Sunday, March 29, 2020

The Art Of Video Games: Persona 5




SPOILER ALERT:

Plot details for Persona 4 and Persona 5 follow.






"Who am I?
 Am I not unique?
 Maybe I'm not here at all."



Maybe I only speak for myself here, but I'd like to think that for a lot of JRPG fans, Persona 5 was everything we thought Final Fantasy XIII was going to be. A game that would advance a series we all loved onto the next-gen console, offering a new, but familiar battle system, as well as utilizing the engine to create an immersive storytelling experience that would have been impossible before. While FFXIII can hardly be called the worst in that series, it failed to live up to promise of that E3 2006 trailer, which boasted a fast-paced Matrix style gameplay and a gripping narrative. Battle in FFXIII was underwhelming and automatic, while movement was linear to the point of absurdity. The plot sloppily meshes elements from FFVII and FFX, but lacks the clear character motivations that made those stories interesting. Indeed, Lightning, the game's flagship character, was simply a gender-flipped Cloud, who lacked any of the latter's complexity. One could well fear the same happening with P5. It had a lot to live up to. Not only did P4 grow to be the most acclaimed game in the series, but further launched the Persona brand into the gaming mainstream, becoming, for many, their introduction into the series. A proper follow-up would be no easy feat. So what's most surprising about the reception of P5, isn't how well it met expectations, but how far it exceeded them. P5 is hardly a year old, and Famitsu readers have already voted it the greatest game of all time, with a Metacritic score that surpasses all others in the JRPG genre but Final Fantasy IX and Chrono Trigger. 

Whereas Persona 4 built upon and expanded the foundations of its predecessor, Persona 5 deconstructs them. P4 was pure escapist fantasy, it starred a Gary Stu protagonist who everybody loved in the Japanese equivalent of Bedford Falls. P5 starts you off branded as a criminal who is met with stigma and suspicion by everyone, even your guardian. Igor's Velvet Room, once luxurious, is now a prison cell, and his assistants, once alluring, now cold and threatening. Instead of sleepy, rural Inaba, you maneuver through the hustle and bustle of modern Tokyo. Inaba was the home you always wished you had, whereas in Tokyo, you feel as though you don't quite belong. P4 felt very rooted in Japanese traditions, from Amagi Inn to the Shinto-inspired Personas. P5 feels more international, with Personas inspired by rebels from around the globe, one of the main characters being of mixed ethnicity, the addition of a Christian church, and a school trip to Hawaii. The narrative is also structured differently than that of the previous entries. It begins in media res, as you sneak through a flashy casino, only to be apprehended and brutally tortured by the police. You were sold out by one of your friends, and Prosecutor Sae Nijima will lead your interrogation. The bulk of the game consists of you recounting those events to her, though the story will occasionally flash forward to the interrogation. Doing this provides enough curiosity about where the story will go, but creates enough anticipation as to how it will get there.

In P4, you explored the psyches of your friends, but in P5, you explore the psyches of your enemies. In the Metaverse, which can only be entered by using a Navigation App on your cell, a person's desires can get so distorted that a Palace can be created. These Palaces, much like the dungeons of P4, are manifestations of how these people view the world. Kamoshida, a former gold medalist, sees the high school as his castle, while the gangster Kaneshiro sees Shibuya as his bank. It should be of little surprise that these distortions echo the Seven Deadly Sins, with the sexual abuser Kamoshida representing Lust, the plagiarist Madarame representing Envy, and the ruthless CEO Okumura representing Greed. Your goal, as a Phantom Thief, is to steal away their "Treasure", or the manifestation of their deepest desire. Kamoshida's Treasure is the gold medal of his former glory days, whereas Madarame's treasure is the painting he's always tried to copy. Of course, the Treasure will only manifest once the owner of the Palace feels as though this desire is threatened. You create this sense of threat by sending their conscious self a "calling card", warning them of the oncoming theft. A successful heist yields a "change of heart" in the Palace owners, during which they are made to feel bad about their crimes and openly confess for repentance. By doing this, the Phantom Thieves hope to reform society, but unlike P4's Investigation Team, which sought to validate the law, you work to change things outside of it.


Art by Soejima Shigenori. Used for education under "Fair Use." All rights to Atlus.

The aesthetics of P5 make it stand out leaps and bounds ahead of any previous entry. This is the first Persona to explicitly use the cel-shading of anime games, and the menus have such style that they seem to pop out like the word bubbles in a manga. All throughout there are shades of Lupin The Third, Cat's Eye, Mission: Impossible, The Scarlet Pimpernel, Cowboy Bebop, Marvel, DC, and Ocean's Eleven, all of it brought to life with an opening animation that is reminiscent of the elegant ice skating in Yuri On Ice!. More than any other Persona, you have enough space to breathe and explore your surroundings. You can walk through the crowded city streets of Shibuya, travel through a rather accurate representation of the Japanese train system, and go on dates or outings at parks and planetariums. Even little things, like the loading screen, show silhouettes of the citizenry, going about their daily lives. You can even listen in on other people's conversations. The music from longtime composer Shoji Meguro takes on an acid jazz feel, with "Last Surprise" and "Rivers In The Desert". While songs like "Beneath The Mask" can also properly shift the mood into a more relaxing tone when you return to the coffee shop.

