I've spent a lot of time examining this, so here are my thoughts:
iseut wrote:Even before and in-between classes you'll have to subject yourself to brief conversations that really contribute nothing. And though I had initially thought I would be free from these constant interruptions while dungeon crawling, I soon discovered that this aspect of the game had also received the general nerfing treatment.
There are none of those "constant interruptions" while dungeon crawling. Also, the bolded part makes no sense.
iseut wrote:The developers simply failed to recognize that these uninspired enemy designs, as commonplace as they have been for years, were never excusable to begin with.
The enemies in Persona 3 have never been commonplace in MegaTen games. Nor does he mention that the main MegaTen enemies are the personas here–for they are well-designed.
And his view on the writing and characters (mostly from the second paragraph) is pretentious bullshit. Especially when compared to other JRPGs, I think the writing in P3 is generally believable, if a little fantastic.
iseut wrote:During these conversations, which soon become therapy sessions
Stuff like this is downright wrong. Therapy sessions as a way to describe reading characters' monologues? The characters' problems are only a fraction of what they have to say. Note that almost all of these social link activities are optional, and that you can skip text line-by-line if it's that terrible.
iseut wrote:The allies, basically, at the height of their utility are a sort of punching bag which allow you to preserve the protagonist's health.
That would only hold true if the reviewer didn't know shit about using the Tactics menu. That, or excessive exaggeration.
So first off, all of the main points are hit–basically, that many of the game's characteristics are shallow and over-stretched. However, it stands that you can play the game at a faster pace–I have read in some places that the game can be completed within 50 hours (this may take a handful of knowledge to accomplish this going into one's first playthrough, though). And with cutting it that short, some of the criticism about this in the review doesn't stand so strong:
iseut wrote:So until the prescribed day arrives you have to return to the mundanities of evening events, where you can opt to raise the protagonist's charm, courage and academic stats by visiting coffee shops, karaoke, arcades, and so on.
All of this is completely optional. As is building most of the relationships in the game. Quite a few hours can be saved by skipping this (Note that skipping all of them would probably make the game impossibly hard, although I didn't play the game that way so I could be wrong). But the review contradicts this by arguing that the player shouldn't skip them:
iseut wrote:It just isn't worth it, and while skipping all daily events certainly shortens the downtime, this comes at the expense of acquiring stronger personas.
This basically implies that overall, most of the optional parts should be endured (ie., in the case that you dislike them) because the personas and stat bonuses from doing so are worth that much time. Which implies that the game would be too hard without wasting time like this. But wait, he criticizes the difficulty in these two places:
iseut wrote:I found every moment playing this game to be unbelievably boring, and I attribute this not only to its shallowness and lack of difficulty
iseut wrote:First, the idea of disorientating the player within a dungeon is ruined when the game, along with the lack of difficulty (the dungeon is not the least bit intimidating) and the ease of accessing teleportation devices, arbitrarily prevents deeper exploration.
So I'll summarize this problem of the review: one of his biggest problems with the game is obviously the pace, but it's his own fault that he decided to waste time in the long run. He pretends that the player shouldn't skip any social links possible simply because the exclusive personas and stat gains are worth that much. And what value do they have at all if the game is already easy? Shouldn't the player create challenge rather than insulate it? His arguments don't mesh.
Despite the impression this review gives, Persona 3 can play much better than it would seem. From my own experience, I still encountered many problems mentioned in the review. The constant loading and generally poor pacing, the shallow battle system included–still, it didn't feel like a complete waste of time (or maybe I'm really patient).
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And on FES: FES makes very minor changes to the original game–instead of trying to improve or revise anything, there are a few more text-based "activities," script enhancements, and new personas. This only makes the game a fraction of a percent better, if anything. Though the interesting part is the addition of a new "Episode" separate from the main game, adding tidbits of story (it spoils some stuff from the main game) and nothing else but dungeon crawling. I didn't finish it, but it's supposed to last around 30 hours. Nothing from the main game carries over, and this mode is selectable from the beginning.
The new episode is harder than the main game, and since there are many less personas to acquire, the developer made the bosses more well-suited to the player's party–unless the party is under-leveled, the player should have all of the tools necessary to win. Basically, the difficulty curve is fine-tuned to a very noticeable degree. It isn't as easy to perform the overpowered all-out attacks, so using a better variety of moves is encouraged.