Gaming
Persona 3: Dancing In Moonlight / Persona 5: Dancing In Starlight Review
If there’s one thing that the Persona franchise has proven at this point, it’s that it can dive into just about any genre it wants and find success. While most will recognize it for the string of fantastic JRPGs we’ve gotten over the years, the series has also managed to find considerable success in both the fighting and dancing genres.
The series’ dancing days kicked off in 2015 with Persona 4: Dancing All Night, and now Atlus has decided that it’s time to bring in the Persona 3 and 5 casts for a similar treatment. Persona 3: Dancing in Moonlight and Persona 5: Dancing in Starlight are exactly what you would expect for those who played the last one, which is the same rhythm gameplay with two different coats of paint. It’s a formula that works, and Atlus took a very if-it-aint-broke-don’t-fix-it-approach.
This isn’t necessarily a bad thing, as what is here is very solid. Atlus did elect to streamline the experience by keeping the dancing and dialogue segments separate, rather than having a grand visual novel-type story like in Dancing All Night. This is a move that was much appreciated, because the story can really only be so engaging considering the premise that we’re dealing with, and Dancing All Night’s story sequences regularly overstayed their welcome.
The setup for each game is very similar, as you wake up in the Velvet Room with your friends and are basically told you need to put on a show. The characters are initially stunned at the premise, but in typical Persona fashion they warm up to it pretty quickly and are showing off some seriously impressive dance moves within minutes. It’s a setup that sounds completely ridiculous on paper, but considering that ridiculousness is the Persona series’ bread and butter, it fits right in.
In these two games you will complete a series of levels and then unlock new social events that will contain scenes with the game’s various characters. Many of these scenes are great and allow us to delve deeper into the characters we know and love, but you can skip some or all of them if you wish. Viewing them does unlock new outfits for your characters to wear during levels, however, so there is some gameplay benefit to viewing them. Atlus did a fantastic job of capturing the style of each original game for the accompanying spin-off, with the UI for each game lining up perfectly with the originals.
The reason that this review is combining both games into one rather than doing both individually is that they are both two sides of the same coin, similar to how Nintendo releases Pokemon games. The core setup and mechanics are identical between the two, with the differences being the casts and song selection. The gameplay that you will be spending the majority of your time with is exactly the same between the two games, with a circular note-highway that includes the various PS4/Vita buttons that you need to press to the beats of the songs. The more accurate your buttons presses are, the better your results will be when you complete the track.
It’s addictive gameplay to be sure, but what really sells it is the fantastic choreography and visual flair from the characters. While you’ll control one character for the entire track, as you fill up your Fever meter you will be able to bring in a guest character to dance with you briefly. This might seem like information overload considering you have to keep your eyes on the note-highway, but considering that it’s contained to the perimeter of the screen you have no problems of watching the dance moves while also hitting those notes.
Deciding between the two will ultimately come down to your preference of casts between the two accompanying main games, as well as their respective styles of music. Persona 3: Dancing in Moonlight offers a more upbeat, funk-inspired soundtrack, whereas Persona 5: Dancing in Starlight’s music is more along the lines of acid jazz. Each of the soundtracks are great in their own right, so in all likelihood if you enjoy one then you are going to enjoy the other, as well. The original tunes were catchy enough, but a lot of the remix work done here results in tracks that can get stuck in your head for days on end.
Each of the games feature 25 songs in total, which may seem low if you’re a rhythm gaming fan. It definitely would have been nice to have a meatier tracklist for each game to extend the playtime, but the dialogue segments of the game do pick up some of the slack. Increasing your social link levels with characters just like in the base games is engaging, as all of the characters have interesting stories to tell. It’s also fun to play around with the different costumes that you unlock by completing levels, with some truly hilarious outfits being possible.
In the end, your enjoyment of these games will depend heavily on your enjoyment of the base games that these spin-offs are based off of. If you could never get into the Persona series, then these two games will do nothing to change that. However, if you happen to be one of many who adores this series and its characters, then both of these games are worth checking out to experience their crazy worlds all over again.
Gaming
Ubisoft says that future Assassin’s Creed games will need more time to be made
As Assassin’s Creed Shadows is about to sneak up on people in November, Ubisoft says that the time between developing games needs to be longer to find the “right balance.” Shadows has been in development for four years, longer than any other game in the series up to this point. That includes the huge open-world epics Assassin’s Creed Odyssey and Assassin’s Creed Valhalla.
Shadows lead producer Karl Onnée (thanks, GamesIndustry.biz) says that the latest AC game took 25% longer to make than Valhalla. He says this is necessary to keep the quality of the series that it is known for: “It’s always a balance between time and costs, but the more time you have, the more you can iterate.” You can speed up a project by adding more people to it, but that doesn’t give you more time to make changes.
Onnée says this has as much to do with immersion and aesthetics as it does with fixing bugs and smoothing out pixels. This is because the development team needs time to learn about each new historical setting: “We are trying to make a game that is as real as possible.” We’re proud of it, and the process took a long time. In feudal Japan, building a house is very different from building a house in France or England in the Middle Ages. As an artist, you need to learn where to put things in a feudal Japanese home. For example, food might not belong there. Get all the information you need and learn it. That process takes a long time.”
You’ll have to wait a little longer for Ubisoft to work on each game. Are you okay with that? In what part of Shadows are you now? Is it interesting to you? Leave a comment below and let us know.
Gaming
You can now pre-order Lollipop Chainsaw RePOP on PS5
You can now pre-order Lollipop Chainsaw RePOP, a remaster that Dragami Games and Capcom both created. You can now pre-order the PS5 game on the PS Store for $44.99 or £39.99. If you have PS Plus, you can get an extra 10% off the price.
The company put out a new trailer with about three minutes of gameplay to mark the start of the pre-order period. Lollipop Chainsaw RePOP is a remaster of Grasshopper Manufacture’s crazy action game from 2012. You play as Juliet, a high school student who fights off waves of zombies.
The remaster adds RePOP mode, an alternative mode that swaps out the blood and gore for fun visual effects. It also adds a bunch of other features and improvements that make the game better overall. You can expect the graphics and sound to be better as well.
The game will now come out on September 12, 2024, instead of September 12, 2024. Are you excited to get back to this? Please cheer us on in the section below.
Gaming
This Call of Duty: Black Ops 6 zombies trailer is way too expensive
Is there really anyone who is following the story of Call of Duty’s zombie mode? We’ve known about the story in a vague way for a while, but we couldn’t tell you anything about it. It looks like the “Dark Aether” story will continue in Black Ops 6, but we don’t really know what that means.
For those of you who care, here is the official blurb with some background: “Requiem, led by the CIA, finally closed the last-dimensional portal, sending its inhabitants back to the nightmare world known as the Dark Aether, after two years of fighting zombie outbreaks around the world during the Call of Duty: Black Ops Cold War timeline.”
Wait, there’s more! “Agent Samantha Maxis gave her life to seal this weird dimension from the inside out.” Even worse things were to come: senior staff members of Requiem were arrested without a reason by the Project Director, who turned out to be Edward Richtofen.
Black Ops 6 will take place about five years later, and it looks like it will show more about Richtofen’s goals and motivations. The most important thing is that you will probably be shooting an unimaginable number of zombies in the head. This week, on August 8, there will be a full reveal of the gameplay, so keep an eye out for that.
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