Friday, July 31, 2015

News & Views
7/25/15-7/31/15

Welcome back everyone to another week of News & Views! As always, I’ve compiled a heaping helping of great video game writing and stories from around the web. This week I’m spotlighting an amazing article from Richard Lawson, where he shares his thoughts about his recent trip to VidCon and the business of social media celebrity. Though not directly about video games, YouTube is hugely important for the games space and Lawson gives a genuine and minimally judgmental take on the whole culture of YouTube content creators. I’ve also found some great pieces about why every Final Fantasy game is the best and worst of the series, speculations about Nintendo’s future, and how Android: Netrunner is working to make card games cool again.

And, of course, please be sure to check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
            Richard Lawson, Vanity Fair
Worth Reading
Chris Baker, Gamasutra

Drew Toal, A.V. Club

Heidi Kemps, Gamesradar

Kim Nguyen, Offworld

Matthew Codd, Shindig

With Comments
Christian Nutt, Gamasutra
Nutt’s brilliant article highlights the many struggles in designing a new Street Fighter game in the current games space. All competitive games have issues in maintaining a good balance, so that nothing is too powerful or too weak. SFV’s EVO panel seemed to indicate a paradigm shift for the company, and games in general, when they said focus will be more on making everything powerful and less about nerfing. All of this combined with Capcom’s decision to brand SFV as a service and incorporate F2P-like currency systems could make for a very interesting future.

Maddy Myers, Paste
I feel you, Myers. For Heroes of the Storm and Hearthstone before it, logging in every day has just become something I do. I cannot really stop myself either. Miss too many days and you’ll lose out on hundreds of gold, putting you further and further away from that new legendary card or hero purchase. Blizzard’s F2P loop is addicting.

Chloi Rad, Kill Screen
This is something I’ve been noticing for a while, and is eloquently written about in Rad’s KillScreen article. The players the crowd gets behind have routinely made strong showings—potentially highlighting the importance of nerves in competitive gaming. As we move forward with eSports, more and more considerations for the crowd are going to have to be made. They often play a powerful and interesting role in the competition.

Daniel Friedman, Polygon
I wish I didn’t have to share this with you all, but I felt compelled. Friedman hits the nail (mostly) on the head about the current state of Hearthstone. Around GvG’s release, I would have recommended anyone check out the game. Now, not so much. Getting a set of playable cards as a beginner has become prohibitively expensive. With The Grand Tournament’s infusion of another 132, I fear for new players. Blizzard needs to make not alienating newer and F2P players priority #1 moving forward. Friedman offers a few suggestions for what the company can do to address this issue.

Patrick Klepek, Kotaku
Rocket League is amazing. Just watch some of the gifs in this thread after playing for a bit. You’ll know just how impressive this all is. It’s crazy. Glad I haven’t matched against any of these players. Yet.

Tuesday, July 28, 2015

Unspoken: Rocket League’s Game Within a Game
Article

Abstract: Voice chat in online games tends to be destructive rather than constructive. Derisive comments lead to poor co-operation and sap fun away from the online experience. Rocket League, the recent mega hit from Psyonix, has shown me that not only is non-verbal communication pleasant, but it’s also effective at encouraging teamwork. When co-operation is determined by unspoken actions, it can create a compelling metagame of feeling out and learning the behaviors of your fellow players, and is something I’d like to see more of in the future.

You’ve probably all been there. The game is close, but your team is pretty clearly losing. You hopped online to relax for a little while, hoping to snag a win or two and have some fun. But it’s hard to zone out and enjoy yourself when a teammate of yours is yelling at you. Telling the team how much they suck. Offering you the polite suggestion to end your own life. Muting the player stops the assault, but also leaves a strange silent space in which your “team” is just a few people all doing whatever they want until the game ends. And that’s fine, but it is certainly less engaging than a game in which teamwork and positive communication are fostered. Verbal harassment in online games is notorious, and is the main reason I often auto-mute everyone on my team when I played Call of Duty or Battlefield.