The gameplay is, by far, the best out of any Persona, or even any turn-based JRPG. As always, your days are divided between crawling the dungeons and forging Social Links, now called Confidants, with your friends. The dungeons are where P5 really shines ahead of what came before. In previous Persona games, the dungeons were the same repetitive hallways in search of a staircase. In P5, exploring the interiors of each Palace presents a completely new experience, ranging from Kamoshida's Castle to Kaneshiro's Bank to Futaba's Pyramid to Okumura's Space Factory. Instead of charging right in, the game takes a note from Metal Gear Solid and encourages success through stealth. Thieves, after all, aren't known for walking through the front door. To do this, you can hide behind various boxes and pillars, slipping in a whirl to the next hiding spot, before getting the jump on the enemy. Needless to say, preemptive strikes are far easier this time around, but require no less skill to select the right spots and routes through each challenge. Similar to The Last Of Us, you can also turn on a second sight that allows you to see hidden enemies, small crawlspaces, and of course, treasures. Sometimes, you'll need to solve various puzzles to go onward, which can range from literally going through paintings in Madarame's Museum to figuring your way through the airlocks in space. While not exactly Zelda level in their construction, they added some needed variety to the game. Indeed, tussling various enemies one-on-one in Sae's Casino reminded me a lot of Battle Square in FFVII's Golden Saucer.


Art by Soejima Shigenori. Used for criticism under "Fair Use." All rights to Atlus.

Battle is the traditional JRPG take turn with the series' traits of switching Personas and All-Out Attacks. Even so, it's still impressive to see old attacks like Agidyne in flashy high-definition. Guns are also thrown into the mix, and are very effective against most enemies with wings. Your party's Personas have also evolved quite a bit, in P3 they were Greco-Roman monsters, in P4 they were legendary kami, and here, they are cartoonish rebels, drawing on history, literature, and myth, from Ryuji's Captain Kidd to Joker's Arsene Lupin to Morgana's Zorro (how Atlus got away with using Zorro without violating any copyrights is an interesting question). They can also be quite stylish, from Makoto's nuclear motorcycle to Futaba's massive UFO. P5, though, also brings back an option in battle from the pre-P3 games: negotiation with the Shadows. This adds a new strategic layer to the fight, as you can request enemies for items, money, or even recruiting them into your party as a fellow Persona. All this, of course, is achieved on whether or not you say the right things, as the wrong words can open you up to attack. Some enemies will even take your party members hostage, and a refusal to comply will lead to their instant deaths. Persona fusions are still an important feature of the Velvet Room, but you can also sacrifice certain Personas to add experience and abilities to others, or even transform them into items. The fusions themselves are newly gruesome, carried out by guillotine execution, at the hands of Igor's two assistants, Caroline and Justine. Much like P4, the bosses take on exaggerated versions of a person's darkest psyche. So we have King Kamoshida drinking glassfuls of women, Kaneshiro running atop a giant piggy bank, and Sae rolling die in a giant roulette wheel. Sometimes, you'll be asked to send one of your party member's off to find a weakness in the enemy while you distract them. An enjoyable instance of this was in aiming a giant catapult at a flying sphinx to send it down where it was vulnerable. Once you defeat a Palace, it disappears, so grinding will have to be done at Mementos, which is a subway metaphor for the Jungian collective unconscious. As opposed to P3's Tartarus, where the goal is to ascend, Mementos is a long, burrowing journey to the center of the Earth. You ride around Mementos in Morgana's bus form (a cute reference to Totoro) changing the hearts of many, some of whom even tie into your Confidants.

Confidants are the new Social Links in P5, and as always, make up some of the best parts of the game. You get to spend your time hanging out with one of your friends at a ramen shop or in the mall, and learn a little more about them in the process. This goes beyond your fellow students to include the weapons seller, the pharmacist, and even your teacher. Friends who want to hang out will contact you through texting, a modern touch that makes the game more realistic. Some Confidants, of course, can only be advanced when one of your five attributes reaches a certain threshold. Fortunately, there are a multitude of ways to do this, from reading books on the train, to crafting lockpicks, to relaxing in the bathhouse, to watching films either at home or in the theater, to even playing an older video game consoles.

P5 recycles many of the character archetypes we've come to expect from this series. Ryuji is the loud-mouthed best friend, (Yosuke/Junpei), Ann is the young model (Rise) who always tries to keep the loudmouth in line (Yukari/Chie). Haru is the soft-spoken heiress to a family business and conflicted about her responsibilities (Yukiko). Makoto is the student council president, all too naive in the ways of the world (Mitsuru). Akechi is a young detective suspicious of this group's connection to all the weird goings-on (Naoto). Morgana is the cute, furry mascot with a shady past (Teddie). Those who break new ground are Yusuke and Futaba. Yusuke is both a caricature of the "tortured artist", while at the same time a sincere aesthete. He is equal parts insightful and clueless. Futaba is the geeky shut-in, who is great with technology, whose dialogue makes her a walking Ernest Cline. Of course, as always, even the archetypal characters are more interesting than the surface level. Ryuji is a former member of the track team, who is quick to let his emotions fly loose. One such incident was when he attacked Kamoshida and cost the track team their success. Between Junpei and Yosuke, Ryuji comes off as the most likable asshole, given his passion for helping out the track team, despite their dislike of him. Ann has a rather serious subplot in how to relate to Shiho, a victim of sexual assault, which, I imagine is more common an issue than one may think. Haru's introduction as the "Beauty Thief" with Morgana is endearing and humorous, but her character doesn't get too much attention after that. Makoto is very much like a young Mitsuru, though they're both technically the same age, I'd argue that Makoto's maturation starts at an earlier stage. Whereas Mitsuru starts off caring about SEES and spends most of the game learning how to express it, Makoto starts off as hostile towards the Phantom Thieves, but warms to them the more she learns. Morgana talks a lot more smack than Teddie, and is always ready to keep the team in check. This time around, you won't be irritated with bad puns, but by incessant orders to go to bed.




