Like many RPGs, “Royal” makes use of a turn-based fight system everytime you face off towards enemies, with quite a lot of assault sorts, elemental magic, and standing results to make most fights fairly strategic and interesting. However this sequence (and significantly this sport) goes to this point past these fundamentals. Hitting an enemy with an assault sort they’re weak towards will knock them down and provides the attacker a second free flip, supplying you with the chance to chain collectively devastating combos or give your self some respiration room to heal and whatnot. And should you knock all the enemies down in a single flip, you may carry out a bunch assault for enormous harm.
It is pretty normal for this sequence (and different “Shin Megami Tensei” video games), however this one provides much more nuance to all of it. Like two new magic components (in comparison with “Persona 4,” anyway), bodily harm sorts for each melee weapons and firearms, and a Baton Cross possibility after hitting an enemy’s weak spot that allows you to go that character’s free flip to a special character — opening up much more prospects for utterly destroying your targets.
One other ingredient “Persona 5” provides — or somewhat brings again — is conversations. As a substitute of performing a bunch assault when all the enemies are knocked down, you even have the choice of speaking to them. You’ll be able to ask for cash, ask for an merchandise, or see in the event that they’re curious about becoming a member of you — and should you’re convincing sufficient they will truly do exactly that, turning into a brand new Persona for the primary character to wield.