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Maybe that's to be expected given the nature of this release, but it's still a little disappointing. Much of the depth and RPG-ness of the characters just isn't here like it is in the base game. It's a nice call to the perils of social media and such complicated topics, even if the payoff to besting the negative characters who made poor choices or had improper goals isn't always satisfying.īut things do struggle a bit when we don't paint with such broad strokes. The baddies, normally just overlords of their own little universes, can now influence the masses this time out. What we can say about the story is it takes a nice modern twist.
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Going to the Metaverse to upend a baddie to impact the real world remains a fun concept, though it seems pretty blatant these are dialed down and more linear this time. Jails will give Persona 5 players deja vu in the form of palaces. But the adjustment period isn't long despite how chaotic things look on the screen. Maybe the only exception is juggling it all so fast on the fly, especially when working in things like environmental attacks. A simple tap of a button switches characters, and while the action on the screen can look overwhelming, it's always rather intuitive to control.
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This is a simple system at face value, though the layers of strategy it presents are many-before long, seasoned players will be flipping through multiple spells across several characters in different areas to hit on weaknesses and environmental details. Summoning a character's Persona pauses the action and lets the player filter through some spells to cast during combat. The Persona system is a fun wrinkle to the well-trodden genre, too. They also come equipped with a huge list of combos that make the possibilities seem endless. Characters tend to face overwhelming odds against an impressive amount of enemies on the screen at once, making the light and heavy attacks all the more stunning and powerful-feeling.Īt its most basic, characters are equipped with a melee and ranged weapon, albeit varied enough to make each character feel distinct. It's heavy on the Persona 5, which is a huge deal.īattles will feel familiar to those with experience in such a genre. It should be noted that this isn't a simple reskin of a Dynasty Warriors game in the way, say, Hyrule Warriors: Age of Calamity felt. Exploration is a simple dungeon-crawler, while actual battles are hack-n-slash fun in the Dynasty Warriors genre (Musou). Instead, it is a fun hybrid blend of genres. Strikers is not a traditional turn-based RPG. The same might end up being said for the gameplay, too. At best, it's one of the most interesting releases of the year that won't see much competition in the creativity department. At worst, the designs are distracting to a player and not appealing.
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Of course, things looking good in this anime-stylized series isn't anything new. It's also easy in the chaos of battle to miss some of the finer details that are done so well, such as great-looking environmental shadows. Speaking of visual treats, the anime cutscenes interspersed with in-engine conversations and gameplay are fantastic and high quality. But the eye candy is a visual treat most games can't pull off, nor does it suffer greatly for it in the performance department. Granted, the colorful trip to interesting locales while monsters and magic fly left and right can get overwhelming at times on the screen during battles. Everything from the flashy menus to the creative, eye-catching characters and beyond places the game happily at home in the series-all while the varied soundtrack pumps in the background, surely getting stuck in the heads of those who hear it. Strikers could pass as Persona 5 to those not paying enough attention.