As the game's story gradually unfolded, Zhang Yi slowly came to understand its basic premise.
It was a combination of a traditional text adventure game and an RPG.
First, players had to complete all kinds of daily activities in the game: studying at school, working part-time, watching movies, reading books, even eating Hamburg, and so on.
Through these activities, they could raise stats such as Guts and Proficiency, while also gaining favor with NPCs of different personalities.
Different stats corresponded to NPCs with different personalities. If a player's stats were not high enough, they would be unable to trigger the corresponding affinity events.
Yet these daily activities with their raising-sim elements did not bore Zhang Yi. If anything, he found himself getting a little addicted.
The daily activities available in the game included, but were not limited to, eating Hamburg, working part-time, playing video games, watching movies, reading, attending class, fishing, and even going on dates with girls.
As a game developed for the next generation of hardware, Chen Xu had put far more work into the details than in the original version.
Players could experience a richer variety of daily life. Of course, if they did not want to experience it, they could simply skip it and receive the corresponding stats.
Besides Shibuya and Shujin Academy, there were countless other locations, though they had yet to be unlocked at this stage. Clearly, they would become available as the story progressed.
As for combat, it used a fairly traditional Dungeon format. Yet the extensive Persona fusion system and exquisitely designed Dungeon Mazes made this seemingly retro RPG incredibly engaging.
Finally, Persona also possessed a unique and profound spiritual core. With bosses based on the seven deadly sins, every character in the game had an extraordinary story of their own.
At