contains a large number of spoilers, this article is not a recommendation for newcomers to purchase
Preface: This game has been released for a long time and is highly circulated among the game player group, because I don’t have a PS console. The first time I heard it was in LEX's video. I yearn for it, and even bought P5S on the PC platform without knowing the previous work. It was not until the Royal Edition was launched on the PC platform and it took more than a month to pass the level, so it was fulfilled.
For a person in his thirties, this game is no longer attractive to me like when I was young, I could only play here for more than ten hours. But for some young players, I actually have some experience of the feeling of turning on the computer at 8 o'clock in the morning and turning off the computer at 2 o'clock in the morning. Because I was also in this state when I played "Legend of Sword and Fairy 3". After playing the overall " Persona 5 Royal Edition " (P5R), I sincerely sighed that this is indeed a masterpiece. Although there are still some common flaws in Japanese games in terms of plot rationality. But in other aspects, the exquisite selection of materials, excellent production and clear intentions have touched me as a player.
So, when writing this article, we might as well give it a good point first. Those slightly controversial parts are placed at the end of the article - of course, whether it is excellent or flawed, they can only represent my personal opinion.
I can fully understand their choices in certain places for the sake of "commercial works".

Excellent appearance:
When we come into contact with people, whether a person looks good or not determines my initial impression of the other person.
For a game, "appearance" and "talk" are style, interface, music, and voice actors. The above four points of
, P5R's performance is impeccable and excellent.
In terms of interface:

is a very ordinary prop store and weapon store in RPG, makes it look handsome and cool. In order to fit the theme of "Mind Thieves in Mind", the theme interface of the game actually reflects the boss's "inner" scene.
For example, Boss Iwai has been involved in the underworld in Japan, and the barbed wire represents his inner "warning" when dealing with others.

Doctor Wu Jian’s scientific research understanding as a drug developed. Although he looks sexy, he has images similar to chemical agents in his heart floating on the interface. The
interface is very meticulously produced, from the beginning of the game, to the option interface, store interface, and enter the battle and combat settlement interface. They all have extremely delicate transitions.
This is not just "trend" and "cool". Its clever transition makes the whole game natural. The switching between scenes is as smooth as a stream of water. There is no feeling of "I entered the battle" or "I quit the battle" when playing other games. I think this interface is not just for the good look, but also to reduce the feeling of "you are playing games".
For example, in the later Lion Children's Hall, the player became a rat because of the lower finger of the Lion Children's statue (a trap mechanism).

When the mouse and mouse fled against the enemy, they changed the image of Joker's unrestrained monster thief, and turned into a fat mouse holding his hands and staggeringly escaping - the mechanisms that only exist in a palace were all made. Details like
fill almost every corner of the game.
lets you know that this is obviously a game, but the experience is delicate and real.
style:
As a player who has played series such as "The Legend of Sword", "The Legend of Heaven and Earth", "Xuanyuan Sword", " Martial Arts and Heroes ", " Fantasy Three Kingdoms ", etc. in the golden age of domestic games, I am extremely fond of the 2D portrait of the characters.
Even in an article "Trail of Empty" that I have written before, I have specifically explained the advantages of 2D static avatars. But in the next few years, game production technology shifted from 3-head bodies and clay villains to 3D.
A large number of games have begun to replace the portrait of 3D characters' facial expressions.
If the technology can achieve works such as "FF7RE" and " God of War 4", it would be fine. Or I think the 3-rendering and 2-size quality of "Legend of Dawn" is quite good.
But I like the old series, such as "Xuanyuan Sword", "Xianyuan Sword", and "Trail" series, 3D face modeling is average, and I have to use this stiff face to interpret a long plot... It gives me a feeling of not advancing but retreating.
And in P5R, my little wish was realized.

This is one of the few main characters I have played in recent years that have a complete set of pictures. Its 2D dynamic avatar has excellent expressions, and it is extremely rich in clothing, expressions, and expressions.

is much richer than any work I played with before, so many that I feel that every character is really living in that world that belongs to them.

