For quite a long time I had held the idea that the Shin Megami Tensei main games were superior to the spin-off games that were the Persona games. Admittedly, this was based on a very shallow (and faulty) knowledge how those games actually played and what they were about. Which, as it turns out, was pretty foolish of me. Not playing those games that is, whether they are better or not is of course highly subjective, but uninformed opinions are never something to be proud of.
Now I'm telling this because the entire series is, I believe, something to keep in mind when judging this title. At the very least, it heavily influenced my opinion of the game. I think the series use of RPG mechanics blends so perfectly with its narrative of character growth. Using personas, social links (or confidants, as they are called now) and social skills as game mechanics in a way that actually complements the RPG-character of the game. I think they're not, as many people have stated games with RPG segments and social simulator segments, they're RPG's in both these cases.
The game at hand is on first glance no different than the two that came before. It features those mechanics as described before, it expands upon them, features some completely new things and has put some old ones back into the mix again that previously featured in 3, and even some things from 2.
Now on this 'mechanics' side of things, the game has pretty much only progressed. The combat mechanics and the UI in those combat encounters is amazing, polished and feels at the same time deeper, and clearer than in P4. The social links and social stats haven't had any drastic changes, but I already loved them as they were, so I'm not complaining. The day structure is also more or less the same as in P4, and while I much preferred P3's take on this and the added freedom I felt there, it works. The new touch where you use some cover and sneaking to get around and ambush the enemies is a nice thematic addition, but to me it felt like it toned down the difficulty for these encounters a lot. Now I could have made it harder for myself by not using this cover option, but it's such a central mechanic, it hardly makes sense to impose such a challenge on yourself with no added reward.
Which brings me to difficulty. I've played 3 and 4 on normal, which is the way I tend to play games. 3 could be pretty tough at times, and 4 also managed to be quite a challenge at times, making me wonder whether it was better to push on and hope the final floor of a dungeon was in sight, or whether it would be best to head back to the start. P5's difficulty in general, helped by the easier ambush system, and the quantity of safe rooms was much lower than those games, with even checkpoints at the beginning of boss fights that made a riskier playstyle much more attractive. The option to even go back a day gave me a feeling that my choices whether to enter a dungeon, or whether I needed to train a bit first had much less weight than they did in previous games. Now I can see why people would actually praise this, because it means you don't have to arbitrarily create new save games constantly, but I felt it took away some of the gravity of a game over in the previous games.
It's the story and plot-structure however where the game really drops the ball for me. By dropping you right into the action Persona 5 tries to hook you in right from the beginning, as opposed to 3 and 4 (and 2)'s very slow starts. I know there are people that like this, and it's a common thing to do in film, but I honestly dislike it a lot in games. Mostly because it makes the player get used to the controls through some of the main mechanics, while after that, the game proper starts, and you have a more complete tutorial-like section, giving you some prompts of things you were already doing a while back. You know, when you were actually playing the game. But from a story perspective, this also takes some of the tension off the progression, because you already have a good feeling of where it's headed. Now it could have used that to subvert the player's expectations, but it follows neatly along the lines. The entire story keeps getting explained, right before you actually engage in it. And not in the way P4 did this, with next targets showing up and the whole how and why being a central mystery, but it is just told to you from the future. This makes the entire story feel very on-rails until right before the end. This is also reflected in the many days that are fully or partially scripted, that completely take away agency and just keep that calendar rolling on, while you as a player are left feeling you could have achieved far more useful things in that time. Morgana telling you that you're tired being the most obvious and therefore most presented way the game does this to you. It's not that I don't undertand that the game was designed with as much plannable days in mind as there actually are in the game after subtracting those scripted events, it just feels horrible having that freedom taken away from you because you have to spend some time with the group cooking up the next target because the game says that's what you do today. And it's not even interesting to follow these discussions, because you the player, have long been told who it is.
There were a few memorable characters in this game, although on the whole I didn't like them nearly as much as the characters of 2, 3 and 4, and this mainly has to do with the way the game portrays them for a large part as nearly flawless individuals, who had evil done unto them by others. Unlike the introspective focus of the previous games, the focus here lies mainly on the "evil adults", people who you hardly ever care for, because they do evil things, and hey, turns out they have a shadow side. Where the other Persona games told you that everyone has some side that isn't pretty, and overcoming that was the pivotal point of their personal journey, 5 takes the 'evil is evil, therefore should be stopped' approach that is so much less interesting to me. Mishima, on this point, is the most interesting and well-developed character in the entire cast.
Now there are actually a lot of interesting themes presented in this game. The structuring of villains according to the seven deadly sins (although some did this a bit better than others). The themes of rebelling and usage of tricksters and anti-heroes in myth (even though they are actually being pretty straight up heroes). The bleak outlook on the way masses are easily influenced. The themes of imprisonment. The way they are handled, is however pretty sub-par to me. Especially for a Persona game. But this is still very much a Persona game, and it is still a really good game. It uses a lot of established mechanics and plot-points of the series (the ending felt very much like a mixture of the endings of 2IS and 3, be it far more positive). But for a game that is very much about rebelling, it is the Persona game that plays it most safe in terms of the story, and that's a shame.