I’d like to live in a world where verbal communication is, for the most part, generally positive. Collaborative. Reinforcing, not destructive. Certainly game designers like to envision this future too. At E3 this year, we saw some impressive gameplay demos for The Division and Rainbow 6 Siege showcasing each games’ robust online multiplayer. In each, a team of players work with total synergy—discussing the situation at hand, suggesting possible strategies, and offering words of support. As nice as these demos come off, online chatter is never like this. Not even close. Sure, if you threw together a group of real world friends you could create something similar to what’s shown, but a large population of players (myself included) have immense difficulty scheduling a group of people to create these kinds of teams. So we jump into the game solo, and we’re stuck with who we are randomly paired with. It’s a mixed bag, sure, but one that’s overwhelming filled with unpleasantries.
Who are these players and how can I group up with them when I play online?

Derisive verbal exchanges, and the erosion of teamwork results of it, were the main factor that pushed me away from competitive online experiences. In all honesty, I was not sure I’d ever fully return to the online fields of battle. But recently I’ve found a title that has systems in place that seem to not only stymie this issue, but also create a game within a game that further enriches their online experiences. All accomplished through non-verbal communication. That game is Rocket League.

Rocket League is the surprise mega hit from Psyonix, released for free with this month’s PlayStation Plus lineup. The game is simple: it’s soccer with cars. Yep. Matches take place in a domed arena, the soccer ball is huge, and you can use jumps and flips and boosts and the car’s chassis itself to hit the ball toward your opponent’s goal. It’s really fun. The standard online mode is 3v3, where you are paired with two random players against another team of three. I have played for about 10 hours now, and not a single game had someone talking through a microphone. But something beautiful, interesting, and thoroughly compelling has been taking place in my matches. Without saying a single word, my teammates and I assume roles and create a game plan. We play as a team.
Who knew socCAR could be so much fun? Other than Psyonix, I guess.
Rocket League is amazingly fun, and surprisingly deep.
This is where the game within a game arises. Within the first few seconds of each 5 minute game of Rocket League, I get to non-verbally feel out the playstyle and skill of my teammates. If I notice the other two players aggressively chase the ball and then stay within the opponent’s goal box, I’ll hang back to act like a striker: keeping the ball on the other team’s half when it gets away from the goal area. When the ball is in our half of the field, again I get to play this game within a game. Do I play goalie? Or defender for clearing? Or should I hang midfield to try to capitalize on an empty goal should the ball rebound my way? All are fun to play, and all are contingent on discovering how my teammates are behaving. With gameplay mechanics so simple (it’s just soccer with even less rules), the above roles emerge organically and dynamically, creating a sense of collaboration that requires nothing more than observing and reacting. Because of how naturally this teamwork occurs, it gives me this bizarre but intriguing connection to my teammates, in a way that I would have never anticipated.
I often find myself playing defender, like I do when I play soccer.
Feeling out my teammates to discover their preferences is consistently interesting.
Rocket League does allow voice chat, though it’s hardly ever used. In its place most players utilize the game’s emote system. You are able to publicly share short phrases like “Nice shot”, “Thanks” and “Sorry” through inputs on the directional pad. These quips are limited, though, and act less as a means of conversation and exist for moment-to-moment reactions. Their addition is welcome, as it allows me to communicate concepts I am unable to with gameplay alone, while keeping potentially toxic interactions out of the equation. In some way, these emotes feel like a distillation of what types of exchanges would take place with voice chat, but packaging them in a (relatively) harmless and easily ignorable package.

Taken together, Rocket League’s non-verbal communication is a win-win. It creates an interesting and dynamic metagame within matches of trying to feel out and understand your teammates, and helps to limit potentially acrid communication. Thankfully, Rocket League isn’t alone in reigning in in-game communication. Blizzard has taken a strong stance towards controlling online exchanges. In Hearthstone, for example, you are only able to emote at your opponent, and even that can be squelched. Chat is only allowed between Battle.net friends. In Heroes of the Storm, there is no integrated voice chat, and text-chat is only allowed between teammates and friends. In their place, Heroes of the Storm has an elegant system of map pings to communicate strategy. And they work well. And again they create a game within a game, feeling out teammate inclinations and strategies. It’s a blast.
You can tell you're in a match with me by the sheer number of map pings happening.
They're effective and fun to use.

