In the earlier prologue, Zhang Yi had already learned some of the system mechanics of Persona.
As a battle-hardened veteran gamer who had played countless games, Zhang Yi immediately realized the moment he got his hands on it that this was a very traditional RPG.
Dungeon Mazes, elemental weaknesses, turn-based strategy—these were all very basic mechanics.
At the same time, there was also a fairly important collectible element in the game: Personas.
And Zhang Yi had a feeling that he would be spending countless hours grinding away at this system.
At present, the only one he had was the initial Persona named Arsene Lupin.
But just like the Blades in Xenoblade Chronicles, the Personas in Persona could likewise be developed.
He just did not know what the later progression system would be like, since he had yet to unlock the subsequent content.
As for the Dungeon maze content, there was nothing particularly unusual about it. Traps and all kinds of minor enemies were basic elements that no game could escape.
The difference lay in how intricately the Dungeon Mazes were designed.
But at the moment, having only played through the beginning, Zhang Yi had no way to judge that yet.
Aside from those aspects, the things he found most interesting so far, beyond the art and music, were the worldbuilding and daily life segments.
In the game, Personas were manifestations of the human heart and also the source of power.
The protagonist controlled by the player had to fight Shadows lurking within palaces formed from materialized distorted cognition, beings that represented twisted humanity and desire itself.
At the same time, whether Personas or Shadows, their outward forms were projections of human imagination. That was why they took the forms of all manner of supernatural creatures found in legends and strange