Persona 4: The Ultimate in Mayonaka Arena

if what he said its true, a friend of him got the game earlier…
lucky bastard >:/

Ah okay.

Unfortunately unless money just drops into my lap or I get called for a job today, I’m unlikely to get P4A by release…sad times…sad times.

Behind the scenes at the voice recording studio:

[media=youtube]L2e_RPJfKe4[/media]

May not be the Bosch, but Lowenthal is always a cool dude.

Thanks you.
Now I’ll have the last laugh tonight.

Hahaha. Ah hahahaha…
Hahahahahahaha!!!

Meow.

[media=youtube]heNnroJOG9o[/media]!

While on topic of the arranged soundtrack…
[media=youtube]iIdxZlIoXpo[/media]
Holy fuck at Yukiko arranged theme. I thought her battle one was good…but damn that raped(I rarely use that term but i found it appropriate) my ears on how good it sounded. Especially once things sped up :D. At least I knew it was worth pre-ordering for the physical copy.

Anyway might as well post the rest of the revealed arranged tracks for point of reference. So far, the others i believe they did Boss Labrys(the video above me ^), Mitsuru, Akihiko, Yosuke, and Chei

[details=Spoiler]
Yosuke theme
[media=youtube]dmJHmjYYbhY[/media]
Chei theme
[media=youtube]QvmRZc5-e68[/media]
Akihiko theme
[media=youtube]j22tkngsY3s[/media]
Mitsuru theme
[media=youtube]pZDuz4qx4xc[/media]

[spoiler/]

This game has negative penalty?

Seriously can we stop putting this in games now, it’s fucking annoying no matter easy it is to not trigger it.

Sun Ce is voicing my potential main?
Too good…

Out of all the matches I’ve seen of P4A, I’ve seen Negative Penalty actually activate a grand total of twice. Both times it was Naoto continuing to walk back. They even give you a warning that it’s coming soon.

It’s fine, let it go.

No, it’s been in every game they’ve ever made and it’s either useless or just horribly annoying when you happen to trigger.

The very notion that the game is looking at how you play AND punishes you for it is an idea I’ve hated since GG and I will never accept it.

OK when you **DO **actually trigger it (this is theory fighter here since you would have to be trying to trigger it in a game like this), its the player fault for not doing **ANYTHING **(meaning you did not even whiff normals or made no effort going forward) besides running back for a certain period of time. I would understand if Negative mode is a RANDOM gimmick where things could have turned out much worse by making it the game mechanic fault not the player (ala tripping in Brawl), but its not so nothing to get mad about.

Its a game mechanic that discourages the shit you see in sfxt online where characters can get a combo in and run away until the time runs out. Only remote chance this ever happens is if you got “persona break” by someone and your panicking by running away until your persona health regenerates (which is another advantage of pulling off a “persona break”)

So? What if I want to run away until the time runs out?

It’s still punishing me because I’m playing how I want to.

LMAO, do you have to complain every time about it?
no, its not horrible, its not annoying, and it has a very logical reason to be in, not to mention that the game “punish you” for playing wrong to say it in a way.
guess what, deal with it
every game has mechanics on them that force you to play the way that the designers want it, sg with the ips is one example of that and you seem to love it despite that the game is looking at how you play AND punishes you for it

jaja, you know very well that you can run away perfectly on the asw games that have it, so stop complaining about something that only makes you be more intelligent on how you run away

Excuse me i thought this was a fighting game not “catch me if you can for 99 seconds arena”. Hell you can **STILL **do keepaway gameplay,but you got to do it in a way that makes it not look like simple air dashing away all day until you get the warning and then the penalty lol…

lol There are characters in every fighting game that are based around keeping your opponent away from you and P4U is no exception. While Naoto and Yukiko seem to have a more aggressive style with their projectiles they still count. If I’ve got the life lead with Naoto chances are I’m going to sit on it unless my opponent screws up.

and that is why that the game has negative penalty, you need to be more intelligent on how you would run aways, being more passive agressive, instead of just passive, like i said, every game has mechanics that force you to play it on a way that the developers want to, not to mention that everything that you do has a repercussion
also the negative penaly is there at least as how i see it as a way to tell you that you are playing wrong the game, and that you are not taking advantage of all the other defensive mechanics that the game provides you and as a reminder that you are getting close to the corner, and you dont want to be on the corner on those games, usually

There is no wrong way to play. If I want to do ‘catch me if you can for 99 seconds arena’ I should be able to do it, you deal with it.

Again, I don’t care how inconsequential it is but it’s in every damn game they make and I will absolutely never accept it. I am angry on the literal principle of the mechanic’s actions and results, nothing more.

lol I was talking about the insignificance of this universal gameplay mechanic penalty, not denying that keep away character archetypes don’t exist in fighters. We might as well write an angry letter to arc systems for universal “instant kills” mechanics being in the game because thats just as rare as negative mode. I mean its not Fair you know…having 1% health and suddenly winning the match in one connected move? lolz… makes negative mode (temporary defense decrease) look like shit if we are looking at this from another angle.

The point: its the **player **fault for being in the wrong end of both those universal gameplay mechanics if you unwittingly get hit by them

Then… make sure you don’t get hit?
I don’t see how this prevents any real valid tactic. It’s just a fail-safe mechanic against extreme situations because they put bulky slow characters and extremely mobile characters in the same games.
As someone said, it almost never comes into effect in a serious match, so it really shouldn’t bother you.

The penalty doesn’t activate from playing keepaway. It only activates by literally running away for 90 seconds, pressing no buttons.