Persona 4 Arena's Story Mode needs to trim its word count

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Tuesday, August 21, 2012

Persona 4 Arena Story Mode

Fighting-game stories were once just a flimsy pretense for having a bunch of colorful people beat each other up, but now they have become a selling point. The recent Mortal Kombat reboot garnered rave reviews for its cinematic narrative that covered the folklore of the franchise's early days. Meanwhile, the 2D wizards at Arc System Works earn praise for  the lengthy narratives of its BlazBlue series. Now, it has teamed up with Atlus to make Persona 4 Arena, based off a Japanese role-playing game that already has a fully realized world.

The only problem is that if Arc System Works’ narratives are the gold standard, than the genre still has a long way to go. I cringed when I heard that P4A’s story would be at least 30 hours long if you complete all of the character arcs and branching paths, and I was able to confirm my fears within 10 minutes of playing it. Just because you can have an long story mode in a fighting game, it doesn’t mean you should.

 

ASW games function as a “visual novel," which means it depicts the action using plain text, dialog between mostly static images, and the occasional special effect or picture. The approach is more popular in Japan than the West, and even though there isn't anything inherently wrong with the format, it can lead to verbose writing that takes forever to click through. The BlazBlue games suffered from this habit, and this title is no different.

For example, the opening sequence of Yukiko’s arc is that she is cooking at her family’s inn. There, she discovers that The Midnight Channel -- the alternate TV reality that she and her friends travel to in the RPG -- is back and that one of them is missing. She then calls one of her other teammates to discuss the events. This takes 12 minutes to depict.

I understand how some people like me who might not have played previous Persona games will need a quick primer, but every other line of dialog transitions into an internal monologue about how Yukiko isn’t fond of the inn’s image or how great her friends are. Once you get to an actual fight, her opponents goad her into combat, yet each time it happens we have to sit through 200 words about how hurtful and out-of-character these insults are, as if we’re too stupid to grasp the context.

This isn’t to say the plot itself is bad. P4A’s story is probably the equivalent of a TV reunion special compared to the RPGs. It does, however, imply that while a "dream match" game is exciting for fans, it's cruel to the participants and requires mangling their personalities to fit the needs of the plot. Persona 4 Arena did make me more interested in the franchise, and I liked the characters, voice acting, and humor.

The problem is that the time it takes to tell that tale does not fit the genre it appears in. It’s OK for a RPG to take 40 hours to complete because you spend a lot of time in random battles, exploring, and various other tasks. A fighting-game story that devotes an hour to dialog and five minutes to actual battles is grossly imbalanced. It’s like an action movie that drags on. The actual fights are formalities that neither teach you how to play nor offer a challenge.

Persona 4 Arena Story Mode

I’ve played a fighting game that did Persona 4 Arena’s tale better, and that was Project Justice, a Sega Dreamcast-era title. This sequel to the obscure Rival Schools franchise has a similar premise: Highschool classmates are trying to solve a mystery, but they end up battling other students in a chain of misunderstandings. Since Project Justice appeared in arcades, however, the story bits had to be quick and to the point, and the result is something more substantial than the usual fare, but doesn’t impede the pacing.

Persona 4 Arena’s Arcade Mode is similar to Project Justice as it features a truncated version of the narrative that hits most of the plot points with a better balance between gameplay and writing. I would definitely prefer something longer than this version as it is too stripped down, and ultimately Story Mode is for the longtime fans of the franchise. I would just like it to be longer by a thousand words, not ten thousand.

 
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Comments (12)
Default_picture
August 21, 2012

Project Justice handled the whole storytelling thing perfectly! Each section took no more than a few minutes.

How do you feel about MK9's approach? You briefly mentioned it, but it's got a different style than Aksys' VNs.

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August 21, 2012

I'm not a big Mortal Kombat fan so my experience comes from watching my brother play it. I remember the scenes where Jonny Cage refuses to fatality Reptile and Scorpion regrets being manipulated into killing Sub Zero early on, so I liked the semi-commentary on whether it's the MK characters who are bloodthirsty or the players.

In terms of cinematics, its not really fair to compare MK's story to other efforts because most titles don't have the budget to do that kind of thing. MK also benefited because it's retelling the story of MK 1-3 so it could have a beginning, middle, and end that introduces new characters for each part. In contrast in something like BlazBlue you can only tell one part of a story per game and it can't really alter the status quo too much. Ragna has to fight Jin, Litchi has to search for Arakune, and all of the characters have to reappear in some form the next game because I didn't spend countless hours learning someone for them not to reappear because a writer said so.

