Note: iOS 9 + Facebook users w/ trouble scrolling: #super sorry# we hope to fix it asap. In the meantime Chrome Mobile is a reach around

Atlus

Review: Tokyo Mirage Sessions #FE

Jun 22 // Nick Valdez
[embed]35079:5680:0[/embed] Tokyo Mirage Sessions #FE (Wii U (reviewed))Developer: AtlusPublisher: NintendoReleased: December 26, 2015 (JP), June 24, 2016 (NA and EU)MSRP: $59.99 When shadow monsters known as Mirages invade Tokyo in search of Performa (which is the energy created from singing and acting performances), childhood friends Itsuki and Tsubasa get suddenly thrown into the battle as it changes their lives forever. Uniting their skills with ghosts of characters from the Fire Emblem series (like Chrom and Caeda), the two strive to become pop idols in order to strengthen their bonds with their new friends from Fortuna Entertainment (which is secretly full of other Mirage Masters) and help prevent the world from plunging into darkness. Told entirely through the Japanese VA track, TMS has personality to spare. But those who do not understand the language will miss some of the personality TMS is so proud of. It's not a huge issue, but the characters are always talking to one another during battles and 50 hours in you'll definitely wonder what they're saying.  Complimenting that strong personality are Tokyo Mirage Sessions' equally strong visuals. From the opening title screen to the final battle, it is bursting at the seams with color. The UI is clean and bright (the main menu is graced by a gorgeous spread of all the characters), the character design is typical Atlus fare marrying cuteness with style (enough so that you'll most likely have a favorite cast member), when you clear certain side stories or story chapters the player is rewarded with full cutscene performances animated with the Fire Emblem engine, and there is an overall attention to clean design. Only the battle menu and HUD feel cluttered, but that also alleviates over time the more you play it. The game's design serves to emphasize accessibility, so the over world and dungeons have checkpoints which make it easier to travel back to the home base to craft your weapons and skills and the like. Thanks to the lack of egregious load times, there is no hefty punishment for retreating from a dungeon from time to time which further encourages the player to do so.  Helping with this clean design is Tokyo Mirage Sessions' utilization of the Wii U's gamepad. Acting as Itsuki's cell phone, the gamepad occasionally receives text messages, or "topics," which keep you up to date on the character's reactions to the story (which can be a bit banal, but further build the world's personality), tells you when side missions become available (which are avoidable but help boost a character's stats and skill set), and also serves as the dungeon map. Crawling through the game's laborious dungeons is much easier since you don't have to cut away from the game in order to pull up your map. And when the story forces you to retread through many of its dungeons later in the game, you'll be glad traversal is easy. The dungeons themselves are heavily padded with frustrating "puzzles" which force you to backtrack and do not inspire cleverness. Rather than celebrate when you finally get to the dungeon boss, it's more of a sigh and "finally."  But the major draw of Tokyo Mirage Sessions, is the battle system. This is definitely where all the time and effort was placed. While there is no permadeath from the Fire Emblem series (though the punishment for a game over is having to reload your save), its weapon triangle (a rock, paper, scissors like system where certain weapons deal more damage to others) unites with Shin Megami Tensei's elemental weaknesses (a la Persona or Pokemon) into an obtuse system that takes some time to get used to. But it's a rewarding battle system to learn as there are plenty of options to do damage. Couple that with TMS's Sessions, which are secondary attacks that chain when you hit an enemy's weakness and earn you bonuses, Special Perfomances, which are super skills that deal more damage, Ad-lib Performances, which randomly take effect when you activate a character's skill, and by the end of the game the player can theoretically attack an enemy 19 or 20 times in a single turn. Unfortunately while these attacks are satisfying and stylish the first couple of times you pull them off, eventually the battles will start to feel like they are dragging on rather than engaging.  For example, to compensate for how strong the player can become when they utilize sessions, enemy weakness, weapon crafting, and character switching (which allows you switch your teammate on the fly in exchange for taking their next turn a bit later), TMS suddenly ramps up its difficulty midway through. Enemies suddenly become attack sponges and deal far more damage, so the player not only is forced back through dungeons they have already visited but they are forced to grind for experience in order to stay competitive. It artificially lengthens the game and eventually becomes frustrating since you won't likely be attached to the story enough to push on through. TMS' story just is not compelling enough to keep you entertained for its 40-50 hour length. Like its J-Pop soundtrack, the story is fun but inconsequential until its final set of chapters. Anyone looking for the level of depth seen in both Fire Emblem and Shin Megami Tensei, will find it in its battle system and not much else.  Tokyo Mirage Sessions #FE is built with a very specific audience in mind. While its casual and accessible appearance may draw you in, only the truly hardcore RPG fans will dig deep enough into its battle system to fully enjoy everything the game has to offer. But on the other hand, if you do put in that work you are rewarded with a battle system full of so many options that no two people will have the same strategy.  It may be more of a game for Shin Megami Tensei fans than Fire Emblem ones as it's not a complete marriage of the two, but to bring it back to the Reeses analogy, if you like the taste of chocolate and peanut butter, then you will like them together. You just won't like it that much. [This review is based on a copy of the game provided by the publisher.]
Tokyo Mirage Review photo
Like chocolate and peanut butter
When Nintendo first announced a crossover project between their Fire Emblem series and Atlus' Shin Megami Tensei series, no one expected the final project to a videogame where pop idols transform into heroes in order to fight...

