7 Things Nobody Wants To Admit About Persona 5

6. Corridor Dungeons And Design Gets Repetitive Fast

Persona 5
Atlus

Assumedly as a way to ensure Persona is a very lengthy game, the various dungeons you visit are made up of a fairly small amount of assets. They're effective gameplay-wise, and I must make the distinction between structural repetition/object repetition and the occasional specific set-piece room - the latter of which are insanely inventive and very memorable.

For example, Junya Kaneshiro's twisted version of Shibuya where every citizen is a walking ATM? Brilliant. Kamoshida's sex-fuelled upper rooms being filled with statues of teenage derrieres that are guarded by a putrid, oversized, literal penis? Also, total genius.

However, having literally one object be the source of loot in each respective Palace (a vase, a piece of art, a money bag etc.), or having all three Palaces (so far) centre on "Go to the security room, find the guard, acquire the key and proceed"? Not so much.

Even the 'stealth mechanics' amount to tapping X to wait in specific spots, before ambushing guards in the same fashion, over and over.

There's a level of artistic inventiveness that's genuinely outstanding in parts of P5's dungeons - and all its enemies, bosses and manifestations of your targets' desires are spot on - but the actual interaction with them outside of visuals, the playability of a given map, falls short of matching such ambitious aesthetics.

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Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.