Persona 2 Innocent Sin
Transcription
Persona 2 Innocent Sin
Persona 2: Innocent Sin Original Release: 1999 Platforms: PS1, PSP The first thing to know about Persona 2 is that there are two of them. The first is Innocent Sin; the second is Eternal Punishment. They share the same basic battle systems and characters, but from a storyline standpoint, they take place in different realities. STORY INTRODUCTION The story of Innocent Sin takes place a few years after the first Persona, set in the town of Sumaru City. As the game kicks off, the city has been inflicted with a curse which causes rumors to become reality. In Seven Sisters High, this has caused student's faces to begin melting off. Amongst the rumors is the ability to summon a being called the Joker - if one dials their own cell phone number, he will appear, and grant them a wish. If they don't have any wishes, their dreams and life essence is stolen, leaving them as aimless shadows of their former selves. During a dispute between the students of Seven Sisters and the neighboring Kasuyagama (SPELL CHECK) High, the Joker is summoned. However, he recognizes the main characters, and seeks to punish them for something they did in the past. Unfortunately, nobody can actually remember what that something was. Meanwhile, a cult known as the Masked Circle has grown up around the Joker, which has started committing terrorists acts around the city. A good chunk of the story revolves around stopping their attacks, as well as delving into the actions of the past that have caused the Joker to torment them. Persona 2 fixes up a huge number of the issues that made the original game such a chore to play. The first person dungeon crawling is gone, replaced with a more traditional overhead perspective. This makes for a more consistent interface, with 2D sprites displayed over rotateable 3D backgrounds. The map screens are now 2D backgrounds, essentially identical to the type seen in Soul Hackers. Other niceties include the ability to save anywhere, and SP regeneration as you walk around the map. There's now an optional dungeon called the Abandoned Factory, which opens up as you proceed through the game and lets you fight all of the demons you've previously battled. It's mostly for grinding, since you aren't allowed to revisit most of the dungeons you've beaten. In most dungeons, you can also find Trish's Fountain, run by a fairy who will heal your party, though at an exorbitant price. In keeping with the "rumors changing reality" theme of the plot, the characters can spread their own rumors to affect various aspects of the game. You can obtain information by talking to NPCs on the map, and exchanging Persona 2: Innocent Sin information with assorted other folks around the city, known as "rumormongers". Once you get some information, you can visit the Kuzunoha Detective Agency, who will further spread the rumor for a price, thereby allowing them to become real. At the beginning of the game, most of the rumors are kind of boring, which mostly influences the prices and stocks of various equipment shops around the city. As you progress, eventually you can find rumors to alter the layouts of dungeons or cause specific enemies to spawn. In other words, it's mostly where the many assorted subquests are unlocked. However, despite its originality, it's ultimately a somewhat tedious system, since it mostly just involves running around and talking to many different people, many times. It's also limiting in ways that don't really make sense - after all, what's to stop the heroes from spreading a rumor that they have ultimate power and make themselves invincible? From a plot standpoint, there really isn't, but for gameplay purposes obviously this would not be possible. It ends up affecting the narrative too, because something like that just opens the doors to too many possibilities, and thus numerous plotlines. In order for the game to make any sense, you just have to accept the game with its constraints - that is, the rumors only apply when the game feels that it makes sense. **DEMON RUMORS??** The battle system is similar to the original game, though the grid system has (thankfully) been removed, making for much more straightforward combat. The characters and enemies now move around the map, so it's more visually dynamic, even if it doesn't actually affect the fighting. Also new are Fusion Skills, where multiple characters can combine spells for hugely damaging attacks. They're kind of similar to the Double and Triple Techs from Chrono Trigger, except they're never explicitly granted to the player, and must be discovered by using certain spells in the correct order. The flow of combat has changed a bit too, with a turn queue that indicates when party members and enemies can attack. It's mostly automated, but you're given the option to shuffle around character turns, in case you want one specific members to fight before another, or to set up Fusions. -Earth (magna) and Water (aqua) skills. Also, Frei (nuclear). Five types of physical damage (Sword, Strike, Ranged, Havoc, and Thrown) - How do these compare to Soul Hackers, as far as physical damage skills? The conversation system is also mostly similar, with some tweaks. In addition to the four topics each character has, you can also team up members for additional dialogue options. As you progress, you can also unlock other optional team-ups, which flesh out character relationships. Near the end of the game, you also get to pick one of your friends as a romantic interest. (DOUBLE CHECK THIS) It's incredibly progressive in a way, because it actually gives you the option of one of the male party members. However, these team-ups are rarely needed, and generally only a Persona 2: Innocent Sin few topics are really ever necessary. Also new are Demon Pacts. If you make a demon Happy three times, and you're at the appropriate level, they'll suggest a pact. Then, when you meet the same demon in subsequent battles, you can either get them to give you free goodies (if you make them Happy again) or offer you extra "Free" cards (if you make them Eager). These "Free" cards can then be changed into any type of card