Persona 5 photo
Persona 5

Here's E3's good and bad news about Persona 5


Sorry, purists!
Jun 16
// Josh Tolentino
A lot of folks weren't expecting much Persona 5-related news out of E3, as these kinds of reveals are typically reserved for Japan-based events, but lo and behold, the company held an E3 demo stream of the game, showing off g...
Persona 5 photo
See you in 8 months?
If you've been waiting on an English-language release date for Persona 5 before getting hyped up in anticipation, now is your time, waiting on the announcement of an English-language release date, are now at liberty to r...

Odin Sphere Leifthrasir photo
Odin Sphere Leifthrasir

Try out Odin Sphere's long-lost 8-bit ancestor


Or is it?!
Jun 06
// Josh Tolentino
I've always said that the games of Vanillaware feel like they came from an alternate history where 2D graphics continued to reign supreme instead of being supplanted by ever more realistic 3D tech. Now, with Odin Sphere Leift...

Review: Odin Sphere Leifthrasir

Jun 01 // Josh Tolentino
Odin Sphere Leifthrasir (PS4 (reviewed), PS3, PS Vita)Developer: VanillawarePublisher: AtlusReleased: January 14, 2016 (JP), June 7, 2016 (NA), June 24, 2016 (EU)MSRP: $39.99 (PS Vita), $49.99 (PS3), $59.99 (PS4) As cliche as the idea of an HD remaster is these days, it's worth pointing out that Odin Sphere Leifthrasir** goes further than the usual performance or resolution upgrades, at least on the PS4 version. Besides running at a consistent, smooth framerate (a far cry from the chugging boss battles of the PS2 original), Leifthrasir tweaks the artwork to look sharper at HD resolutions. And sharp it does look, bringing to mind just how revelatory the game looked back in 2007. Then, as then, Vanillaware seemed to be operating out of a weird alternate dimension, one where 2D graphics only got better and better instead of being supplanted by the 3D polygonal gold rush of the time. The update also adds more depth and breadth to Odin Sphere's various secondary mechanics. The story, though, is unchanged, and remains the strongest aspect of the game. Set on Erion, a fantasy world inspired by Norse myth, Leifthrasir's plot begins simply enough. Gwendolyn, Valkyrie princess of the kingdom of Ragnanival, flies through the battlefield, attempting to retrieve a magical device called the Cauldron, in the hopes of offering it to her father, the Demon Lord Odin. The tale quickly expands, though, growing to cover not only Gwendolyn's tale but that of four other major characters, each with their own hours-long campaign. Oswald is the Shadow Knight, a warrior bearing a cursed power and a crush on Gwendolyn. Velvet is a forest witch with ties to both Odin and Valentine, a kingdom Odin vanquished in the past. Cornelius was once a prince but is now a Pooka, a rabbit-like creature, and seeks a cure for his condition. Mercedes is the young queen of the Fairies, and wants to do right by her people, whatever the cost.  Though framed as a series of storybooks being read by an adorable little girl in her attic, the story is actually more operatic in scope. Characters' plotlines wrap around each other and intersect in places, and the protagonist of one campaign may be the boss battle of another. Each of the five campaigns - with a sixth unlocked at the end to ties it all together and a seventh reserved for true completionists - takes place in the limited perspective of their leads, and shines light on their respective motivations, personalities, and causes. There are few outright heroes and villains among the cast, but rather people working at cross purposes, sometimes to tragic results.  If nothing else, it's the densest narrative Vanillaware has wrought, and stands easily alongside the best JRPGs, a handy feat for what is otherwise a fairly simple 2D brawler. Though possessed of five substantially different combat styles in the form of each character,  the game remains somewhat conventional, mechanically. Players will jump, move, attack, and slaughter mooks by the dozen as they move through various rooms and hoover up cash and loot. Enemies and bosses are plentiful, but don't quite carry enough variety to justify the bevy of additional spells and abilities added by the Leifthrasir update. The new skills are definitely fun to use and master, but never really feel necessary, at least not at the normal difficulty setting. [embed]35050:5667:0[/embed] Vanillaware also doubles down on its food fixation, expanding the game's alchemy and cooking systems to encompass a range of new ingredients and recipes. Smart players will quickly get acquainted with the world's various restaurants and Maury, the traveling Pooka chef. This is because eating delicious, exquisitely illustrated cartoon food is the only way to level up and increase one's maximum health pool. Gathering ingredients and growing additional items to mix into potions also allows for a wide range of beneficial effects. Once again, the relative simplicity of combat doesn't quite make these systems feel as essential as they should be, but their expansion definitely takes the edge off the repetition, a feeling that grew more and more pronounced as one progressed through the original game. Some grinding and revisiting of previous areas to gather ingredients is still necessary, but there's enough to do now that it doesn't feel nearly as tedious as before. With that, Leifthrasir blunts one of Odin Sphere's biggest faults, though players not hooked by the combat may still feel the design is weighed down by that. The interface, though also improved, also isn't quite up to the task of efficiently streamlining the expanded experience. Tabbed windows and shortcuts now make it easier to mix and level up potions, but players will still eventually find themselves pausing every so often to do some inventory management. Still, these flaws are fairly minor in the face of how much Odin Sphere's quality is allowed to shine, thanks to the improvements added by Leifthrasir. It's enough to say that Odin Sphere Leifthrasir is the definitive edition of Vanillaware's best game, and elevates a great-but-flawed title to the classic status it originally deserved. [This review is based on a digital copy of the game provided by the publisher.] **It's pronounced "Leef-thrahs-eer", but don't look up what it means if you want to avoid spoilers. *GrimGrimoire might have been first, depending on where you were in 2007.
Odin Sphere Review photo
Old Story, Good As New
Vanillaware may have been making games for close to a decade now, but for my money, nothing they've made has quite surpassed their first game*, Odin Sphere.  Not to say that their other games are bad. On the contrary, as...

Tokyo Mirage Sessions FE photo
Tokyo Mirage Sessions FE

Come to New York and check out Tokyo Mirage Sessions #FE next week


The fruits of Atlus and Nintendo's union
May 21
// Josh Tolentino
I've been trying to avoid all mention of Nintendo and Atlus' joint project Tokyo Mirage Sessions #FE, partly because I don't want to be tempted into picking up a Wii U. That said, the thing really does make an impressio...
Persona 5 photo
Persona 5

So I translated that new Persona 5 trailer


And boy, are my arms tired!
May 12
// Josh Tolentino
It took the newest trailer for Persona 5 to make me break my self-imposed media blackout about the game. After all, I already knew I wanted the damn thing, so I didn't need any extra convincing. But I did watch it, and it was...

