Persona 4: The Ultimate in Mayonaka Arena

So what if a situation can be solved by using keepaway? Why should I be punished for adapting?

Yes, they have been negatively affected, but you can’t really see that. I never said that there is no zoning in GG and BB.
If you honestly think that it’s anywhere as good as rushdown, then you are sadly mistaken. It’s an anti-turtling mechanic, and sometimes you need to turtle in order to make zoning work better. You already take a big risk from getting rushdown for playing a passive runaway game, so there is no need to punish it even further. I’m done with this discussion, because nobody is going to convince anybody of any thing.

I’ll still be buying and playing this game when it’s released on consoles. Cheers

I never said that I’ll pass it up.

Kanji’s dishing out some serious damage here-
[media=youtube]IazqY9zg5RA[/media]

Just need to alternate between playing runaway and throwing out some things to keep the penalty off.

Personally I’m fond of the mechanic because it makes it harder to run the clock down and forces both players to take action, more incentive is play offensively is always a good thing in my opinion.

[media=youtube]kbqtwdWg8fo[/media]

I’m really shocked, it doesn’t look so soul crushingly dull.
So who’s the final boss?

Why would you think it would look “soul crushingly dull”? The Persona games are known for being stylish.

Actually, “soul crushing” is an apt description of the grind in the early Persona games.

Of all the cool SMT characters they could have put in a Persona fighting game they pick a pedobait robotic little anime girl with a giant axe. There’s at least one decent character from practically every SMT out there, and they make a new character catering to even creepier animu fans. I’ll still play the game because it looks cool, though, so you win this round ArkSys.

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Who said I was talking about the Persona series?

You should differently stop posting.
Not arguing anything, but to imply what’s best for the core game and force a feature on a player for someone to quickly end the match in a specific way is a fail safe in terms of bad game design. If you can’t accept that, then it’s whatever.

Otherwise, I’m hearing a lot of bitching about Negative Penalty in this game in particular.
Guilty Gear had it, very little complaints, but the conditions for getting NP was quite high. Even when in the state of NP, you lose meter which can be easily gained by going on the offensive again.
BlazBlue CT was really, really bad about it, as sometimes cashing your opponent will actually cause NP. This was altered quite a bit in CS1, but was never truly fixed (but then again, the series itself has a lot more problems than NP).

My only question would be: what’s so bad about Negative Penalty this time?
I’ve seen a few vids, but never seen anyone get into NP.

Christ.

Anywho, Shwaffles is on point. Negative Penalty is kinda-sorta a dumb thing. Kinda-sorta.

I’m laughing at folks that think their opinion of a game’s mechanics is the be-all end-all truth and that if people don’t agree then they’re wrong. Cute.

Footage of the game is freaking awesome so far. Can’t wait to see the players grind out bigger BnBs and stuff, especially with Naoto. Can’t wait for them to properly use everything their char can do too (that one Yukiko player never levelled up her fire spells…). Teddie madness is gonna be great.

So what’s the American release date for this? I’ve heard August 7th

Laughed pretty hard at 4:01

who else has seen Naoto’s Mudo super? thoughts? I think random insta-kill attacks in an FG is pretty cheap, but whatever. I hope you can RTSD the hell out of her, but then she can combo into it from a throw…

It’s not like you can just bust it out of nowhere. I don’t think it’s unblockable either.

nothing, the only bitching that i saw so far comes from srk members, wo simply dont like the mechanic and feel that its something counterproductive when it has never been a problem in the 3 games that have it

I should differently post?

However, negative penalty is very much like the timer, the timer itself being the biggest reason for players to take action, a mechanic that forces the losing player to play offensively to gain the life lead or lose the round.

I said I was personally fond of it, not that it works for every game, the more reason to be aggressive I feel makes for games that appeal to me, and why I like mechanics like a timer, negative penalty, high meter gain for attacker, and no comeback mechanics etc.

It’s not random; it’s just a different win method, like poison counters in Magic. You don’t just get to mash it out as soon as you have meter, you have to play a multi-round secondary resource management game to get it.

It’s fine.

The user bolopitt at MayonakaMidnight.com provided the following vid of the game’s final boss, Shadow Labrys, in action. It’s also the first known footage of Labrys:
[media=youtube]3dMFYldv_Oo[/media]
Enjoy guys!

ah, I see. thanks for clearing that up, then.