Persona 3 Reload might have taken a small dungeon change from Persona 5 and set the stage for it to become a tradition. With so many major changes taking place over the last few Persona titles, it can sometimes be easy to miss some of the smaller tweaks. In the case of Persona 3 Reload, one can simply compare it to the original version to see how much the series has evolved. Part of this includes carrying over changes from Persona 5. Any mechanic that made it through both games has a decent chance of becoming the series norm.
When comparing Persona 5 and Persona 3 Reload, it’s clear the two games have a lot in common. Of course, all of the Persona mainstays are present, but some more notable details are worth examining as well. The Baton Pass feature that was introduced in Persona 5 carried over to Persona 3 Reload, granting players an extra strategic option to use. Every party member also has their own cut-in when finishing an All-Out Attack, similar to those that the Phantom Thieves had. Both mechanically and aesthetically, Persona 5 looks to have blazed a trail for Persona‘s future, although it will take until Persona 6 to be sure.
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Persona 3 Reload and Persona 5 Show How Random Loot Helps Persona’s Dungeons
Persona 5 Introduced Random Loot in Mementos
Players can find random loot in Persona 5‘s Mementos on occasion, marking a change from the norm. While Persona‘s dungeons have featured items in chests and as monster drops, random lootables are not usually a part of the formula. Persona 3 Reload followed up on this trend by adding breakable objects in Tartarus that also rewarded players. The items that players could find through these methods were not game-breaking, simply useful pick-me-ups that are nice to have on hand. These small lootables feel like a small addition, but the mechanic has plenty of reasons to be re-used in Persona 6 and beyond.
Random loot objects in dungeons could fit well into the formula of Persona 6. In dungeons, healing is one of the most valuable commodities that the player has. They have to spend either MP or items to heal up, and both of those are limited resources. This is especially true for MP recovery, which is usually much harder to come by. The ability to grab recovery items mid-dungeon is invaluable, effectively granting free heals without expending resources. The same effect could come from items that can be sold for cash, granting players another highly valuable boost to one of their most important resources.
Making dungeon loot into a recurring mechanic would be incredibly useful. The dungeon design in Persona 6 could probably benefit from players being able to grab extra healing items here and there. With more chances to heal, players could feel encouraged to push further into dungeons without backing out for the day. Considering that the Persona games run on a calendar, earning even a single extra day is valuable. If players have a few extra heals at their disposal, they’ll feel more empowered to go for a deep run. As a result, the challenges of Persona 6‘s dungeons will be more exciting.
The ability to grab recovery items mid-dungeon is invaluable, effectively granting free heals without expending resources.
Persona 3 Reload might have codified Persona 5‘s dungeon loot, and that would be a good change. Persona 6 following the recent games in that regard would give players a semi-consistent source of items as they travel through the game’s dungeons. For a series like Persona, where time management is paramount, anything that can potentially ease the player’s calendar would be appreciated. Persona 3 Reload made a good move by bringing back Persona 5‘s mid-dungeon loot. It would be good to see it come back in Persona 6 as well.
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