GET HYPE: Persona 5 launches in September

May 05 // Josh Tolentino
[embed]35000:5590:0[/embed]
Persona 5 release date photo
Also, a new voice for Igor!
It's time, folks! Or rather, it will be time...in a few short months. After months of silence last year's delay and weeks of drip-fed promotion culminating in a final countdown, Atlus has announced the Japanese release ...

 photo

Uh-oh: NIS America cuts ties with Atlus in Europe, Oceania


Apr 26
// Josh Tolentino
It's been a long time since it has truly sucked to be a European gamer, but this latest development certainly qualifies, particularly for Europeans and residents of Australia and Oceania that are fans of Atlus' games. NIS Ame...
Persona 5 photo
Persona 5

You've got 'til May 5 to figure out what Persona 5's counting down to


Investigation Team Go!
Apr 22
// Josh Tolentino
It's been a while since we last heard from Persona 5, following the  delay in the game's release date from late last year to sometime this year. Atlus seemed content to know that most folks who cared knew what Persona w...
Shin Megami Tensei IV photo
Shin Megami Tensei IV

Rejoice: Shin Megami Tensei IV: Official Artworks is now available


Devil summoning in its artistic form
Mar 04
// Salvador GRodiles
If there's one thing that I love about the Shin Megami Tensei series, it's the designs for the different demons present in each title. Thanks to the people at UDON, the artbook for Shin Megami Tensei IV hit North America yest...
Persona Snow Festival photo
Persona Snow Festival

Hee-ho: Atlus takes us to a Persona Winter Wonderland


I've been waiting for this!
Nov 27
// Salvador GRodiles
With Persona 3 The Movie #4: Winter of Rebirth getting ready to hit theaters in Japan next month, Atlus has revealed that they're teaming up with the Nippon Ski Resort Development to bring us not one but two Persona-them...

