How the world’s most stylish prisoners stole our hearts
The city is a usually a cultural symbol of liberal values, a place where anything goes. In Persona 5, it’s a prison. When your character arrives in Tokyo at the start of the game, the first thing Persona 5 does is lock the city down, subjecting you to its systems of control and surveillance. There’s no escape, no matter where you go. You’re a prisoner of fate, of social hierarchy, even of your own mind. Except with Persona there’s always another hidden dimension. It doesn’t want to crush your spirit so much as fire it up until it explodes.
Much of the Persona formula is well suited to representing confinement. For one, the quantity of dialogue and exposition means that for the first few hours especially you’ll be held captive by the plot. After a tantalising peek at your dynamic alter-ego to come, the main character is thrown into a cell and forced to recall his story from its low-key start. As this out-of-town highschooler, on probation for a crime he didn’t commit, you spend your first days getting dragged between story beats, clicking through dialogue while the game’s world and systems are introduced at a glacial pace.
When you finally get to wander, you remain highly regulated. The sprawling city is recreated as a series of discrete spaces with hard borders and a handful of interaction points. The division of time into strictly segmented calendar days determines what you can do and when. Every choice of activity you make is recorded. All your conversations and free-time exploits are numerically systematised to rate your progress with mathematical precision. In this atmosphere of assumed criminality, minor freedoms are a privilege to be earned through meeting targets and deadlines. Even the NPCs police your behaviour, whether it’s your distrustful guardian Sojiro checking on your movements or magical talking cat Morgana telling you to go to bed.
Denne historien er fra October 2019-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent ? Logg på
Denne historien er fra October 2019-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart