![]() And of course the Royal version and the spinoffs just make it worse. The game is so freaking awful in how it undermines its few good points and moments. I should have known what this game was going to be the second I saw Ann's outfit. Yeah Golden had pushed the fanservice, and Q and Dancing all Night had reduced the characters to empty quirks, but a mainline game, I still had faith in that. I truly thought it was the start of a progressive trend in JRPGs, and when Persona 5 was announced I was still believed that. I was so impressed that a game would even try to tackle subjects like questioning your sexuality and toxic masculinity, that I thought it excused all it's "missteps". I would excuse the homophobia, the fat shaming, the horrible camp gay stuff, all of it. I think this also might explain why Soejima talks about his frustration with Hashino when he was told that the character needed to be "more sexy" their frame of reference isn't about their looks.Īre you kidding me? You know, years ago I used to defend Persona 4. And I guess from that mindset it's hard to imagine a character representing "sexiness", since it's not related to personality. The character was in service to something they represent. Of course, the other thing I noticed about artists who embody characters this way is that they pretty much never talked about a character as an archetype (characters weren't good or evil, they were just themselves) or mentioned "sexiness" as some sort of prerequisite. It seems like there's a lot to be said in an artist's maturity that's heavily related to them being able to visualize characters as personalities rather than objects. It's interesting, because hearing Amano talk about character design is very similar to the former, characters needed to "flow outward" or "embody chaos", while artists like Nomura have stated similar things to the latter, like, "she needed a certain look to show her maturity." And the more I read about artists and how they talk about character designs, I continue to see this pattern emerge. Meanwhile, the character designers whose design is mostly shit almost unanimously talked about, "well she needed to look like a high school girl, innocent and sweet" or, "she needed to be sexy to show her changing into a young woman", "she needed to look like you'd want to protect her", "she was evil, so she needed to have a certain look." (evil is sexy trope). Talking about making characters like flowers, or like sheathed blades, stalwart castles, etc. But what I think was particularly telling, was that the artists who made good designs had much more abstract concepts when talking about their characters. The best designs from most of the games were from a couple of artists, while the worst ones were pretty consistently from a handful of other artists. Recently read through the Art of Mana book and WOW is it fascinating in the consistency of what the artists were thinking.
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