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Persona 3

Developer / Publisher: Atlus
16 July 2006
Persona 3 - cover art
Glitchwave rating
4.05 / 5.0
0.5
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1,686 Ratings / 13 Reviews
#122 All-time
#5 for 2006
A new transfer student moving to Gekkoukan High School discovers their potential to enter Tartarus, a mysterious realm where shadows lurk in the dead of midnight. - otherwise known as the Dark Hour. Their encounter with this strange world triggered the awakening of their Persona, whose duty is to protect their partner from the dangers of Tartarus.
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2006 Atlus  
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JP 4 984995 900155 SLPM 66445
2007 Atlus  
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JP 4 984995 900285 SLPM-66690
2007 Atlus  
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US 7 30865 53021 2 SLUS 21569
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2008 Atlus THQ  
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AU NZ 5 060073 303960 SLES-55018
2008 Atlus  
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XNA 7 30865 53026 7 SLUS 21621
2008 Atlus Koei  
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GB 5 060073 305483 SLES-55354
2008 Atlus Koei  
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IT 5 060073 305490
2008 Atlus Koei  
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DE 5 060073 305520 SLES-55354
2009 Atlus  
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JP 4 984995 900469 ULJM-05422
2010 Atlus  
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XNA 7 30865 60014 4 ULUS-10512
2011 Atlus Ghostlight  
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XEU XAF XOC
2012 Atlus SCE  
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2023 Atlus P-Studio  
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2023 Atlus Sega  
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2023 Atlus Sega  
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Atlus Sega  
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8 10105 67999 1
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It’s fitting that the most memorable and engaging social link quest in the game is the Dying Young Man’s tale. The player encounters a 19 year-old man with a terminal illness who clings to the main character, imparting the story he wrote in his final year to the one he grows to trust. Persona 3 does not beat around the bush: it’s a game about the inevitability of death–the acceptance of death, and perhaps the necessity and importance of death. This becomes apparent quickly the first time the player finds himself running away from the Reaper in Tartarus. Constantly, the game tells you to take a rest, to make good use of your time, and so on. In the end, no matter how much effort you put forth, everything will come to a close. However, the ones you made an impression on will remember your actions, and ultimately the game provides a nice sense of closure.

Persona 4 built what I think is a more entertaining game off of its predecessor’s blueprint, but after finishing Persona 3 I can see why it’s considered the true original of the two games. The dating sim elements, the importance of the schedule, and the push toward the future make a whole lot more sense in Persona 3′s context; they’re more important to the story, and I have a lot of respect for this. With that said, I’d much sooner replay Persona 4; it has more interesting characters and refined gameplay mechanics. I say this without intending to tarnish Persona 3, though, as it’s a great experience too.

The structure of Tartarus hurts the game somewhat. In a story that’s otherwise so tightened around a core concept, you’d think the place where the most time is spent would fit, but it doesn’t. Tartarus is lengthy, repetitive, and honestly quite uninspired. If it had the variety in environments seen in Strange Journey, I could be a little more forgiving, but I found myself wanting to fast forward past the dungeon and get back to goofing off with Social Links.

I have to address one elephant in the room: shooting yourself in the head to summon a Persona doesn’t make any sense to me. I played through this entire game and never arrived at any satisfactory explanation for it, which is bizarre as it’s such a prominent thing. The game makes a huge deal of this, including lengthy animations and a few scenes focusing on the act toward the beginning. What did it all mean, though? Maybe this is explained in the FES version, but I feel a little unsatisfied even if that’s the case; it should have been made clearer in the main storyline and just feels goofy without an explanation.

