Persona 5
* Sure is good music
* Too many girls in my party
* Too many girls in my social links
* Damn that music
* Man this game is long I'm 45 hours in and in a pyramid and don't seem even at the half-way point yet
* Man this song is a banger
* Why can't I date the cat? It's 2019, pander to me like you pander to everyone else
* Music slaps
* I'm actually Yusuke
I took me 160-170h and I don't think I went through it slowly or anything. Don't remember how much I had clocked in at the fourth palace but it's not quite the halfway point yet. You can use the calendar as a pretty good reference point; Christmas is when the real end game starts.
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Moved straight on to SMTIV: Apocalypse after IV and I am liking it a fair bit more than I anticipated. I'll write a proper review once I've finished it (probably) but I've got to mention the changes they've made:
- The world map, holy shit. It's not torturous to traverse anymore! The streets are wide, the color palette makes everything easier to see, there's names now and you've got objective markers which might be decline in many other games but here they are welcome.
- Smirking feels like a fully fledged addition to the combat now. Coincidentally, mudo and hama spells are now way more useful despite arguably looking nerfed on paper, as they no longer have a chance to instakill by default, rather only gaining that property during smirk, otherwise they deal damage. I've very rarely used these spells in other SMT games so far due to not wanting to waste a skill slot on a spell that only works half the time at best and actually dangerous enemies being immune to them anyway. Thus it is also worthwhile to keep a weaker multi target hama spell around for those moments when that demon gets a smirk.
- Elemental affinities are a great addition, it discourages simply dumping the same spells on several demons and actually making use of their strengths.
- There's lots of little but very welcome QoL changes. This, along with stuff like partner commentary on the overworld does give the game a more polished feel. Speaking of partners, they're considerably more useful now, gain new spells as they level up, and you can choose who you need based on the situation at hand, so you don't have Walter using Agi on Minotaur anymore.
- There's a couple additions that I don't like. The trap mini game from IV where you had to mash X to free yourself takes twice as long now. What was the purpose of this? in IV you could get ambushed by demons while trapped but now it just pauses the game so it's just a 6 second stop. They also increase the costs for apps and added restrictions - you need to be level 50 to get the seventh skill slots as well as the best compendium discounts, and 75 to unlock the eight skill slots. Furthermore, bumping up the difficulty increases compendium costs a lot to the point where you might as well drop the difficulty whenever fusing because they clearly want you to use the DLC for grinding macca and app points.
- Visual design as a whole has improved, the new designs by Doi work well despite his style not being the most unique, and brings the whole game's visuals together quite well.
- The story is honestly not nearly as bad as people made it out to be. Yes, there is a shift in tone, but making IV's drabness more light hearted still hardly makes it all sunshine and rainbows. Your friends are alright for the most part, Nozomi is bland, Asahi is a believable 15-year-old. I like the aspect of the MC actually being dead and your friends not really realizing it until later. I'm aiming for the massacre ending because why not.