I'll try and keep this as spoiler free as I can handle, but be warned for pretty much anything pre-November 20 (honestly not much happens with the story before then anyway). Okay actually endings (except the true ending) are lightly discussed.
Okay, so I can burn out pretty quickly on games, especially so for JRPGs. I could count on one hand the number of them that I've beaten, and I sure as hell haven't had the slightest inclination to 100% them or see all the side content.
Not so with Persona 5.
I bought this game just over two weeks ago. In that time, I put an incredible amount of time into it. It normally takes me the same time span to finish your standard 8-10 hour game.

That's my final save file. 90 goddamn hours in two weeks. I have never, ever been drawn into a game like this. Not even Team Fortress 2, a game I played competitively. Atlus has spent nine years creating something amazing, which is why its flaws feel all the more unfortunate.
For reference, I haven't played any other Persona games, or Shin Megami Tensei by extension. I came into Persona 5 knowing next to nothing about the series in general. So if I start waxing lyrical about stuff that was in previous games, don't @ me.
So Persona plays in two different ways: a stealth dungeon crawler with a unique turn-based combat system, and a high school slice-of-life life simulator. It's basically a combination of two different anime genre tropes that shouldn't play well but totally do. During the high school parts, which make up the majority of the game, you're boosting "social stats", leveling confidants, or working to earn money. These all at first seem kinda useless outside of leveling confidants, which immediately give you return on your investment by unlocking combat and non-combat abilities for both the player character and your teammates. Social stats, on the other hand, grow at an unknown rate and give (at first) unknown benefits. They all play into unlocking/leveling confidants, but you don't know what level you'll need until you reach that point, and even when you are told it's not specific.
The duality of the game is found most heavily (outside of actual gameplay, of course) in the soundtrack. It's somehow a middle ground between the rockin' shonen soundtrack and the light tones of a slice-of-life show, with a bunch of jazz influences that makes it very much it's own thing. Also all the important songs have lyrics which is like, incredibly rare and adds so much to what would already be an amazing soundtrack (like this is just the battle theme what
)
All the visuals are amazing. Menus are normally a pretty standard affair in a JRPG but each and every menu and UI element feels like it had months of work dedicated to give it the right amount of pop and style. You could seriously make a case study on the menus in Persona 5. I know this sounds like boring shit but it's really, really good folks
The crux of the game's story is that you, blank slate male character, have somehow ended up in an interrogation room, beaten and drugged, forced to recount how exactly you have been stealing the hearts of corrupt people under the guise of "The Phantom Thieves". How you do this, is by infiltrating the twisted cognition of horrid, corrupt adults and stealing their "Treasure", a manifestation of their distorted desires. This all takes place within Palaces, a semi-physical version of how these adults view the world. The first target, for example, is an ex-Olympian gym teacher who is worshiped by the staff and physically, psychologically and sexually abuses students. His Palace is a literal palace, as he views the school as his own personal kingdom, and the students are his slaves.
Anyway, onto what I mostly wanted to talk about. The artsy shit.
At its core, Persona 5 is a story about teenagers who awaken to the spirit of rebellion, and choose to take back the world from corrupt adults by changing their hearts. It is twofold a teenage power fantasy, where you run around people's cognitions in cool costumes with massive fuck-off manifestations of your own rebellious nature at your side, but also a male adult fantasy, where you can relive your high school days and do the things you never did. I feel the latter doesn't apply to Western culture that much, but it's very relevant to Japanese culture.
The idea of doing things you never got to do comes through hardest in the romance options. Every female character you have a confidant with bar one you can date if you max out their confidant. Immediately, all women are potentially available to you; there is no risk of rejection. You can date as many as you wish, with minimal consequences. Each option is in itself a different fantasy. You could date Ann and be your high school's item couple, or Makoto to be the power couple. Futaba is your perfect gamer girlfriend. Kawakami is your teacher, and you bet you can date her in the most awful and borderline disgusting framing device (though her story overall is pretty good). Tae is a mid-20s goth with a serious dominatrix vibe. Hifumi is your girlfriend that lives in Canada, and finally there's Haru, the correct choice.
You can work a job, but you get to choose when you work. You can apply to work somewhere and only turn up when it's convenient to you without any punishment. Similarly, friends will never be pissed off if you choose to skip on them for something else. The whole high school part of the game takes place in a fantasy land without consequences, where social abilities such as charm and kindness are a "stat" that can be leveled and friendship has a maximum point after which you have no obligation to interact with them again.
These aren't bad things, however, both in a story sense and a gameplay sense. What a pain in the ass if two friends invite you out and you have to choose which one you don't want to lose friendship with, right? But also, the game leans so hard into and is so open about being a fantasy that it's never a problem with me.
However, this fantasy stops sharp in the endings; All bar two have you getting pretty brutally iced in an interrogation room. One ending is, in some ways, the logical conclusion of the game's power fantasy, and I won't say anymore lest I ruin what's maybe the most morbid ending of the game. The true ending is the only happy ending, and thankfully you don't have to jump through hoops to earn it like you'd expect from something called a "true ending".
So
I really liked this game
but
there's some Bad Stuff™ that I have to talk about
First off, the game's politics are weird. Like, really weird. Somehow, a story about teens taking the world back from abusive and power mad adults also contains a 90s sitcom representation of gay people? And you also bully a teammate into stripping? And the game has some incredible purvy parts and is incredible anime about 16-17 year olds girls at multiple points? (there are multiple "hot springs/beach episodes!!!)
llike this is a real ass cutscene
also ryuji is a pure boy and would never do such things
also you have literally just saved the ginger girl from wanting to actually fucking die because she is so incredibly depressed and now it's like hey check out this fuckin bikini babe like christ almighty
Also, one of the confidants is a socialist politician who you can help regain his confidence and face his dark past and pretty much lead him into a government position. Cool, right? Fits right in with the game's themes and story, and no dancing around politics.
So
light spoiler
one of the last antagonists is a corrupt politician. Again, makes sense.
But
my god
they just like, don't actually talk about what he believes? Outside of really vague nothings? (though it did remind me of the senator from the end of metal gear rising, if it was like, terrible) It's just really obvious them skirting around an antagonist's beliefs because a portion of the Anime Video Game Fanbase would get Incredibly Mad if a bad guy was a right wing nutjob (aka what makes sense to the fucking story)
anyway
There's also the most glaring issue with the game: the translation blows. Big time. Somehow one of, if not the, biggest JRPG releases this decade has a translation straight out of early 2000s bootleg fan translations. Characters are straight up misrepresented, there are basic grammatical errors, completely mistranslated dialogue and a bunch of background text is untranslated without even subtitles. There's a website that details all these issues way better than I ever could (http://www.personaproblems.com/).
Anyway, I think that's about it for complaints. For a JRPG, Persona allows for a lot of failure without punishing you harshly. You're not expected to min-max, study boss patterns or balance your team, outside of having at least one healer. Don't get me wrong, there are definitely some Utter Bullshit in a few sections cough oni as a regular enemy cough, but even if you do lose a fight you don't lose much in the way of progress.
Overall Persona 5 is a goddamn amazing experience that is probably the best game I've played in a long time but also has some bad parts that really irk me because this game could've been even more if those issues weren't there.