Anime is just like any other genre - most of it is unmitigated shit, with an occasional nugget of goodness lurking deep within the mire. It gets a bad rap because, like the jack-booted imperialistic pricks we are, us privileged folk in the Western World constantly endeavour to grade the rest of the planet against our own halcyon cultural metrics. And, seemingly more so than any other oeuvre, contemporary populist Japanese storytelling is so impenetrable to somebody raised on a steady diet of Hollywood and Murdoch rags that it might as well have been beamed down from Neptune via a tinfoil helmet. It's all about adjusting your expectations accordingly: if you can sit through two consecutive episodes of any anime or anime-related activity without witnessing an act of child molestation or an attempt at humour that causes you to shit your own mind out through the eye of a needle, then it's a culturally significant artifact ranking alongside Beethoven and the Sistine Chapel.
Consequently there is much in Persona 4 that will likely strike the Japano-curious as dashed odd right from the get-go. The initial pacing is absolutely glacial, reducing your involvement to mashing the X button to wade through an interminable procession of expositionary dialogue before your first real battle. Then there's the Social Link system, a sort of in-game Facebook account that forces you to eschew vital dungeon-grinding hours at the whims of your simpering miscreant classmates. Actually, the game doesn't force you per se, but unless you want your player character to end up as a dribbling retard wanking alone in his room by level 20 you'll have to dance to their increasingly annoying tunes. Though it's not made explicitly clear, you actually have a fixed time limit within which to reach the end of Persona 4's storyline, and so this system instills a pervading sense of paranoia, giving you pause to consider whether you're doing what the strategy guide expects you to do at any given moment.
Previous installments of the franchise were less forgiving than the Schutzstaffel, continually presenting you with apparently interchangeable choices, any one of which could irrevocably shag up your save file, and as such I was so petrified at the thought of sitting through the endless fucking introduction again that I bent over sideways to accommodate every wheedling request. Yes, even in Persona 4's electronic fantasy world you cannot escape the sucking gravitational pull of peer pressure, and this makes for one of the most dispiriting gaming experiences ever. Every time you prepare an expedition into dungeonsville, lips smacking at the prospect of invaluable virtual trinkets, some twat phones you up and insists to be taken shopping. You'll want to tell him to fuck off and leave you alone, but of course you'll cave in, led about by the wriststrap of your cellphone like a manacled bitch, all for a handful of Arbitrary Magical Kawaii Kudos Points that only serve to inflate the sense of entitlement of your cosseted chums until they morph into co-dependent time-sponges whose suspiciously fragile existences are sustained only by your CONSTANT FAWNING ATTENTION.
While this may sound somewhat restrictive (and it is - frustratingly so at times) it's a quantum leap forward from Persona 3, which inhaled sharply through its teeth every time you contemplated exhibiting the barest glimmer of free will, and the actual RPG part of the game is satisfyingly streamlined if not a little shallow. You explore the randomly-generated dungeons of an alternate universe with a student exchange program with Silent Hill, murder a succession of demonic creatures, loot treasure chests for loose change, levelling up your party of extradimensional hooligans until you possess sufficient testicular fortitude to defeat a larger, palette-swapped creature, only to be informed that the princess is in another castle. The gimmick here takes the form of the titular Personae, which are like Pokemon that live inside your mind, complementing your anaemic combat abilities with a pre-determined skillset of magical powers and a rock-paper-scissor system of strengths and weaknesses. The player character is, predictably, The Chosen Thing and therefore able to employ a small of army of Personae providing that the relevant tarot card has been looted from a monster's still-twitching corpse, and although it's transparently obvious that this "gotta invoke 'em all" mechanic has been installed mainly to protract the grind for another 23 hours, it does add some much-needed flexibility and variety to the otherwise stodgy combat. The designs of the Personae are pretty snazzy too, mercilessly culled from a hundred mythological and religious texts and given their own wacky aesthetic twist.
