I have conflicted feelings over this game. Truth be told if I played the original release of this game, without the added content, I would have rated this higher. I don't think the added content is bad on it's own. In fact, it does do some interesting things that I do like. It's more it's implication and attenuation of the base game. And the length... man... I really am not a fan of a game that is over one hundred hours... I clocked in at 120ish hours and I engaged with side content very minimally... sure I tried to maximize each "in-game" day, by interacting with characters ect. but even Mementos is technically a mandatory part of the game (not all the requests mind you, but if you already have to go in there you might as well progress character quests and get some rewards). In a lot of ways I see this full package as one big step forward and two small steps back in comparison to Persona 4.
The game is at it's best with it's style. The aesthetics I really don't have much of a criticism over aside from the typical blasé and problematic portrayal of the high school Waifu. Not to forget the portrayal of inappropriate relationships between adults and minors, but that's sadly par for the course with most Japanese media. So I won't focus on that given it's ubiquity within the culture.
The game is vibrant, colorful and expressive. Making looking at the in game menus engaging. There is nothing that feels sterile nor utilitarian. It's bombastic in it's characters, aesthetics, menus and sound. Each palace in game has it's own unique theme, both in terms of its messaging but also in terms of its aesthetics which keep things varied. In fact, the inclusion of the Palaces is one of the biggest improvements from Persona 4. I found these excursion to be way more enjoyable and engaging especially when they basically included the Persona 4 dungeons as Mementos. Which further reinforced to me why I really didn't like that aspect from 4. Procedural generation of content just can't really shine beyond being technically different every time. But so what? It's still boring whether different or not. Fortunately, by having you drive around in a car, it at least speeds up traversal. And if you level up your social link with Ryuji you can eventually instantly kill enemies and not have to bother with random encounters!
I don't personally view each Palace as a masterpiece though. In fact, I felt like they were kind of a mess. Not in terms of design or gameplay but in terms of themes and messaging. First off, most of the Palace bosses are just cartoonishly evil. Making their "redemption" never truly earned. They do shake this up with 3 Palaces (Futaba, Niijima and Maruki. Which honestly are among the better Palaces anyways). I don't mind making the villain unambiguously evil especially with how eccentric they typically make them. It's still highly stylized and fun. Though I do think they started with the most evil character first (the sexually abusing PE teacher) and the remaining baddies are certainly evil but it's hard to feel more evil when starting where they do. Of course some of the Palaces are intentionally not meant to be evil which I think was a good call to shake up the formula. My main issue with the Palaces was how poorly the deadly sins lined up with the character design and metaphor of each Palace. It honestly feels like they designed the Palaces first and then forced the seven deadly sins onto each one.
For example, Greed (Okumura) representation could have easily been the same thing as the Gluttony (Kaneshiro) who was also obsessed with money. The main difference here though is it would make more sense for someone running a restaurant (Okumura), not a mafia, to be labeled with gluttony given it is through consumption and consumerism he has gained power... I also didn't think the metaphor of a fly worked for the crime boss villain. Just didn't mesh with either the gluttony nor the money aspects. A pig would have worked or some other animal that represents greed or gluttony. I suppose there is the piggy mech which was a fun detail but I think that would have been better on the villain.
Some other issues I had was how sloth feels like an extreme stretch for Futuaba. Sure she never leaves her room and lives in a cyber world but she is far from lazy... she taught herself a plethora of hard science subjects making her essentially a genius polymath. Far from someone you would associate with sloth... The casino metaphor also doesn't really support Envy (Niijima's Palace) either. So yeah the metaphor and themes of each Palace really don't make a lot of sense and feel like big stretches. I still liked their design and aesthetics even if they felt more surface level.
Another area this game kind of struggles in is with slow pacing. It takes roughly 10ish hours to complete the tutorial of the game (first palace complete). Part of this is certainly by design. The game is intentionally split between the mundanity and the supernatural. Where you play both a life simulator and a typical high fantasy JRPG. Both aspects of the gameplay don't stand up on their own (in my opinion) but as a whole creates this extremely compelling experience that would be unique if not for the existence of Persona 3 and 4.
With the pacing in mind, I still found this game to be very nostalgic. Not because I had main character energy in high school and was extremely busy all the time with very clingy friends... but still the quotidian aspects of the game made me recall a simpler time of my life. It's simple yet very effective. How you have so many choices thrown at you and only 2 time slots each day. Creating this constant sense of gaining and losing. Do I try to increase a social stat so I can further increase my social link with a character? Or do I just hang out with another available character to progress their link? Or maybe complete some requests in Mementos? O but I'm kinda strapped for cash! Maybe I should work at the flower shop to make some money and gain some kindness XP! It can get overwhelming especially with the constant ticking clock. The game always gives you plenty of time, but the use of time is nonetheless extremely effective and honestly brilliant. It's what acts as the ballast for the entire experience. Sure it's silly. How your character is quite terrible at time management if they can only really manage to do 2 things any given day and how you refuse to hang out with more than 1 friend at a time except in extremely rare cases where you can't improve your social link anyways! To be fair, I have known people like that in real life, but I always find that silly to compartmentalize friend groups. I guess I just don't have enough main character energy to understand!
Side note: Even this game throws shade at salt bae with Muruki (psychologist) at the clean up.