In contrast, in recent years, even if the 2D portrait is restarted, the characters often have an embarrassing look... It feels better to have no portrait.
has a lot of styling and expression designs for the main characters and supporting characters compared to P5R.
For passers-by and NPCs, it can be simple, it is simple. Simplified to 3D modeling with mouth but no face, simplified to in the crowd, you can tell at a glance that "this is not the person I'm looking for." They exist like background boards, leaving only some noise among the bustling crowds.

This bold "detailed and appropriate" is a very excellent design.
saves players a lot of invalid interaction time. Each NPC has its own life and story from the early years of "The Trajectory of the Sky", forming two completely different but equally excellent extremes.

music and voice actors, the actual experience is that every time I hear the melodious little song in LeBron, I always think of the conversation starting with Molgarner's "Nail~Nail~".

Novel material selection
Whether it is the main line or the branch line, the story themes selected by P5 make me feel very advanced. As a 2016 game, the social phenomena it tells are unique and sophisticated. Moreover, the subjects told in the story are some similar social events that I have paid attention to in the past two years.
The following are the events involved in the game:
A young man bravely beat the man up for justice and was falsely accused.
The school teacher used his position to molest a female student.
Artist uses his identity to plagiarize students' works and accumulate reputation for himself.
The evil gang grabbed the students' braids and forced them to empty their wallets, heading towards the evil path of usury.
Black-hearted entrepreneurs squeeze employees just to gain higher profits , and even cause employees to die suddenly .
Single mothers take their children with their children, and their psychology gradually distorted and affected their children's values.
Unconfident and cowardly classmates also long for themselves to become heroes.
The only serious and responsible teacher was falsely accused and extorted by his parents.
A country girl came to a big city and was almost sold to a custom store...

There are more or less similar stories in the real world.
But these stories are very cleverly interspersed on each character, so that you will not feel stiff and inconsistent when reading these stories.
, but "It turns out that my friends (referring to NPCs) have such stories, such people!"
is not in a hurry to express any theme, but after truly experiencing their stories, I found that these tragedies are there, and those who experience these tragedies happen to be those vivid characters.
Fortunately, in the game we are a "strange thief group". Even at the reality, these people will not be punished for what they have done secretly. But the monster thieves can steal their secret treasures and make them repent. The setting of
is also very consistent with the setting that the protagonist group is a "high school student". Their combat effectiveness in reality is almost negligible, but in the palace, they can form a personality mask through their inner rebellion against reality, and give birth to extremely powerful power to defeat their opponents.

It is a very difficult process to change others' hearts. After entering the palace, the protagonist needs to go through layers of hardships, defend heavily, defeat the boss, and seize their secret treasures. Only then will the "people" in reality repent.

And in the palace, we can also see through the perspective of the bosses, what do they regard others as in their twisted hearts?
For example, the underworld personnel of Jincheng regards other people as cash machines. The unscrupulous entrepreneur regards his employees as "robots" on the assembly line.

Kind kernel
I briefly wrote about the external and material selection of P5R, but it is just like making friends on blind dates. No matter how good your appearance and your voice sounds good, if you are a "bore" person inside, you still can't keep the other person's heart.
No one will spend a lot of time playing the boring game.
So what does P5R rely on to enable many players to achieve the effect of "forgeting food and sleep"?
After I played a lot of games, I found that games that made me feel addicted may be completely different types, but the characteristics of addiction are the same - " You are still a little short of it, and you can reach the next goal! "
Perhaps, we can call it Multi-progress bar design
. The exquisitely produced games include "Fire Emblem: Wind, Flowers, Snow and Moon". You can stimulate students' motivation through different activities and enhance the favorability of classmates. To consume energy, you will guide students and improve their combat capabilities. These combat abilities can play a role on the battlefield. While working together, students will hone their combat experience on the battlefield, they will also trigger the plot of "favoriteness" between each other.
The rough production is "Vampire Survivor". You ran around and unlocked a bunch of characters and weapons, and some characters and weapons are in a "to be unlocked". Do you want to use the new character to "run a lap"? The new weapon combination is very cool! !
and the internal and external circulation system of "Hades" that I have analyzed. Every time I fail, I will bring back a lot of resources. Every time I bring back these resources, there will always be weapons, talents, buildings, and favorability relationships that will be unlocked. The unlocking of characters' favorability (gesture), unlocking of new weapons, and unlocking of new talents creates a completely different experience in battle...
P5R obviously also uses this technique, and the technique is quite clever. How do the abilities in
P5R affect each other?
If you want to parse why P5R is addictive, first of all, we must straighten out the improvement of "you" in the game, and where does it end up flowing?