Persona 4 is one of those games with an inverse difficulty curve, beginning on a punishing peak and gradually tobogganning down into a gentle valley of piss-simplicity once you've raised your protagonists to the status of Olympian gods. Unfortunately this requires a correspondingly superhuman time investment, which is the game's biggest turn-off. The combat is swift and cerebral enough to stave off the tedium for a while, but the environments are incredibly repetitive and the MMORPG-style eterno-grind left me hankering for something more expedient, like Final Fantasy XII's sublime Gambit system.
Ultimately it's the storylines that have been the Persona series' selling point and Persona 4 is no exception. It's a likeable mish-mash of Twin Peaks, Harry Potter, and CSI: Rural Japan, as an implacable serial killer abducts women through their television sets, leaving them to starve in existential prisons within a world of magic ghosts before stringing their corpses up on telegraph wires. My chief complaint is that, as fucking ever, it's beyond the wit of trained professionals from the X-Files to solve this supernatural whodunnit, and thus left to a team of adenoidal teenagers. Call me cynical if you like, but if a portal to the Phantom Zone opened up in my 26" Sony Bravia I'd want the situation rectified by a crack squad of the hardest, most murderous bastards from the Special Air Service, not a bunch of disenfranchised children. At the risk of sounding like someone who spends his evenings creatively redesigning my forearms with a Gillete Fusion while searching for hidden Satanic messages in Linkin Park songs, I actually think the writers missed a trick in not making the plot a searing satirical treatise on teen angst and disaffection: a story where television sets, the ultimate founts of placatory mind-balm, are subverted to become a surreal purgatory in which your deepest insecurities are given flesh in the form of bizarre ghouls could have carried some real weight. The story is still just interesting enough to warrant your perservance, and it deserves some special attention purely because, normally, there'd be no earthly way that anything as downright peculiar would ever see the light of day over here. In this case, the popularity of previous installments have caused the game to wash up on our shores only after cresting a tidal wave of foaming fanboy spunk, and, for once at least, it's gratifying to see that there's something of genuine outsider merit amid the used tissues and shame.
A word of warning - there is the obligatory harpy-voiced child NPC whose sole contribution to the plot appears to to be periodically crushing your pixellated arse beneath steamrolling great torrents of gurgling sentimental bullshit, but at the time of writing it doesn't seem possible to cause your player character to engage in illicit sex with her, so that's a big plus right there.
Consequently there is much in Persona 4 that will likely strike the Japano-curious as dashed odd right from the get-go. The initial pacing is absolutely glacial, reducing your involvement to mashing the X button to wade through an interminable procession of expositionary dialogue before your first real battle. Then there's the Social Link system, a sort of in-game Facebook account that forces you to eschew vital dungeon-grinding hours at the whims of your simpering miscreant classmates. Actually, the game doesn't force you per se, but unless you want your player character to end up as a dribbling retard wanking alone in his room by level 20 you'll have to dance to their increasingly annoying tunes. Though it's not made explicitly clear, you actually have a fixed time limit within which to reach the end of Persona 4's storyline, and so this system instills a pervading sense of paranoia, giving you pause to consider whether you're doing what the strategy guide expects you to do at any given moment.
Previous installments of the franchise were less forgiving than the Schutzstaffel, continually presenting you with apparently interchangeable choices, any one of which could irrevocably shag up your save file, and as such I was so petrified at the thought of sitting through the endless fucking introduction again that I bent over sideways to accommodate every wheedling request. Yes, even in Persona 4's electronic fantasy world you cannot escape the sucking gravitational pull of peer pressure, and this makes for one of the most dispiriting gaming experiences ever. Every time you prepare an expedition into dungeonsville, lips smacking at the prospect of invaluable virtual trinkets, some twat phones you up and insists to be taken shopping. You'll want to tell him to fuck off and leave you alone, but of course you'll cave in, led about by the wriststrap of your cellphone like a manacled bitch, all for a handful of Arbitrary Magical Kawaii Kudos Points that only serve to inflate the sense of entitlement of your cosseted chums until they morph into co-dependent time-sponges whose suspiciously fragile existences are sustained only by your CONSTANT FAWNING ATTENTION.