Trying to remain monogamous is P5 should be considered a form of torture under the Geneva Conventions. Most, if not all of the girls in this game are not only cute, but have irresistible personalities. How can you not fall in love? There's the goth doctor, Tae Akemi, who has a twisted sense of humor, using you for her experimental medicines. She can be awfully cute when she refers to you as "guinea pig." There's the journalist Ichiko Ohya, who is equal parts high-spirited and alcoholic. Her mood swings can be an annoyance, but her youthful energy is so very attractive. Then there also the shogi master, Hifumi Togo, who's warm and sweet, but also humorously melodramatic in the midst of a game. I eventually chose Sadayo Kawakami, though I didn't intend to, but intention means little as far as romance goes. I was moved by her desire to be a better teacher as well as drawn to her slyness. It can be easy to dismiss those won over by Kawakami as wanting to play out dominance fantasies, but I think what draws many to her isn't the maid, but the woman underneath trying to climb through. So while P5 has the best romantic selection out any other entry in the series, it's a a crying shame that they still didn't include a homosexual option for female or gay players, who are a significant subset of the game's audience. I mean, even I would've been tempted to date Yusuke.

The stories in Persona games revolve around themes. P3's was death. P4's was truth. P5's is justice. Modern society in the game is depicted as fundamentally corrupt and unjust, run by adults who either participate in the corruption or stand by and do nothing. So it falls upon the youth to revolt. It's hard to look at P5 and not think of the upsurge in youth protests, from Zucotti Park, to Tarhir Square, to Ferguson, to Hong Kong, to Caracas, to Kiev. This may not have been intentional, but it's hard to keep out of mind. Like P4, P5 is a high school fantasy. Whereas P4's fantasy was an idealization: with dependable friends, a cute girlfriend, and enjoyable festivals, P5's offers "just desserts" never served: what if you were able to stand up to all the adults who mistreated you in high school? As Julie Muncy wrote in Wired,

"You're old enough to see these evils clearly, but not yet old enough to do anything about them. Many adults will write off anything you have to say on account of your age, and often the ones doing the harm are the ones who ought to be protecting you in the first place. That awareness leads not just to frustration, but to a profound, inescapable feeling that the entire world of adulthood is corrupt beyond functional repair. Persona 5 senses this, it understands it, an it offers its teen heroes weapons."

The game's director, Katsura Hoshino, also acknowledged that this was a superhero story more in line with "the West", (further belaboring the contrast to P4) as it's focus was more on fighting individuals from within society, then invaders from outside of it,

"I'm going off on a tangent here, but I think that traditional Japanese superhero stories tend to be about fighting off invaders from outside their society, while Western ones focus on fighting against villains and misfits that come from within it. There's a sense of society being responsible for creating the evil, and such a setting let's the audience's imagination run wild, like "it could've been me." For instance, doesn't the Joker from Batman make so valid points that resonate with you?"

Yet while there is much in the way of discussion over the moral quagmires of youth rebellion, there isn't quite enough exploration of its consequence. It's similar to how Dirty Harry romanticizes an officer who takes the law into his own hands, while refusing to address the consequences of denying suspects Miranda rights. We see all the time how self-righteous groups which operate outside of the law quickly lose focus and turn sour. Anonymous fought the wrongdoings of Scientology and Stubenville, but was also prone to antisemitic jeers, as was made evident when they made cyber attacks on Israeli sites on the eve of Holocaust Remembrance Day. Wikileaks exposed corruption in governments around the world, from aiding the Arab Spring in Tunisia to exposing the secret killing of Iraqi civilians by U.S. forces, but the group has also been careless in leaking private info that has little to do with the public good, while its founder, Julian Assange, has been credibly accused of rape. Antifa, while taking a stand against the resurgence of fascism in America, isn't shy about its disdain for democratic norms and institutions, with questionable tactics (at best), of preemptive violence and destruction of property. It is true that lawbreakers can be heroes, but even lawbreaking in the pursuit of justice can go too far, and this reality isn't given the weight it deserves.

Visualizing the moral grey area of forcibly changing people's hearts could've added greater depth to the game. This isn't to say that the actions of the Phantom Thieves aren't justified, but that they should come with few consequences. Changing hearts is tactic far more invasive than Anthony Burgess' "Lodovico Technique." As in A Clockwork Orange, Alex DeLarge was brainwashed into associating his vices with pain and disgust, but heart theft erases the impulse for vice altogether. It reminds me of the Star Trek episode, "The Enemy Within", in which Captain Kirk is split in two, with one Kirk being purely docile and other being unrestrained id. While the "evil" Kirk was a nuisance, he at least had ambition, which is more than could be said for "good" Kirk, who was too castrated to lift a finger. The point of the episode was that although the id can commit great evil, it is needed to a certain extent to function properly as a human being. Lust and Envy, when taken to extremes, are clearly terrible, but both, when used judiciously can foster healthy romance and productive competition. Yet we never see the change of heart cause any negative consequences to the targets. Imagine if Madarame lost any impulse to create or if Kaneshiro became so loose with money as to fall bankrupt? Given Persona's roots in psychoanalysis, I was surprised not to see these intricacies realized. While it can be argued that changes of heart also occurred in P4, those were done willfully. They changed after being confronted with their own weaknesses and accepting them. This felt more realistic and enriched character. In P5, only Futaba undergoes this type of change, which made her palace among the most memorable. This is not to say, of course, that the Phantom Thieves deal with no negative consequences at all. The so-called "Phan Site" is a clever incorporation of social media into the game, showing how easily opinions can change, and how popularity on these forums affects personal motivations.




