EDGE

Persona 5 Strikers

PC, PS4, Switch

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So desperate is it to appropriat­e the JRPG’s rhythms that at times it slips into unintentio­nal parody

Developer Omega Force, P-Studio Publisher Atlus

Format PC (tested), PS4, Switch Release Out now

The Japanese title, with hindsight, is closer to the mark. This fusion of Persona-style RPG and musou hack-and-slash is a real Scramble, a muddle of disparate elements that make sense individual­ly but never manage to come together as a whole. It’s rescued by its irresistib­le style and a story that gives Persona 5 players the opportunit­y to catch up with characters with whom they’ve spent a good hundred hours or more hanging out. If you want to know what Joker, Futaba, Makoto and the gang did next, you’ll be happy to join them on this 40-hour road trip from Shibuya to Osaka and beyond. If you’re a Switch owner looking for a musou game, however – well, you had a better option just a couple of months ago.

Indeed, if Age Of Calamity felt as much a celebratio­n of Breath Of The Wild as a prequel story, this is a gushing love letter to Persona 5. It sees Omega Force apparently so enamoured with the series it’s partnering with that its own identity fades into the background. So desperate is it to appropriat­e the JRPG’s rhythms that at times it slips into unintentio­nal parody. Sure, Persona isn’t exactly shy when it come to cutscenes, but they’re a constant interrupti­on here. The developer doesn’t just pause the action for key narrative moments, but to deliver the most perfunctor­y exposition – rather than the usual musou strategy of communicat­ing key shifts in an ongoing conflict while you’re in the thick of it.

Yet while most musou games are all about throwing yourself into the fray, Strikers would often rather you avoid conflict – or at least to be careful about how you initiate it. As you explore its metaverse Jails – similar to Persona 5’s Palaces, although these match the layouts of the cities in which you’ll find them – you’ll be asked to sneak around cautiously, zipping between cover positions to avoid raising the alert level. (You’ll be kicked out if this reaches 100 percent, though there’s no meaningful penalty besides.) The idea is to launch surprise attacks, ambushing guards and drones while you’re perched above them, or darting out of cover when their backs are turned. Yet the small clusters of enemies that spawn when you strike first are often defeated within seconds with the classic All-out Attack.

Longer encounters await, with minibosses and setpieces where you’re asked to protect Futaba while she hacks electronic locks, but the hybrid of realtime and turn-based fighting feels awkward and unintuitiv­e in the early game, and predictabl­e later on. As in the main game, Joker can amass a range of Personas, which can – in keeping with tradition – be fused and upgraded via the Velvet Room. Yet your limited SP meter means you can’t really use them often, while the rest of the party being stuck with a single Persona makes them less flexible – unless theirs has an elemental attack to which your opponent is vulnerable. Otherwise you’ll mostly rely on regular attack combos or environmen­tal features for a little variety: you can swing around lampposts, fire off giant crackers, and even detonate police cars for a crowd-pleasing bit of consequenc­e-free anarchy.

But the crowds here aren’t particular­ly pleasing: you’ll never rack up combos in the thousands, or even hundreds. And yet the battlefiel­d gets visually messy: context-sensitive prompts can result in you pulling off the wrong move in the heat of the moment, and with the whole party wading in, the action isn’t always easy to parse. That isn’t a problem in most musou games, since you can usually withstand plenty of punishment. Not so here, however: you won’t always know if you’re under-levelled or under-equipped until an innocuousl­ooking trio of smiling Jack Frosts smack down one party member in three hits. At which point you realise that avoiding patrols altogether is a bad idea – and that the efficiency with which you dispatch your enemy is less about your combat skill and more your patience for grinding through dozens of underwhelm­ing battles. There’s plenty of style, but little sense of the momentum or escalation we expect from Omega Force.

Still, what style. There’s no denying Strikers looks and sounds the part, right down to its interface design; we find ourselves dipping into the menus just to watch the gorgeously animated transition­s. The Phantom Thieves are, as ever, delightful company. And even larded with unnecessar­y filler, the story is absorbing enough to see you through to the finish. In each city, large groups of people have fallen victim to a collective delusion, the perpetrato­rs (from a wannabe idol to an anxious author) having effectivel­y brainwashe­d them en masse via an app that garners their unwavering support. Though the process is repetitive (a rudimentar­y investigat­ion is followed by a trip into the metaverse for proof, before the source of the culprit’s trauma is revealed, resulting in a boss battle against their shadow form), there’s enough character work to invest you in these tales. Meanwhile, ongoing plot threads involving a detective who strikes a quid pro quo deal with the gang and an ambiguous AI that gains human form in the metaverse provide a strong narrative throughlin­e.

That, we suspect, will be enough for some, but the whiff of missed opportunit­y remains. Forging bonds with your friends feels less rewarding when it’s earned through simple progressio­n, while dialogue choices usually amount to three slightly different ways of saying the same thing. It’s summed up by an early battle against an enemy horde where a cutscene intrudes, each of the Thieves pulling off dramatic moves before you’re finally invited to “mop up” the handful that remain – a baffling choice that undercuts the musou power fantasy. The ingredient­s might sound tasty in isolation, but the recipe isn’t quite right, leaving us with a dish best described as an attractive hotchpotch.

 ??  ?? MAIN Your Showtime meter takes a little while to build, not least when you’re swapping between four characters during combat, but they’re the most satisfying way to finish off a boss fight.
MAIN Your Showtime meter takes a little while to build, not least when you’re swapping between four characters during combat, but they’re the most satisfying way to finish off a boss fight.
 ??  ?? TOP Requests – side-objectives in which you’re usually asked to defeat a given number of enemies or collect specific items – let you revisit Jails from previous cities, though others are unavailabl­e once you’ve moved on.
TOP Requests – side-objectives in which you’re usually asked to defeat a given number of enemies or collect specific items – let you revisit Jails from previous cities, though others are unavailabl­e once you’ve moved on.
 ??  ?? RIGHT The Investigat­ion sequences involve little more than finding the right conversati­ons on which to eavesdrop for clues, but Persona has always captured the noise and bustle of urban spaces better than most, and Strikers is no different
RIGHT The Investigat­ion sequences involve little more than finding the right conversati­ons on which to eavesdrop for clues, but Persona has always captured the noise and bustle of urban spaces better than most, and Strikers is no different
 ??  ?? ABOVE There’s a wonderful, heartwarmi­ng sequence in which the Phantom Thieves meet superfan Akane, who’s oblivious to their real-world identities even as she broadcasts the latest news about their exploits
ABOVE There’s a wonderful, heartwarmi­ng sequence in which the Phantom Thieves meet superfan Akane, who’s oblivious to their real-world identities even as she broadcasts the latest news about their exploits

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