There are a lot of tiny things I could harp on about this game, but in the end I did enjoy playing it. The battles are classic SMT, the dialogue is often amusing and has some rewarding moments, and the level of challenge is honestly just right. Persona 3′s destined to be a classic RPG and I would recommend it to anybody who likes them and can tolerate the long dungeons and learning curve involved in monster fusion.
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jsh357 2016-04-02T23:24:23Z
2016-04-02T23:24:23Z
3.5
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persona 3 is definitely that kind of memorable old game which you wanted it to be better.

don't get me wrong, it's a really solid entry with much more good aspects than bad ones.

but for much i like this game and appreciate it, i wanted it to be so much better.

starting with the good stuff: the game's tone is edgy, but done in a good way, (i mean, it's a bunch of teenagers, what'd you expect) it goes out as being more mature and serious toned than being overly corny, as most edgy entries end up turning out.

the characters here are pretty hit or miss. the social links outside the main cast are pretty forgettable outside of one or two, but the main cast ones (altough the male ones outside of junpei suffering a heavy development problem) are pretty well-done. yukari gets shitted by the fandom but she's the best character of the cast (and the distance is even bigger on the FES version)

the gameplay is pretty good, the tactics mechanic is implemented very well, and the ai works very well, especially for such an old game. but i'm probably not the best to comment that, as i'm not a big fan of jrpg gameplay.

the aesthetics (both atmosphere and music) are surely not for everybody's liking, but if you are like me and you like it, you'll like it a lot. weird that rap fits so well a japanese high-schoolers killing shadows game. go figure.

now for the bad part...

as i said previously, the development is half-assed for most of the main characters. both for good and bad ones. (the game doesn't discriminate on that, at least) the villains are ridicously one-dimensional and flavorless, only one of them gets development and it's through romantic pairing.

the game is shorter than the most recent persona series entries, but i think this would actually be good for the game's pacing... if it wasn't for the fact this game later on keeps introducing new characters and not giving them any time nor chance to develop and worst of all: giving them backstories that are only ~hinted at us and are meant to be sad and all when you barely know the character.

but outside those problems, this game is an amazing experience and in certain aspects like story and atmosphere, is the best in the whole series. but the bad stuff does really hold it back...

and i chose to rate this specific version as it means i could ignore the answer. yeah. that was pretty bad. hope they fix it in the reload
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amauralho 2024-02-08T16:19:22Z
2024-02-08T16:19:22Z
4.5
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A 4am ramble about Persona 3, written after I beat it
If I could judge Persona 3 on everything but the gameplay, it would be my favorite game of all time. No other game has spoke to me quite like this one, whether it was the heartbreaking and beautiful story, the character designs (especially Aigis, who might honestly be my favorite design ever), or Shoji Meguro's incredible score. I've never been one to write about games I've played before, but I felt like I needed to after seeing this game's ending.

First, a few thoughts about why I decided to play this game. I, like many others in the past few years, found Persona 5 Royal incredible and I wanted more. My friend recommended me to play Persona 4 Golden first, as its gameplay was more like P5 and he preferred it because of this. I, however, picked Persona 3. The reason for this was that I preferred the music and the overall theme of P3 to P4, at least from an outsider's perspective. It spoke to me more, in a way, which is likely due to the rough patch I was going through at the time in my personal life. Plus, a darker version of P5 with more mature themes sounded great to me, so I decided to play it.

I played FES with the controllable party mod. It is, in my opinion, the definitive way of playing this game (until the remake comes out next month). At first, I was thinking about just playing P3P as I am new to the Persona series, and I wanted controllable party members. I felt like the learning curve would have been a bit too hard for me, causing me to become frustrated. The beginning hours of P3P, though, felt like I was playing an inferior version of the game, so I dropped it. My friend told me about FES' controllable party mod, and that is the version I will be talking about here. I understand it is not an intended way to play the game, but I found myself enjoying the game much more because of it.

One thing I regret was trying to do a max social links run on my first playthrough. I wanted to experience everything and not have to play a NG+, as I don't really enjoy replaying games. However, following a social links guide left me really bored, to be honest. I found myself playing with a tab open always and I feel like the social links lacked the impact the ones from P5 did because of it. That is my own fault, though, and I will make sure to play P4 without it.