Rocket League’s keeps me coming back to play over and over again. What’s left unspoken is perhaps the most gripping element to each match. Try it out for yourself. I think you’ll agree.

Friday, July 24, 2015

News & Views
7/18/15-7/24/15

Hello and happy Friday everyone! I hope you’re staying cool and taking some time to relax. Lab is crazy today, so I’ll keep this brief! News & Views, as always, is about compiling some of the best video game writing from around the web each week. I found a bunch of great stuff to share with you all here. Check out below for stories about how a sex abuse survivor finds comfort in games, the paradox of indie game devs that don’t have time to play, a huge divide in the fighting game community, and reactions to a woman’s voice in first person shooters.

And, of course, please be sure to check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes or if you prefer other methods, check out our SoundCloud as well. We’re on YouTube too!

Spotlight
Patrick Klepek, Kotaku

Worth Reading
Ben Kuchera, Polygon

Dina Bass, Bloomberg

Wai Yen Tang, Gamasutra

Jessica Conditt, engadget

Maxwell Neely-Cohen, Offworld

With Comments
Austin Walker, Giantbomb
Walker has a great piece dissecting the core fault of the latter Batman Arkham games: it’s hard to care about a hero and a city when there are no civilians around. For as great as the games are mechanically, world building can fall apart when it’s filled with empty spaces. It doesn’t stop me from loving Batman Arkham Knight, but I certainly would have liked to see a more vibrant and alive Gotham.

Mike Minotti, Venture Beat
I could listen to Killian talk for hours and hours. The man knows what he’s talking about, with overflowing passion that seeps into his every word. As a huge fighting game fan, I’m excited for the promises Killian lays out for Rising Thunder. Utilizing the advantages of separate screen online play for mechanics is brilliant. The interview also highlights the Mobius strip-like nature of games, too. Fighting games clearly inspired the MOBA / hero brawler / hero shooter genre, and it’s neat to see how that genre is making it’s way back to influence future fighting games.

Sarah Nyberg, Offworld
I can still remember Final Fantasy 7’s crossdressing scene vividly, even though I played the game nearly a decade and a half ago. Viewed in a contemporary context, it’s hard to know how to talk about the scene in question. Nyberg has a great piece on Offworld discussing this in detail.

Callum Leslie, The Daily Dot
Oh eSports. Even if I get what the tournament organizers were going for… really?! This is supposed to be a Hearthstone tournament, not a beauty pageant.

Vince Ingenito, IGN
I love Igenito’s writing and reporting. Even though Smash has been at EVO for three years, there still exists a significant divide between the FGC and Smashers. Ingenito explores this separation, and proposes some ideas for working towards a more unified future. I want fighting games to continue to grow as an eSport and bridging this gap can only help.

Rachel Presser, Gamasutra
Presser writes a fascinating piece about the importance of time time to play games as an indie developer, even in the face of an overwhelming mountain of work. Not that it’s at all the same, but even just writing this blog and doing my podcast can make it tough to fit gaming time in. Can’t imagine how tough it is for indie devs!

Tuesday, July 21, 2015

EVO, eSports and Why Fighting Games Matter
Article

Abstract: Evolution (EVO) is the largest fighting game tournament in the world, and has been one of the highlights of my summer for the past five years. EVO 2015 was no exception, packed with skilled players and tons of great matches. EVO got me thinking about eSports and the fighting game community’s (FGC) place within it. Several inherent factors uniquely situate fighting games in a place where exponential growth as a scene, and eSport, could occur. As I think about my history with fighting games, I can appreciate their contemporary existence and get excited about their future. Fighting games matter, and you should give them a chance.

