Why Ditching Procedurally Generated Dungeons Makes Persona Better
Persona 5 is at once a breathtaking reinvigoration of everything players love about Persona, as well as a return to form to the series’ beginnings. Throughout the Persona series, the shadow-slaying, dungeon crawling titles have established a slew of ongoing narrative cues: teenagers toeing a delicate balancing act between their day-to-day class schedule and saving the world, a mysteriously long-nosed imp named Igor prodding on your journey from within his Velvet Room, and enough meditation on the concept of reality that you may need to brush up on Jung just to keep up.
The latest entry in the series plays like a greatest hits album. The biggest series missteps have been avoided, like Persona 3’s insistence on allowing the player to control only the protagonist in battle rather than the entire party, and Atlus wisely decided against returning to the random enemy encounters of the series’ past. However, the Shin Megami Tensei games and the first few Persona titles rewarded players for talking to beaten-down monsters instead of defeating them long before Undertale was lauded for its pacifism, and likewise Persona 5 gives players the chance to chat up shadows instead of killing them.
Crucially, it removes a key feature from previous iterations of the series that, at first, seems like a solely stylistic choice: instead of procedurally generated dungeons, Persona 5 goes with a handmade approach, using wide-open rooms, overlooks, circular stairs, dead ends and side rooms to make each dungeon feel different than the next. This distinction alone strengthens the game in ways past entries have merely hinted at.
Released in 2006, Persona 3’s Tartarus is a shifting, towering maze of hallways that only appears during “The Dark Hour,” when time stops and monsters roam the world. Structurally, players can never count on their sense of direction to guide them, as the game procedurally generates levels of the tower each time players visit. Thematically, Tartarus fits within the established storyline and also made for a boastful demonstration of the Playstation 2’s hardware in its time, with infinite possibilities awaiting players.
In a similar vein, Persona 4 generates a new map every time you visit the mysterious “Midnight Channel,” with the protagonists’ investigation team making their way through the hazy, foggy landscape, never quite sure where they are. Generated by the collective consciousness of humanity, each dungeon that materializes in the Midnight Channel takes the form of dreams and desires of those trapped inside.
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