Now that I'm finally, actually finished with Dragon's Dogma 2 (and have done my write-up on it), I've picked up P3R again. I'm still not done, but getting there at a pretty good pace now; I'm currently at October 20 on the calendar. But I think I'm ready to share some general thoughts, though I'll have to wait until the end to judge the story as a whole... I'm really interested to see how it all plays out, since it's been long enough that I've forgotten a lot of the details.
The first thing I just want to quickly mention is something that's already been brought up in this thread: the fully voiced Social Links. It's great that they committed to doing all that extra voice-work. It really does add a lot. And the only performances that I'd describe as "bad" are the ones for some of the really young kids (e.g., the kids Yuko coaches, or the kids Koromaru helps), which mostly don't sound like kids at all. That's sometimes a hard one to get right. But fully-voiced Social Links has been some of the lowest-hanging fruit for a while in terms of obvious ways to improve these games, so I'm glad they finally went and did it. Also neat that they got most of the original cast to voice other small roles (save Vic Mignogna, for obvious reasons).
But in general, as I've alluded to already, I just haven't been having quite as good a time with this one as I've recently had re-playing P5R. I used to call P3 my favorite entry in the series, but that's just not the case any more, and I've been trying to pin down for myself exactly why that is. I think now I have a pretty good idea. There are a number of reasons, some more important than others. And P3 does still have some strengths over P5.
I think that probably the biggest reason that I now prefer P5 over P3 is that the former has a much greater sense of urgency and purpose, along with clearly defined stakes and villains. Consider the difference for a moment.
In P3, the dark hour is largely a mystery, none of the individual monthly battles carry any particular sense of urgency, the fights are against anomalous, faceless monsters, and it's not even clear what exactly will happen if your team just... left things alone. More apathy syndrome, I guess? And even walking around the dorm between the mandatory boss battles, your team often doesn't seem that concerned about it; they'll just say something like "I guess we should be prepared to fight that next big shadow in a couple of weeks, huh?" It all just feels... very routine and rote after the first several monthly boss battles. Sort of aimless... you're just fighting these big shadows and seeing what happens next.
By contrast, in P5, not only do you get bespoke dungeons rather than randomized ones, but there is a clear villain for each palace, and clear, specific consequences for what will happen if you fail to steal that villain's heart in time. Each one has its place in P5's larger narrative, but they're all individually urgent and relevant to some particular character, usually a teammate. And an actual embodied villain is always more compelling than a faceless shadow or disembodied thing.
That's a pretty big narrative handicap for P3 to overcome in relation to P5, and the only way it can do it is to lean on its individual Social Links harder. I do remember thinking that P3 had the strongest set of Social Links/Confidants. After re-playing it, it still might (close and very subjective call TBH), but by the very nature of how these work—in which you can stop spending time with someone for literally months and come back to it as if it was only days later—they're still not really a substitute for the narrative urgency P5's palaces provide.
Also, while the fully voiced aspect is a nice improvement, P5 had the new gameplay wrinkle of each Confidant providing additional bonuses as they rank up, which made them more compelling from a gameplay perspective. The only reasons to hang out with particular people in P3 are that (1) you just particularly like that character, or (2) they happen to fit in your schedule that day. But all of them really only provide the same gameplay benefit: more bonus ranks to a fused persona in their arcana, and that's it. Whereas in P5 there are specific benefits to be gained from hanging out with particular Confidants, including a couple that actually help you rank up all the others faster. I found that extra incentive pretty compelling.
Lastly, as I mentioned earlier in this thread, I really like the fact that P5 gives you the tools to max all Confidants by the end of the game without using a guide with plenty of time to spare, whereas P3R still seems to make this nearly impossible. That's frustrating, because it leaves the player to choose between not seeing all the content (unless they want to return for another round of a 100+ hour game, which a lot of people just can't really do), or following a day-by-day guide that sucks most of the joy out of the experience by just turning the whole game into one giant checklist to follow.
All of this is not to say that there aren't things I still like about P3. On balance, I think I still like its cast of characters best. I dig the whole evoker shoot-yourself-in-the-head thing and how it ties in with the game's themes. I think that I still like P3's ending the best (so far as I recall it! TBD!), in terms of its themes and its emotional impact. I also like, in principle, that it doesn't "steal" nearly so many calendar days from you as P5; the latter tends toward having week-long periods (or more) between palaces in which you are somewhat arbitrarily not allowed to hang out with your Confidants while the game tells its main story. Though I also admit that this aspect of P5 bothered me less on subsequent plays, because I just sort of accepted that this was something it did—and that the days weren't "stolen," but didn't actually exist to begin with.
So, yeah. P3R is a good game. But as evidenced by the fact that I put it down twice for long periods to play other things, its narrative just isn't driving me forward, and I really think it's mostly because there's a serious lack of urgency there, not to mention the lack of a discernible villain or even clear stakes. P5 is a page-turner; P3 is not.
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