If Persona 5 doesn't get hit with a release date delay, as we've seen happening with a ridiculous amount of games lately, we'll be in for one of the most anticipated RPG's of the year. One of my favourite games in a long time arrived in the form of From Software's Bloodborne earlier this year. It's an absolute sensation and a demonstration of how vibrant and vital Japanese games still are in the modern gaming world - despite some people's claims.
But I feel like it has a vital lesson for Persona 5, and many other games that use a form of procedural generation. The Persona games have always had randomly generated dungeon areas, which the developers combine with a few scripted ones. Bloodborne recently tried its hand at procedural generation, and for the most part it worked. But it has some lessons for Persona 5 in terms of mistakes that Atlus should avoid.
Persona 5 & Learning From Bloodborne's Chalice Dungeons on Release Date
I'm seriously excited for Persona 5, I don't think the industry has seen a better trailer for a game in a while than the one we were shown a few months ago. I mean people went crazy for the design of the game's menu - no small feat! But procedural generation is becoming remarkably popular in several games in the industry - just take a look at [No Man's Sky](tag:2684052)!
But the idea can also be dangerous in terms of losing some of the game's artistic flair for that of a computer randomly punching in numbers. For instance, in Bloodborne, From Software meticulously craft every section of their massive world. The placement of every enemy is designed to challenge you in different ways and it's often just the place that an enemy is standing that will result in your death. The chalice dungeons lack this completely.
The chalice dungeons take all of the enemies within Bloodborne and randomly place some of them within a procedurally generated dungeon that has three levels, with a boss at the end of each one. The boss you will face is random too and it's a really fun idea. However, the game totally loses its artistic perfection in place of just a few randomly placed guys. Sometimes you'll even walk into a room that has no enemies or loot for you to find and it takes you out of the atmosphere of the game. It breaks your immersion.
I've had issues with the Persona games' generated levels before, even though it offers an endless degree of replay-ability. I think Atlus should ensure that the procedurally generated elements of Persona 5 don't fall into the trap that Bloodborne's developers did. After all, a level completely designed by Katsuro Hashino is way better than the game pulling out some random challenge.
But what do you think persona fans? Have you always liked the random elements of the Persona games, or do you prefer the more scripted encounters? I find that procedurally generated choices can make you aware of the game a little too much and pull you out of a particularly tense moment. Do you agree, or should Persona 5 continue along the same route as the other games? Let us know in the comments!