Watching this bring back memories.. A silent, matured, aloof pure boy VS Outgoing, tomboyish, energetic cheerful girl, with both fated with heavy responsibility.
I feel like atlus did FEMC a disservice by removing the anime cutscenes from the game. I understand that they had to due to the limitations of the system and likely not wanting to stress out the animators by forcing them to make 'the same thing but it's a girl now' but the removal of even small things like pharos say "go on" remove all the tension and just make it look like FEMC is jumping at the chance to kill herself. I still think the game is brilliant but it's the little things that can put you off
Choreography and cinematics can make or break a story. If an incredible tale isn't conveyed well, it'll be as mediocre as a lesser narrative handled perfectly. That's really the problem with P3P - it ruins the telling of the story. And it's not just with cinematics, either. It also adds unnecessary dialogue, explanations, and choice elements that disrupt the flow and feel of certain scenes. This is especially true for the most important scene, the end... The way it's done in P3P is such a garbled mess that it completely takes away the impact.
@@kallum39 Apologies in advance for the impending short essay. I absolutely love the ending of Persona 3, and feel very strongly about it. I am also highly opinionated, so bare that in mind, too. And for context, my perspective bias is that I first experienced Persona 3 with the FES version, and afterwards examined Persona 3 Portable via RU-vid videos. *-- Also, for anyone else reading this comment, spoilers for the ending of Persona 3 --* As I said, choreography and cinematics can make or break a story. This doesn't mean that a story can only reach everybody or nobody depending on these factors - everyone has their own needs for full immersion. However, method of telling is critical to conveying message and emotion. Falling short in any of these aspects can lead to failure to communicate information or convey emotion. Particularly perceptive and empathetic people are more able to retain suspension of disbelief when faced with these shortcomings, but even these people may feel less impact as consequence of mishandled storytelling. First of all, the absence of the cutscenes at the end detracts a great deal on its own. The brief cutscene in which Aigis speaks to the protagonist is a perfect transition between the in-game scene and the credits, softly building up the emotion and leading perfectly into the sentiment delivered by "Kimi no Kioku". On that note, the music tune that plays during this short cutscene is a subtle, yet key aspect of the proper buildup and payoff. Jumping directly from the in-game scene to the credits doesn't create _immense_ whiplash, but it is enough of a hiccup to offset such an emotionally delicate progression of scenes. In addition, the post-credits cinematic is a beautiful finishing touch, demonstrating Aigis's newfound understanding and resolution. This gives the player a much more satisfying closure upon the end of the credits, and is a much better companion to "fin" than a black screen. Both of these cutscenes are short, but vital components to Persona 3's ending. That said, the rest of the scene is translated well from console to portable... with the exception of the newly-added "lover" endings. The introduction of the option to have a character of choice wedge themselves into the situation disrupts the flow of the ending scene. This is where the importance of "choreography" becomes especially evident. One problem is that the presence of this option can come off as "video game-y", potentially breaking immersion. Another is that the newly created situation choices are at odds with the somber, gradual buildup, both because of the added "energy" from these scene variants, and because the character-unique dialogue clashes with the established tone and theme by interfering with the mutual understanding being shared between Aigis and the protagonist. Personally, I feel that the line of text "Aigis quietly withdrew..." (unique to the male route) is representative of the issues in choreography that I see. Reading it, I get the image of someone suddenly remembering their script, then trying to quickly leave the stage without drawing too much attention. To put it simply, I can't shake the "additional content" feeling of these scene options. They feel very tacked-on and unnatural to me. Yet another problem is how the presence of this choice conflicts with the game's message on the precious nature of death. Having multiple variations of the scene that can be selected with a simple menu option brings the "replay value" to attention, taking away the meaning by distracting the player from the fact that death only happens once, and by ignoring the choicelessness that one faces on their deathbed. It also is a disrespect and denial of Shinjiro's words, "This is the way it should be". The presence of choice in a narrative eliminates the feeling of ultimate destiny, with its inescapably and consequential the belief of there being a "right" way - you can never know if it was the "right" way if you can't go back and do it differently, incentivizing an optimistic outlook. But being able to go back and change things presents a sense of escape from the chains of fate, inviting one to feel like they are they ones who decide how things "should" be, thus ignoring the lack of agency we have in the fact of mortality. (I could probably go on and on with my problems with the "lover" endings, but this comment is long enough already.) For those experiencing the ending for their first time in this manner, I feel that these alterations are reasons can be cause for not understanding or feeling the narrative of this otherwise beautifully-constructed ending scene in a story all about endings. I may have my reservations on this whole matter, but I'm happy you were still able to enjoy the Portable version of the ending! Assuming you care enough to put up with my ramblings, please do let me know what your thoughts are, if you'd be so inclined. I'm open to hearing new perspectives. ^^
@@Reilly-K Personally, I like allowing Shinjiro to live in the FEMC route and I feel plays into "death is inevitable", just in a different way. Dude is a death seeker, and when he gets to where he thinks his death would be beneficial, instead he goes into a coma, and when he finally awakens, he finds that the person that actually made him see something in life besides atoning for what he views as his sins has herself died. This can both be expressed if you're romancing him or not. Death is inevitable, but you don't usually get to choose how to die. He thought he had made a choice and came to terms with it, but instead he has to deal with someone he was close to dying while he wasn't even there. I think its kinda, poetic is the word I guess? I agree with everything else you said tho. "OUTTA THE WAY AIGIS MY S/O IS HERE"
I get this is on the PSP with limited hardware, but they did Kotone dirty by not giving her an animated cutscene for her awakening like Makoto, Yu and Ren.
