Uma Musume‘s Horse Girls Blow Past Persona 5: The Phantom X in the Gacha Game Race
Persona 5: The Phantom X and Uma Musume: Pretty Derby show the highs and lows of gacha

In the nine years since Persona 5 released, the game has become a franchise within a franchise. With a re-release (2019’s Royal), manga and anime adaptations, as well as rhythm, musou, and tactics spinoffs, who even needs Persona 6? The latest offering is Persona 5: The Phantom X, a gacha title finally receiving its global release after launching in Asian territories last year. On the surface Phantom X has all the hallmarks of a good Persona game (or rather a good Persona 5 spinoff). There’s stylish UI to gawk at, complex heists in lavish dungeons, and a loveable cast. The greatest charm of Phantom X, however, is its willingness to break away from the Phantom Thieves, who have headlined the past three spinoff titles.
In place of Joker and Co. is Nagisa Kamisiro, another blank slate high school boy thrust into the world of the Velvet Room and Metaverse. Narratively he serves the same purpose as Joker, fulfilling the role of basic protagonist, but the fresh face is enough to instill some excitement in me. This extends to the ensemble Kamisiro collects over the course of Phantom X’s initial story arc, which concerns the cartoonishly (to the point of inducing endless eyerolls) evil Subway Slammer. The standout is Motoha Arai, a baseball obsessed classmate whose connection to our villain gives her plenty of time in the spotlight. It didn’t take long for me to feel the urge to spend more time with her (and others) in order to flesh out their stories.
That’s when Phantom X hits a wall. Its predatory gacha mechanics rear their ugly head and make it hard to get to know its characters. Unlike Persona 5, Phantom X does away with time-sensitive missions and deadlines in favor of real-world restrictions. While the calendar system exists in name only and you can run around Palaces for as long as you want, that only rings true if you don’t run into the hard-gating baked into Phantom X’s gacha systems. For example, those seeking to adhere to a free-to-play experience will find it takes at least four days (real, not in-game) to reach the level requirements to complete the first palace. As is the case with all gacha titles, the goal is to encourage the spending of in-game and—more crucially—real world currencies to progress.
Synergy Bonds, Phantom X’s version of Social Links, especially suffer from this business model. Rather than 10 levels, each Synergy Bond is bloated to 20, a decision that feels so clearly meant to extend an activity that is itself gated behind gameplay requirements. To engage with Synergy Bonds you need to reach certain social stats, which are most easily raised through—what else—using real world money. While the main story of Phantom X does justice to its cast, side activities meant to deepen your bonds feel shallow in service of making money rather than telling a story. It reveals a clear incompatibility between the Persona model and this game’s gacha systems, as an attempt to monetize the characters has only made them less compelling narratively. Grinding for the game’s many currencies has replaced depth. At least the UI is still nice to look at?
This isn’t to say gacha games can’t successfully tell stories that rely on a player’s bond with a character. After all, it’s working for the horse girls.