First of all, we need to extract the skeleton from the contents of the rich and diverse "daily life" that have been set.
i.e. date system , personality mask five-dimensional system , Coop system , and combat system .

We make a very simplified expression, the five-dimensional system of personality masks affects your performance in daily life, and then influences another abilities through one ability (such as being smart enough to avoid the chalk head when distracted in class, thereby enhancing your own charm), unlocking the character Coop with , and creating the number of sneak props at one time (maze exploration).

Coop system, is the bond level between you and NPC. Unlike "Fire Pattern: Wind, Flowers, Snow and Moon", the different preferences can not only allow you to see a story with exquisite design, but players and each character are actually very utilitarian. With the improvement of Coop level, not only will you gain a lot of experience bursts when synthesizing personality masks with corresponding card attributes, and inherit more skills. You can also obtain various special abilities. The ultimate direction of
abilities are more convenient to explore the maze and further improve the characters' tactics in combat.
In addition, improving the Coop with specific characters will also improve your five-dimensionality in specific aspects. For example, helping Takenai performs drug experiments in the early stage can improve your courage.
combat system P5's combat system was given to players at the beginning.
For example, if you change teammates in battle, you should first set the attack probability to launch a surprise attack. These abilities will be given to you as soon as you appear in other games. You also need to upgrade the corresponding NPC and upgrade the Coop level to a certain level before you can unlock it.
Without the support of many NPC abilities at the beginning, this combat system has many shortcomings:
For example, if the protagonist of dies, the game ends , is almost impossible to buy items that restore SP value (spiritual value, similar to magic value), and there is no rest point in other RPGs that immediately return to full status in . Standby teammates get low experience values and high alert values, it is difficult to explore the maze, etc...
These settings seem too unique even if they are separated in 2016.
But as long as players who have played P5 can understand that these many "unreasonable" settings are deeply bound to the "date system" and "Coop system".
Date system
The maze design in early games itself, I don’t want you to clear the complete picture at one time. Due to restrictions such as "SP", warning value, the first and second underground palaces may require you to spend 2 to 3 times to explore (P5R comes with DLC, which is greatly improved).
Exploring the underground palace many times will naturally consume more time.
In P5R, there are two free time points for each day (if there is no triggering plot), namely day (after school) and night. If the palace is explored during the day (after school), the protagonist will be too tired and can only act in the LeBron Cafe at night.
After experiencing many "abuse points" in exploring the maze, by improving the Coop's ability, many "defect design corrections" in combat system/maze exploration can be achieved to achieve a "improve your own abilities" gameplay experience. Here are a few examples:
unlocks the level 9 Coop of the combat companion, and they will block a fatal blow for you regardless of their own life to prevent the game from ending.
unlocks Sakura Yajiro's Coop. By increasing the level, you will learn to make curry and coffee, and spend time creating these few props to "restore SP value".

unlocks Sadao Kawakami's Coop. By improving the level, she will spend money to make coffee, curry, and clean clothes on behalf of her, saving "you" more time. can even ask her to massage you after exploring the palace, so that you can relieve your fatigue and use precious time to complete other things.
* Before playing P5R, I first came into contact with " Soul Hacker 2". I didn't understand why this game has a rest point that cannot restore the SP setting. It also needs to be teleported multiple times and returned to the restroom to restore state.
After playing P5R, I realized that the crappy recovery method of "Soul Hacker 2" was inherited from P5R, but it was obvious that it only inherited the "shape" and did not have the supporting settings of the entire P5R date system.

Here is a simplified diagram to briefly summarize the relationship between several systems. What are the advantages of the
date system?
In most games, the progress of the game is controlled by the players themselves.
But because of the special date system, P5R looks like a game that drives the plot by the game itself.
We must mention the story structure of P5R here - the most amazing part of the story lies in the flashback design of the protagonist being arrested.
When time goes back to the day we first arrived at LeBron Cafe, we need to establish bonds by knowing different partners.
relies on the ongoing "past" now to break through the difficulties of the "future" in reality.

