Posted September 01, 2013
Persona 3 is my favorite game of all time. I actually preferred the social links there. Maybe this is part of the all dark you mentioned, but I loved how in a lot of them things didn't end well, but it was alright anyway.
One of my highlights would be the athlete that gets injured. I thought eventually he'd be cured and back on his feet, but that never happened, that's when I realized: "Oh right, I guess most people don't magically get better just for the sake of a happy ending", it's also when I realized what the game was going for. That being said, it wasn't super downbeat, he's goal was to inspire his cousin who was going through physical therapy by winning at sports, now he'll just inspire him by being right by his side and going through that physical therapy right along with him, it won't be overnight, but one day both him and his cousin will be alright.
A lot of them shared this same feeling of life has dealt you a bad hand, but you take it on the chin, and you move forward. I found it to be a very, mature I guess? way to look at life, and I found it much more interesting, and perhaps inspirational, than the internal problems of the S. Links of Yukiko, Yosuke, etc.
Also worth noting is what it condemns. Persona 4 condemned denying your problems, as we saw in the treatment of all the shadows, Persona 3 condemns apathy. That's the reason for the Apathy Sindrome, reinforced on the S. Link of the boy with a terminal illness, that they don't think that dying is the worst thing that could happen. Much worse to them are people that accept their destiny and do nothing about it, that allow life to take them away on its current and don't fight, so they took that to a logical extreme with the Apathy Sindrome, turning people into husks, alive but doing nothing; even before, those were people with nothing to live for, now it's just visible to everyone.
Beyond that there were the people that welcomed the end of the world, and even the protagonists' behaviour at the end of the game, where they recognize that death is practically a certainty but decide to fight anyway.
I really think this was their theme with the game, and that's what informed their S. Links, the Apathy Sindrome, and even the Full Moon mechanics, where instead of the loose deadline you had on P4 that you could choose when to tackle, here it was something thrust upon you that you had to prepare for.
As for a similarity to P2, I cannot comment, I played very little of that game. I only play handhelds when I'm outside and I rarely have time to play a handheld when I'm outside.
One of my highlights would be the athlete that gets injured. I thought eventually he'd be cured and back on his feet, but that never happened, that's when I realized: "Oh right, I guess most people don't magically get better just for the sake of a happy ending", it's also when I realized what the game was going for. That being said, it wasn't super downbeat, he's goal was to inspire his cousin who was going through physical therapy by winning at sports, now he'll just inspire him by being right by his side and going through that physical therapy right along with him, it won't be overnight, but one day both him and his cousin will be alright.
A lot of them shared this same feeling of life has dealt you a bad hand, but you take it on the chin, and you move forward. I found it to be a very, mature I guess? way to look at life, and I found it much more interesting, and perhaps inspirational, than the internal problems of the S. Links of Yukiko, Yosuke, etc.
Also worth noting is what it condemns. Persona 4 condemned denying your problems, as we saw in the treatment of all the shadows, Persona 3 condemns apathy. That's the reason for the Apathy Sindrome, reinforced on the S. Link of the boy with a terminal illness, that they don't think that dying is the worst thing that could happen. Much worse to them are people that accept their destiny and do nothing about it, that allow life to take them away on its current and don't fight, so they took that to a logical extreme with the Apathy Sindrome, turning people into husks, alive but doing nothing; even before, those were people with nothing to live for, now it's just visible to everyone.
Beyond that there were the people that welcomed the end of the world, and even the protagonists' behaviour at the end of the game, where they recognize that death is practically a certainty but decide to fight anyway.
I really think this was their theme with the game, and that's what informed their S. Links, the Apathy Sindrome, and even the Full Moon mechanics, where instead of the loose deadline you had on P4 that you could choose when to tackle, here it was something thrust upon you that you had to prepare for.
As for a similarity to P2, I cannot comment, I played very little of that game. I only play handhelds when I'm outside and I rarely have time to play a handheld when I'm outside.
Post edited September 01, 2013 by DaCostaBR