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Persona Q: Shadow of the Labyrinth Review

Added: 06.01.2015 22:40 | 1 views | 0 comments

A defining moment of Persona Q: Shadow of the Labyrinth comes at the end of the second dungeon. Throughout the five floors, in between random battles, dodging damage floors, evading high-level enemies, and drawing a detailed map of places you've been, you are asked to answer questions about what you want in an ideal partner. Lo and behold, right before the penultimate dungeon boss, I was plopped down into a flowery, fairytale-wedding wonderland with Marie, a mysterious, bitter girl with a secret penchant for writing terrible poetry. As we progressed towards the boss, I was given the option of making all manner of cheesy, romantic gestures towards her for the sole purpose of watching her get adorably flustered. After defeating the boss--a disturbing, four-armed caricature of a minister--I exited back to the hub, only to find another piece of poetry Marie had tried to hide about her would-be marriage to me. It was then and there, with that ridiculous bit of character interaction, that my love for Persona Q blossomed.

Persona Q is a mix of the Persona series’ character interaction and the careful first-person labyrinth exploration of

At first, combat is tough. If you’re unfortunate enough to run into some of the fiercer enemies that appear directly on the map--the dreaded FOEs--the first time you explore a floor, you’re bound to regret it very, very quickly. The ever-present threat of the FOEs quickly becomes the biggest source of tension in the game, as they can usually down you within a few turns if they catch you unprepared. Fortunately, they also follow specific behavior patterns, and learning to recognize these patterns allows you to avoid them... unless you screw up, of course. When you’re even mildly low on resources and eager to explore more, the question of “Do I go back? Or do I run around some more and risk getting cornered and wiped out by a potential FOE lurking in the next room?” is a real conundrum.

FOEs are extremely dangerous, but even the standard encounters are very rough if you don’t use the combat system to its fullest. A few floors in, when you’ve started to get the hang of fighting, the combat never quite reaches the challenge level of some of Etrian Odyssey’s most harrowing random encounters. Particularly open to abuse are dark and light instant death spells, as many enemies have a weakness to either one or the other. (Naoto, who can access both skills naturally, quickly becomes one of the game’s most powerful party members as a result.) Finding the most effective skills and fusing them onto as many Personae as possible significantly reduces the challenge, though the scarceness of cash (and the Etrian Odyssey sell-dropped-loot-for-cash-but-you-have-limited-inventory system) can make the expensive process of Persona fusion a bit of a grind. Combat is enjoyable enough, but it’s not as much fun as the character interactions or the dungeon exploration process.

Once you step foot into the first labyrinth, the Persona elements take a seat behind the Etrian Odyssey influence.

Persona Q doesn’t quite hit the peaks that Persona and Etrian Odyssey do on their own. It does, however, take some of the best elements of each game, blending them together into an immensely satisfying and lengthy RPG. Persona Q is proof that this series has the power to delight, surprise, and engage, no matter the form it takes.

More in www.gamespot.com »

Tags: Mario, Onto, When, Shadow, After, Combat, Odyssey, Etrian Odyssey, Etrian, Persona



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