And your action time in the game is often limited. Whenever you want to guide a certain boss's palace, the upper right corner of the game will design a "failure date" countdown for you.

Under the urging of Deadline, you must decide how to allocate your time in a limited time period.
Recalling the school days, my friends may understand this feeling the most. The more they want to take the final exam, the more they want to clean up their room, read, play games, and sing. When people have an event that "must be completed within the deadline", they always feel that there is not enough time.

And in the world of P5R, there is almost no day that will be dull. The friends in the story have distinct personalities. As time goes by, the new location is unlocked, you will meet more and more people.

As each partner's Coop is unlocked, the interrogator will always scold the protagonist, and through a seemingly inquiry dialogue, telling what kind of help this person will provide in the protagonist's career as a monster thief.
These people have an experience, or a story that is happening. You appear by their side and will understand their past, solve their current troubles, and lead them to a bright future. What’s more important is that unlocking the new Coop level of these partners often requires the accumulation of favorability and the work and rest time of each of them. For example, some characters only appear on Friday and Saturday nights. Then in other periods, you can't ask her to improve her Coop level.
alternately with different characters to enhance their favorability, greatly reducing the players' irritability towards the same character and the same story .
players often have to face multiple stories of multiple characters at the same time, such as Xing being bullied by a scheming model. How will the subsequent story develop? The friend of the Dajiao reporter disappeared. What is the truth?

Sanshima psychological problems arise, and the impression space also meets him. What changes will he change in the future? If you want to start the Coop with Shuangye, you have to exercise "considerity". What is the story about this little girl? You also need to arrange time to work in a flower shop, buy some plant nutrients, and supplement the green plants with some nutrition.
In a limited time, there are endless interesting things you need to do.
And the real time passes away in this atmosphere.
As the twisted hall of the big boss was broken one by one, players who were supposed to be in a state of "spiritual relaxation" will be asked by the interrogator again: "So, explain why they attacked him... He is a big man."The story arrangement of "
is like giving the player who is about to sleep, which once again aroused the players' interest in the future story.

Until the end, the judge took out the "preview letter" that the player had already been familiar with, and gave the sixth distorted hall owner, Sae Shinjima (hu) himself. The ongoing past and the future in which he is now are about to merge, and the story is pushed to its climax.

is hit During the defeat of Orson, the support rate of the monster CH at this time actually played a "false completion bar".
The author's recollection: Creativity and confusion about domestic games
Regarding the date system and the Coop system, this reminded me of another studio - Heluo Studio
When I was still in junior high school, I had played the "The Legend of the Martial Arts" (about 2000) they made many times, and I went around in Xiaoyao Valley. Walking around aimlessly, experiencing various failures. In the later period, I have been accurately calculated for 5 years and became the number one hero in the world through various adventures.
It is true that the dating system of "The Legend of the Martial Arts" is quite rough, and the daily adventure events are not as plump and exquisite as P5R design.
But because of the experience of "The Legend of the Martial Arts" that I understand why many young players are so devoted when playing P5R. Because when I was young, I was also unable to stop facing such a system.
and Later, the reorganized Heluo Studio made a game called "The Way of the Hero". Their original intention was to create a domestic martial arts academy training game similar to P5. The experience of "The Way of the Hero" in the game,
, is not a little worse than P5. The Coop level in
, is improved, and the abilities obtained by partners or protagonists are often closely linked to the story. For example, Xing was played with because another female model "fake crying" and lost her job. But Xing, who has a positive personality, not only did not feel depressed, but also learned to "fake crying" in this experience. The skills and use them in battle.

The picture is the CP skills of other characters in
, which is also highly related to the profession of the character itself and the services provided.
Back to watching "The Way of the Warrior", it also imitates a system that improves the level of friends and unlocks the ability - however, the increase in the intimacy of friends is exchanged for the rapid progress of friends martial arts .
html l0... If I don't accompany you to develop a friend relationship, will your martial arts stagnate?This is obviously a model that imitates other people, but there is no supporting story and skill tree...
From building a time system before others, creating a martial arts development model, to later clumsy imitation, this really makes me feel a little sad.
Boys' high school student simulator-perfect youth
In addition to the html introduced above, 3 Multi-progress bar and Date system . Another great fun of the game actually comes from the protagonist's identity as a sophomore high school student.
Select countless famous places in Tokyo in the game, and take out a section of each place, unlocking one by one, so that we can see through the leopard and explore the prosperity of Tokyo. It will not increase the development cost of the development team too much.
and prevent you from going to other places. It is also the reason why "high school students, underage do not want to do it yet. Run around”.

