Persona 4 Revival’s overhauled combat looks splashier and easier than ever, though I’m a little worried about those dungeons

When Atlus announced its remake of Persona 4 (or more accurately, of Persona 4 Golden), a cry went up around the land. Mostly, I think people were rightly excited about Kanji Tatsumi in 4K, but there are a few peccadilloes in the original game’s design that some folk—including here at PC Gamer—were eager to see Atlus iron out. Namely, those dungeons, which in P4 and P4G were quite the slog: a series of procgen corridors that went on for around 10 floors each.

“I think Persona 4 Revival should veer off from Reload’s changes,” wrote our Mollie Taylor last year. “Each of its dungeons are the perfect vessel to go full Persona 5 style. Palaces that serve as grand setpieces for each character, handcrafted to get real into the weeds of their insecurities and internal conflict.”

I’m not sure Atlus has gone quite that far. From the snippets we see in its recent Persona 4 Revival Broadcast, Yukiko’s Castle and the Bathhouse both look to be the many-floors-of-corridors affairs of the original games, though I don’t doubt Atlus has put in more events and NPC dialogue to spice up the grind, much as it did before in Persona 3 Reload. To be fair, we only get a brief glimpse, so perhaps the studio has something more up its sleeve, but that design looks very familiar to me as someone who has experienced a lot of Persona 4 over the years.

One thing which is quite a bit different, though, is the combat you’ll be doing in those dungeons. The Investigation Team/Scooby Gang has a lot of new toys at its disposal for fighting shadows, all lavishly coloured and animated. The three Atlus focused on in its broadcast were: Baton Pass, Send Flying, and Prime Time. Baton Pass is an easy one—it’s the mechanic introduced in Persona 5 that lets you give your turn to another party member after downing an enemy.

The other two are more novel. Send Flying is a new mechanic that lets you, more or less, turn individual enemies into vectors for disease. Afflicted a shadow with the fear ailment? You can attack it to send it flying into another foe in the arena, inflicting them with the exact same debuff. Which, hey, great. I’ve always thought that Persona should let me ravage my foes with communicable viruses.

Prime Time, meanwhile, is a meter that fills as you do battle. Once it tops out, you can, well, activate Prime Time, which drops all your skill costs to 0 and lets you hit foes with a “Prime Time finish,” which looks a lot to me like a P3R Theurgy attack.

The only other new combat mechanic that seems notable to me is the addition of a Guard manoeuvre in the overworld. Initiating combat looks much the same as it did in base P4: hit a foe when they’re off-guard and get advantage, get hit yourself and get disadvantage. But guarding adds a new wrinkle: if an enemy hits you while you’re guarding, they’ll bounce off and become dazed, letting you either gain advantage in the full battle or else run away.

Which is all very slick and fun, but I do have to wonder what Atlus is doing to compensate for all these new tricks in your toolbox. Persona 4 was not a difficult game (with the possible exception of Yukiko’s bossfight), and the addition of these new combat mechanics feel like they’d make the battle system entirely trivial. Here’s hoping the shadows get some new toys to make your life harder, or else I’m going to start feeling bad.

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