It was hot and muggy, one of those summer days in Philadelphia that doesn’t stop until long after the sun has set. I was spending the summer working on my honors thesis, all day in lab and all night with the amazing Justine. With the recent release of Marvel vs Capcom 3 my passion for fighting games had been fully rekindled—I could not get enough of them. I spent the entire month long PSN outage in the game’s training mode. I started watching streams. Playing whenever I got the chance. I even tried my hand at Ultra Street Fighter IV. But something big was coming. That was Evolution (EVO), the biggest fighting game tournament in the world. For the first time ever I tuned in via Twitch streams. The tournament passed by in a flash of absolute brilliance. I was totally sucked in, staying up well past 2am to watch the finals unfold. I sat with Justine, watching in awe of the skill on display at this phenomenal event. I knew, from that point forward, EVO would be something I watch every year. How could I not?
There is always plenty of great matches to watch during EVO weekend. 
That was 2011. Now four years and five EVOs later, EVO 2015 is in the books. As always, the tournament was the greatest display of fighting game skill you can find anywhere. I tuned into as much of the pool play as I could. I made sure to catch as many finals as possible. I’m so glad I did. The awesome Persona 4 Arena Ultimax and Super Smash Bros. Wii U finals led into the jam-packed Sunday series of Top 8’s. We had the crowd exploding in excitement over crazy characters and huge player flubs in Guilty Gear Xrd. Mortal Kombat X solidified the rule of the indisputable king of Nether Realms games. Super Smash Bros. Melee was filled with upsets and intensity. UMVC3 saw America dethroned as Mahvel champs, and shook up the whole notion of tier lists. And then there was USFIV. The finals, losers and grand finals especially, were some of the most dramatic, tense, skillful, technical, smart, heartbreaking, and crazy matches I’ve ever seen. I can’t put into words how compelling it was. Please do yourselves a favor and watch it. As big as other events like The International or the League of Legends finals are, EVO is my world championship of choice. EVO 2015 was exceptional, exciting, enthralling, and any other positive ‘e’ adjective you can think of.
Watch the finals. You'll know what this means. It was INSANE.
It’s hard to talk EVO in today’s gaming environment without the world of ‘eSports’ coming to mind. I want to live in a world where it’s just as normal to watch EVO as it is to watch the World Series. eSports are big now, and they’re only getting bigger. That said, however, there have been numerous roadblocks standing in the way of eSports’s mainstream acceptance. The biggest, and certainly most unavoidable, roadblock has been time and money. Like anything else, eSports / competitive gaming needs time to grow. Huge leaps and bounds have been made on this front in recent years: tournament applicants are larger now than they ever have been, more and more teams are forming, and viewership is at an all time high. The money is starting to build. Prize pools are growing as advertisers are jumping on board this growing scene. Large non-gaming-affiliated companies are starting to sponsor teams and events as well, as we’ve seen with GEICO's Hearthstone sponsorship. I’m of the opinion that mainstream eSports acceptance is an inevitability. We’ll be seeing DOTA2 or LoL or Street Fighter on ESPN’s main channel sooner rather than later.
The Hearthstone eSports scene is growing at a pretty rapid rate. Behold the power
of a massive playerbase and good sponsor money.
But more can be done to expedite this process. The fighting game community (FGC), perhaps more so than any other competitive gaming scene, are taking steps to work towards this future. As my good friend and podcast co-host Charles Fliss wrote on his excellent blog, for eSports to succeed they need “more character and less advertising,” they need “celebrity.” When watching sports, individuals develop a connection with the athletes as much as they do the sport or team. Fliss writes how video games have a fundamental problem that physical sports do not: “there is a disconnect between the person playing and the game itself. The player controls an avatar…[whereas physical athletes are] inseparable from [their] sport.” Fliss argues quite effectively that you need to know the athlete and understand their skill to develop a relationship with eSports. His solution? “eSports lends itself to the theatrical nature of the world of…WWE.” Fighting games have engendered theatricality for quite some time. Take the Community Effort Orlando (CEO) tournament as a recent example. The finals take place in a facsimile of a WWE wrestling ring. Several players even adopted WWE-like entrances, which gained so much traction they were even written about on ESPN. Positive word of mouth on the biggest sports news website can only be a good thing, and I hope the FGC can keep this forward momentum going. My favorite two entrances are below.

