Picking up Persona 4 made me remember why I abandoned Shin Megami Tensei series several years ago.
I'm not an expert in the series nor a hardcore fan, not even by far, but I've played some of the games such as: Strange Journey, Nocturne, Devil Survivor, Persona 3 and Digital Devil Saga. And what I can tell you for sure is the following - this game series's combat has been largely the same for the past 30 years. I really do appreciate the lore and story of some of these games. Hell, even Persona 3 story was enjoyable to some degree, but let's admit one thing - after some hours, you'll soon realize that all games are bound to become extremely, extremely repetitive and grindy after some hours - to the point they become more of a chore than a pleasure.
Going back to Persona 4. It's basically Persona 3, but will less painful dungeons (though not by much). This time the story is a murder mystery, but what surprised me is that it is way more cheerful in atmosphere, even by Persona standards. The game seems to be targeted to an even younger audience, and almost all the dark, solitary and cold atmosphere of other well known games such as Nocturne is gone.
These are all debatable aspects. You might like the story or you might not. So let's go back to the gameplay.
Combat:
Exactly the same as any other Persona and most SMT games. Exploit weakness, all out attacks and that's the gist of it. The classical elemental damage types + almighty + some debuffs that you'll probably use only during some more difficult bosses.
Dungeons design is absolutely horrendous. No diversity at all. I'm going crazy only thinking about doing another one. Even more so, after torturing you with the same good ol' "weakness -> all out attack -> heal" for some goods hours (because a dungeon has 10 levels or so, which are identic), you'll be forced to redo some of the dungeons FROM THE VERY FIRST FLOOR, to gain materials for some of the most unrewarding and grindy secondary quests ever made. You could ignore them entirely if you are not a completionist, but that does not change the fact that they are extremely uninspired and grindy. At the top of the floor there is an optional boss and the reward is basically nothing.
Personas (as well a enemies) are just skill containers. Skills and skill names have been exactly the same for 30 years. Bufu, Mabufu etc. You know the drill. Some of you probably know them already by heart. Demons/Personas have no personality on their own. You can't talk with them, interact with them, nothing. Even Pokemon, to which SMT is often compared, attempts to make collecting new pokemons more interesting, to integrate them into the story, as opposed to letting the be skill containers and be done. They are only 3D models containing skill slots. The only thing you'll get to know about them is the 3-4 line description in the Compendium. Why the hell would I collect them ALL? They all feel the same anyway.
Social Links:
Some are interesting, some are not - it's largely about taste. Social Links is also a mechanic that will become a chore very fast. You'll just end up navigating the same old menus, moving in and out of the same 4-5 areas the game has to offer. And sometimes you'll inevitably come to check an online guide. There's no degree of liberty and rarely the "correct" answer makes sense. For example, answering "No, thanks" yields 2 social points. "No, thank you" yields 3. There is no difference, besides some wording. But maybe that's because of english translation and in Japanese it makes more sense. Also, bringing a persona to enhance your social link is just a mechanic meant to artificially enlarge the playtime. Going at location, going to Velvet Room, Discarding a persona, buying another one, rinse and repeat.
At some point in time, everything you do becomes extremely repetitive and grindy. Moreover, after some hours, there's little challenge left - and if you already played another SMT game, you already know what to do and what to expect. It honestly looks like they tried to make a game as cheap as possible while experimenting how to enlarge the playtime as much as possible through forced grinding. The only redeemable quality of this series is the dark atmosphere, and in Persona 4 even that is gone.
My favorite SMT games were Strange Journey and Devil Survivor. Strange Journey because it had a more mature, larger scale scope story and Devil Survivor because with its turn based approach it tried to bring some diversity to the series - even if, at the end, the core combat is largely the same. If I remember correctly, Strange Journey was maybe the most repetitive and grindy of them all. It was a Nintendo DS game, but that's no excuse.
Speaking about platforms, looking at Persona 5 (which I haven't played) I can't help it but think - "hey, this is PS4 we're on. No more technical limitations like PS2, Vita or DS had, and yet, it still keeps it PS2 formula..."
I'm genuinely curious what exactly makes Persona 4 or SMT games in general enjoyable to you? Maybe spending 90% of the time navigating menus and grinding the same 3-4 enemy types is comfy for some people, but I just don't want to believe.