Your preconceptions of various tropes in Persona, from the role of Igor to the multiple endings, are played with here. When I began P5, I was irritated with the change in Igor's voice. In prior entries, his voice carried a sophisticated and foppish quality, whereas now, he sounded far too demonic and menacing. Usually, towards the end of a Persona game, when the chips are down, Igor comes in, right at the nick of time to give you the strength to triumph. Instead, Igor orders his servants to kill you, which they refuse, revealing the best twist in any Persona, that "Igor", this time around, is not only an imposter, and the final antagonist, Yabolveleth.

Then come the alternate endings. As any Persona veteran knows, choices you make near a certain point in the game can affect the outcome. You'll often be put into a morally compromising situation and be asked to make a difficult decision. In P3, it was the choice between fighting death or resigning to it. In P4, it was the choice between vigilante murder or yielding to imperfect justice. In P5, you are asked whether or not to sell out your friends or take the fall. When Akechi fires a bullet into your head and your friends are off returning to their normal lives, it dawns on you that you may have said the wrong thing, and now you're stuck replaying the last scene in your mind, thinking, where did I go wrong? Of course, this is just the game misleading you, but I appreciated it keeping the uncertainty on edge. It did strike me, though, that this series is probably the true fruition of those "Choose Your Own Adventure" books we all read as children.

Where this disrupting of tropes didn't work, however, was in the stunting of the precious character moments we've come to appreciate from Persona. While the plot and character are exceptional, especially as far as most games go, they didn't surpass P4's perfect chemistry of character interaction. I think back to the camping trip, the king's game, the cooking contest for Nanako, and the school festival costumes. In P5, it seemed they wanted to take these moments and have them fail in unexpected ways. It rains during the fireworks festival, the school trip to Hawaii amounts to little, and the school festival is more focused on plot than character. This subversion could have worked if it brought our characters to unexpected places, but instead, things just end there and circle back to the plot. In the Hawaii trip, for instance, there's a moment when Mishima gets sick and Ann gets locked out. I thought this was a set-up for some great comedy, but instead it becomes a shiny balloon that deflates just before it can pop.




Since we're on the topic of lost potential, we may as well get to the game's antagonists. Masayoshi Shido is an aspiring Prime Minister who was behind the incident that got Joker arrested. For a Persona antagonist, he's surprisingly generic, and his palace can get rather tedious, though the boss fight is satisfying, and would've worked well as the finale. Shido and Yabolveleth exist as statements on conformity, particularly in Japan, and need for individualism. A fine message, to be sure, and conveyed splendidly by no less than Satanael himself. Yet these two lack any intimate connection with the cast, so these boss fights lack the emotional investments they deserve. This could have been fixed had the game focused its attention more on one other character, Goro Akechi.
 
Akechi, like Naoto before him, is an ace detective who finds himself in opposition to our heroes before joining them. The twist is that Akechi had sided with Shido, his father, the whole time, and was responsible for various assassinations throughout the game. At the game's start, you are told that one ally will betray you, and for many, the one spent all his time critiquing the Phantom Thieves was an obvious choice. That said, Akechi could've been superior to P4's Tohru Adachi, had he been allowed to develop more of a rivalry with Joker, and his criticisms of their tactics given more serious consideration. Some have drawn parallels between Joker and Akechi with what was probably a direct inspiration, Sherlock Holmes and Arsene Lupin, while others have noted that Death Note's Light Yagami and L seem more apt, since their rivalry deals more directly with justice, and not simply a clash in methods. In Death Note, Light is given a notebook in which he can kill whomever he wants by writing their name down. Under the pseudonym "Kira" he pursues justice on his own terms because he doesn't find the law sufficient. L opposes Kira because of his belief in the justice system and allowing even one to subvert its norms could only undermine its effectiveness. Their rivalry is entertaining for its stratagems, moral implications, and most absorbingly, L's friendship with Light. Had Akechi been allowed to develop something similar with Joker, his betrayal would've been all the more heart-wrenching. Further, Akechi could've been a more nuanced character, had his concerns about the Phantom Thieves actions led to any real consequences. I could think of no better reason for Akechi to turn against his comrades after seeing their ideals fail. While P5 does a good job of demonstrating injustice from within the system, through Akechi, it could've done the same for injustice from without. Instead, we get an info dump about his daddy issues before he flips into a psycho.




As much as I enjoyed the climax of P5, it dawned on me just how tiresome of a cliche that deicide is becoming in JRPGs, even in a game as fresh as this. For only so many times can one reiterate, in the exact same way, that religious dogma is the opiate of the masses, until the critique becomes an opiate in and of itself. If killing god is to remain a staple of the JRPG, then it has to either nuance god or make god personal. In Final Fantasy VI and Final Fantasy VII, both Kefka and Sephiroth end up as gods, but they aren't just transparent stand-ins for philosophical commentary. Kefka and Sephiroth both had relationships with the protagonists throughout, and had affected them personally. So meeting them at the end, even as gods, was heightened with the anticipation to dispatch justice at last. Yaboveleth, however, has no such relation, he's just another god to be slain.

It would've been serviceable enough if P5's problems resolved themselves after the defeat of Yabolveleth, but game goes on, making us confront the legal fallout of what Joker's situation. It wisely forces the Phantom Thieves to overcome a situation with their wits instead of their powers. The whole sequence of seeing all of those whom you've bonded with attest to your good character is a new retelling of the "power of friendship" trope often used to defeat the final boss. It also cements to us the difficulty of "rehabilitation" in the eyes of society, prisoner or otherwise.