The 1 versus 1 battles in fighting games give them an inherent advantage over many of the other popular eSports. One of the chief complaints levied against watching eSports is that you don’t know what the hell is going on. Fair enough. The first time I tuned into The International, the biggest DOTA2 tournament in the world, I had no clue what was happening. Was it exciting? Sure, I guess. But understanding what’s transpiring on screen is a huge obstacle to new viewership. In general, video games often have more complex rule sets than conventional physical sports, adding to the initial work that is required to grasp what’s going on. In fighting games, however, it’s easy to understand the basic situation. The first person who gets hit more, losing more of their health bar, loses. I recently showed my non-gamer Ph.D. candidate friend a match of Ultra Street Fighter IV and within a couple rounds he grasped who was who, and who was doing better. I’d say that’s the level at which most follow physical sports. The one v one format is also advantageous in demonstrating individual player skill which, again, is strongly compelling. Often times the cameras will pan to show the player inputting their commands (i.e. pressing buttons), allowing you to see the speed and precision they rely upon to win.

I’d say the final advantage of the format is that competitive fighting games look almost nothing like regular play. Watching a pro match of Call of Duty looks only slightly different than when you play online. Watching professionals play Heroes of the Storm or Hearthstone is great, but again suffers from looking like ‘regular’ gameplay. I know the skill that goes into being pros in those scenes, and it’s a lot, but it simply looks less impressive. For anyone whose spent any time at all with a fighting game, be it at an arcade or on console, it doesn’t take long to recognize the matches going on don’t look anything like when you and your friends played after school. And that’s powerful.

In both the competitive gaming scene, as well as the larger world of gaming, fighting games exist in a relatively small niche. Prize pools are small, viewership is dwarfed by many other titles, and the games don’t generally sell well. It devastates me. Fighting games have meant a lot to me over the years. The more I think about them now, the more I appreciate them in a broader context, and hope that others will do the same. Fighting games have a long history of bringing people together. At an arcade, you made new friends and rivals. At home, you solidified friendships and lost hours and hours to intense competition. The FGC is perhaps one of the most diverse communities in all of eSports / competitive gaming. Its arcade roots are at the core of this. No matter who you are, or where you come from, if you have the skill you’re accepted into the FGC family. Rich or poor, able bodied or not, whatever your ethnicity or race, it’s your skill that gains you entrance. That is awesome. And, for the most part, the community acts like a family. It gives players a second home. (NOTE: Huge issues still remain in the FGC about inclusion, especially when it comes to women. My above statements predominantly apply to males. I don’t mean to diminish the notably inclusive nature of the FGC with this footnote, but I also do not want to pretend there aren’t still significant hurdles to overcome as the community moves forward.)
Fighting games bring people together.
But so many people are afraid to jump into fighting games. If someone gives a reason for not trying out fighting games, it’s often that “fighting games are just too hard to play.” In some regards, I agree that fighting games have an accessibility problem. In USFIV for example, some characters have combos that required doing an input in 1/60th of a second. Or inputting 2+ moves simultaneously. But fighting games are more accessible now than they have ever been. And as we keep our eyes trained on the future, fighting games are looking to become even easier to pick up and play. You have games like Divekick that only require two total buttons to play, teaching players fundamentals like spacing, footsies, and resource management. Rising Thunder is an upcoming game from Seth Killian in which every attack is just a single button press. Skullgirls that has a training mode that does an excellent job of running through all the essentials to generally understanding how to play a fighting game. Even the biggest of big titles like Street Fighter V are taking huge strides towards accessibility, as can be seen by their panel at this year’s EVO. Sure, playing at the highest level will take a substantial time investment. But that’s true for any eSport. Or anything done at ‘the highest level.’
I love the core design philosophy behind SFV. It looks to take what's
great about Street Fighter and situate it in a modern context.
So please, if you take anything away from this piece it’s this: give fighting games a chance. They’re easy to pick up and deceptively complex. They embrace theatricality and celebrity. They have an amazingly passionate community to give you the resources and support you need. And above all? They’re just fun to play. So watch some streams, pick up a game or two. Maybe I’ll see you at next year’s EVO.
Games like Rising Thunder make me excited for the future of fighting games.
I want you to get excited too!


(Final footnote: I dislike the term eSports. So does the majority of the FGC. Not only does it draw unhelpful comparisons to physical sports, it also sets unrealistic viewer expectations. Not to mention plenty of legal headaches, as people like David Graham ('UltraDavid') have written about. There was too much to get into about that here. It looks like the term is sticking, though. At least for now.)

