Persona 4:
Story:
The main character moves to a small town in what seems like
the middle of nowhere. Life seems to peaceful, if a little boring. A rumor
about the “midnight channel” catches his attention, so he decides to turn on
his TV that midnight. He sees a girl on TV, but doesn’t think much of it at
first, but next morning, that very same girl turns up dead, with the cause
still unknown. The main character and his new friends decide to investigate the
“midnight channel,” and discover that they have the ability to travel inside
the TV. Inside this “TV” world, the team awakens to a mysterious power called “persona.”
With newfound powers and knowledge, the main character and his friends attempt
to find out who killed the girl and stop him from killing again.
Mechanics:
Persona 4 is a
turn-based dungeon crawler. You run around the area and encounter enemies along
the way. Once combat begins, you transition to a battle stage and initiate
combat. The turn order is based on the speed stat of the participants. In
battle, you can exploit an enemy’s weakness and will be able to attack again. But
beware; enemies are also resistant to certain elements, and some enemies can
even be healed by certain elements. To make matters worse, everyone on your
team has a weakness of their own, and will be stunned if they are attacked by
the element that they are weak to.
Technology:
This game was released for the PlayStation 2, so the
graphics were nothing to write home about. But the leftover space on the disc
doesn’t just go to waste; this game has A LOT of content.
Aesthetics:
The Music in Persona 4 is some of the best music I have ever found in a video
game. It fits perfectly with the weird nature of the TV world. The bright
colors and strange scenery highlight the differences of the TV world and the
boring real world.
Balance:
The difficulty of the game spikes when you encounter a boss
and when you arrive in a new section of the TV world. There is a difficulty
setting, but it doesn’t make the enemies smarter, just tougher. So, increasing
the difficulty just means that you need spend more time grinding for levels
just to avoid dying from the first enemy in a new area. However, that gives you
the opportunity to deliberately stay under leveled in order to challenge
yourself.
Emergent Properties:
The idea behind the combat is simple: beat the enemy while
sustaining as little damage as possible. If you exploit an enemy’s weakness,
then beating them is much easier. However, this concept also creates
complications: mana does not regenerate unless you leave the dungeon, so you
can’t just keep doing that. Also, there are often multiple types of enemies in
a battle. One enemy in the battle could be weak to a certain element and the
other enemy could be really strong against it. You have to take the enemies out
one at a time, which often leads to your team taking more damage than you would
like.
Interest Curves:
This game takes place over a very long
time. Every month, someone is put in danger, and it’s up to you to rescue that
person. Once you beat the boss and rescue the person, you get the rest of the
month rest and enjoy normal life until it’s time for the story to progress. The
amount of time you get to rest depends on the amount of time it takes to rescue
the person who is in danger.
Comments:
The simple yet engaging combat as well as the interesting
story make this one of my favorite games of all time. If there is something I don’t
like about it, it is that the game demands that you grind for hours so that you
can level-up enough to realistically clear the dungeons, and it gets tedious
very quickly.
Metroid:
Story:
In the first game in the Metroid
series, bounty hunter Samus Aran travels to a strange planet to stop space
pirates from using creatures called Metroids for their evil agenda. Aside from
some text at the beginning of the game, there really isn’t any story.
Mechanics:
Metroid is a
shooter-platformer game. You start with just a blaster, but can find new
weapons and upgrades later. This game has an open world, but some areas are
only accessible after you have acquired certain upgrades, which encourages
exploration. I understand that this is a very old game, but the jumping and
shooting left a lot to be desired. When you jump, it feels like you are sliding
on ice, and it is very hard to land where you want, which is not a good quality
for a platformer. The shooting might be worse. The enemies move up and down
very quickly, and you are only able to shoot straight forward or directly
upward.
Technology:
This game was released in 1986 for the NES. I don’t know how
it holds up against other games of its time, but I can’t appreciate this game
after being spoiled by modern games.
Aesthetics:
The visuals is done well despite the technological limits of
the NES. The game is surprisingly colorful, and fits the aesthetic of an
alien-infested planet. The sound fits the aesthetic to a degree, but it’s
nothing special.
Balance:
For a game with no easy way to get health back, enemies do
way too much damage. If that wasn’t enough, there is no saving in this game,
just a password system that lets you restart the game with the gear you had
when you died. This wouldn’t be so bad, but the last area has enemies that you
have no way of knowing how to beat. In order to kill a Metroid, you have to freeze
it and fire five rockets at it. Odds are you didn’t even bring the freeze ray
with you, and you just get killed, and have to restart the game. Good luck.
Emergent Properties:
This game is very simple, and nothing cool comes from that
simplicity.
Interest Curves:
It’s pretty much a constant rising curve. The game doesn’t
have any particularly easy or difficult parts to it. However, the absence of a
save feature means that for every bit of progress you make, you have more to
lose, and so you have to get more and more invested in the game.
Comments:
Personally, I did not like Metroid. Its mechanics are hard to deal with, the areas all look
the same, and the lack of a save feature makes progressing very difficult. One
thing that I did like, however, is that this game encourages the player to
explore the map. The levels aren’t linear and there is no map to refer to.