The opening hours of P3FES were awesome. The opening cutscenes were great (and I will talk more about the cutscenes in general later on), and the way Makoto awoke to his persona was really cool; I was hooked. The school elements felt familiar to me as someone who had recently finished P5, and it felt like I was getting more of the game I loved so much. Gameplay was fun, very similar to p5 obviously but that was one of my favorite parts of that game, so I was glad to see it be the same here. The full moon missions were great, and I loved the way it showed the conflicts between the members of SEES in dangerous missions. Also, despite the limitations of the PS2, the game's bosses were all pretty cool mechanically, especially the Fortune fight and the fight against Strega, which came a bit later. However, it's time for me to address Tartarus.

It was a slog, to say the least. I am usually okay with grinds in games as a way to reward time put into the game, but this just seemed fucking excessive. The dungeons seemed fun at first, and I genuinely enjoyed the grind in the first ~20 hours or so. When I got to around July ingame, though, I ended up taking a long break from the game as I felt like I wasn't getting anything out of it. The floors felt like they would never end, and I had to go through easy battle after easy battle just to get to damage check bosses. Pretty much everything you've heard about Tartarus is true, and it's monotony is the main thing I hope Atlus addresses in the remake. I'm not asking for palaces, but could we get a little bit of variation?

[spoilers from here on out]
Another gripe I have about the game was the way its story slowed during the summer months. The story events happened in June, July and August were great (Fuuka and Aigis' introductions, Shinjiro and Akihiko's subplot, etc.) but they felt few and far between amid long sessions in Tartarus, and the social links that were intended to help progress through the lulls in combat felt like a mixed bag. Links like Maiko, Akinari, Yuko, and all of the party members were great, while links like Bebe, Kenji, Nozomi, and Kazushi were forgettable. It didn't help that the male party members weren't given social links, causing me to connect with them less in the beginning of the game. If you find yourself wondering whether or not to continue during these months, please do not give up on this game. Once you get to October, you are in for a fucking ride.

That just about does it for my negatives about Persona 3. Almost everything else about the game was incredible to me, and it felt like I kept discovering new and interesting mechanics and social links every few ingame days. The intermittent grinds in Tartarus were boring, but after getting through those, the game really opened up.

Winter is when this game went from good to incredible, in my eyes. The first moment that solidified this was Shinjiro's death in October, as it really shocked me that a main character could get killed off like that. I kept expecting him to return, eventually, but it never happened. It led me to hate Strega, which only made fighting them in November all the more satisfying. My favorite part of these early winter months, though, was Junpei's relationship with Chidori (whose character design is incredible, just to mention). It felt really pure, in a way, and their scenes together in the hospital were some of my favorite in the game by far.

Ryoji's introduction and subsequent reveal of his identity as the harbinger of Nyx was really cool, and I found myself missing him after the new year. This is also when I finally got around to starting Akinari's social link, which is probably my favorite in the whole series at this point. His conversations were deep and meaningful, and I found myself screenshotting a lot of what he said just to remember it. Some of my favorite writing is contained in this social link, and it truly left a great impression on me.

Finally, the new year and the game's ending were truly as good as everyone says they are. It felt liberating to finally be done with Tartarus, and I thought the Judgement social link being maxed as I went along was a cool touch. Finally, I made it to the top, and finished my social links as I waited for the last full moon.

Persona 3's last 5 hours are perfect. Down to the last detail, they are perfect. I went into the final day around level 75, and I felt like I was truly fighting for my life against Nyx. The fight was so much longer than everything that came before it, it truly felt special. The symbolism with Nyx's avatar revealing tarot cards before stopping at death was really cool as well. It never felt too hard, but it felt like a true final boss. Sealing Nyx was also very satisfying, but I felt confused as the game skipped forward to March 3rd. I thought the MC was dead, but he seemed alive and well. Meeting with all the maxed social links one final time (shoutout to Maya LMAO) was a great touch, and the game's true ending after that was just perfect. The ending credits theme, Memories of You, was what originally got me to play this game, so to finally hear it left me sobbing.