Friday, July 17, 2015

News & Views
7/11/15-7/17/15

Hello everyone. It was a sad week in the gaming world, as we learned about the tragic passing of the brilliant, talented, passionate and impactful Satoru Iwada. He will be sorely missed. Check out the two spotlight articles this week, as they reflect on Iwada: his history, his accomplishments, and his legacy. Rest in peace.

I’ve also found a ton of great written pieces from around the world of gaming. From how hip hop can teach you to code, the horror of perception, and how video game foreplay strengthens romantic bonds, you’ll find a bit of everything this week. So sit down, open a few links, and give these articles some of your time! I don’t think you’ll be disappointed.

And, of course, please be sure to check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud as well. We’re on YouTube too!

Spotlight
Dave Tach, Polygon

Christian Nutt, Gamasutra

Worth Reading
Luke Karmali, IGN

Alec Meer, Rock, Paper, Shotgun

Miellyn Fitzwater Barrows, Vice

Shareef Jackson, Offworld

Keith Stuart, The Guardian

With Comments
Fraser Brown, PCGamesN
Brown makes several good points about the current state of open world games. My recent experiences have often left me feeling overwhelmed. There’s just so damn much to do that I end up getting totally distracted. I get a little bit done on everything but no substantial progress made (except for the main story). A recent release, Batman Arkham Knight, does a great job mitigating some of these issues. Devs, take note.

Susana Polo, Polygon
Movie studios need to get with the times. Polo argues, as has been argued for the past several years, that con exclusive trailers do no one any good. Seriously. They always get leaked. I’m not even sure what gating off these trailers accomplishes. People will still attend comic con. I promise you. Movies could take some inspiration from video games and live stream these panels. Viewership would be huge.

Jody Macgregor, PC Gamer
If there’s one thing that irks me about people who write off Telltale games, it’s this. The decisions you make in game aren’t supposed to radically change the flow of the plot—that’s never been the point. The decisions you make help you gain a bond with the characters you control, allowing you to perceive and react to the story on a personal level. I love me some Telltale games—Game of Thrones episode 5 out next Tuesday! Whoo!

Reid McCarter, Kill Screen
As a huge fan of the horror genre, I really appreciate when games / movies / literature can create a terrifying world, not just terrifying monsters or jump scares. Imagination has always been the scariest thing out there. Hearing that SOMA taps into this primal fear, in which the game ‘undermin[es] the trust we place in our ability to accurately perceive the world around us’ sounds rad. The E3 demo already looked great, so I’m 100% on board.

Zach Budgor, Kill Screen
It Follows is probably the second best movie I’ve seen all year. I love horror (see above). But perhaps one of the most effective aspects of the movie was the chilling, mood-setting and thematic soundtrack. Disasterpiece killed it. I still listen to it while working in lab, haha. Budgor has a great interview with Disasterpiece over at Kill Screen.

Tuesday, July 14, 2015

Worth Its Weight in Gold
Review
Persona 4 Golden, Atlus (PSVITA)
"Every day's great at your Junes!"

Abstract: Persona 4 Golden, the enhanced remake of the classic PlayStation 2 JRPG slash social simulation hybrid, is a masterpiece. The game excels on all levels. Persona 4 Golden’s unique fusion of genres creates an innovative and compelling experience that is hard to put down. Clever systems keep conversation and combat fresh as you spend a year getting to know yourself and figure out the supernatural mysteries at the heart of Persona 4 Golden’s story. Perhaps its biggest success is its characters, as your allies and fellow students feel real, like old friends you never knew you had. Persona 4 Golden is an unmissable experience unlike any other game, and a remarkable achievement that makes me only want more.

Persona 4 Golden is the biggest ‘system seller’ game I can think of in recent memory. As someone who pretty avidly consumes video game discussions, be they written, spoken or otherwise, there has been no game more passionately discussed than Persona 4 Golden. I’ve been told Persona 4 Golden is exceptional. I’ve been told Persona 4 Golden should be the first game you get on Vita, if not reason enough to buy the $200 console. I’ve been told that Persona 4 Golden is one of the greatest JRPGs of all time. That’s a lot of big talk. Many have funneled their love of Persona 4 Golden into excitement for future releases, citing Persona 5 as their most anticipated game of 2015. I so desperately wanted to be part of the Persona conversation. I finally got my chance back in April, when Justine got me a PlayStation Vita with a copy of Persona 4 Golden for our anniversary. I got going on my playthrough with little delay. And now I’ve got to write it here: those people weren’t being hyperbolic. Persona 4 Golden is a masterpiece, and a game I never knew I wanted.