Like most JRPGs, there are plenty of repetitive motifs, beyond the intentional mundane aspects of the game play loop. The worst, in my opinion, is the interrogation that frames the game. The agent mentions she doesn't have a lot of time, then ensues a JRPG that's over 100 hours... I guess time is relative? The pacing and beats for which we cut back to this interrogation is also all over the place. In the first 10 hours of gameplay we will see that detective look with disdain at us while spouting exposition at us... "there's no way you could have got that far without a medical professional! O yeah? What evidence do you have of this?" At first I didn't mind this motif, but after the 10th time for the next new social link I formed I was pretty over it... then, for better or for worse (probably better), this motif becomes extremely sparse as the number of new social links begins to dwindle and slowly get fed to you. It makes these interrogation scenes feel all the more jarring. Not to mention the copy and pasted narrated text for EVERY new social link... the only thing changing being the name of the persona element... it's also kind of a shame how often the game relies on telling you information rather than showing you. For example, hanging out with your friends in the fashion square is only explained to you that you have a good time. Would have been better to show a few snippets of how you bonded with your friends over the day.
The story overall is engaging but it has it's silly moments. Such as the twist that you were completely falsely accused... Truth be told, maybe it's my cultural values, I didn't really hold any disdain for the main character for punching a dude for harassing a woman. Sure it's not legal but defending someone in need is forgivable in my mind. Says a lot about the cultural values loathing someone who defended another person. I don't think assault or violence is ever the right answer, but I did like the moral grayness of it before the plot twist. Doing something technically wrong but for a noble reason makes for an interesting character. But no, your character is unambiguously righteous. Not a surprise since that's also par for the course with this type of story. Just would have been more interesting to have a more complex main character.
My main issue with the plot is the ending with Royal... I actually really liked the ending pre-final Palace. Sure it's your inevitable fight against God, but it was still really well done. And I thought the art direction of the Holy Grail and God of control fight were awesome. It was pretty fucking rad to see a giant trickster demon pull out a massive gun and shoot God in the head. The problem with this type of story is that you really can't out do killing literally God... yet that never stops follow-up stories from trying... the whole point of the ending was to end the metaverse and give a finality to the story... but wait there's more! Turns out you really didn't stop the metaverse and failed! Now here's the new, somehow more powerful foe for you to face! I liked Maruki as a villain and the design of his Palace was a satisfying challenge, but narrative it just kind of sucks given you literally killed God a month before... they really should have changed the order of events. Making Maruki's Palace happen before the fight against God. That way the stakes would have continued to escalate and I think it would have resulted in a more satisfying ending. For me at least. Maybe also cut out half the filler so it's only 60 hours?
The plot has several other silly moments such as:
Makoto is called "the brains" yet her plan to find out the location of the mob boss was the exact opposite of smart. One of the dumbest and most reckless things she could possibly do. If that was Tony Soprano, they 100% would never have left that club and the game would have ended there.
It comes off as a bit silly how Joker refuses to talk about his Prison and the Velvet room. It's really not weirder than the stuff that's happening in the metaverse. I mean a cat turns into a fucking car... I don't think his Prison would be a stretch or jarring for the team. Seems weird to be cagey about this big detail and how it serves as his main impetus for what he's doing.
Game isn't clever with details. For example, in Okumura's Palace there is a robotic arm you need to interact with, yet it's tinkering with literally nothing. Just an endless pit below it instead of a conveyor belt with items it needs to press, ect.
Kind of contrived when they all leave Okumura as the spaceship is self destructing. Only time of all past palaces where they walk away before the shadow disappears. They do it this way so he can die still and cause a major plot development since they want Akechi to do it without them knowing, just a shame they couldn't write it in a way that didn't feel forced or out of character.
Another contradiction is how Makoto knows her sister has a palace yet somehow doesn't know the keywords? How did she find out then?
While I understand why they want to repeat the explanation of the metaverse everytime a new party member joins, I feel like they should have just done this off camera more often... like I don't need to hear the explanation 10 times.
Those negatives out of the way, the character moments were mostly the strength of the game and it's story. Some of my favorite moments would be Yusuke's first art exhibit where his work is heavily criticized and he needs to motivate himself to keep going. Or Sayuri being left in Leblanc is a great moment of reflection that continues until the end of the game. Which helps Yusuke realize he needs to live among people to understand them. I also like how they handled the lighting with the sunlight reflecting off the painting making it glow more after it is hung on the wall.
In general, early characters are well realized and complex with engaging character arcs. Later characters often feel tacked on and half-baked. I honestly found Haru to be lowkey terrifying. I think her eyes and demeanor are meant to convey an innocence from her sheltered upbringing as a daughter of a CEO, but it instead read to me as someone who would stab you remorselessly. Her emotionless droning was just so unsettlingly for me. Sure she's over the top with how nice she is, but that further makes her feel disturbing. Yoshizawa likewise feels halfbaked with her overly emphatic use of senpai! She just doesn't have an interesting personality. To be fair, the changes she goes through with Maruki do elevate her character quite a bit and do explain a lot of the weirdness of her personality. And Maruki I thought made for an interesting antagonist, it's just a shame that I felt his Palace and arc undermine the original ending of the game. So I feel conflicted about his inclusion... kind of wish his Palace happened before the ending of the game.
I realize I didn't really talk about combat. That's because it's your typical turn based JRPG combat. I like the design and art direction of characters and monsters. Those certainly stand out in a great way. But combat isn't anything exceptional. Also the music is good, but man is there not enough of it given the game is 120 hours! You will hear the same few tracks over and over and over and over again. Sure they are good but I would never listen to the same song on repeat for 100 hours. Let alone 1 hour.
I don't regret my time with this game but I wouldn't recommend it to someone given it's absurd length. If it was half the runtime I would have rated this game higher and it would be an easy recommend. 120ish hours is just such a painfully long commitment. I'd rather watch 30 different movies (even if I didn't like half of them). The game is certainly a bargain and if I was back in high school with limited money I would have appreciated having a game that I could spend half a year beating in my free time. Back then time was certainly on my side.