Merged.
Don't think there is a dedicated codex thread for the remake but you'll soon have the opportunity to give Atlus more money for a more-complete version of the remake.
Don't think there is a dedicated codex thread for the remake but you'll soon have the opportunity to give Atlus more money for a more-complete version of the remake.
How is the original The Answer? Is it possible it turns out a more challenging experience than base Reload?
Don't think there is a dedicated codex thread for the remake but you'll soon have the opportunity to give Atlus more money for a more-complete version of the remake.
How is the original The Answer? Is it possible it turns out a more challenging experience than base Reload?
OMG the greedy Atlus fucks are making people pay extra for every single byte of content.
I'm late to this, but the real challenge to FES was time management and maxing as many social links as you could on one playthrough. It's nearly impossible to max all of them unless you follow a guide and it made for a fun challenge seeing how many you could complete.Persona was always easy.
The real problem with Reload is lack of any challenge. They threw away too many important mechanics.To be fair, even in portable they added a bunch of QOL changes that made the game significantly easier (I.e. controllable party members) so I'm not surprised by the removal of the fatigue system.
The real problem with reload, from the standpoint of it being a remake, is it completely ignores the extra content from portable and therefore can't really be called a definitive experience, despite it being the third P3 re-release lol.
It's the contrary no? They added theurgies and full party control meanwhile leaving the enemies the same, thus trivializing the challenge.The real problem with Reload is lack of any challenge. They threw away too many important mechanics.To be fair, even in portable they added a bunch of QOL changes that made the game significantly easier (I.e. controllable party members) so I'm not surprised by the removal of the fatigue system.
The real problem with reload, from the standpoint of it being a remake, is it completely ignores the extra content from portable and therefore can't really be called a definitive experience, despite it being the third P3 re-release lol.
Persona was never that hard unless you play on Merciless, FES is like SMT4 in that it's challenging for the first few bosses then becomes pretty easy once you have access to more demons and buffs/debuffs.The real problem with Reload is lack of any challenge. They threw away too many important mechanics.To be fair, even in portable they added a bunch of QOL changes that made the game significantly easier (I.e. controllable party members) so I'm not surprised by the removal of the fatigue system.
The real problem with reload, from the standpoint of it being a remake, is it completely ignores the extra content from portable and therefore can't really be called a definitive experience, despite it being the third P3 re-release lol.
Those too, but I've ment removal of fatigue and broken social link systems.It's the contrary no? They added theurgies and full party control meanwhile leaving the enemies the same, thus trivializing the challenge.The real problem with Reload is lack of any challenge. They threw away too many important mechanics.To be fair, even in portable they added a bunch of QOL changes that made the game significantly easier (I.e. controllable party members) so I'm not surprised by the removal of the fatigue system.
The real problem with reload, from the standpoint of it being a remake, is it completely ignores the extra content from portable and therefore can't really be called a definitive experience, despite it being the third P3 re-release lol.
Reminds me of Elden Ring where they kept the enemies more or less the same but gave players a bazillion KAMEHAMEHA op powers.
Those too, but I've ment removal of fatigue and broken social link systems.It's the contrary no? They added theurgies and full party control meanwhile leaving the enemies the same, thus trivializing the challenge.The real problem with Reload is lack of any challenge. They threw away too many important mechanics.To be fair, even in portable they added a bunch of QOL changes that made the game significantly easier (I.e. controllable party members) so I'm not surprised by the removal of the fatigue system.
The real problem with reload, from the standpoint of it being a remake, is it completely ignores the extra content from portable and therefore can't really be called a definitive experience, despite it being the third P3 re-release lol.
Reminds me of Elden Ring where they kept the enemies more or less the same but gave players a bazillion KAMEHAMEHA op powers.
I think fatigue and broken links were annoying but crucial mechanics. Without them there is basically no resource(time, group members) management. The game lost it's identity.Those too, but I've ment removal of fatigue and broken social link systems.It's the contrary no? They added theurgies and full party control meanwhile leaving the enemies the same, thus trivializing the challenge.The real problem with Reload is lack of any challenge. They threw away too many important mechanics.To be fair, even in portable they added a bunch of QOL changes that made the game significantly easier (I.e. controllable party members) so I'm not surprised by the removal of the fatigue system.
The real problem with reload, from the standpoint of it being a remake, is it completely ignores the extra content from portable and therefore can't really be called a definitive experience, despite it being the third P3 re-release lol.
Reminds me of Elden Ring where they kept the enemies more or less the same but gave players a bazillion KAMEHAMEHA op powers.
Fatigue is an annoyance in early game that stops becoming an issue by June. Broken social link system just means more save scumming. OG Persona 3's difficulty comes mostly from the fact that you can't rely on your teammates and have to play the game mostly as a one man machine. P3R would have been reasonably difficult if not for the dumbass Theurgy nonsense they added.
the way persona is written as a game precludes having those party members at all time. breaking social links with randos is less importantBroken social links were good. More possibilities for fuck-ups in games, less design choices catered towards OCD 100% autist FOMOists please.
you can't fuse shit from this or that arcana at allWhat does broken social links mean? How it differs from unbroken ?