Persona 4 Golden is an enhanced remake of the 2008 JRPG social simulation hybrid Persona 4 for the PlayStation 2. For me, Persona 4 Golden was my first foray into the long-running series and a fully standalone experience. You play as the aptly named Hero, a Japanese high school student who, due to his parents’ work, is sent to live for a year in the small countryside village of Inaba with his uncle. A brutal and mysterious murder takes place early in your stay, enveloping the once quiet town in a fog of fear. More than meets the eye with this ever-growing murder case, as unexplained events lead to suspicion of supernatural forces being at play. Everything appears tied to the eerie “midnight channel.” Students at Yasogami High begin seeing strange things on the midnight channel, which only appears when you look at a powered off TV at midnight while it’s raining. After a death hits close to home for the protagonist and his slowly growing group of friends, they form an Investigation Team to go about solving these heinous crimes. Hero quickly discovers he has the ability to step into TV sets, entering the realm of the midnight channel. Once there, he and his friends face their inner demons and achieve the power of Personas: large spirits that fight on their behalf. As you live a year in Inaba, Hero spends his time gaining friends and allies, and meeting up with the Investigation Team to discover the mystery of the midnight channel, the murders, and the Personas themselves. Oh, and trying to live a life as a normal high school student.
Mysterious murders are at the heart of Persona 4 Golden's plot. Spend a year
in Inaba discovering the truth.
The slow introduction of the game, which is spent introducing the player to the game’s many mechanics, gives way to an exceptional JRPG (and gaming) experience. Let’s first talk about Persona 4 Golden as an RPG. It kicks ass. Persona 4 Golden clearly derives a lot of inspiration from classic JRPGs. As you progress through the game, you build up a party, find new armor and weapons to equip, and fight enemies (shadows) through a turn-based battle system. The core of Persona 4 Golden’s more traditional JRPG systems revolve around tackling the game’s various dungeons. You move from floor to floor clearing out enemies, discovering treasure chests, and defeating the game’s many challenging bosses. But the best part? Persona 4 Golden is a highly non-traditional JRPG. I had never played anything like it. Every single aspect of Persona 4 Golden is rooted in the real world. Those new weapons you use? You buy them from a replica shop, and only in the midnight channel realm do they extract their full power. Healing items? You’re using medicine and food. Special status effects? Pinwheels, other toys.
How cool is it that you get to enter a TV to do your battles? Pretty damn.
You know what else is rooted in real world experiences? Being a high schooler. Social simulation is the other half of Persona 4 Golden, and what you’ll be spending the majority of your time doing during the roughly 80-90 hour playthrough. The Persona series sets itself apart with the depth, engagement and downright addictiveness with which they incorporate social sim elements. As Hero, you spend your time going to school, answering pop quiz questions, trying to make new friends, attending festivals and, sometimes, finding romance. People and the relationships your forge with them are central to Persona 4 Golden. To make those connections, you’ll need to perform activities to boost your social skills: knowledge, courage, understanding, expression. Relationships determine everything. Looking for a new party member? You need to make a new friend. Decide to spend the night talking with your little cousin? You’ve just powered up your Personas for future battles (I’ll get to that in a bit). Playing through Persona 4 Golden means taking the time to talk to people: getting to know them. Without compelling characters or well-written dialogue a game like this could fall flat. Fall flat Persona 4 Golden does not.
Should I study after class? Or hang out with Yosuke? You get a lot of options
with how to spend your time. And all of it matters.
As much as Persona 4 Golden succeeds in essentially everything it does, the cast of characters is the apex of the mountain of accomplishments. The people you meet feel real. Sure, they have that tropey-ness endemic to anime styled storytelling, but they change and grow with the player, revealing their multi-layered personalities as your connection to them deepens. By the end of my playthrough, so many of Persona 4 Golden’s characters felt like old friends. I would think of Yosuke whenever I saw some kid in a TV show trying to put the moves on the ladies. Or Kanji when I saw beautifully knit sweaters. Or Chie when I saw martial arts. Within your core party especially, I was finding real world parallels to their personalities left and right. But there are just so many characters that you talk to, and learn about, who I still think about now a month out from completion. You spend an entire year in Inaba with these people, going through each day one at a time, allowing you to grow as Hero, grow with the town, and grow with the people you call friends and family. In that sense Inaba is a perfect setting: like any small town, you get to know everyone, and feel a closeness and longing for their interactions.