My experience with Persona 3 was flawed, but I still feel like I got a lot out of it. A part of me wishes I waited for the remake, but there's some aspects of Persona 3 that I feel won't translate well to modern systems. A major reason for that is the animated cutscenes. Holy shit, they are animated perfectly. In my eyes, they are the definitive reason to play FES over P3P; I have never seen cutscenes in a game speak to me like the ones in this game have. The sound design in them was also incredible, truly making me feel like the party was in danger during Nyx's fight or during the first encounter with shadows. Shinjiro's death cutscene was another one of my favorites, but they were all good.

Here's a bit of a hot take, so forgive me in advance. To me, large parts of Persona 3's soundtrack were forgettable. Tartarus themes in particular felt really bland, and I would have appreciated more social link specific music instead of the 4 or 5 tracks we ended up getting. There were many notable exceptions, like the Autumn Gekkoukan theme and all of the city tracks post-new year, but when you spend 3/4 of the game listening to the same leit motif, it starts to bore you. When this game hits, though, it hits, ESPECIALLY for its ending song. It was one of my most listened songs this year for a reason, despite having just now finishing the game.

Overall, I feel like this game would have been a 10/10 if not for the tartarus sections and a mixed bag of social links. The characters made this story what it is, and I loved spending each moment with them. I can't wait to do it all over again in a month, hopefully with a bit less Tartarus monotony this time. There's a reason why, despite me not liking the main gameplay of this game, that I would recommend it to anyone who asks. The story, characters, and overall design are truly that good.
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iwako 2023-12-31T11:27:57Z
2023-12-31T11:27:57Z
4.0
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I couldn't get into Persona games on PS2, I thought they're just too slow, but the Portable edition better fits my style of playing the game. Of course, the game is repetitive by design - you're a school kid working your way across the school year, visiting the Tartarus and fighting Shadows at night, and that's why I like it more on PSP, where it's easy to play in short bursts. The battles keep things interesting from the gameplay perspective - there are a lot of Personas and skills to use, and a variety of Shadows you have to work your way around exploiting their weaknesses and not letting them exploit yours. It should be noted that Tartarus is much simpler than the dungeons known from main Shin Megami Tensei series (it has randomly-generated floors), and the Persona acquisition method (the shuffle) is also a lot simpler than the traditional Shin Megami Tensei method - negotiating with the demons. The most interesting thing about this game is the story and how it fits with the gameplay. It just really feels like you're a student first and foremost, only saving the world in your spare time. You need to balance your time training, upgrading stats and of course acquiring social links, which offer a lot of side stories, and gameplay-wise they power-up your Personas during fusion. So yeah, repetitive, but I keep coming back for the story, as if it was an interactive anime, and I think that's why so many people love Persona, and it's something more than a dumbed-down Shin Megami Tensei.
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I Have No Friends So I Must Game
In its opening minutes, Persona 3 requires players to sign a contract obligating them to "accept responsibility for [their] actions"—failure to execute the contract means failure to progress. It is as if the game requires any player who wishes to proceed to promise that they will see Persona 3 through to its ultimate conclusion. Three months ago, I signed that contract, and only last night did I finally fulfill my promise by beating the final boss. Now that I've fully discharged my contractual duties, I am left somewhat satisfied but with a lingering sense that my 100-hour ascent to the peak of Tartarus (the game's 264-floor dungeon) was perhaps not worth so much time and effort. Though Persona 3 delivers a stylish, often mechanically engaging experience alongside sometimes thoughtful explorations of death and human connection, it suffers from a number of structural problems that undercut its central message that life derives its meaning from social bonds.

Given the current widespread popularity and influence of the modern Persona games, it may be difficult for some to appreciate just how radical Persona 3's game design was at the time of its release. Whereas many of its JRPG contemporaries adopted a traditional RPG gameplay loop of combat and exploration, Persona 3 splits its gameplay loop between long bouts of dungeon-crawling and social simulation, and the result, despite some shortcomings, is surprisingly compelling. Typically, the decision to divide a game's mechanics vertically between two distinct genres entails enormous risks. Juggling two distinct gameplay genres successfully requires developers to distribute an already limited pool of development resources between two radically different sets of mechanics such that both components of the gameplay loop remain separately engaging while still combining to form a cohesive whole. It is difficult to imagine two genres more diametrically opposed than dungeon-crawlers and social sims (both mechanically and tonally), so the risks Atlus faced in combining these genres in particular in Persona 3 were exponentially higher. That Persona 3 manages to have such a cohesive vision while embracing two unique genres is, as a result, highly impressive.

