From MegatenWiki
[edit] Titles
- ペルソナ4 (JP); abbreviated P4
- Shin Megami Tensei: Persona 4 (NA)
[edit] Release Dates
- PS2 - 2008.07.10th - Japan
- PS2 - 2008.12.09th - North America
- PS2 - 2009.03.13th - Europe
[edit] In Game System
- Generally shares the same engine and game mechanics as Persona 3 with some major changes:
- 1 year day-by-day life-sim story progress; however, time skips at some points.
- The Protagonist can explore the city after school, build Social Links, shop for items and equipment, take part-time jobs, and go into the Mayonaka TV dungeon to fight shadows.
- Player can only access the dungeon during the afternoon instead of at midnight. This makes for tighter time management.
- Random dungeon generator feature is still intact, but layouts are markedly different from Persona 3. Moreover, dungeon maps only change between days, or when a Death Arcana Chance card is drawn.
- A classic Megami Tensei feature is implemented for the first time in Persona: Reinforcements can appear after defeating a group of enemies. This occurs when a battle has finished with an another enemy group near the party.
- The Once More System is almost the same, but takes a page out of the Press Turn system: Exploiting an enemy's weakness when you use a multi-target skill against a group where not every one is susceptible to the same attack will still result in "1 More", though it does not incur penalties for reflected/absorbed/nullled attacks.
- Analysis does not instantly grant you information on an enemy's weakness until you find out for yourself through trial-and-error, or activate a certain Arcana Chance card that temporarily displays enemy properties.
- Returning to the dungeon homebase does not fully heal the party. You have to go to Kitsune, a magical fox, and pay him an exorbitant sum of money proportionate to your expended SP, or call it a day and go home. On the flip side, characters no longer get tired, so the only limit to dungeon-crawling is your patience, and how long you can last before your SP or yen is totally spread thin.
- Protagonist now has 5 rather than 3 social attributes to build up. They are "Knowledge", "Courage", "Diligence", "Understanding" and "Expression"
- When a party member's skill set is full, the player can determine which old skill should be forgotten to make way for the new one.
- Physical attacks are not divided into 3 classes anymore.
- A hit will not instantly recover you from "down" status like in P3. Likewise, it no longer takes a turn to recover from being knocked down. But when hit by another critical or exploited weakness, target will sustain "Dizzy" status, which will cost 1 turn, a casting of Re Patra, or a Stimulant item to recover from. A normal physical attack also has a 50% chance to inflict "Dizzy" status against a "downed" enemy.
- Social Links have broader effects now among party members. (see appropriate section for more details)
[edit] Characters
[edit] Supporting Cast
[edit] See also
[edit] External links