You can directly treat P5R as the introduction version of the electronic game of "Tokyo region", and there is no problem at all.
Cultural confidence
At this point, we need to mention the ubiquitous "cultural confidence" in the game.
You can always mention various Japanese delicacies from the characters: sushi in Ginza, Japanese ramen , pork miso soup set.

and even Dragons hoped to eat "domestic eel " (according to the popular science of B station, Chinese eels now have higher quality in order to adapt to the Japanese market), and when Molgana heard that he wanted to eat sushi, he always cheered and wanted to eat "tuna big belly".

When Mr. Maruhi said goodbye to you, he had a meal "his usual self is reluctant to buy Tempura set meal ".
These confidence in my country's culture, expressing them vividly through these characters, makes me feel the urge to really want to go to Tokyo to taste it or not.

Of course, there are also traditional Japanese bathrobe show, fireworks festival, college festival, etc.
In addition to the domestic culture, when LeBron makes coffee and curry, he will also give you "tips" in the game, introducing various special methods of coffee and curry.
has only one thing, just like China. When the protagonist is physically exercising, there will be an option to choose "protein powder" or "foreign protein powder". At this time, the maximum HP increased by foreign protein powder is much better than ordinary protein powder.
It turns out that Japanese people also think that foreign-made things are actually better~
The pressure of elimination
So, as a high school student, what is the most important part of limiting him?
For ordinary people, of course, it is "pressure for going to school" and " The money in hand is often not enough to spend ".
But for the P5R thief joker, the money earned from the palace and impression space is inexhaustible. As long as you want, you can squander the money you can't spend in various stores.

As a game, the content of the class is naturally extremely simplified. Unless the teacher happens to spot checks you in class, or if there are any important events on that day, most of the time, class will be "automatically skipped" until the key "after-school time".
And as a high school student, you have almost no academic burden. Moreover, whether it is taking a bath, playing baseball, throwing darts, or challenging to eat cosmic burgers, whether it is playing old game consoles, watching movies, or reading novels: there is never a saying in the game that "playing with things and losing one's ambition", but it has achieved Everything in life is practice . Any activity will definitely have a positive feedback result in the end.

and the improvement of capabilities will help you to unlock new Coop conditions.
There are still things I remember and forget about when studying, but the protagonist's ability is improved, that is, it is a real permanent improvement. How can a system like
with extreme positive feedback not make people feel happy?
The teenagers who are mumbling
Let’s put aside the character of the game for the time being. This game is a rare game with such a large amount of text that can still allow me to read without any obstacles. Why does this effect occur?
Because the dialogue mode of these high school students is really in line with the performance of this age group. Once you have achieved results, you will yell excitedly and use all the money you get to celebrate the celebration banquet.
I hope that my behavior will be known to the whole world and the fear of being locked in by the police.

Many Japanese games always like to throw out a large number of proprietary self-created nouns at the beginning of the game, and hope that players can understand through a long conversation.
But the large number of conversations in P5R are more like a concise thoughts about one's life and encountering difficulties.
When you brag and complain with your friends, will you spend a lot of energy thinking about what the meaning behind this sentence is?
Therefore, for most of the time of the game, I am in a soothing and comfortable environment.
After reading many high school students to tell their stories, you will find that their words are awkward and pretentious - for example, the script of "Summer Fireworks" I visited some time ago has this problem.

