Persona 4: The Ultimate in Mayonaka Arena

Except its lacking a lot of things that make Jojo, well, Jojo, and contains a lot of things much more similar to other arc system works titles.

I wrote up a list of differences, that I noticed just in the gameplay vids, but I cant find it. I doubt anyone cares that much anyway XD. I just happen to be one of the very few people that actually dedicated alot of time to learning Jojo, so when the game was announced I was hoping for a jojo spiritual successor.

I see more of Sengoku Basara X in the gameplay than anything. ( I spent quite a bit of time with that game as well)

Regardless, game still looks like its gonna be interesting, heres to more character announcements down the road! /cheers.

I’ve been noticing that too. Even from a broad viewpoint, one could equate Persona usage as being more more akin to the “Engun”/Support Char in SBX. I’m just glad you don’t have to wait like a minute or two before you can start even using your Persona. :lol:

So yeah, this game won’t be quite the Jojo-successor many of us would have liked. But it still looks like a fun game all the same. I’m just hoping this game won’t actually share the same fate as its “ASW Franchise Fighter” predecessors, and can actually become a “series” that can be developed more through updates and sequels.

i noticed that in non of the videos the people have used the persona rush (i think that its the name), i actually think that we dont even know how it works yet

for the looks i think that this has way more chances than hnk or sbx, for starters they are using the engine of bb, and they are using the well tested mechanics that are present in their own games instead of weird stuff with the gravity (like on hnk and sbx that share the same bugged engine)
also atlus really cares for the persona franchise to the point that they are selling the game more as a sequel than a spinoff game, so it shows that they actually want to try to expand the persona series outside the rpg market, and hopefully want to invest resources and time on this game

Granted. But with the way the game likely only has about about a window a few months between arcade release and console port, it still does give rise to some concern. I stand by my theory that Arc probably is the main reason this game has an arcade release, at all. If Arc didn’t care, or otherwise was overruled when it came to decision-making, Atlus probably would have been fine rushing the game to the console market ASAP.

Granted, this is still a much better looking arrangement than what happened with SBX back in '08. I just REALLY don’t want history to repeat itself here.

im with you there, i love hnk and sbx, but with all the rush that both projects got, not to mention all the systme changes that were made between local tests, it was clear that the games would end with problems, the sad part its that both with a proper revision would have shaped in a better form

HNK & SBX= PS2 and PS2 based arcade hardware.
P4U=PS3/360 and nesicalive, means you can just release a patch, which will make it easier for Atlus to say yes.

What exactly went on with SBX’s loketests anyway? All I’ve ever heard are stories about how no one serious actually went to the tests and it ended up in the hands of fujoshi who just wanted to screw around with their favorite pretty boys.

I hope somebody makes an official P4 stick, I will buy that sh*t.

EDIT

http://www.siliconera.com/2011/11/29/persona-4-the-ultimate-in-mayonaka-arenas-awakening-mode-unlocks-super-moves/

that its partially true, the local tests were full of fangirls that were screaming everytime that someone was doing something with their favorite characters
the problems were related to:
1st (ASW), using the same engine of HnK without actually revisiting the core problems like using the gravity and pushback as the only meassure againts any possible infinite, and the flaw on the hitstun and teching systems, that allowed to have the infinite where the gravity keeps you on a state that the oponent can hit you until the end of the times (the space race infinite) for example.

2nd (CAPCOM), the constant changes of the functional requirements of the game
the mechanic that let you slam your oponent against the wall similar to the one that its present on hnk, used your super bar at the begining, it was like that for like the 1st 4 of the 6 local tests that the game had, but they suddenly changed it, now it doesnt use metter so the only requeriment its that you need to hit it in a tight window frame, that its what allow the wallstreet infinite; the engun (assist) system wasnt planned as how its now in the begining, originally when you called your engun his/her level would be keeped at the one were you called him/her, and any action that decreased his/her level would be permanent, there were other mechanics that werent present at the begining that were added way later on the procces, like the dust alike mechanic, the engun cancel to name some
many of the moves of the chars and their propierties were changing to, though this one is not as bad, it helped to add tools to chars that were lacking stuff to be considered effective

3rd (CAPCOM, ASW?) irrational time windows for releasing the game, remember, it was planned for december of 2007 originally, it wasnt until later november that they moved the release date for february and later for april (the game was released late on may)

4rth (ASW & CAPCOM)the lack of an actual interest of making good game, instead of a spinoff easy cash game, both were more busy with their own big projects, sf4 and bbct so the focus on the game as lacking, perhaps that its why the game didnt have enough local tests too

Character movelists.





Can’t wait to see footage of the new characters in action :). Judging from the controls, seems like a Capcom-ified BB. Makes sense, as ArcSys is aiming to reach the target casual audience of Persona fans just as much, if not more so, than fighting game fans. I don’t mind tho, I love Persona, and as long as the characters aren’t broken I’ll have fun with this one :smiley:

FINALLY

SOMETHING ON MY ROBOTO <3

Can anybody translate what each section on the Status chart is? And if it’s relevant to gameplay, or is it like the MvC3 ‘stats’ that had fuckall to do with anything.

And lol at megane option. Needs to become a standard in fighting games imo

Loketest is this weekend at Hey Arcade in Akihabara and and Taito Namba Station in Osaka, so we should see a good amount of info soon.

EDIT: If the link doesn’t load, wait a bit. It’s already been scheduled in WordPress and should be out soon.

Top: Ease of use
Up-left: Persona (presumably a measure of the Persona attacks’ effectiveness)
Down-left: Speed
Down-right: Defense power
Up-right: Attack power

Nantoka’s loketest impressions for Teddie and Naoto.
http://generalnantoka.blog35.fc2.com/blog-entry-587.html

Totally forgot this game has no dragon punch motions…

That is what I like to hear. I am so using Kanji or Akihiko. I mean, you can’t put down someone who attacks with a school desk or a metal chair. Akihiko fights bears so he is already manly (Though he may fight tigers).

EDIT–I am hoping that if they do alternate costumes, they choose the school uniforms for the Persona 3 characters and something else for the Persona 4 Characters (I haven’t played the game in so long). Teddie’s public costume for DLC!

Translation??