A Box-Office Disappointment
When I first played through Persona Q: Shadow of the Labyrinth, I expected top quality, being a crossover between Atlus’s Persona and Etrian Odyssey series, both of which I liked, but for some reason, the results were very mixed and disappointing to the point where I sold my sealed special edition of the game’s first and only sequel, Persona Q2: New Cinema Labyrinth. I would ultimately download the second entry prior to the closure of Nintendo’s eShops to see if my instincts had been correct. At first, it does seem to show promise as a vastly improved follow-up, but does it remain that way towards the end?
Unlike the first Persona Q, the second, when one starts a new game, doesn’t allow players to focus on casts from any of the Persona games from the third one onward, but rather starts exclusively focused on that of the fifth game, which eventually meets the prior games’ characters in a unique movie theater setting. Here, they must advance through labyrinths paying homage to movies such as the Superman series, Jurassic Park franchise, and so on, to collect keys to leave the mysterious locked theater. The story has its moments and occasional humor, though most of the dialogue winds down to small talk about whatever environments the characters traverse, there are many tried tropes such as amnesia, the M rating doesn’t feel justified, the pacing is incredibly glacial, and quantity is put far more above quality.
As it was a late Nintendo 3DS release, the translators left the voice dub in Japanese, which is probably for the better given the first game’s atrocious voiced dialogue, and the game text itself is certainly legible, but regardless, many issues abound. One is that akin to the first game, the localization team left the Japanese honorifics in the dialogue, making it both feel horribly unnatural especially when used with full names and nonsensical to mainstream gamers not versed in the language. Another is the occasional Engrish, such as the option of “Succeed/Don’t Succeed” when sacrificing Personas in the Velvet Room. There are also no subtitles for most of the battle voices, with some Japanese floating about occasionally in the text as well. Generally, the localization was at a low at the time for Atlus.
Expect to spend a lot of time in the lobby.
Akin to the first game, the sequel features a methodical gameplay structure, with most business in between labyrinth exploration conducted in the movie theater lobby, where players can utilize the Velvet Room to fuse Personas, shop for equipment and items, get tickets to “Special Screenings” (which are, to say, sidequests), change the party formation, record progress, or go to one of the theaters to enter a movie’s respective labyrinth. Unlike many open-world RPGs, getting stuck and wondering where to go next is no issue whatsoever, even in the sidequests that take place in limited areas of each maze. The cartography system, for better or worse, imitates that of the Etrian Odyssey games, with each labyrinth having special icons to indicate unique obstacles.
Like in the Etrian games as well, the player can form a party of up to five characters divided between front and back rows, each with three spaces, with every Persona user having better effect on the frontline, backline, or either. One irritation is that though there exists the space, there is absolutely no way to fill in the sixth open slot as there is in many of the Etrian Odyssey titles, which would have been nice given the massive playable cast. Players can also outfit characters with one weapon, one piece of armor, and one accessory, alongside a Persona for each active character and one for whomever they decide to be battle and navigation, which can be one or two support Persona users among the three from the mainline games from three to five.
Combat follows the same overall structure, with an indicator showing how close the player is to encountering Shadows, in theme with the movie theater setting counting down from three to one before a fight triggers. The player has several combat options for each character from which to choose, such as attacking with an equipped weapon, using an HP-consuming physical or SP-consuming magical ability, defending to reduce damage, or using a consumable item. Alternatively, the player can attempt to escape from the enemy, and while this doesn’t always work, each character will attempt to do so, so there are five times for it to effect or not.
Abandon playtime, all ye who enter.
Another option that players have prior to inputting abilities each round is one or both Navis’ support skills, which require a certain amount of star levels from a special gauge and can accomplish things such as extending the length of status enhancements cast on the party, granting partial HP recover at the end of each round, and so on. Back to general battle structure, most who have experienced turn-based Japanese RPGs of yore will likely be familiar with the formula where characters and the enemy take their turns depending upon speed, and things like wasting healing on characters that die before it takes effect can occur. As a bonus, many FOEs and bosses sometimes execute multiple commands in a round, and not always consistently or right after one another, with no telling when they’ll do so.