So, being able to write the conversations of a group of high school students is like high school students in a conversation, is a rather terrifying ability.
It has indeed undergone quite detailed designs - but when you feel this game, you can't see any of its designs. This is the strength of P5R.
It's like Chen Peisi plays a thief and Zhao Lirong plays a working old lady. Real acting skills are never seen.
My friends
It is quite complicated to talk about the character design in the game. Whether it is Longsi, Xing, President, or Futaha. Almost all characters will be confused by the first impression constructed by his appearance and words and deeds before you understand him.
For example, the apricot gives me the feeling of being beautiful and difficult to get close to.
President - the so-called top student, the principal's dog legs.
Aocun - The daughter of a happy chain entrepreneur.
But after getting in touch with them and understanding their story, you will see the other side of them.
For example, the president is not as omnipotent as he appears to be. She has an inexperienced side.
Apricot is very nervous because it looks outstanding, but no friends are quite worried.

The shape of their personality masks often shows the rebelliousness and shame in their hearts.
I am arrogant and when I thought I knew them enough, I actually didn't look at the problem from their perspective.

For example, before everyone is going to Hawaii for a study trip, Molgara is like a guide because more powerful players join. Originally in the palace, his position, which was guided by his voice while fighting, was handed over to "Twin Leaves", and the auxiliary lines aimed at the enemy's weaknesses were handed over to Ma Shinjima.
Everyone is a partner, so they will joke that Molgana is useless. The one who can speak has no intention, and the one who listens has the intention. This opportunity caused Morghana to run away from home.
The feeling that everyone is no longer needed will resonate with players, or more or less.

Of course, when it appeared with Aomura Haru , which was seriously sarcastic, it still made me laugh. The second paragraph of

is the content that I still remember clearly when Longsi rushed to the lifeboat in order to save the monster thieves.
Dragon Si has always been a comedian in the team. Those who fight with me are beautiful girl models, president of the top student union, disciples of artists, young ladies of entrepreneurs, and top-notch hackers.
, a passionate fool who gave up track and field because of injury, had a bad father, and he was still poor in his studies, and he didn't work hard. Even if he doesn't wear tinted glasses, he is the one with the worst qualifications in the team.
His worries were repeatedly surrounded by the track and field department where he no longer wanted to go back.
However, it was him who rushed out without hesitation when the monster thief group was on the verge of being destroyed - using the running method of track and field, which was his passion and youth. The contrast of
... made me feel guilty. I also got to know Longsi again.
"I" - a heartthrob with an ordinary look
Of course, another exciting point in the game: you are someone you need.
Everyone calls the Joker a plain look. But they will be inexplicably attracted by his personality.

His mobile phone rings all day long, and he received more invitations in half a month than I did in a year.
He is like its mentor of life, just listening to the other party telling his own story and inserting a few sentences in the middle: "I believe in you", "Do you want to give up like this?", "Look forward!" This is in line with appropriate words.
stimulated the courage in the hearts of my companions as if they were deafening. My companions all said: Without you, I would not have been able to take this step. Thank you!

Of course, when words stimulate the inner courage of partners (non-combat partners) to move towards the life they hope for, there are often stumbling blocks on the road. At this time, we will return to the theme of "Mind Monster Thieves Group". The protagonist will lead his team as the leader to change the distorted minds of those evil people and let them return to goodness. I think the story design of
is very clever. He did not directly help his partner solve the problem, but only provided them with help after he decided to come out on his own.
This also shows that if a person does not want to change, even his superpowers cannot save her.
Of course, what I want to sigh most is that no matter how suspicious the person who asks the protagonist for help, the initial incident is that the protagonist meets a good person. The reason why they are strange is that there is something hidden behind it.
The plot is difficult for me to agree with.
After watching countless social news, I confirmed that this is what it can be like in the game. If it were in reality, four waists may not be enough to cut.
Japanese people really like this kind of design with contrasting personality!
But in real society, is as kind as Joker, and may really become a clown.
The first defect
talked about so many advantages, I want to write about in P5R I think the flaws of .
The story starts from the physical education teacher to the last Lion Child congressman, and the rhythm is actually quite good. Among them, Sae Nishima's palace pushes the story to its climax, and all the foreshadowing of the previous story begins to close, pointing all the spearheads at Lion Child.
I think is not only reporting the whereabouts of the thief group when the police offer high rewards, but these people are still talking about related topics on their mobile phones, I think the rest of is quite normal.
I think this story ends after defeating the Lion Boy, and a future talk will actually be a very mature and perfect story.

