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As you explore the dungeons you’ll solve puzzles, find chests, and even go a little out of your way to seek out extra objectives in order to complete sidequests.Įven the combat, copy-pasted as it is from Warriors games, features plenty of elements lifted straight from Persona 5. Though battles take place on the dungeon map, combat and exploration are two distinct game states-just like Persona. That is pretty much where the similarity to the Musou franchise ends, since the remainder of the game is built around full-on JRPG dungeon crawling. Light attacks chain together into unique heavy attacks that finish your combo in different ways based on when you use them, and you can cancel out of your combo to dodge at any moment. The basic combat mechanics are lifted directly from the Warriors games, featuring real-time action with each character having a unique moveset based on branching combo trees. To reiterate what I said in my preview from last month, Persona 5 Strikers is not a Musou game, but it’s also not quite a Persona game either. Ironically, the story ended up being the biggest obstacle to recommending this game rather than the selling point. Persona 5 Strikers’ gameplay was an absolute blast and I had a ton of fun with it. Having finished the game, I now feel the opposite about it from how I expected. I steeled myself for a game that I didn’t really enjoy playing that I would power through in order to see the first canonical sequel to one of my favorite video games. When the game released in Japan and we learned that it was going to be more of an action-RPG and less of a Musou game, I was actually disappointed, since I was fairly excited at the idea of Persona 5 getting the same treatment that The Legend of Zelda did with Hyrule Warriors. I wasn’t sure what to expect from Persona 5 Strikers before playing it my feelings swung back and forth several times between its original announcement nearly two years ago and the first time I finally got my hands on it.