Something that really stood out to me after playing Persona's 3-5 (and Shin Megami Tensei IV, to brag a little) were the subtle changes in combat between each game.
The systems overall are a feat to begin with, as with each iteration, combat was vicious and unforgiving, rewarding a player for strategy and well though out moves, and punishing them for being hasty. If one takes the time to wait on an enemy, sneak up behind it, and ambush it, they may finish the battle before the opponent even has time to react.
On the other hand, there are far two many times that you miss your initiating blow, and the opponent pummels you, and sends you to the grave faster then you could ever react. And oh boy, is that frustrating.
But this mechanic helps to immerse the player, giving them the idea that the shadow-filled dungeons they must traverse comprise of actual danger.
Lets start with Persona 3, and talk about the nuances that make it unique. The most stand-out quality of this installment compared to later games is the amount of independence one has from their team members. Members equip themselves, more or less, and make their own moves in combat (with intelligent characters making smart moves, and the less gifted AI throwing the matches far too often). Team members can wander dungeons on their own, have their own battles, and keep their stats to themselves, unless asked.Persona 5 reflects the amount of balance and polish they have but on the battle system since then. Instead of a confusing, inverted wheel for a user-interface, they assign each button on the controller to an option.
It looks beautiful, and most importantly, it is functional. The game still rewards and punishes based on the efficiency of your strategy, but if you die, you can start from a 'safe room,' or from the beginning of the level. Phew! The sense of danger may take a slight dip when a player realizes that they're going to have to attempt the same boss multiple times, but the frustration level goes down immensely when your game data is perfectly safe, and not lost to the void.