you want. This makes summoning Personas substantially easier, since you don't need to just specific on a specific type of demon in order to mine their cards. Certain cards (and thus, certain Personas) can only be crafted from these "Free" cards, making it even more important. Additionally, while there are only minor plot branches (and only one real ending), there are a couple of optional choices and items which will determine if the characters will get special (ULTIMATE? WHAT ARE THESE CALLED?) Personas. On a whole, the game is somewhat easier than the other early Persona games, particularly if the player can discover and abuse certain Fusion attacks. While all of these fixes are definitely an improvement, ultimately Innocent Sin still suffers from some obnoxious issues. The battle system is slow, with animations that take too long to play out, and a frame rate that occasionally struggles. The menus are sluggish, inconsistent, and ugly. The dungeons are tediously designed, often having you run through several rooms in several floors to find specific items. In one early dungeon, you literally just run in circles a few times before the characters figure out how to leave on their own. It also pulls a nasty trick at the end of the game, where it makes you think you're heading into a climactic encounter...but no, first you need to fight through four more long dungeons, with no narrative progression between, before you can head towards the final encounter. There's also some weird narrative dissonance that comes as a result of the urban fantasy genre. While it's unique that a game would uses record stores and casinos as dungeons, there's no in-game justification for these places being sprawling, enemyfilled mazes, no matter how many wink-wink-nudge-nudges are being thrown out. The random battle rate is also absolutely insane. Every few battles, the game transition into a fight, which are already incredibly slow. And the skills to reduce the encounter rate are also rare and not found until later in the game anyway. (DOUBLE CHECK THIS) At the end of the day, so much of the game feels like padding, as if the story wasn't quite long enough to stand on its own, so it needed a huge chunk of wasted time on slow battles and unnecessary dungeon to make it an acceptable length. That would almost doom a lesser game, but Innocent's Sin saving grace is that the storyline is fantastic. Compared to the onenote doofuses from the original Persona and their bland, nearly identical designs, each of the five major cast members have expressive hair styles, uniforms, and character traits. They're also defined by their relationships with each other, which keeps their interactions lively. What really Persona 2: Innocent Sin fleshes them out is when they face their "Shadow" selves, the dark parts of their personality which take physical manifestations. Each character has some pretty severe issues that formed their personality and their outlook on life - most of them having to deal with parental abandonment and the backstories interwoven into each go far deeper than the usual "angry because their village burned down" that typified so many early RPGs. The themes are based around dreams and ambitions, and while these seems corny at first, it's actually handled in a fairly mature manner. There does end up being a problem for Tatsuya though. Like the hero of all Megaten games, he's the silent protagonist, but apparently he does have a unique personality, based on how the characters react to him, as well as his own Shadow. But if he's supposed to be a unique character, why bother trying to make the player associate with him as an avatar? The storyline is slow moving due to all of the dungeon crawling and battling. And introduction is somewhat confusing, because it does a poor job establishing the relationships between the characters, and most already seem to have Personas without any explanation. (This is addressed later in the game, at least.) But once it gets over that initial stumbling block, it's fantastic. It steers away from the sci-fi theme of the original Persona and back into the occult, with some demons taken from Lovecraft lore, and much of the themes draw from both Mayan mythology and elements of the Zodiac. But what really makes the storyline so outstanding is how batshit crazy it is. At te beginning of the game, it's just about stopping a cult. Somewhere around the halfway point, Hitler shows up, commanding an army of spear-wielding flying mecha Nazis, all on a quest to resurrect a UFO buried beneath the city. In other words, it takes a bunch of nutso conspiracy theories and rolls them all into one big, ridiculous ball. Innocent Sin comes from that era of PSOne JRPGs where each game tried to out-crazy the last with overtly convoluted storylines (particularly Final Fantasy VII and VIII, Xenogears and Chrono Cross). Innocent Sin might actually be the best of these, mostly for the way it weaves real-life history in with its fictional narrative, and also for the fact that its story isn't as bloated as Square's games. Although Kazuma Kaneko created the initial character designs, as seen on the packaging, the in-game portraits were redrawn by Shigenori Soejima. While they're less stylized, they're also slightly more realistic, which makes them feel more human. The sprites are simple, but still a huge step over the original game. However, their character expressions during cutscenes are limited, mostly just silly ones where they stick their hands up in the air or their eye bulge out comically. The soundtrack was composed by Toshiko Tasaki, Kenichi Tsuchiya and Masaki Kurokawa. It has a modern electronic pop feel, similar to the first Persona, though with a wider variety of instrumentation, with tracks featuring prominent use of acoustic guitars and South American-style flutes. A good number of the main themes are Persona 2: Innocent Sin derived from the ending theme, "Kimi no Tonari", a vocal song by artist Hitomi. It's a very warm, nostalgic feeling song, which highlights the spirit of friendship amongst the main cast, in spite of the darkness of the plot. The cutscenes are mostly cheap CG affairs, and like