To be sure, Persona 3 does suffer in some respects from its split-genre approach. Had Atlus not needed to spread its development resources thin between both dungeon-crawling and social-linking, perhaps the dungeon-crawling mechanics could have been deepened, or the social simulation elements might have been expanded. As it is, both Persona 3's dungeon-crawling and social link mechanics are fairly rudimentary. The randomly generated level designs on each floor of Tartarus quickly become repetitive, as does the routine of attacking new enemies with every elemental skill until discovering their weakness and commencing an all-out attack. Only when players encounter bosses and a handful of late-game shadows does the combat become truly challenging, and a few of these battles only become challenging due to questionable decisions made by the party members' AI at inopportune moments (I grew to hate reading the words "Marin Karin" and "Wind Break" by the end of the game). The social simulation mechanics are similarly simplistic—dialogue options in social links never lead to branching storylines, for instance, and raising the player's charm, courage, and academics fails to open up unique dialogue options, as occurs in subsequent Persona games.

However, although neither the dungeon-crawling nor the social simulation mechanics would be complex enough to sustain an entire game on their own, they combine to create a game mechanically greater than the sum of its parts. Much of the success of Persona 3's genre combination derives from the way it capitalizes on the differences between the two genres to create a natural flow between its two styles of gameplay. The challenge and tension of the dungeon-crawling offsets and balances the more subdued and comfortable social simulation mechanics. And because Persona 3 allows players the freedom to engage with the dungeon-crawling mechanics largely when they see fit, players may take as long or as short of a respite from the risk-versus-reward dungeon-crawling as they need (within certain reasonable limits—each section of Tartarus must be completed before the next full moon arrives in-game). The gameplay loop also benefits from a few key mechanics that serve to connect each vertical slice of Persona 3's gameplay: collecting and fusing Personas in Tartarus has the additional benefit of advancing social links more quickly, while advancing social links allows players to earn additional bonus experience when fusing new Personas. These mechanics entice even those players who are interested primarily in only the dungeon-crawling or the social-linking to engage with the other half of the game more deeply, thereby helping to lessen the apparent incongruity between Persona 3's disparate genres.

Although Persona 3 handles its genre-straddling gameplay loop effectively, the game is clumsier in handling its themes, as the gameplay and story offer inconsistent messaging on the theme of human relationships. Perhaps the most oft-repeated theme in Persona 3's main story and its many, many subplots is that life derives its meaning from building and maintaining social relationships. This notion appears prominently throughout Aigis's storyline—initially an emotionless machine with no internal sense of purpose other than killing shadows, Aigis, after forming bonds with the protagonist and his friends, declares by the end of the game that the "joy of living comes from those who care for you." Various social links also repeat this message—Akinari, for instance, struggles to find a reason to live in the face of certain death from a genetic condition, but by the end of his social link, he resolves that what matters in life is "what others think of [your] life or what [you] are able to do for [them]" and states that "people can't survive without help from others. ... We all depend on one another." Many mechanics even support this theme—for example, the developers apparently decided to implement AI control of party members specifically to enhance the thematic message that one must rely on one's social bonds to conquer the fear of death (see pg. 302 of the Persona 4 strategy guide for further explanation: https://archive.org/detail...strategy-guide/). Persona 3 thus elevates the formation of social relationships into one of the most important facets of human life—doing so is necessary, as Akinari says, to "survive."

