As soon as the game let me talk to a demon, and then to a tree, I was transfixed. I knew I would love it forever.
Megami Ibunroku Persona is not only a worthy first installment that laid the groundwork for its series to grow and become a household name, but an atmospheric, interesting, charming experimental JRPG title in its own right.
The game's art style, which in its isometric diorama rooms and vibrant UI echoes the likely influences of the dreamlike CGI art of the time, and its varied spectacular soundtrack by composers Hidehito Aoki, Kenichi Tsuchiya, Misaki Okibe and Shoji Meguro come together to form a wonderful atmosphere. It wraps writer Satomi Tadashi's excellent psychological, philosophical narrative centered around themes of escapism, nihilism and finding your true self among the masks you wear in a surreal, dreamlike coat.
The gameplay while lacking modern polish is full of interesting ideas from the grid-based movement to the at the time all-new Persona system, which allows your party members to wield a variety of gods and demons that represent facets of their self.
Persona encompasses all kinds of tones. 'Deep, dark and psychological', as described by the PSP edition's box art, only covers half the truth. The game also has moments where it feels silly, light, funny, and above all full of heart. You can feel the love and care put into the game's development in every music track, each one of Kazuma Kaneko's character designs, demon designs and character portraits, every line of dialogue
It would be incredible to see the original game, as intended by the developers and retaining its original features, preserved with a translation more like the quality of the otherwise controversial PSP release...and maybe faster load times and battles. Pretty please...
Did I dream that I was the butterfly, or am I now a butterfly dreaming that it is me?