By the end of my playthrough, the Investigation Team felt like old friends. I miss our antics.
At first it may sound like the JRPG and social sim elements would be at odds, two effective but separate parts. Surprisingly, however, the fusion of the two is thoroughly effective. Forming meaningful relationships creates a social-link (S-LINK). These S-LINKs are a ranked system showing how close you are to a character. S-LINKs serve a dual function, powering up your Personas as well. The more time you spend with your connections, the higher the S-LINK will be, and the more powerful Hero will be in battle. In almost every instance it feels like a win-win. The dialogue and scenarios while improving your S-LINKs are so great they could be their own game, but the fact that spending that time improves your ability in battle makes it all the sweeter. And then, of course, it goes vise versa. The challenges you face in the midnight channel shapes your characters, giving you new things to talk about and new experiences to share with your S-LINKs. It’s great.
Want to power up your personas? You had better spend some time with your connections.
I would be remiss if I didn’t spend a little bit of time writing about Persona 4 Golden’s battle system. Since, you know, I’m kind of into that whole game design thing. As you might expect from how I’ve extolled the successes of the game thus far, I quite enjoyed Persona 4 Golden’s additions to the standard JRPG foundation. In battle, Personas act a little like Pokemon, for Hero at least. You can ready a certain number of Personas at a time, and each one comes equipped with special abilities to use in battle. Some are better at healing, others are dealing physical damage, others elemental, etc. You can customize and create new Personas by fusing them together, functionally ‘evolving’ them into more powerful forms. The Pokemon analogy carries through when you talk battles themselves, as everything relies upon elemental-weakness exploitation. Certain shadows are weak to electrical strikes, others weak to wind, and so on. Striking an enemy with the element to which it’s weak will cause it to be downed. If you can get all foes downed at once, your team can unleash a powerful ‘All Out’ attack that deals massive damage. The system is simple, but keeps encounters fresh as you constantly need to feel out enemy weaknesses to be effective in battle. Like many JRPGs, Persona 4 Golden can be punishing at first—enemies hit hard, dungeons are long, and your depleted health and mana do not recover when a battle is finished. A couple hours of grinding solved the issue for me, and was expected given its existence in so many different JRPGs. Just be prepared for a pretty tough game if you don’t want to invest some extra time to level up.
Battles are fast and fun. Pulling off the All Out attacks never stopped feeling great.
Perhaps most importantly, Persona 4 Golden is a game that’s left a long lasting impact on me.  With just one game I feel like I’ve become a massive fan of the franchise. I love the world, I love the characters, and I love what the game tried to accomplish. I feel attached to a game world in a way I haven’t felt for so long. Part of me feels like I, too, spent a year in Inaba. The story and characters are memorable, fun, and silly. There’s also just so damn much to do in game. My playthrough clocked in at 85 hours—probably the longest ‘story’ playthrough I have experienced. And the crazy thing? I would have been fine with it being much longer. You can spend your time in so many different ways I’ve also considered going back through the game and getting a whole new perspective on a familiar world.

I know this is a long review. I promise to be shorter in the future, but I just couldn’t stop myself. I fell in love with Persona 4 Golden and there’s no going back. Persona 4 Golden is a game I never knew I wanted. Persona 4 Golden gets right what so many JRPGs do wrong, while at the same time succeeding in ways others could never hope to emulate. While playing, I almost never stopped smiling. 85 hours is a long time to smile. Go play Persona 4 Golden. Yes even if that means getting a Vita. Until then, I’ll just be here waiting for Persona 4 Dancing All Night and Persona 5.

Persona 4 Golden
5/5