Tag: Combat overhaul

  • Persona 4 Revival’s overhauled combat looks splashier and easier than ever, though I’m a little worried about those dungeons

    When Atlus unveiled its remake of Persona 4, the gaming world erupted in excitement. While everyone was thrilled about seeing characters like Kanji Tatsumi rendered in 4K, some long-time fans looked at the design choices and wondered if the new iteration could truly fix some of the original game’s structural flaws.

    There was a particular focus on the dungeons. In the original Persona 4 and Persona 4 Golden, players often navigated lengthy sequences of procedural corridors that felt more like a slog than an immersive experience. Some voices called for a shift in design, arguing that these spaces should evolve into something more akin to the grand setpieces found in later titles like Persona 5. This meant reimagining dungeons as spaces crafted to reflect the characters’ inner turmoil and psychological conflicts, rather than just repetitive mazes.

    While glimpses of the remake show areas like Yukiko’s Castle and the Bathhouse retaining some of those multi-floor corridor structures, it remains an open question whether Atlus has fully embraced this vision. Despite only seeing snippets, there is a strong hope that they have injected more compelling events and dialogue to spice up the gameplay, moving beyond mere grinding.

    The changes aren’t confined to the architecture; the combat itself received some significant updates. The Investigation Team/Scooby Gang is equipped with several new ways to engage shadows and foes in the arena. Among these are mechanics like Baton Pass, Send Flying, and Prime Time.

    Baton Pass introduces a mechanic similar to Persona 5, allowing players to pass their turn to another party member after defeating an enemy. Then there’s Send Flying, which allows players to use afflicted shadows as vectors to inflict disease debuffs on other enemies. This opens up a wild new avenue for exploiting the shadow system by spreading communicable ailments across the battlefield.

    Prime Time is another notable addition—a meter that fills during battle, allowing players to activate it to drop all skill costs to zero. When activated, this grants access to powerful “Prime Time finish” attacks, which feel reminiscent of high-level Theurgy moves from earlier games.

    The overworld combat also introduced a new Guard maneuver. While initiating a fight still relies on hitting an enemy off-guard for an advantage, guarding adds a layer of complexity: if an enemy hits you while you are guarding, they will bounce off and become dazed, giving you the choice to gain advantage or retreat.

    These mechanics are undoubtedly slick and add fresh tactical depth. However, there is a lingering question about balance. Given that Persona 4 was not inherently punishing, introducing these new tools raises the concern that the battle system might become too trivial. The challenge now lies with Atlus: finding a way to integrate these exciting new toys without stripping the experience of its rewarding difficulty.