On a small note, some have critiqued the gay couple who chase after you at random spots in the game as a lazy stereotype of homosexuals. While they're a minor part of the game, I can't help but share some of the irritation. Persona is known for its complex characters, so why are we still getting cheap comedy villains? In P4, there were three: King Moron (ha ha, he's ugly!) Miss Kashiwagi (ha ha, she's old!) Hanako (ha ha, she's fat!). Even P3 makes a gag out of a trans woman hitting on you at the beach. There were always moments when I expected the other shoe to drop, and we'd learn something new to change our assumptions, but alas. That's not to say these characters couldn't be funny (in P4's case they often were), but it's just, I don't know, for a series that critiqued fat shaming through Ai Ebihara, explored homoerotic desire through Kanji, and even introduced the wise-cracking drag queen Lala Escargot, the continued use of these stock villains feels beneath its reputation. Oh, well.

This will be the last Persona game with director Katsura Hoshino, who first brought the series to global prominence with Persona 3, shepherded it into the halls of excellence with Persona 4. Whatever the future of this series, I imagine that Persona 5 may signal the end of an era that has fundamentally changed the way we think about JRPGs. A series that showed us that the everyday social activities of high school can be just as enthralling as fighting monsters in the dungeons of a faraway kingdom.








The Art Of Video Games

"The Art Of Video Games: Tetris."
http://sansuthecat.blogspot.com/2014/11/the-art-of-video-games-tetris-at-30.html

"The Art Of Video Games: Pac-Man."
http://sansuthecat.blogspot.com/2015/05/the-art-of-video-games-pac-man-at-35.html

"The Art Of Video Games: Super Mario Bros."
http://sansuthecat.blogspot.com/2015/06/the-art-of-video-games-super-mario-bros.html

"The Art Of Video Games: Super Smash Bros."
http://sansuthecat.blogspot.com/2015/06/the-art-of-video-games-super-smash-bros.html

"The Art Of Video Games: Final Fantasy VI."
http://sansuthecat.blogspot.com/2016/01/the-art-of-video-games-final-fantasy-vi.html

"The Art Of Video Games: Pokemon."
http://sansuthecat.blogspot.com/2016/05/the-art-of-video-games-pokemon.html

"The Art Of Video Games: The Legend Of Zelda."
http://sansuthecat.blogspot.com/2016/05/the-art-of-video-games-legend-of-zelda.html

"The Art Of Video Games: Final Fantasy IV."
http://sansuthecat.blogspot.com/2016/06/the-art-of-video-games-final-fantasy-iv.html

"The Art Of Video Games: Kingdom Hearts."
http://sansuthecat.blogspot.com/2016/06/the-art-of-video-games-kingdom-hearts.html

"The Art Of Video Games: Kingdom Hearts II."
http://sansuthecat.blogspot.com/2016/12/the-art-of-video-games-kingdom-hearts-ii.html

"The Art Of Video Games: The Last Of Us."
https://sansuthecat.blogspot.com/2017/06/the-art-of-video-games-last-of-us.html

"The Art Of Video Games: Persona 4."
https://sansuthecat.blogspot.com/2017/07/the-art-of-video-games-persona-4.html

"The Art Of Video Games: Danganronpa."
https://sansuthecat.blogspot.com/2017/07/the-art-of-video-games-danganronpa.html

"The Art Of Video Games: Final Fantasy VII."
https://sansuthecat.blogspot.com/2017/07/the-art-of-video-games-final-fantasy-vii.html

"The Art Of Video Games: Persona 3."
https://sansuthecat.blogspot.com/2017/08/the-art-of-video-games-persona-3.html



Bibliography

Hoshino, Katsura. "Persona 5: A Special Thank You From Atlus To Fans." PlayStation Blog. Web. https://blog.us.playstation.com/2017/05/04/persona-5-a-special-thank-you-from-atlus-to-the-fans/

Muncy, Julie. "'Persona 5' Review: This Massive Game About High School Is All Demons And Angst---In A Good Way." Wired, April 14, 2017. Web. https://www.wired.com/2017/04/persona-5-review/



Saturday, March 28, 2020

Tumultuous With A T


My store has had a tumultuous year so far. Our sales are up 23%, with net income up 230%, which is easy to do when we were at a negative net income a year ago at this time. The San Francisco Bay Area is on fire, thankfully only figuratively. The Bay Area would be the world's 19th largest economy, if it were tracked that way. I just want to crow about how well we're doing, how well everyone here is doing, so this post doesn't sound like a pity party.

We have transitioned nearly our entire staff this year, a staff that averages a turnover every three years. It has been a huge hit to our institutional knowledge, which means training has been a huge expense. Training means overlapping, unproductive shifts, and it's is our single largest expense this year, when you also include the tremendous wage inflation we've got here in California (at the bottom tier of employment). Starting wages for part timers are going up a dollar a year, but it's not fast enough for many, who criticize us for not having every job starting at a living wage (likely in the $20+ range). We'll get there Felicia, just give it a minute. Enthusiastic new staff are a strong reason for that 23% growth, most of it really, so you get what you pay for.

I will refer to 2019 as my Year of Entropy, assuming my store makes it out alive. Besides expensive staff transitions, our drink cooler died ($2,000). One of our two, multi ton air conditioning units gave up the ghost a couple weeks ago, requiring a new compressor ($3,000). By the end of the year, we'll need two new computers, including a replacement of our six year old POS system which will need the POS software and hardware reinstalled ($5,000). Overall, add these expenses to the usual entropy of plumbing problems and CAM increase and it's about $20,000 out of pocket.