In terms of the structure of jumping from one perspective to another it helps to force people to learn different characters and enables the writer to focus on specific people and reduce repetition. At the same time, part of the fun of fighting games is finding the character you like and growing with them as you improve your skills. While Ryu is more "important" to the plot of Street Fighter than Blanka, Blanka players still deserve a shot at the boss even if him winning isn't canon. That's why I don't get upset when a game doesn't have a MK or BB-size plot - character relationships and personalities matter much more than a narrative.

Default_picture
August 21, 2012

I think the meandering style of the text in Story Mode matches the style of Persona 4 rather well.  It does go a bit far at times, though...

The problem I had with it was how much it repeated things between each character's story.  I understand it had to line up, no matter which character you picked, but a little more variety would have been welcome.

Dscn0568_-_copy
August 21, 2012

Project Justice had the same issue with repetition since every team's story leads to the same conclusion. It's probably understandable when you consider that the developer doesn't know who the player is going to use first, so you have to make sure that everyone gets the same information.

I haven't played the Persona games before this. Did those games leave in the Japanese honorifics like -kun and senpai as well? I was thinking of mentioning that as well since there's debate on whether that is a good translating practice or not, but I didn't want the article to get too long.

Default_picture
August 21, 2012

Yes, they did that all the time.  I think it worked in those games because of its very obviously Japanese setting.

Default_picture
August 21, 2012

Hmm. For me, the story mode was just fine. I like that there's a good bit of text in it. But I really want more visual novels to come out in the US, there simply haven't been enough of them. 999 and Disgaea Infinite are the two best that I've gotten so far. I'm not much of a fighting game fan and bought this only for the storyline.

I'm looking forward to finishing all of the branching story paths of Persona 4.

Default_picture
August 21, 2012

This kind of thing makes me want to swim across the Pacific and bust out my big ol' red pen.  I've seen a lot of games that showed a great deal of promise (FFXIII's visuals and story concept, for instance), but which fell flat because of poor editing and a general lack of concision.  If developers want to make games with extensive narratives, it behooves them to snip out some of the less interesting bits.  Much as I love Persona 4, I'd love to see the narrative portrayed in a much more organic fashion that melds the two styles of gameplay (sim and RP).

I don't know what to think of P4A though.  Played through the Arcade mode, ditched the long-winded Story Mode, and the whole time I felt like I was playing Yet Another Guilty Gear Reskin.

Default_picture
August 22, 2012

Though the long-winded stories fit Persona, the story mode is so far removed from the actual game that it can hardly be called a success.

Default_picture
August 22, 2012

I really don't like Arc's story modes. Their first Blazblue story was okay. The second one was over the top. From that point on, I really didn't want to try out any more Arc games.

I haven't started on Persona 4 Arena, but I really didn't want to purchase it on day one. The visual novel storylines just take me out of the whole jive of the fighting system. By the time I finish with it, the half-baked sequel comes out. I know I'll buy P4A. I really don't want to think of it as another version of Guilty Gear.

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August 22, 2012

I'll agree that Continuum Shift story was more painful than the first one. Everyone carried the idiot ball there. For what it's worth, I enjoy this game much more than I did BlazBlue.

Twit
August 28, 2012

Are you a fan of Persona Chris? Or are you getting into P4A with more or less minimum context?

I've never played P4 but I got invested into the story through the animation that aired earlier this year and I once again got invested into the story. Not that it's the best example of game design but Persona people probably eat it up and I'm not even a hardcore Persona fan.

Dscn0568_-_copy
August 28, 2012

I haven't followed the series before this though I knew about the anime. When the game was approaching release I did look through wiki profiles and listened to some of music which is great. The story of the games sounds like something I would enjoy but I don't have access to a PS2 or PSVita. The whole gun thing in P3 turns me off as well, which is weird since I use Mitusuru.

I don't really think there is anything wrong with the plot and like I said I did like the characters. The whole thing reminded me of what an anime podcast called the "Shohen Jump movie formula" where the plot is about a mysterious new girl (I know Labrys is from some Japan-only CD drama but for all intents and purposes she's treated as a new character) and the thing is an excuse to see your favorite characters do the things your favorite characters do, which is not bad at all. My problem was with the exposition, not the plot.

By the way, for anyone reading even though I'm harping on the story the game itself is awesome. Play it.

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