The various quirks of the first Persona Q return, including the exploitation of an enemy’s weakness or landing a critical attack putting a character into “Boost” mode, where the next round, all their abilities will be free of cost the next round unless they receive any kind of damage. Knocking down all Shadows through weakness exploitation or critical attacks lets the player execute an All-Out Attack that deals all foes massive damage and is usually key to quicker combat victory. Outside of this, however, the pace of battle can be glacial, even on the highest adjustable speed setting in the game menus, in some cases with as many as several seconds between a skill affecting one Shadow and then another.
Another issue, moreover, is that HP-consuming skills, elemental or not, have an astronomically high miss rate, even when characters are at high levels, and in many cases it’s not worth the risk to use said skills as opposed to SP-consuming magical abilities. Regardless of however the player manages to triumph over an encounter with Shadows, all characters still alive gain experience for occasional level-ups, in which case at certain levels they may learn new skills for their base or equipped Persona, although either has a limit of six skills, with incredibly tough choices the player has to make at times given that there are a fair number of useful skills that in some cases work well in conjunction.
Gold Shadows can be rewarding yet annoying.
Death of all active characters, however, results in a Game Over and trip through the opening logos and eventually the title screen, unless one is playing on Safety difficulty, in which case they receive the opportunity to revive all characters with full HP and SP, whichever battle defeated them continuing normally, which can be an absolute godsend as many encounters can be downright brutal and cheap at times. When defeating special golden Shadows, players may also gain free Personas, the number they can have at one time increasable through side missions.
Much akin to its precursor, Q2 features powerful visible nemeses known as FOEs wandering throughout each labyrinth, with the in-game advice to avoid them initially very much advisable, and luckily, the sequel gives significantly more room for error when it comes to averting them. Their color on the in-game maps further shows how powerful they are compared to the player’s party and taking them on when the party is more powerful is always a good option, yielding free Personas as well in addition to materials they can sell at the concession stand (standard Shadows dropping them too).
While any successful enemy encounter yields money, the player gains ever more by selling them at said concession stand, which makes more powerful weapons, armor, and equipment available for purchase. However, the developers didn’t consider the game’s massive playable cast when settling upon the prices of everything, with players pretty much needing to equip a special accessory that increases monetary gains from combat. A system from the Etrian games further bequeathed is gathering points within each labyrinth, where players can either gather cautiously for low-level materials or risk enemy ambushes for high-level components.
Given the excess characters, being able to fill that sixth space would have been *really* nice.
Further compounding the financial difficulties players will face throughout Q2 is the Velvet Room where players can initially fuse two Personas to make new ones, and eventually three, with the rare risk of fusion accidents, though these tend to favor the player often, these features mercifully being free. Players can also access Persona sacrifices where they can grant another Persona or a character experience, with the forfeit of a specific one initially free before monetary charges occur. Blank Cards and Wild Cards respectively allow another Persona or a character to learn a skill from a sacrifice, which can be handy for diversifying one’s skillset, buts begs difficult decisions of which to keep or delete.
Moreover, the player can register Personas in the Velvet Room Compendium to resummon later for a price, and to do so frequently whenever leveling one is advisable so that certain skills become accessible for Blank or Wild Card usage. Equippable Personas also increase a character’s base HP and SP by a certain amount that increases with leveling, another feature being that at certain points throughout the game, specific allies become “motivated”, in which case they gain a bonus for equipping one. A new feature to Q2 is Unison Attacks acquirable from Ticket quests that randomly execute after a round of combat among certain characters to dish out supplemental damage.