all of the other Megaten/Persona games on the PSOne, focuses mostly on environments, with the characters rendered as illustrated stills. There is some voice acting, but it's restricted to pre-boss battle dialogues and combat shouts. While Innocent Sin doesn't directly link into the first Persona, it features a number of recurring characters, including the incredibly unlikeable Principal Hannya, the chubby kid Toro, and practically all of the main characters, excluding the protagonist. Yukino is the only returning party member, but most of the rest show up briefly as NPCs. Additionally, the presence of the Kuzunoha Detective Agency clearly ties the game in with the Devil Summoner subseries. The music is identical to the main theme of that game, and the head detective, GET NAME, is heavily implied to be inhabited by the soul of Ryuji Kuzunoha. His assistant is Tamaki, the female protagonist from Shin Megami Tensei If..., though since there are no references to that game's plot, her presence is more of a nod towards fans, rather than anything that ties together the universes. While Persona 2: Innocent Sin is a substantial step about its predecessor, it's really not a large enough step, at least from a gameplay standpoint. It's gone from "basically unplayable" to "fairly irritating". That being said, the fantastic storyline makes it more than worth its while, for those who have the patience to deal with the slow battle system, random encounters and annoying dungeons. When it was initially released in 1999, Atlus decided not to release Innocent Sin outside of Japan. Why? There are any number of potential reasons: the presence of Hitler, the gay character, or the high school violence around the time of Columbine. However, no one actually knows anymore, not even Atlus. In 2005, FAN TRANSLATION EXISTS. Following up the 200? port of the original Persona, Atlus released Innocent Sin on Sony's portable platform. It marks the first time that the game is officially available in English. It's faithful to the naming conventions of the first Persona PSP game, so there are still some inconsistencies with the PSOne localization of Eternal Punishment, but otherwise it's the usual high quality English writing and voice acting that Atlus is known for. Again, it has a new interface with widescreen graphics, one that's substantially more appealing than the PSOne version, with a sleek red theme. There's a minimap during exploration, a traditional Megaten random battle indicator, and portraits indicating health and status. There are some new character portaits in the status screen, as well as cut-ins during battle when performing Fusion attacks, similar to the style of the later Persona games. There's an option for a lower difficulty level, plus the ability to skip over battle animations. However, battle sequences are still slow and clumsy, and nothing was done to fix the random Persona 2: Innocent Sin encounter rate. The loading times, even when the game is installed on the Memory Stick, are longer than the original version. In addition to the original music, there's also an option for an arranged soundtrack. Most of it is the same music played with new instrumentation, or in some cases slightly extended, like the boss theme. It's decent enough, but it's not really all that distinct. There's also a brand new location called the Climax Theater. Here you can play some sidestories that are separate from the main plot. These feature several new characters, as well as some new pieces of music. Annoyingly, you cannot save your game in these sections. In the Japanese version, the Climax Theater featured a number of downloadable quests, as well as the ability for the player to create their own quests. Most of the bonus quests were created by assorted gaming magazines, with a few others written by the original scenario writer, Satomi Tadashi. In particular, one of these features a return to St. Hermelin High, as the heroes of Innocent Sin follow in the footsteps of the heroes from the original game. Unfortunately, both the DLC and the quest creator functionalities were removed from the English release. Atlus remained vague on the reason, but a similar issue occurred with Nippon Ichi's Disgaea 4, and they confirmed that it was an issue with user created content and the ESRB, as well as assorted technical reasons. Both versions feature some weird bits of censorship. Hitler is still in the game, but he's now known as the more vague "Fuhrer" and his identity is "concealed" by a pair of ridiculous sunglasses. Apparently this had to do with CERO requirements regarding the accuracy of historical characters, but Atlus discovered a clever, somewhat tongue-in-cheek approach to get around this regulation, so it's hard to get too riled up for it. All of the swastikas, of course, have all been replaced by more generic iron crosses, and the Nazis are just called the Last Batallion. The hero, with a weird bowl shaped haircut. One of his conversation options is to make motorcycle noises. He wields a sword and has an oddly deep voice. A somewhat flagrant punk kid who mocks Lisa constantly. His last name is Mishima, which he derives his nicknamed Michell from. His weapon is a guitar case that opens up into a gun, and Lisa calls him Captain Underwear due to his prankish tendency to pull down people's drawers. An American girl raised entirely in Japan. She knows no English but peppers her speech with Mandarin, due to her love of kung fu movies. Her nickname is "Ginko", which comes from her last name, Silverman ("gin" means "Silver", "ko" is a common suffix in girl's names.) She also has a crush on Tatsuya. A reporter for a teen magazine, she's been assigned to investigate the Joker killings. Perky and upbeat, her motto is the garbled English phrase "Let's positive thinking!" She wields two pink pistols and says "Ciao!" a lot. She acts like an older sister to the rest of the team, despite Eikichi's flirtations. Possibly the only non-irritating character from the original Persona returns as Maya's photographer. She's the same as before - calm, cool and collected. Tatsuya's childhood buddy who seems to like him as more than a friend.