Review: Stella Glow

Nov 17 // Salvador GRodiles
[embed]34498:5177:0[/embed] Stella Glow (3DS)Developer: ImageepochPublisher: AtlusRelease Date: November 17, 2015MSRP: $49.99 Treading into familiar story grounds, Stella Glow focuses on a war caused by a god who was fed up with its people losing faith in it. During this calamity, a legendary hero called Elcrest teamed up with five witches to battle the omnipotent being in its lair, which happens to be the planet’s moon. However, our do-gooder sacrifices his life to save everyone. Afterward, the story focuses on the present as Alto and his childhood friend Lisette’s town is attacked by Hilda the Witch of Destruction, who used her song to crystalize everyone in the vicinity. After the two friends awaken to their own special abilities, they eventually became part of a neighboring kingdom’s elite soldier group called the Regnant Knights, so they could gather the other witches to perform a song that could put an end to Hilda’s curse. With Alto bearing the same powers as Elcrest, his journey will eventually show him the truth behind the events that happened in the past. Throughout the game's first half, Stella Glow’s story doesn’t do much to pull people in. The whole introduction sequence and the quest to find the witches falls into a format that we’ve seen before in many RPGs and anime titles. Sure, we’ve had games like the Tales of series fall into this category, but the main thing that sets it apart is that the characters manage to make the adventure entertaining. Alto’s your typical nice guy and person who fights for justice, which prevents him from winning the audience over. Then Lisette is depicted as the sister-like figure that has a habit of turning everything she cooks into purple delicacies. For the most part, these moments aren’t terrible, but that they don't improve the opening segments too much— at least until the rest of the cast joins the group. Even though the cast grows as you progress through the game’s world, their impact barely improves the main story. Speaking of other characters, the Regnant Knights include Klaus the seemingly perfect leader, Rusty the womanizing character, and Archibald the overly chivalrous knight. To an extent, their superior fighting experience helps keep things at an above average level while the players search for the other three witches. Despite the issues present with the way how the cast affects the plot, the title does its best to flesh out their personalities later on. If there’s one thing that I value dearly in life, it’s that you don’t judge a book by its cover. Surprisingly, Stella Glow does a decent job in following this rule. As the players progress through the story, they will start to learn more about the supporting cast’s inner personalities and connections to the conflict at hand. Whether it involves a scenario with Hilda’s generals, the Harbingers, or a deep issue that plagues one the party members, there are still a few moments that manage to improve the ordeal a bit. Thankfully, things do get better during the second half of the game, which is thanks to a few unexpected twists. Once Stella Glow hits this point, the journey ends up becoming a more meaningful experience. Aside from the typical cast improving a bit, the way how the situation pops in causes people to change their outlook on the state of the world during the first half, which is one of the few aspects that improved the story. From there, the plot's dark elements begin to intensify things more and the purpose behind Alto and the witch’s abilities start to become more relevant in the quest. However, since it takes about 15 to 20 game hours to reach this point, the payoff from this scenario isn’t as big as a tale that keeps the players fully invested from the get-go. In terms of Stella Glow’s gameplay, it plays like your standard strategy RPG; however, the game’s special feature is the system that lets Alto use his powers to tune and conduct the witches that he encounters throughout his journey. With this system, players can explore the inner worlds of the characters they use this power on, which allow them to help the girls overcome their deepest doubts and issues— kind of like the Dive system from the Ar Tonelico series. Usually, this segment is used to recruit the magical girls at the end of their arc, but it’s also used to improve their abilities when you hit a wall while players socialize with them. The other special mechanic is Alto's ability to use a special dagger to cause the witches to perform a song that affects the entire map. These skills can range from fully healing your party or prevent all enemies from being able to attack your units. All in all, these skills are one of the many features that make the title’s battle interesting, since each spell comes with a unique song. On top of that, it acts as a neat ability that can turn the tables on almost any encounter. Despite Alto’s Tuning and Conducting abilities being useful, it doesn’t fix the minor issues with the game’s maps. Based on my experience with tactical RPGs that lack mechanics to grants your units movement-related buffs, most of these titles keep the stage at a medium size, so you can fight your opponents at a normal pace. Unfortunately, Stella Glow’s maps during the later parts of the campaign are unnecessarily huge to the point where it’ll take a while for players to reach their opponents— especially the stages where the terrain limits the party’s steps. If you look at games like the Disgaea series and Chroma Squad, they both utilize systems that let players use their units to throw their allies across the field, which helps