![]() ![]() However picking Metal Jun resets the bits according to the NPC. CD Shopkeeper: Seems to enable bits that would happen if you had Innocent Sin save data.There's 3 NPCS that is the CD Shopkeepr, Katsuya, and Ulala. The song playing in the room is Lunar Palace. This is a debug room for Wang Long fortune. All this does is to enable man search bit requests. NPC 4: This NPC has the sprites of the person who takes Rumors requests.Other option to is pick TV station events. You can change events and the party set, whoever you're required to have a certain manual to know the code what to put in. Shopkeeper NPC 3: This NPC is called Kaneda whom was one of the developers for the game.Deciding to stop talking to the NPC oddly spouts out tons of number including Tatsuya name. ![]() Shopkeeper NPC 2: Allows you to check every rumor and instantly get 100k yen.Picking MBIT has the NPC cleverly says "You'll regret it." picking MBIT. Shopkeeper NPC 1: Checks for every bit in the game either by TBIT, MBIT, and EBIT.It also points out that Kataoka made the room and presumably(?) Kuroki as well. In the debug menu via event B, there's a debug room that contain several NPCS for bits about shops and several other features. However, they don't have any of their enemy data as it was removed. They can be seen from changing the enemy sprite with a enemy via battle debug. The most notable enemies in Innocent Sin known as Nazis are still in the game. But the most interesting thing is that Innocent Sin battle, Boss, Final Boss, and Knights of the Holy Lance theme are labeled as Old Battle BGM1-4 in the debug soundtest, as they were from the previous title. However the game will crash if you attempt to play Innocent Sin voiced dialogue in the US version. Most of Innocent Sin tracks and voiced dialogue are still in game and can be accessed with the use of the debug soundtest.However there's no leftover of the Innocent Sin version of Artemis, meaning they were removed as to replaced with the Eternal Punishment version. All of the starter Personas and Ultimate Personas from Innocent Sin except for Maya and Tatsuya goes unused.However, that comes at a steep price of the overarching narrative, which is frankly insane by modern standards.All of the Shrines and burned buildings from Innocent Sin still exist in Eternal Punishment, although unused for story reasons.Īlong with that, there's more leftovers such as: Innocent Sin and Eternal Punishment truly hone in on the specific character development of shadows and true selves, story elements evident in more modern games like Persona 4 Golden. The Persona 2 duology is notable narratively, but is just as flawed as the first Persona game in other aspects. As a result, playing the duology is hard enough, forcing players to play the second game's original 2000 release version. ![]() These two games aren't necessarily prequels and sequels of one another, but are rather more subtly connected as one cohesive story. Playing through the most modern take of the Persona 2 duology already puts players at a disadvantage Persona 2 : Innocent Sin's PSP remake was released in the U.S., but the Eternal Punishment PSP remake was never localized due to "unusual circumstances," according to Atlus' Nick Maragos. Going back to the first Persona game's remake, and especially so with the original release, should realistically only be reserved for hardcore fans curious about the series' history.Ī similar notion applies to the Persona 2 duology, Persona 2: Innocent Sin and Persona 2: Eternal Punishment. Battles function on a strategic grid that involves positioning and setting up attacks all in one turn, rather than the Final Fantasy/ Dragon Quest-style battle system. Pair that with a story which despite having genuinely interesting character moments in the latter half, has an extremely slow an uninteresting start that demands hardcore investment. There's no social simulator-like elements other than walking around areas (from an uncomfortably close first-person perspective) outside of dungeons. However, everything about the gameplay and story plays out in a fairly different manner. Contextualizing themes of Carl Jung's philosophy of the "persona" into a metaphysical world of humanity's true nature, battling the inner demons of society in the "ideal" world is all there in the first game. ![]() The first Persona game is largely responsible for establishing the overarching elements of the series as a whole. ![]()
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