Okay, in no particular order....Cybylt said:Except Persona 3 wasn't on autopilot for twenty five hours and didn't have a terrible skill tree system, had the daily life bits being as enjoyable if not more engaging than the dungeon crawling(oh, and it has dungeon crawling where XIII has a hallway) and didn't drip feed the mechanics until you finally got them all at the very last set of fights.Folksoul said:XIII. It's a shiny Persona 3. Identical characters going through identical character development and near identical game play. Linear dungeon crawl broken up with cutscenes of character interaction.
The open-ended style and time management also let you take on which part of the game you wanted as you wanted it as well vs the strictest linearity its respective franchise has seen. The dungeons themselves are a proceduraly generated tower of different maze-like structures compared to a singular path with the occasional side branch to pick up loot or an extra fight.
Really, I want to know how you drew them to be so alike when the only thing that ties them is genre.
Plot is inconsequential compared to character development and JACK is explained properly in both games until act 3.
Villain reveal at exactly 2/3 through. 1st act is all setup and the worst part of both games.
Ice queen becomes mother figure that increasingly fetishized in subsequent appearances.(Lightning-Mitsuru)
Youngest party member has mother die because of older party member with trench coat doing something foolish.(Ken-Shinji) (Hope-Snow)
Ambiguous bordering on blatant homosexual romance between two party members.(Shinji-Akihiko) (Vanille-Fang)
Antagonist who is a major asset to the party. (Cid-Ikutski)
Antagonist who comes to respect/sympathise the heroes after being defeated and commits suicide. (Raag Rosh-Chidori)
Party members have a large character development set-piece(Eidolon Fight-Persona Ascension)
Both games have personality specific combat skill trees for each party member.
They are both 50/50 grinding and cut scene.
Arbitrary grinding cap(Crystarium levels/ Dungeon sickness)
Party's moral choice is "die, or everyone dies."(Handled differently in both games. Elizabeth and Theodore are attempting to create the third option the l'cie had, appeal to divine intervention to undue P3's ending, as of P4 arena.)
Sh*t crafting system that is nothing but a money sink.(Persona fusion- Trapezohedron farming)
Cannot control party in combat aside from leader, only influence types of abilities used.
Constant insta death from generic encounters if battles are not initiated properly. (Active persona weaknesses-Paradigm deck mismanagement)
I can go on for weeks here, and have, to the great irritation of my friends. They are, in a general sense, THE SAME DAMN GAME. That's why I like 13 and its spin offs and not so much the rest of the franchise.