speed up the pace of each fight. While the Wind Witch Popo has a song that can help people move farther, this skill can only be used when one manages to increase the song gauge to a certain level. Since the bar only goes up when units damage their enemies, it doesn’t help too much in battle. If there’s one cool thing about Stella Glow’s combat, it’s that the players are treated to flashy animations when they attack their opponents. In a way, the dynamic sequences behind each attack give the game a nice Super Robot Wars vibe. For those who like to gain extra rewards, many missions contain extra objectives that can grant players exclusive items for challenging themselves in battle. The benefits of doing these special tasks felt mostly rewarding, as I found a majority of the spoils to be useful in the stage to follow. Since the game lets players save during battles, players won’t have to worry too much about restarting; therefore relieving the pain of accomplishing these challenges. When you’re not in the middle of a big mission, the game contains a few segments where you’re given the free time to do jobs around the kingdom, or spend time with your party members. Just like Persona 4, the benefits of interacting with your allies is that they gain better abilities their bond with the hero becomes stronger. On top of that, players are allowed to choose an epilogue scene of one of the characters that they spent lots of time with. This system is open to the entire cast, which is a neat option that adds a nice extra layer to the title’s ending. If the players hang out with a certain character, then they could change the way how the main story ends as well. Best of all, this can be accomplished during the first playthrough. Most importantly, you also have the option to date any of the witches with this system. While it’s impossible for people to fully bond with every character, the game’s new game plus option increases the free time limit; thus acting as a great extra for people who like to learn more about the game’s cast. Since it lets players learn more about the party members they’re interested in, this acts as a decent diversion from the game’s underwhelming first half. For a title that was made by a company that went bankrupt, I’d have to say that Imageepoch did a fine job with making sure that it looked nice on the 3DS. The characters during the mission segments are depicted as 3D chibi models, which remind me of the Nendoroid figures. Combined with the game’s simplistic colorful look, its style works great with the overall presentation. Also, it’s hard to go wrong with design choices that make the heroes and villains look cute in battle. In regards to the character illustrations, one of Ideolo’s strengths in his art was the artist’s costume designs for the cast. Each witch wears an outfit that represents their element and hometown (such as Mordimort wearing a dress that gives off a Middle East vibe or Sakuya’s fiery kimono). All in all, the illustrator’s pieces went well with the theme and setting that Stella Glow presents to its audience. Another thing that Stella Glow excels well at is its soundtrack. While a majority of the game's orchestrated tunes are decent, the witches’ songs are on a whole different level from the rest of the music. In total, there are around twenty different vocal tracks, with half of them being full songs. Some of my favorites include Sakuya’s theme, which has a few segments that feel like the Hatsune Miku song, “Senbonzakura,” by Kurousa P. The nice part of about these moments is that Atlus left the Japanese voices intact for these parts. Overall, Yui Sakakibara (the Super Robot War series’ Leona, Chaos;Head’s Ayase) did a great job in turning the Fire Witch’s tune into a hot performance. Other than that, Yukari Tamura’s (the Nanoha series’ Nanoha, KILL la KILL’s Rui) musical performance was another strong part, as she turned the battlefield into a soothing environment. As for the game’s English voice cast, the majority of them weren’t too bad. The people behind the witches manage to choose the right tone to bring out their personality (such as Mortimort talking like she’s lazy and unmotivated). Then the male party members all had decent to fine performances. All in all, the whole group was enjoyable and they even manage to nail the scenes during the free time segments as well, which gave players another incentive to spend time with them. Of course, this was thanks to Atlus' great localization, as the writing helped elevate the performance of the voice acting team. During Imageepoch's last moments, the studio managed to end things on a decent note. Stella Glow may’ve been held back by its weak first half and slight battle-related hindrances, but the team was able to complete an above average product with an enjoyable cast. I guess we also have SEGA to thank since they made this dream possible for them. Perhaps if the team didn’t face the terrible predicament that they did, we might’ve ended up with a more enjoyable title. On the bright side, their final game wasn't the second coming of Time and Eternity, which shows that they did their best to complete this project. Of course, their final Swan Song left us with some catchy songs that'll remain in our heads for a good while. [This review is based on a digital retail copy of the game provided by the publisher.] [embed]34498:5177:0[/embed]
Stella Glow photo
How to tune a witch
There’s something sad about seeing a company go under since it means that many hard-working individuals are out of a job. This is the case with the game development company Imageepoch, who filed for bankruptcy in May. W...

