![]() (Hell, given the detail of hand-drawn animation, it’s nice to just see the fluid and idle actions each character takes when you’re not in the middle of combat.) Drills allow you to practice specific moves, and suggests various combos it’s also a great place to glimpse each player’s instant-kill move, since they can be rather hard to successfully land in the middle of real combat. ![]() And the game is all about making players at ease, from the reconfigurable control scheme (which allows novice players to map special moves directly to trigger buttons) to a lengthy and well-designed Practice mode that not only demonstrates the proper use of a self-harming Furious Attack, but reveals the frames of invulnerability granted by Persona-channeling Burst counter or an evasive dash. Of course, it’s hard to hold an experimental and optional mode against Ultimax itself, especially when the something-for-everyone approach makes it easy to stick to the modes that you actually enjoy. For instance: Naoto’s a detective who can pull a gun and fire at long range, while Chie’s best at close-range counters Aigis, on the other hand, needs to carefully defend until powering up her Orgia mode. This mode also misses the point of the game itself, which is less about focusing on a single character and more in learning to juggle the various unique play styles that each one brings to the ring. The main modes earn their place by excelling at narration and at evenly matched combat, but this one grind-fest feels like fan service for a mechanic best left to an actual RPG. It’s a smart separation: The new Golden Arena mode, which bridges the two by allowing characters to level up and learn stat-boosting skills, is a rather repetitious and plot-less experience. (What with all the combo cancelling and skill-point-based special moves, this isn’t a game for button mashers.) The latter cuts straight to brawling and, if you’re inexperienced, the bawling. The former plays largely like a visual novel, featuring full voice acting (largely from the original cast) and scenes selected from a massive flow chart that keeps track of the dozen or so first-person perspectives there’s even an Auto mode that allows the computer to take over for those just in it for the story. Moreover, Arc System Works and Atlus wisely keep the two styles-JRPG storytelling and fast-twitch arcade fighting-partitioned into Story Mode and Battle Mode. This year’s sequel, Persona 4 Arena Ultimax, easily leaps over that bar, wrapping up not only its own cliffhanger, but serving as a satisfying epilogue for both Persona 3 and 4. 2D brawlers aren’t often known for their stories, which is what made 2012’s Persona 4 Arena such a giddying surprise.
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