We're still a profitable business. About half that profit goes towards construction loans, so I feel we're investing in the business each month when those checks get processed, even if nothing new arrives. I'm thankful to have windfall profits in a year with crazy high expenses. Imagine having flat sales and all these expenses start beating you down. It's why the threat of failure never goes away for small businesses, never reduces the chance of closing no matter how many years you've been in business. 

Are new expenses hitting us while we're on an upward trajectory or downward? It becomes a simple calculation. Should we cut bait or cast out again? Some of our competitors disappeared this year after doing that calculation. This has added a lot of unexpected energy to our store as the displaced seek new homes. Thankfully there's light at the end of the tunnel. We haven't really been walking in darkness, since it's a profitable business. Having debt while encountering the usual entropy is like walking through a dim tunnel while bats fly overhead and muss your hair. You'll make it, it's just disconcerting.

Meanwhile we'll enjoy a little money thrown at re-branding and selling our updated image. We've had enthusiasm for our new logo, sold some stickers, and talked with people who were unaware of our previous brand identity, which is currently limited to our website and business cards.


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64bit computer

shotcut is a free video editor sofware 
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Tuesday, March 24, 2020

The Inspirations Of Oceanhorn 2: Knights Of The Lost Realm - Part 3

For this last installment of our Inspirations series, we had the chance to sit down with Heikki Repo, Creative Director of Cornfox & Brothers. Heikki, one of the founders of the company, is responsible for the overall vision and story of the Oceanhorn saga.




"When talking about influences, we need to differentiate between the inspiration for the whole series, and those specific to Oceanhorn 2: Knights of the Lost Realm," he says.


Upon the release of the first iPhone, the whole studio was excited to know everyone will have a powerful gaming machine in their pockets. At the time, the only RPGs on the device where some fairly obscure Korean-style action games – no RPGs in the vein of Zelda or Secret of Mana were available.


"Some of the games I hold most dear from my childhood were portable," says Heikki, "two of my favorites are Link's Awakening and Mystic Quest – Final Fantasy Adventure (Seiken Densetsu). I love them because they could combine the portable experience with extremely high-quality content. Mystic Quest, for example, uses a real myth (think Excalibur) and builds its story upon it. It also has a lot more drama than Zelda – a quite peculiar trait for those years."





Oceanhorn, since the beginning, was planned as Cornfox's own RPG franchise: an homage to the classics with its own personality. Versatility and gameplay experimentation were the keywords the company used as a guiding principle during the development of the first chapter.


"The first Oceanhorn is undeniably a Zelda-like, but we have XPs, and the story becomes increasingly dramatic towards the end – that's not something you'd expect, for instance, from a Zelda game. These ambitions carry on to the second game as well. When it comes to the actual plot, I think I've been deeply influenced by Final Fantasy VI, VII, and IX: they never take shortcuts, and everything that happens there is the outcome of very thoughtfully laid out worlds and events. What actually goes down in the games is the natural consequence of what already had happened before."






The story told in Oceanhorn 2: Knights of the Lost Realm is the background story of the first Oceanhorn: an opportunity to lay strong foundations for the saga, add more details, and create a universe that will keep making sense for potential new projects as well. "The production phase of Oceanhorn 2 brought everything into focus. Certain story elements were a bit vague, and I think we managed to handle them quite well in Oceanhorn 2."


Visually, Oceanhorn 2 will be an inviting, colorful game. Here the references are, again, Zelda and the Mana series: while its approach is console-style, the game will feature some dark undertones.
"Oceanhorn was developed by three people", says Heikki, "me, Antti, and Jukka. It was a 15-20 hours game, so it was a huge undertaking for so few people, but we managed to squeeze in cinematics and most of what you'd expect from an RPG. At the time I was playing The Last Story, Hironobu Sakaguchi's game for Wii." Sakaguchi had previously delivered Lost Odyssey, Xbox 360's own 'Final Fantasy'. The Last Story, developed in collaboration with Nintendo, wasn't destined, for obvious reasons, to set a new graphical standard, but the gameplay was something truly inspiring. "I saw that game as Sakaguchi's idea of where to take the genre's next: he focused on the feeling of presence, with party members talking to each other during gameplay, and an unprecedented possibility to use the environment to your advantage. The story wasn't limited to cinematics, but brought directly to the levels."


Energized by The Last Story, Heikki decided Oceanhorn 2: Knights of the Lost Realm would be a third person experience, with multiple party members.  




"I don't mind when people make comparisons with Skyward's Sword or Breath of the Wild, it means we're giving out the right vibes. If you compare screenshots from Call of Duty and Battlefield it might not always be obvious which one is which, but when you get to play, these games feel quite different. The same is true if you compare Oceanhorn to Zelda or Xenoblade Chronicles – they provide similar experiences but each in its own unique way."


One more saga that had an impact on Oceanhorn 2: Mass Effect. "After I played the Mass Effect Trilogy, I realized how the characters companionship and the way they explore the planets made those games great. I think that that, combined with the Zelda-like heritage of the first Oceanhorn, is what makes Knights of the Lost Realm special", Heikki concludes.

---

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Saturday, March 21, 2020

Simplifying Encumbrance

Ah, encumbrance. How I've loved to hate thee, but how I've found that thou art needed...

This is my simplified encumbrance approach. Many of you will recognize this as the approach from BX, but it's also the approach taken in Chainmail - encumbrance is based primarily on the armor worn, and then by what else the player is carrying.

To make it more simple, I've simplified that further into just number/type of weapons, amount of treasure or number of items in the pack.

This chart shows the progression of move rates, starting at what kind of armor they are wearing. Shield is included. Rates shift right as the PCs grow more encumbered and shift left as they grow less encumbered. (Note that I use the OD&D/AD&D rates of inches - roughly translated into tens of feet for folks using BX or retroclones.)

