1070: Victory and Answers at Last

I finished Persona 3: The Answer. I won’t lie, I am more relieved than anything, but after such an ordeal I find myself glad that I have now played the complete Persona 3 experience from start to finish. (This is, of course, excluding the female protagonist’s path through the PSP version, but I think I may need a bit of a break from Shin Megami Tensei for quite a while now — so that will have to wait!)

The Answer is a curious beast. All the while I was playing it, I had a big question in my mind, appropriately enough. That question was “should this exist?”

It’s a fair question. Does it need to exist? I certainly wasn’t unsatisfied with the way Persona 3’s original story ended, but I was also excited by the prospect of it continuing, which is why I immediately picked up a copy of Persona 3 FES as soon as it came out, despite having bought the original at full price. (Both are still on my shelf. And yes, it has taken me this long to finally get around to actually beating FES. For those who aren’t keeping track, FES came out in 2008. It is now nearly 2013.) I was excited by two things: firstly, the prospect of a “director’s cut” of the main Persona 3 story, and secondly, by an additional 20+ hours of gameplay that resolved more than a few unanswered questions posed by the ending.

On balance, I think I am glad that The Answer exists, because the story that runs through it and particularly its ending are very satisfying — at least, they are if you’ve played through all of The Journey beforehand. I just wish that the execution was better.

It’s sort of difficult to imagine how they could have done it differently, however. The core concept of The Answer is that the party have trapped themselves in the situation they’re in through their own regrets and desires, which means that they’re literally stuck in the same place at the same time on the same day until you beat it. This means none of the awesome “life sim” aspect of Persona 3 — no going out and going to school, no balancing whether or not you should go to Track Team or Music Club after school, no hanging out with the drunken old monk in the bar in the evening, no singing karaoke to build up your Courage statistic. Just dungeons. Fighting. Lots of fighting.

I like Persona 3’s combat system. (I prefer Persona 4’s ability to let you take direct control over all your members, but I still like Persona 3’s.) There’s nothing fundamentally wrong with the idea of an add-on campaign involving a whole bunch of fighting using what is a very good JRPG combat system. However, what is wrong with The Answer’s gameplay is that it is regularly cheap, unfair and controller-flingingly frustrating, particularly when it comes to boss battles, and especially later in the game.

A key part of the Persona 3 combat system is learning the various weaknesses of enemies and then exploiting them to knock them down. Knocking all the enemies in an encounter down at the same time allows the entire party to unleash an “All-Out Attack” for massive damage, so generally speaking your aim in any battle is to knock down the enemies as efficiently as possible to trigger one of these, as they will usually if not finish the battle immediately, they will certainly tip the scales in your favour.

Here’s the annoyance with The Answer’s bosses, though — many of them have these weaknesses as in The Journey, but they also have passive abilities that allow them a not-insignificant chance of automatically avoiding any attack with the attributes they are weak to. For example, in one encounter there are three enemies — one is weak against fire, another is weak against ice, another is weak against wind. The one who is weak against fire has the “Evade Fire” skill, which means that on a significant number of occasions when you attack it with fire and attempt to knock it down, you will simply miss. The other two also have the corresponding “Evade [x]” skills, making it very difficult to actually knock them over and deal damage. I’m all for a bit of a challenge factor, but because these mechanics are so heavily based on luck rather than skill or strategy, it just felt incredibly cheap any time I died because of them.

To add insult to injury, The Answer’s final boss, while spectacular to look at as all good final bosses should be, was almost insultingly easy to beat, making the big finale more of a test of patience more than anything else. Actually, I can’t be too mad about this, because if I had to repeat the cutscenes leading up to that final battle as I had to repeat the cutscenes leading up to numerous other boss battles on a number of occasions earlier in the game, I would have probably been very annoyed. As it happened, I was able to take it down in one attempt, meaning the story kept flowing nicely at the moment when it needed to be pacy.

So after completing the whole shebang I am left with somewhat mixed feelings. On the one hand, I am happy that I saw the story end conclusively. I am satisfied that I successfully beat a very difficult game. But at the same time I am a little annoyed that a game as brilliant as Persona 3 has been slightly soured in my memory by the amount of annoyance The Answer gave me.

Am I glad The Answer exists? Yes, I think I am. Will I ever play it again? No fucking way!


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