However, there is stark irony in Persona 3 delivering this thematic message when players must spend upwards of 100 hours (or a little less, if skipping The Answer, the game's very long epilogue) alone in front of a TV before they can reach the ending of the game. Playing Persona 3, as well as most JRPGs, is an inherently solitary activity, and it goes without saying that time spent playing enormous single-player games is time spent not socializing—seeing the cold, dead-eyed, slightly sweaty reflection of yourself in your television screen, sitting alone, during every loading screen is a grim reminder of this fact. Every time Persona 3 repeats its reminder to the player of the importance of building relationships, that player must reflect on the fact that the very act of playing Persona 3 to completion prevents building social bonds in real life. Perhaps this is a strange point to make, as it is a criticism that could be directed at numerous single-player games and, indeed, even at works in other media, like very lengthy novels, but the unshakeable feeling I had while playing Persona 3 was that its length and solitary nature heavily undercut its core themes. When I play Persona 3, I am constantly reminded via the themes of the narrative and the social links that my time would be better spent talking with my parents while they're still alive, reuniting with old friends before we drift apart into our own separate lives, or striking up new friendships with other lonely people. Instead, here I am playing Persona 3. To be clear, I am not critiquing Persona 3 for its thematic reminders of the importance of friendship—its message is an undeniably healthy and laudable one—rather, I am critiquing the conjunction of this message with Persona 3's absurd length. Had Persona 3 been considerably shortened, it could have made a much more poignant story of social connection, one that could have left players more time to focus on building social relationships of their own in real life rather than advancing the fictional bonds of their blue-haired protagonist.

Perhaps, some might say, the value of Persona 3, despite its length, is that it is instructive in how to build social relationships, i.e., players who are chronically alone may be able to learn from the game how to approach forming friendships. But this theory is undercut by the way the game presents the minutiae of social interaction. Throughout each of the social links, players are presented with social situations that resemble simplistic multiple-choice problems and must choose the "correct" dialogue option to advance the social link. This simplistic ludological framing of friendship hampers any didactic appeal that Persona 3's social links might have had. Beyond its oversimplification of social interactions into multiple-choice guessing games, the social link system frequently rewards players for "people-pleasing," or simply choosing the dialogue option that the character would feel least threatened by, rather than the one that reflects the player's honest thoughts. The optimal way of advancing Hidetoshi's social link, for example, is to pick dialogue options that fail to challenge his stubborn hardassery in response to a cigarette found in the school bathroom, while the optimal way through Kenji's social link is to encourage his immature pursuit of a teacher many years his senior. Other examples abound elsewhere (Tanaka's social link stands out as an especially egregious example of rewarding players who choose passive, non-threatening dialogue options), and each instance undercuts Persona 3's thematic message. Lasting social bonds in real life are rarely built on lies or half-truths, but they frequently are in Persona 3.

With little didactic utility for players in real life, the social link system begins to resemble a mere form of escapism. The very same players who may have stood to gain some friendship-building know-how from Persona 3's social link system instead may turn to the game as a means of avoiding the much harder task of making friends in real life. In many ways, Persona 3 presents an ideal escapist fantasy for the social recluse: its social situations are all easily navigated with a few quick button presses, dozens and dozens of characters all simultaneously want to befriend and date you merely because you have good grades and drink pheromone-laced coffee, and, best of all, you are completely and utterly alone while playing it for its full 100-hour playtime, meaning that you will never have to confront any real-life consequences for any social interactions gone awry while playing your virtual friend simulator. This unintentional result seems antithetical to the very message Persona 3 presents at its core—the game's narrative was never about running away from building real-life social relationships (quite the opposite), but its design principles have allowed Persona 3 to become a perfect tool for doing exactly that.

Ultimately, this awkward disconnect between Persona 3's game design and its core message left me with a sour taste in my mouth. Though I believe Persona 3 is undoubtedly a good game, I am unsure that I can label it good art due to its conflicting structure and messaging. Its mechanics are engaging, its gameplay loop is unique, its characters and story and soundtrack and art design are top-notch across the board. But the impact of Persona 3's themes is heavily blunted by the realization that your time is better spent off the couch outside, talking with friends, instead of losing your hundredth hour to the towering mazes of Tartarus or your hundred-and-first to advancing the protagonist's fictional friendships at the expense of your own.

Final rating: 3.5/5
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Title
persona 3 moment
Falta amor nessa POHA.

