Persona - in Video Games

In Video Games

The series of video games known as Shin Megami Tensei: Persona employs an intricate system of personae to execute battle commands. Quintessentially, the persona is an alternate personality laying dormant in the minds of someone with "The Potential", a unique ability to remain awake during a nocturnal phenomenon known as the "Dark Hour". In Persona 3, each member of SEES has a Persona they can summon during battle. Each character's Persona has its own set of strengths and weaknesses, as well as its own unique set of abilities. It also identifies with one of the Major Arcana. When a battle is won, each Persona gains experience points, eventually causing it to level up, increasing its strength in battle and granting it new abilities. The Protagonist is unique among the members of SEES, as he is able to carry multiple Personas. By switching between them during battle, he has access to a wider variety of skills than any other character. In addition, he is the only character who has access to the Velvet Room, in which the player is able to fuse multiple Personas together to create a new, more powerful one. A new Persona inherits several abilities from the Personas used to create it; in addition, it can gain an experience point bonus, based on the rank of the Social Link that matches the Arcana of the Persona being fused. The player is limited by the level of his character when fusing a Persona; the level of the Protagonist must be at least equal to the level of the Persona to be fused. There is also a Persona Compendium which contains all previously-owned Personas; this allows the player to retrieve, for a price, an older Persona to be used.

Read more about this topic:  Persona

Famous quotes containing the words video games, video and/or games:

    It is among the ranks of school-age children, those six- to twelve-year-olds who once avidly filled their free moments with childhood play, that the greatest change is evident. In the place of traditional, sometimes ancient childhood games that were still popular a generation ago, in the place of fantasy and make- believe play . . . today’s children have substituted television viewing and, most recently, video games.
    Marie Winn (20th century)

    These people figured video was the Lord’s preferred means of communicating, the screen itself a kind of perpetually burning bush. “He’s in the de-tails,” Sublett had said once. “You gotta watch for Him close.”
    William Gibson (b. 1948)

    Criticism occupies the lowest place in the literary hierarchy: as regards form, almost always; and as regards moral value, incontestably. It comes after rhyming games and acrostics, which at least require a certain inventiveness.
    Gustave Flaubert (1821–1880)