


#7 years from now game epilogue android
Metis, an android who refers to Aigis as her sister, claims this is their doing and attacks them. To separate herself from her emotions she announces that she will not be returning to Gekkoukan High when summer ends.ĭuring one last celebration, the members of SEES discover they have been trapped in a time loop. Aigis struggles to come to grips with her inability to save the protagonist. With the end of the school year arriving, it means everyone will be moving out of the dorm that has served as their home for the past several months. Taking place on March 31st, two months after the end of Persona 3, ‘The Answer’ picks up with the remaining members of SEES trying to continue their lives after the death of the protagonist. How do you grieve? How do you move on from another’s death? As easy as it is to prepare for your own, it is a million times harder to accept the death of those around you. AtlusĪ title like ‘The Answer’ begs an immediate response, what is the question? If Persona 3 is a game about the inevitability of death and the choice to live regardless, then ‘The Answer’ asks a much simpler question. The protagonist’s shadow is a constant presence throughout the grinding process. Utilizing gameplay as storytelling, the misery the player experiences in their many hours of grinding only enhances the epilogue’s conversation with Persona 3. However, ‘The Answer’ justifies its misery. Overall, there are more floors in ‘The Answer’ to clear than in the base game. Seven of these lead to large dungeons similar to the base game’s massive Tartarus. The main setting for Persona 3’s epilogue is the Abyss of Time, a place that only contains eight doors. Yet ‘The Answer’ throws out all of this and forces the player into what can only be described as a grind fest.
#7 years from now game epilogue series
But for me, this just feels like a slog.Įlsewhere, the Persona series takes the misery out of grinding through its time management systems and social links. Some say it is part of the JRPG DNA, harkening back to the early ‘90s when games would force you to level for hours as a progression gate. gameplay, grinding does no favors to gameplay. Grinding is in many ways the worst part of an RPG. Gone is the daily calendar that makes the player choose what activities they want to cram into the busy school schedule. Gone are the social links and the ability to go on dates with your party members. The variety of activities and the choice given to the player have been stripped away. ‘The Answer’ is a miserable thirty-hour experience. Metis is a new character in ‘The Answer’ Atlus