But the appearance of the pseudo-god made me feel like I was having a play.
As a world where there are Hawaii, American (half American descent), and Chinese cuisine.

As a group of monster thieves who make evil people repent, the object of repentance is mainly concentrated in Tokyo (even other cities in Japan).
serves as a "impression space" (coordinate Shibuya) that brings together a large number of human impressions.
The monster thief group is fighting against the false gods who are trying to destroy the "whole world". This proposition is really too big. No matter what psychology it refers to, it takes too much. even destroyed the character of the main character of this group of people who are still "high school students".
Although the experience of every member of the Strange Thieves Group is indeed very bad, the psychological age of these children who are group to keep warm is still as teenage as they are, of course they also have courage and belief. I also believe that they will shine on their own life path.
But against the pseudo-god who can "manipulate all humanity", this... has passed.
Of course, as a JRPG, you must kill a god who intends to destroy the whole world in the end.
So, the story can be understood in this way.
The second inevitable flaw
Every female character has a lover ending. Some people who have no lover's plot can eventually develop into lover's ending.
The lover's ending is extremely separate from the main plot.
has no choice, it is caused by the excessive size of the game. Just like "The Traveler of Eight Directions" is difficult to have interactive dialogue, it is understandable.
P5R's unique problem
Fangzexia. First of all, as a player who has never played the original P5 version, I think Fangzexia is so angry that she is in the beginning and in the plot.
is taken separately. The character story of Fang Zexia is actually not a big problem, but as a non-combatant character in the main article, in fact, it is actually a few more Coops. Players can develop if they are willing to develop, and if they are unwilling to develop, they can just put it there.

At the critical node of the plot, she could show off her existence, but had no effect on the main plot...
I remember that in the normal main line, there was an event called "Night Night Festival". I insisted on participating with her and another female character twice...
Her existence is very rhythmic in the main line. Instead of adding so many scenes to her, is actually better to come out 1 to 2 times and give some "pre-story stories" to Aomura Haru who joined the team at the end.
Teacher Maruhi, I like this character very much, he is a very gentle teacher. Compared to Yoshima Kasumi, his integration into P5R can almost be called "secretless integration".

But I also find it difficult to agree with the world he created. "One-size-fits-all" is indeed a relatively simple behavior, but any "for your own good" imposed on "everyone" is wrong. Including the choice of the protagonist group, I think the same is true. Moreover, the world created by Maruki is very different from Infinite Moon Reveal. Compared to the perfect world built in his own mind, Maruki's world wants everyone to be happy - and this is obviously impossible. As long as resource allocation is involved, conflicts will definitely arise.
His research should actually target those who suffer from severe "PTSD" and those who really cannot get out of it by themselves. There are strong wills of heroes in this world, and they should also give other people the power to "not get out".
Finally, it is Akitoro. I have no feelings about the question of "Do you want to hype CP?"
I think the Akichigoro design in this article is very outstanding, and I also think the crazy Akichigoro in the third semester is very outstanding.

But what I hate is actually the attitude of the monster thief group.

My opinion on "evil man", I admit that he is very handsome and capable, But doing evil is doing evil. What is the pain of doing this? Why did you become like this? What does it have to do with me?
You have used us, betrayed us, and killed so many people, whether from the legal or moral level, you should die.
Why did Maruki take Zhizhi as a "hostage" and let us identify with his world? This logic is a bit broken.
If you let the innocent people who died because of "destroyed people", I might be moved.
I have a feeling that in the eyes of the JRPG protagonist who promotes "justice" and "forgiveness", it seems that the innocent people who died due to disaster are just numbers. In reality, I, who already live as a "number", from my perspective, this is something I have never accepted.
Conclusion: P5R, in my opinion, is a feast. The art resources, music resources it collects, and the hard work devoted to the original plot made me feel the "possibility" that a company with outstanding abilities wants to make a game seriously. It also shows me how terrifying it would be if a game filled with details in all aspects.
After seeing the subsequent plot of P5R and the performance of Soul Hacker 2, I even felt a little pessimistic that there will be no more works that surpass this work in the future.
Of course, as a player, I don't want it to be true.
Finally, thanks for reading this article, goodbye.