While this may sound somewhat restrictive (and it is - frustratingly so at times) it's a quantum leap forward from Persona 3, which inhaled sharply through its teeth every time you contemplated exhibiting the barest glimmer of free will, and the actual RPG part of the game is satisfyingly streamlined if not a little shallow. You explore the randomly-generated dungeons of an alternate universe with a student exchange program with Silent Hill, murder a succession of demonic creatures, loot treasure chests for loose change, levelling up your party of extradimensional hooligans until you possess sufficient testicular fortitude to defeat a larger, palette-swapped creature, only to be informed that the princess is in another castle. The gimmick here takes the form of the titular Personae, which are like Pokemon that live inside your mind, complementing your anaemic combat abilities with a pre-determined skillset of magical powers and a rock-paper-scissor system of strengths and weaknesses. The player character is, predictably, The Chosen Thing and therefore able to employ a small of army of Personae providing that the relevant tarot card has been looted from a monster's still-twitching corpse, and although it's transparently obvious that this "gotta invoke 'em all" mechanic has been installed mainly to protract the grind for another 23 hours, it does add some much-needed flexibility and variety to the otherwise stodgy combat. The designs of the Personae are pretty snazzy too, mercilessly culled from a hundred mythological and religious texts and given their own wacky aesthetic twist.
Persona 4 is one of those games with an inverse difficulty curve, beginning on a punishing peak and gradually tobogganning down into a gentle valley of piss-simplicity once you've raised your protagonists to the status of Olympian gods. Unfortunately this requires a correspondingly superhuman time investment, which is the game's biggest turn-off. The combat is swift and cerebral enough to stave off the tedium for a while, but the environments are incredibly repetitive and the MMORPG-style eterno-grind left me hankering for something more expedient, like Final Fantasy XII's sublime Gambit system.
Ultimately it's the storylines that have been the Persona series' selling point and Persona 4 is no exception. It's a likeable mish-mash of Twin Peaks, Harry Potter, and CSI: Rural Japan, as an implacable serial killer abducts women through their television sets, leaving them to starve in existential prisons within a world of magic ghosts before stringing their corpses up on telegraph wires. My chief complaint is that, as fucking ever, it's beyond the wit of trained professionals from the X-Files to solve this supernatural whodunnit, and thus left to a team of adenoidal teenagers. Call me cynical if you like, but if a portal to the Phantom Zone opened up in my 26" Sony Bravia I'd want the situation rectified by a crack squad of the hardest, most murderous bastards from the Special Air Service, not a bunch of disenfranchised children. At the risk of sounding like someone who spends his evenings creatively redesigning my forearms with a Gillete Fusion while searching for hidden Satanic messages in Linkin Park songs, I actually think the writers missed a trick in not making the plot a searing satirical treatise on teen angst and disaffection: a story where television sets, the ultimate founts of placatory mind-balm, are subverted to become a surreal purgatory in which your deepest insecurities are given flesh in the form of bizarre ghouls could have carried some real weight. The story is still just interesting enough to warrant your perservance, and it deserves some special attention purely because, normally, there'd be no earthly way that anything as downright peculiar would ever see the light of day over here. In this case, the popularity of previous installments have caused the game to wash up on our shores only after cresting a tidal wave of foaming fanboy spunk, and, for once at least, it's gratifying to see that there's something of genuine outsider merit amid the used tissues and shame.
A word of warning - there is the obligatory harpy-voiced child NPC whose sole contribution to the plot appears to to be periodically crushing your pixellated arse beneath steamrolling great torrents of gurgling sentimental bullshit, but at the time of writing it doesn't seem possible to cause your player character to engage in illicit sex with her, so that's a big plus right there.