Unarmored  Leather/Chain  Platemail  Encumbered  Overencumbered
12"9"6"3"0"

With these move rates, I'm also assuming a small amount of equipment. A light weapon or two and a backpack with a few supplies and equipment (less than a dozen).

For each heavy weapon or every three light weapons, shift one rate to the right.

Heavy weapons include the pole arm, halberd, pike, two-handed sword, morning star, flail, and battle axe or similar. Light weapons include the spear, sword, mace, hand axe, and bow or similar.

For every 300 coins in treasure, shift to the right/heavier. (Alternatively, if they're carrying around sacks of gold - a small sack holds 50 gold, a large sack holds 150 gold).

I usually rule that more than a dozen items in the backpack/on the person requires a shift to the right. It's a rough guideline, if the items are large or bulky, it will be fewer items. If the items are small, I might allow double.

Strength counts! For AD&D, the damage bonus for Strength also counts how many shifts to the left (lighter) they get. For OD&D, Str 14 -16 shifts one left, 17 gives two shifts left, 18, three shifts left.

An example or two:

Kujo the Fighter is wearing chainmail and has a shield. He has a sword, and a backpack with a bedroll, 6 torches (I count the bunch as one item), a crowbar and ten days of iron rations (I'll count that as two items).  His move starts at 9". 

In town, Kujo buys a bow and a quiver of a dozen arrows. He's still at 9"

In the dungeon, Kujo recovers a halberd from a dead orc. He now moves at 6", with the heavy/bulky weapon. Later in the dungeon, he comes upon a treasure chest full of gold and silver coins. There's about 300 coins in that chest, so he's now moving at (a very slow) 3"! I hope Kujo makes it!

If Kujo has a Strength of 16, then for both OD&D and AD&D, he would start at 12" and after his dungeon adventures, be moving at a 6" rate. Go Kujo go! If Kujo had been at an 18 strength, he would have remained at 12" the entire time.

So the question comes up "What's a little vs a lot?" "Why do you rule that someone is carrying a lot."

In many times, it's the duck test - if it quacks like a duck, then I'm pretty sure they're carrying too much. Often, I'll ask the player... are you carrying a lot?  Many times, they'll own up to their own encumbrance. If it "feels" like a lot to me, I'll have the player convince me that they're not carrying a lot. To me, "a lot" is a good amount of equipment, bulky books, weeks of food, etc. If I could go either way, I'll go in favor of the player, but honestly, we all know when we're probably carrying too much.

What do you think?

Friday, March 20, 2020

Insurance (Tradecraft)

A nuts and bolts post? Sure, why not.

A business requires insurance. At the minimum, you need liability insurance. There are other types of insurance though. I've got liability insurance, workers comp insurance, key man life insurance, and for years we had vehicle insurance on our van. Insurance is one of those things new store owners don't always think about.

My second year in business I went to a seminar where a store owner had someone drive through their front window into their store. Twice. He was the likely guy to give a presentation on business insurance and for many, needing such a thing was an eye opener. When I started I had a home and assets and made sure the store was incorporated and insured and far away from my personal life. For most young people without a pot to relieve themselves, that might not be a consideration. 

So how do you get insurance? Find a human. I'm not sure if you can get business liability insurance online, but if so, it's a bad idea. You want to talk to a human about your particular business needs and exactly what you do and where you do it. For example, my store went from a regular retail environment to an improved, two story monstrosity in need of rebuilding if it burned down. It probably wouldn't be rebuilt there, but they'll pay to rebuild it somewhere.  If I had just gotten regular liability insurance, I would be left with no protection and a ton of outstanding loans for a burnt out shell. 

Other considerations include insuring Magic singles. My policy has a "fine art" clause that includes those. What you don't want are surprises. Insurance companies are all about taking as much money from you as they can and paying out as little as possible. It's better to be up front, find angles to cover everything necessary, and avoid surprises. Look at your lease and see what you're responsible for.  Plate glass insurance is often inexpensive, but if someone breaks all your windows, you could be out thousands of dollars. Over time, revisit your policy and up your limits when you add inventory or fixtures.

Who is that human? I have a customer who jumps from job to job, and one of his latest was insurance agent. He was an agent for about four months before he moved on. Do not use a green agent. Find someone experienced. I had a new agent misclassify my company for my workers comp policy, thinking I didn't need to be covered as an owner, when in fact it was necessary. A company audit revealed the mistake, and rather than admitting their agent error, they charged me $3,500 in back premiums. Insurance companies exist to do two things: take as much money as possible while denying your claims. 

Personal insurance agents tend not to handle commercial insurance, so you probably won't be able to use your Aunt Kathy's agency to handle your commercial needs (my Aunt K does my personal insurance). Attempt to find a well regarded commercial agent who has been doing this for a while and lay all your cards on the table.

Classification is tricky as there is no "game store" category for liability insurance. You might be classified as a toy store, a book store, a hobby store, whatever is close, and the cost between agencies and within each agency could be enormous. As long as you don't get cute, something reasonable should be fine.

Avoid buying a policy based entirely on price. Ask what's not covered in your case. Have a good heart to heart with the agent. These policies are really cheap compared to what could happen. I once transitioned between agencies and in a 30 day overlap period, someone broke into my store, doing a lot of damage and stealing a lot of cash (foolish me).  I talked to my new agent who walked me through my old coverage, which sucked, and my new coverage, which was great. I filed a claim with the better coverage, and yeah, they canceled me exactly a year later, but I saved $900. 