All in all, while the second game’s mechanics have a lot of nifty features, they don’t always function effectively, given the lopsided nature of combat and inconsistent difficulty, with a forgiving curve in the beginning, a descent into gameplay hell in the middle, and a bit of a breeze towards the end, especially if the player does the Ticket quests and doesn’t rush through. That the avoidance of FOEs is easier is a definite plus, along with the various means by which to empower character Personas, although the in-game financial burden is very heavy, given the excessive number of characters, with Q2 all in all bequeathing the negative portions of the Etrian and Persona mechanics more so than the positives.
Doing something educational would be time better spent than playing Q2.
Given the deluge of playable characters, maintenance in the theater lobby will easily consume a sizeable fraction of the sequel’s lengthy playtime, given the flashy but clunky menus, alongside minor things such as the herculean task of seeing if a particular character is more effective in the front row, back, or either, alongside the forced startup screens of every company involved in the game’s production when the player gets back into the game or gets a Game Over, a fairly irksome JRPG habit. While there is a suspend save within the labyrinths, furthermore, the potential for lost playtime due to enemy cheapness is great on difficulties above Safety, although given the game’s linear structure, finding out where to go next is nonproblematic. Still, Q2 could have been better in the interaction department.
Mercifully, the aural department is more bearable than in the first game given the wise decision to leave the voicework in Japanese, although the seiyuu struggling as always with English words is an offense to the Anglophone world, but the voices are luckily mutable. There are a fair number of catchy vocal pieces in the soundtrack, such as the lobby theme, with catchy lyrics like “Say, darling, hey, maybe!”, musical numbers abounding in the labyrinth based on The Wizard of Oz also. The non-vocal tracks are pleasant as well, so the sequel overall is easy on the ears.
Q2 fares somewhat decently visually as well, akin to its predecessor using chibi versions of the various characters from the third, fourth, and fifth mainline Persona titles, and a cutscene style where the background fuzzes out so that the character models can communicate, showing wide ranges of emotions and gestures. Occasional anime cutscenes come as well, with the colors being bright and beautiful, the environments especially appearing pretty despite some pixilated and blurry textures. As in the Etrian titles, labyrinth exploration and combat occur in the first person, though occasional breaks do occur in either. The battle graphics look nice as well despite telekinetic attacking on part of the Shadows and the asinine dodge animation native to Megami Tensei titles where foes move to one side and back in place without lifting an appendage. Regardless, the graphics are more than passable.
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Shining Force II released in 1993 yet had *way* better enemy dodge animations.
Finally, the first and only Persona Q sequel can be very long, at least sixty hours to finish if the player attempts a straightforward playthrough, although with sidequests and time spent in a New Game+, it can be far longer, and given that the game overstays its welcome, odds are most won’t want to invest any more of their precious gaming time into it.
Overall, while Persona Q2 does have several gameplay improvements compared to its predecessor, the crossover of the Etrian Odyssey and Persona series continued to not work out as well as one would expect, since countless other elements make it a middling experience, such as the high amount of time spent in the theater lobby maintaining characters, the overindulgent small talk within the dungeons that doesn’t contribute much to the central storyline, the rushed translation, and so one. The audiovisual presentation, especially the soundtrack, do shine in many areas, although those can’t mask a largely lackluster experience, and mainstream video gamers would best spend their precious gaming time elsewhere, preferably either the Etrian or mainline Persona games.
This review is based on a single playthrough to the standard ending with all known sidequests completed on a digital copy of the game downloaded to the reviewer's Nintendo 3DS.
Score Breakdown The Good The Bad
- Gameplay an improvement over first game's.
- Good soundtrack.
- Visuals are nice at times.
- Glacial pacing in and out of battle.
- Sloppy localization.
- Way too long.
The Bottom Line Like the first game a case of two rights making a wrong. Platform Nintendo 3DS Game Mechanics 5.0/10 Control 4.5/10 Story 4.5/10 Localization 2.0/10 Aurals 8.5/10 Visuals 6.5/10 Lasting Appeal 0.5/10 Difficulty Adjustable Playtime 60+ Hours Overall: 4.5/10