Persona 5 photo
Persona 5

Persona 5 3rd PV is crazy awesome!


Skull Pirate Persona!
Sep 17
// Anthony Redgrave
TGS 2015 rolls along like a hype driven Maglev train with new gaming reveals every day. Today ATLUS released another promotional video of Persona 5. Apart from showing off more gameplay and more cryptic clues behind the stor...
Persona 4 photo
Persona 4

Insert Coin Clothing shows off their Persona 4 range


Funky Student approves
Aug 23
// Anthony Redgrave
Anyone that has played Persona 4 will know that every day is great when you shop at Junes. The store that had become the HQ for the Investigation Team now has an official wearable merch courtesy of Insert Coin Clothing. Inser...
Persona 4 Dancing photo
Persona 4 Dancing

Send out a '39' for Miku in Persona 4: Dancing All Night


Virtual Dancing, Virtual Divas
Aug 14
// Josh Tolentino
No bones about it: Persona 4: Dancing All Night is a weird game. Sure, Atlus has a long history of milking the Shin Megami Tensei franchise like it was Audumbla, the live-giving cow of Norse myth, but making a danc...
The Legend of Legacy photo
The Legend of Legacy

Rejoice, SaGa fans: The Legend of Legacy heads to the Americas


It's time for a legendary announcement
Jun 12
// Salvador GRodiles
If you're craving for a new entry in the SaGa series, then your hunger shall be slain by Atlus' acquisition of The Legend of Legacy, a 3DS game by FuRyu (Unchained Blades) that happens to be a spiritual sequel to Sq...
Dungeon Travelers 2 photo
Dungeon Travelers 2

Atlus tweaking Dungeon Travelers 2 to not get banned


Doing what's needed, I guess
Apr 26
// Josh Tolentino
Fans of the To Heart series, or of developer AquaPlus' various visual novel franchises, are no doubt pretty excited by the impending release of Dungeon Travelers 2 on the PS Vita. Like Aquapazza, Dungeon Travelers 2&nbs...
Megaten X FireEm photo
Megaten X FireEm

Shin Megami Tensei X Fire Emblem trailer explodes my mind


Please!
Apr 03
// Hiroko Yamamura
I watch a lot of anime and video game trailers, as you can probably guess. However, I can only count on one hand the times a video has totally blown my mind and left me confused! During the Nintendo Direct show yesterday, a ...
Devil Survivor 2 photo
Devil Survivor 2

