So I have a bit of downtime again after the disappointment that was Callisto Protocall, and still being over a week away from FF7 Crisis Core's Remaster, I decided then to jump into a game that I'd skipped a long time ago Shin Megami Tensi V. I remember trying this game back when it was newly released on the Switch and bouncing off of it pretty hard. Persona had made me a fan of the SMT realm of games, or so I thought, but again in trying to sit down and play SMTV I've come to have the same struggles. I have had similar issues with many other Jrpgs in recent years including Scarlet Nexus, Tales games, and I think I've finally figure out a reason to why.
It's the intros.
For the sake of comparison I'm going to compare Persona V to SMTV because I think they have the best through-lines in order to compare styles and why one works for me where the other one doesn't.
In SMTV you are shown an intro about God and angels and how they let humanity live blah blah. Your character starts in school and is told that there have been some strange attacks lately and you shouldn't go home alone. You then are thrust into a friend group for two minutes before the way home is blocked by another murder, and one of your new friends goes off to take a phone call. You go find them super far away in a tunnel for some reason, the earth shakes and you are in the netherworld where demons are. Then you are attacked and some guy shows up to possess you and the gameplay begins. So immediately this intro serves a couple of problems. Number one being that the set up is basically demon world bad, go deal with it which is simple I guess but i found these plots that explain a bunch of crazy rules for the world you're in to be too jarring to get into. Number two, you have no characters to give a shit about, your group is thrust upon you and then you are taken away from then in minutes and you silent protagonist is meaningless so what's the point?
In Persona 5 your character is silent, but there is story to him. He tries to help a woman and pisses off a powerful political figure and as a result he is sent to a new town to live on probation for a year. He meets his caretaker, gets his room set up, goes to school and learns his schedule while also meeting people in passing who will become his friends. What's great about this is that you are given a reason to care, not just about your character but also the people around him. Then when you are thrust into another world with demons and shit to fight, you don't the first time. Instead you are chased out and the plot thickens, you and Ryuji investigate again and THAT's when your persona awakens and you have the ability to fight back. Not to mention the villain of your demon world is set up in such a great way that you also have a reason to fight him.
Basically it boils down to the set-ups and how each game introduces you to the world and the characters within it, but more importantly it sets up your struggle. In SMTV what's the struggle, sure the demon world might invade the real world but why is that OUR problem? Whereas in Persona 5 the shadow world means nothing to us, but what is important is stopping the evil High School Coach from abusing his students, there doesn't need to be a world wide motivation yet because it's a personal story right now, with the killing of god gradually building up throughout. This motivation for the player is what I think is most important in keeping that player interested in what's going to happen throughout a 60+ hour game. You can't hit someone with "world's ending go save it" right out of the gate because the player isn't going to care about that.
That's one thing that I think Final Fantasy games almost universally do well starting with 4.
FF4 - You are a Dark Knight (which fucking sounds cool), and you attack a village filled with innocent people, wtf are you the baddies? That's a hook, and the torment the character faces right afterwards immediately makes the plot and game hook you.
FF6 - You're a bunch of people in killer robots attacking a village, wtf are you the baddies? Oh but the girl breaks free and she's rare because she can use magic and the evil empire want's her power.
FF7 - You are attacking a reactor that is draining the planet of life, killing guards and destorying the innocent lives of the people in the city near this reactor, whoa WTF are WE the baddies?
Huh...kind of thematic.
Anyway my point stands. Scarlet Nexus had this problem for me as well in the they threw a bunch of terms and weird rules about the world at me and didn't set up the characters at all, then fighting is happening and there is a reason but I'm not really sure what's happening or why, and it's so jarring that it just isn't interesting. Admittedly the Tales games do a better job at Character set up like Beseria was really good because you can feel Violet's rage and hatred and desire for revenege, however where the Tale's games fuck up is that immediately after the intros the game slows to a crawl and the pacing just never seems to go anywhere.
What do you guys think? Am I onto something or totally off base?
It's the intros.
For the sake of comparison I'm going to compare Persona V to SMTV because I think they have the best through-lines in order to compare styles and why one works for me where the other one doesn't.
In SMTV you are shown an intro about God and angels and how they let humanity live blah blah. Your character starts in school and is told that there have been some strange attacks lately and you shouldn't go home alone. You then are thrust into a friend group for two minutes before the way home is blocked by another murder, and one of your new friends goes off to take a phone call. You go find them super far away in a tunnel for some reason, the earth shakes and you are in the netherworld where demons are. Then you are attacked and some guy shows up to possess you and the gameplay begins. So immediately this intro serves a couple of problems. Number one being that the set up is basically demon world bad, go deal with it which is simple I guess but i found these plots that explain a bunch of crazy rules for the world you're in to be too jarring to get into. Number two, you have no characters to give a shit about, your group is thrust upon you and then you are taken away from then in minutes and you silent protagonist is meaningless so what's the point?
In Persona 5 your character is silent, but there is story to him. He tries to help a woman and pisses off a powerful political figure and as a result he is sent to a new town to live on probation for a year. He meets his caretaker, gets his room set up, goes to school and learns his schedule while also meeting people in passing who will become his friends. What's great about this is that you are given a reason to care, not just about your character but also the people around him. Then when you are thrust into another world with demons and shit to fight, you don't the first time. Instead you are chased out and the plot thickens, you and Ryuji investigate again and THAT's when your persona awakens and you have the ability to fight back. Not to mention the villain of your demon world is set up in such a great way that you also have a reason to fight him.
Basically it boils down to the set-ups and how each game introduces you to the world and the characters within it, but more importantly it sets up your struggle. In SMTV what's the struggle, sure the demon world might invade the real world but why is that OUR problem? Whereas in Persona 5 the shadow world means nothing to us, but what is important is stopping the evil High School Coach from abusing his students, there doesn't need to be a world wide motivation yet because it's a personal story right now, with the killing of god gradually building up throughout. This motivation for the player is what I think is most important in keeping that player interested in what's going to happen throughout a 60+ hour game. You can't hit someone with "world's ending go save it" right out of the gate because the player isn't going to care about that.
That's one thing that I think Final Fantasy games almost universally do well starting with 4.
FF4 - You are a Dark Knight (which fucking sounds cool), and you attack a village filled with innocent people, wtf are you the baddies? That's a hook, and the torment the character faces right afterwards immediately makes the plot and game hook you.
FF6 - You're a bunch of people in killer robots attacking a village, wtf are you the baddies? Oh but the girl breaks free and she's rare because she can use magic and the evil empire want's her power.
FF7 - You are attacking a reactor that is draining the planet of life, killing guards and destorying the innocent lives of the people in the city near this reactor, whoa WTF are WE the baddies?
Huh...kind of thematic.
Anyway my point stands. Scarlet Nexus had this problem for me as well in the they threw a bunch of terms and weird rules about the world at me and didn't set up the characters at all, then fighting is happening and there is a reason but I'm not really sure what's happening or why, and it's so jarring that it just isn't interesting. Admittedly the Tales games do a better job at Character set up like Beseria was really good because you can feel Violet's rage and hatred and desire for revenege, however where the Tale's games fuck up is that immediately after the intros the game slows to a crawl and the pacing just never seems to go anywhere.
What do you guys think? Am I onto something or totally off base?