This game do not have love, atlus why? just why ?
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degurechaff 2023-02-11T21:56:25Z
2023-02-11T21:56:25Z
7.8
In collection Want to buy Used to own  
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Catalog

czokens Persona 3 2024-04-23T08:43:50Z
2024-04-23T08:43:50Z
5.0
In collection Want to buy Used to own  
HeckMelon Persona 3 2024-04-22T23:30:00Z
2024-04-22T23:30:00Z
2.5
In collection Want to buy Used to own  
pkbean Persona 3 2024-04-20T09:01:42Z
2024-04-20T09:01:42Z
4.0
In collection Want to buy Used to own  
s000lace Persona 3 2024-04-19T01:57:03Z
2024-04-19T01:57:03Z
4.5
1
In collection Want to buy Used to own  
Blaze391 Persona 3 2024-04-18T15:17:21Z
2024-04-18T15:17:21Z
5.0
In collection Want to buy Used to own  
edef_ Persona 3 2024-04-17T15:00:22Z
2024-04-17T15:00:22Z
4.5
In collection Want to buy Used to own  
Shark_Repellant Persona 3 Portable 2024-04-16T14:57:05Z
PSP • XNA
2024-04-16T14:57:05Z
4.5
In collection Want to buy Used to own  
polland Shin Megami Tensei: Persona 3 2024-04-15T14:24:04Z
PS2 • US
2024-04-15T14:24:04Z
4.5
1
In collection Want to buy Used to own  
polland Persona 3 2024-04-15T14:23:48Z
2024-04-15T14:23:48Z
4.0
1
In collection Want to buy Used to own  
KCharbzz98 Shin Megami Tensei: Persona 3 FES 2024-04-13T04:43:11Z
PS2 • XNA
2024-04-13T04:43:11Z
5.0
In collection Want to buy Used to own  
onnebakker1 Persona 3 2024-04-11T19:57:01Z
2024-04-11T19:57:01Z
4.5
In collection Want to buy Used to own  
XterminatoR666 Persona 3 2024-04-10T12:38:23Z
2024-04-10T12:38:23Z
In collection Want to buy Used to own  
Content rating
CERO: B
Player modes
Single-player
Media
1x DVD
Franchises
Also known as
  • Shin Megami Tensei: Persona 3
  • Shin Megami Tensei: Persona 3 FES
  • Persona 3 Portable
  • ペルソナ3
  • ペルソナ3 ポータブル
  • ペルソナ3フェス
  • View all [6] Hide

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  • Previous comments (137) Loading...
  • hugo6849 2024-01-27 17:13:42.308475+00
    Portable should be a separate entry [2]
    reply
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  • Jodas 2024-01-28 17:25:50.15903+00
    I finally found a "cheap" PAL Persona 3 FES and I'm screaming.

    (Not cheap at all just not over 200€)
    reply
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  • townandcountry 2024-02-14 03:29:11.706264+00
    Yukari haters are not real
    reply
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  • Regal_Throes 2024-02-25 21:53:19.18318+00
    I love this game so much. It appealed to my secret emo side but the atmosphere and music is unprecedented.
    reply
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  • The_Prep 2024-03-09 23:32:25.872815+00
    After having played a portion of this game and now finished Reload, I kind of wish I stuck with this one because I found that Reload almost made Tartarus trivial and too fun. Looking back, I think that Tartarus in the original was a much more effective metaphor for depression, but games that are more conceptual that sacrifice gameplay enjoyability for something that suits the themes of the game more will always be controversial; look at Rain World. I think I'll go back and play FES someday, but if I had actually finished my FES playthrough when I started it in 2021, the ending might have hit even harder when I was at probably the lowest point in my life.
    reply
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  • lillhium17 2024-03-12 17:31:15.95664+00
    Jesus Christ, that ending
    reply
    • samples 2024-03-12 19:58:22.16709+00
      [2] just finished and feel the same way
    • More replies New replies ) Loading...
  • ... 2024-03-20 19:56:35.49127+00
    Weird comparison but I always found a weird cross between this game and the album Mount Eerie idk something about the way both portray death has been stuck with me for a while I can’t really explain it
    reply
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