Make sure you have extensive business interruption insurance, which is usually standard. Knowing that my store could burn down and I have months to find a new place while paying employees allows me to sleep at night. When you get bigger, losing all your employees can destroy your business as easily as fire. 

What's a Good Company? I don't know! They're all terrible! I can't even remember who I have now. Let me check: Travelers for liability, State Farm for key man life insurance, and AP Intego for workers compensation insurance (pay as you go). Farmers burned me on that workers comp policy I mentioned, so maybe avoid them. 


People Of Frictional: Max Lidbeck

WHO AM I


I'm Max, and I do gameplay programming and design. I joined Frictional about a year and a half ago, and I've been working on one of our super secret projects since.

Yours truly.

For the first nine months or so I, like everyone else, worked from home. Last summer we got an office set up in the heart of Malmö. Since then the amount of days I spend working from home has reduced greatly, though I still do it from time to time.


Setup at home and at work.


These are my two workspaces, the first one in the office and the other one at home (which is rather bare bones right now, moved in just a couple of days ago!). They're quite similar; both the computers and the chairs are the same kind. I wanted to be even more consistent and get the same type of desk as the office one at home, a decision that was ultimately overruled by my better half (apparently it doesn't go with the rest of the decor).

BACKGROUND


Games have always been a big part of my life. Most of my time growing up was spent either playing games or talking about games. But, for quite a while, my family didn't have a PC. Which meant I was stuck playing all sorts of old, weird games on rapidly aging Apple computers. One of my earliest gaming memories consist of repeatedly failing at air-hockey, losing to a hideous pig-man in Shufflepuck Cafe on my dad's old Macintosh.



Eventually I scraped together enough money to put together my first PC, in front of which I would stay rooted for the following years. In addition to playing, I spent a lot of time creating custom content for games with my friends. It was always quite basic though, as I hadn't learned any programming yet.

For a year or so I studied film and media studies at the university, with a diffuse goal of wanting to work in games down the line. One night my girlfriend gave me a push, and I applied for a three-year game development program at Blekinge Institute of Technology (BTH).

My years at BTH were a mixed bag. On one hand, we had a lot of freedom and got to work on tons of small projects, which was very fun and super rewarding. On the other hand, some courses felt like they were only marginally related to game development. Working on side-projects during your spare time was crucial. I got through it all by finding a good group of like-minded students that I stuck to for the entirety of the education. Our final project was a side-scrolling adventure game called Far Away - you can watch the trailer for it on Youtube.



Perfectly in sync with graduating, I stumbled across a job opening at Frictional and sent in an application. Over the following weeks I answered some additional questions, did a work test and finally had an interview. A couple of days before I would hear from Frictional, I got a job offer from another company in software development. I clumsily explained to them I was waiting on another offer and asked for a few more days. Finally, I got an email from Fredrik and Thomas offering me the job. It was a no-brainer, and I happily accepted.

WHAT I DO


My first few weeks at the company consisted of completing a list of introductory tasks, to learn more about the tools and the engine. This was a lot of fun, and culminated in the creation of a silly mini-game where I got to put everything I had learned to the test.

After I had completed the introductory tasks I got to work on Safe Mode for SOMA, which was something I was really excited about -- contributing to a game I truly thought was great. From the get-go, we felt it was important to maintain the monsters' threatening presence in order for their new behaviours to gel with the overall tone of the game. We couldn't just disable their ability to harm you; doing this would end up breaking immersion (imagine repeatedly throwing a toolbox in Akers' face and him just standing there, taking it). Instead, we tried to focus on how to best tweak each monster's behaviour in a manner that suited that particular encounter. For instance, some might eerily walk up to you and size you up, and can even bluff charge you if you've strayed too close. To further enforce the behaviours fitting with the world, we decided that if you were to actively mess with monsters (like invading their personal space for too long, hurling trash at them and so on), they should still be able to hurt you, just not kill you. Overall it was a very worthwhile experience, and I'm quite happy with how it all turned out.

Now I'm working on one of our secret projects. As the gameplay programmer/designer workflow has already been described in previous posts I won't go into detail, but my days in general are spent designing and scripting events and scenes, as well as programming gameplay systems.

THE OFFICE


Additionally, I thought I'd talk a bit about the differences in working from home compared to working in the office. We're also gonna do a proper office tour later on, so stay tuned!

This is where the magic happens.

This is our office! Currently, we're around seven people occupying this space, probably with more to come. It's quite seldom all of us are here at once though, but there are usually a few people around. And on the off chance that you're here by yourself one day, fear not; there's always the noisy, seemingly stiletto heel-wearing, tap-dancing travel agency crew upstairs to keep you company (seriously).

So, it really isn't all that crowded here. But, seeing as most of us don't work from the office, we often have meetings over Slack. It can easily get annoying for your desk-mates if you keep babbling on and on in various meetings throughout the day, which is why we've set up a separate meeting room. It also moonlights as a test room, complete with a TV, some dev kits and a monster webcam.



The fact that the company is split into people working from home and people working in the office could potentially lead to complications, such as communication issues. In order to prevent this we've made sure that all important decisions and discussions still happen over Slack, to keep everyone in the loop. So far this policy has worked well, and the transition has been quite smooth.

In the end, a typical day of work in the office is very similar to one at home. There is of course the added social aspect of working in the same physical space as you colleagues, which is great, but if you one morning feel like you'd rather stay at home and work, you can. Having this option every day really is quite luxurious.

Other than this, and the requirement to wear pants, the routines of working in the office and and working from home differ very little.

Wanna see who else works at Frictional? Check out the rest of the People of Frictional posts!