As much as I think P3P is the definitive version of P3, this scene was handled 1000% better in the OG P3/P3FES. Especially since it doesn’t really make sense why FEMC goes and grabs the gun, whereas in the anime cutscene in the first game, Pharos tells the MC to do so. So I’ll just go back to hoping that we’ll one day get a P3 remake with P3’s cutscenes and overworld exploration and P3P’s QoL improvements and FEMC...
I agree. P3 was my first ever RPG and I remember being on the edge of my seat during this scene! I may be old fashioned... by I think P3 and P4 are better experiences than P5, despite the former games being decades old now.
@@skuff3125 i guess that depends on if you prefer P3 or P4's take on the battle system as a whole (not talking about AI control but how they handle things like knockdowns and stuff) P3P basically took P4's mechanics, and while it did certainly made some things less frustrating it also removed some of the difficulty in boss fights. On the other hand, though, cheesing Reaper is much easier in vanilla P3/FES
Obviously the cinematic cutscene from the console versions are better, but I actually prefer the way Thanatos works here. No build up, no jumping or fanciness, appears, single slash, then just SAVAGES the shadow like an animal before roaring. It really sells just how brutal and scary Thanatos is, far better than the cinematic does. Remaking the cutscene but just change the Thanatos part to this would be far more effective in my opinion.
I actually prefer this one slightly, although I think that's just because of the weird animation in the original and the track they used here is more fitting
A remaster of FES with the gameplay of Portable would be awesome, even if they don't add FeMC it would be fine to me, as long there's The Journey and The Answer as they are in FES but with the gameplay of Portable
The limitation for the scene comes from the limitations of the portable but ya I get it. Especially now that we get a remaster on consoles. It really should have been more than a remaster they could have remade P3P to play like P3
I like the fact that they made two separated Orpheus for depending of the Gender of the main protag, really cool touch would be even cooler if they made the same thing for O.Tellos
I have some mixed feelings, regarding playing Persona 3. From what I know, Portable is better mechanically, with the ability to control party members, and an exclusive female mode (which I heard changes quite a lot) But...FES just looks so much better. And I don't know would I be able to stomach lack of anime cutscenes, those are a bit part of Persona's charm for me.
Thems the breaks. It would have been much better had they bothered to draw more portraits. There's much offscreen characters talking with no voice and portrait.
Suprisingly I played p3 for the first time last year and I played the portable version and honestly I didn’t really have any complaints I think the visual novel style works great and the way they did the end boss cutscenes actually worked great I’m on the side of I don’t think it really needs a remake I loved it as is
@@midnight-fox7456 I agree with you Also, it's true that non anime cutscenes wasn't anything fancy, but at atleast you had something to watch, not 2 portraits and a text box That's why Persona 3 FES it's the best for a 1st run
Havent played this game for long time. If I remember correctly Thanatos was lived inside protagonist (either male/female) and has form as Pharos, and turned into Ryoji form once he left from Protagonist body. Something like that. And when protagonist first summoned their Persona, they lost control of it, thus turned into Thanatos like on this scene.