Overcome the apocalypse with Devil Survivor 2: Record Breaker's extra goodies


It's time to drive in style
Mar 07
// Salvador GRodiles
With two month left until Devil Survivor 2: Record Breaker arrives in North America, Atlus has revealed the extra goodies that'll come with the game's survival kit. Of course, you can't overcome the Septentrione and...
P4: Dancing All Night photo
P4: Dancing All Night

Persona 4: Dancing All Night's new trailer is fixated on...meat


Well, I guess that's one way to talk about yourself
Mar 06
// Josh Tolentino
Mention "meat fixation" to a fan of Persona 4 and you'll most likely trigger fond memories of Chie Satonaka, the franchise's resident martial arts junkie and legendary carnivore. That said, I think even Chie would find ...
Persona 5 photo
Persona 5

Here now is your first real look at Persona 5


Lookin' good, Protagonist!
Feb 05
// Josh Tolentino
I mean...wow. I've said more than once that Atlus was going to have to work very hard to top Persona 4 Golden, which is perhaps the most reified possible iteration of the design formula Persona 3 pioneered. I don't know...
Persona 4: DAN photo
Persona 4: DAN

Persona 4: Dancing All Night's OP theme is pure Saturday Night Fever


Party in the Velvet Room!
Feb 04
// Josh Tolentino
Is it just me, or does it feel weird that the English lyrics make some sense? Perhaps they always did, and we just hadn't been exposed to enough Persona to really feel the meaning? Either way, the opening theme for...
Devil Survivor 2 photo
Devil Survivor 2

Devil Survivor 2: Record Breaker has twice the content


More like DOUBLE Survivor!
Dec 10
// Josh Tolentino
It's been a few years, but we've finally gotten word on the status of Devil Survivor 2: Record Breaker, the updated 3DS re-release of Shin Megami Tensei: Devil Survivor 2. Last we heard, mysterious "quality issues" had pushe...
Persona 5 photo
Persona 5

Persona 5 gets confirmed for 2015...again


But you knew that already
Dec 07
// Josh Tolentino
The PlayStation experience event is going on right now, and one of the highlights of the keynote was a bit of news we already knew: Persona 5 is coming to both PS4 and PS3, and is dated for 2015. But, as I mentioned, cha...
Persona Q photo
Persona Q

Atlus USA summons five new Persona Q English trailers


It's time to experience some more Marie-related material
Oct 30
// Salvador GRodiles
Ever since I hopped on the Etrian Odyssey bandwagon, Persona Q's been on my radar for quite some time. Anyway, Atlus has uploaded a couple trailers that cover the game's Fusion System, along with showing off Marie, Elizabeth...
Persona 4 Arena Ultimax photo
Persona 4 Arena Ultimax

Go for round two with Mitsuru, Teddie, and Elizabeth in Persona 4 Arena Ultimax


Veterans return for revenge!
Sep 23
// Josh Tolentino
The wait is almost over, as the Persona 4 Arena Ultimax is set to hit English-speaking shores in just under a week. That means Atlus has one last chance to rev up the hype machine for the sequel to one of the more surpr...
Devil Survivor 2 photo
Devil Survivor 2

TGS 2014: Devil Survivor 2: Break Record finally gets a trailer


Nicaea's back in service!
Sep 20
// Salvador GRodiles
At long last, Atlus has uploaded a new video on Nicaea that covers Devil Survivor 2: Break Record's visuals. Originally, the game was supposed to come out during the Fall Season back in 2013 for the 3DS, but Atlus decided to...
Persona 4 Ultimax photo
Persona 4 Ultimax

Persona 4 Ultimax's English Story trailer enters the ring


The fog is growing stronger
Sep 15
// Salvador GRodiles
We've reached September's halfway point, and Atlus is ready to localize a few more trailers for Persona 4 Arena Ultimax. The first one covers the game's story about the mysterious red fog that has engulfed the entire area. O...
Persona 5 photo
Coming to PS3 and PS4
Took 'em long enough! Atlus has finally revealed Persona 5 with a gloriously vague anime trailer for the game, due out on PS3 - and PS4 - next year. The latest mainline entry in the Persona series will be directed by Ka...


Auto-loading more stories ... un momento, corazón ...