability to see and nurture the good in others is nothing short of inspirational. This game further cements his status as a beacon of hope, with his actions and relationships demonstrating a profound impact on those around him. I am happy that he has become the new leading protagonist of the series.

Equally compelling is the treatment of Kiryu in this installment. Infinite Wealth not only positions Kiryu as a central figure but continues to elevate him to legendary status. There are key moments revolving him that are treated with the gravity they deserve, capturing the awe and reverence his character commands. The storyline delves deep into the emotional core of his legacy, from the collective distress over his cancer diagnosis to the poignant exploration of his bucket list and memoirs. This nuanced portrayal pays homage to Kiryu's enduring influence, showcasing RGG's deep respect for both the character and his fans. Together, Ichiban and Kiryu's stories are woven into a rich tapestry that honors their past, explores their present challenges, and sets the stage for their future.

Infinite Wealth is a shining example of how a game can transcend the boundaries of its genre, blending exhilarating combat, a compelling narrative, and a vibrant soundtrack into an unforgettable experience. While its conclusion may leave some questions unanswered, this choice feels like a deliberate setup for a grander finale. The game's deep character connections, particularly between Ichiban and the new cast, are its heart and soul, offering a rich tapestry of emotional depth and growth. As a pivotal entry in the Like a Dragon series, Infinite Wealth not only pays homage to its roots but also boldly strides into new territory. It's a testament to the power of storytelling in video games and a solid foundation for the future of the series.

A perfect example on how to do a remake, amazingly done.
Can't believe i cried once again with Persona 3. I love this game so much, it's so important to me.

As someone that had played the OG Persona 3 back in 2021, Atlus really hit it right out of the park with making this remake.

The new voice actors did an amazing job on voicing the characters that has passed out the torch of the OG voice actors (Both Zeno Robinson and Allegra Clark voicing both Junpei and Mitsuru respectively were perfect, especially Allegra because she almost sounds like the OG VA of Mitsuru, Tara Platt!

Also the new music in the remake, both Color Your Night and It's Going Down Now are absolute bangers to listen too like... inject them into my veins god dammit because it is that damn good!

And having all new additional content being added into the remake is a welcome addition, with the inclusion of having every social links being fully voice acted with also having the non-voiced characters actually having voices is really great.

But overall, this is hands down the absolute best way to play Persona 3, which I highly recommend playing it, if you either have played the OG P3 or wanting to get started on playing the series as a whole!

What a fucking ride, I literally have tears in my eyes thinking about the beautiful ending. The original Persona 3 is a seminal piece of media for me... One of those games that you never wanted it to end.

The themes about accepting death is inevitable and you must live your life at your fullest, truly resonate with me today more than they did when I played the original games in 2014. I truly believe Persona 3 changed my entire perspective on life, and made me a better person.

The new voice cast delivers an incredible performance, and honestly, I didn’t miss any of the old voice actors at all. A special shout out to Allegra Clark’s performance as Mitsuru Kirijo, one of the greatest voice performances I ever ever seen in game. Yukari my beloved and the best girl in the Persona series of course, my man Stupei Ace Defective, that Akihiko medal scene, let Koromaru attend to school, and of course, Aigis social link and entire character arc was the cherry on the top. Thank you Atlus for making this game accesible for a new generation.

I’m so happy with how this remake turned out, it’s so gorgeous looking everywhere you look, Tartarus is fun to play! They made the worst part of the game better! Simply by making it feel like it goes by so much faster by how fun the gameplay is. Theurgy is such a fun addition to the combat making every character even more varied, tho let’s be honest Ken and Koromaru are so strong it’s ridiculous lol. Having all the social links be voiced also helped me enjoy their stories even more than before, even the ones I still dislike like they still don’t go over the out of nowhere cult stuff in the moon social link or anything, but the new Link episodes are a amazing addition for the male party members, the only complaint I can think of for this game is the opening cutscene and awakening cutscene don’t feel as strong as the original, they don’t have that impact anymore sadly but the rest of the cutscenes are really well done, so why is it ranked 10/10? Cause I still really liked it lol

For what it's worth, I think this is a testament to how beautifully this game has aged. It's more of the same Persona 3 that you have played before either through Portable or the original, but sprinkled with fairy godmother dust. It's a gorgeous game, the UI is incredible to just stare at, just like Persona 5.

A lot of people will simplify this to "just Persona 5-ifying Persona 3", and they wouldn't be wrong to make that assumption. Certain QoL features, like the Network surveys, trivialize the need for a guide to follow for quiz answers and what to do on a daily basis. Though most are a welcome addition, such as the limit break like theurgy system, or the Monad Passageways. I played through the game with my party on Act Freely to relive that experience I had just like the first time I played FES all those years ago. The game was easier in the later half once I switched over to direct command.

It's a true remake in the best of case: making the game prettier than ever, while adding minor modern changes to improve that experience for newer fans.

It’s bizarre that a game that teaches you how to cope with grief from so many different angles and characters left me so emotionally devastated at an ending that ties its themes together so perfectly. I’ve been crying for like 12 hours, I can’t seem to get over it.

Forever grateful for the video game gods to deliver this remake to me at the peak of my Persona fandom. It's everything I could've ever wanted and more. I have notes... there are some really weird plot and pacing issues... but I can't bring myself to care when I had such a great experience overall. For a third time, Persona became my second life, and a home away from home. It's a little concerning how I managed to play this in two weeks though, so I think I'll be able to handle the long wait for Persona 6.