The game mechanics are mostly not that complex so it doesn't really require you to learn something complicated either, unless you take up the task of 100%ing it. And it works, because the music, art, and everything is so lovely that it just makes you want to find out what's going on out there and explore. I think at its core it's nearly perfect sandbox play for jrpgs (aside from any actual mechanical flaws the game has). A game that just presents you a world immediately and lets you explore it piece by piece at a comfortable pace, with some immediate little quests popping up straight from the beginning. Honestly I love this type of game design. This ended up a lot longer than I thought it would, but I hope that helps anyone worried overmuch about the missables. Or you can just follow a calendar guide from the start and do it all in one playthrough. So you carry on into New Game+ and it's much easier because your social stats carry over and you can focus more on just interacting with characters. You're just not going to have the context to know how many days you have to work on the dungeons, or when a forced event sequence will eat a bunch of days you thought were free, or when to work on your social stats. If you play Persona blind, you are very unlikely to max every Social Link in your first playthrough. ![]() If I had to compare the artifact placement/missables to something more modern, I'd probably compare it to the Social Link system in the modern Persona games. ![]() This is the route I took, as I have done blind plays many times over the years. is a great resource and breaks down artifact placement and has a reasonably spoiler free guide for the game that will get you every event in one playthrough. If you don't think that would be fun, and you need to see everything in one go, then follow a guide from the start. You can always follow a guide the second time through to make sure you don't miss anything. New Game+ is really robust, and with the remastered version giving you the option to turn off encounters you can speed through sections you've seen/done before if you aren't interested in fighting through those events again. If that seems like the experience you'd want to have, then play blind and don't sweat missing some things. The game doesn't really even give you an indication there is a critical path aside from the "Find me and walk beside me" message in the intro. It's not really a "hero saves the world from evil" sort of thing where the game leads you around the critical path. Learning about their lives and their stories. ![]() The game is more about the journey, and existing in Fa'Diel alongside the characters in the game. Load up New Game+ again, and on you go again, maybe trying No Future difficulty this time, as you find more and more things you missed or get really intense with the forge and make stupid broken items, etc. Eventually you exhaust all your options again and complete the game. Turn on Nightmare difficulty so the game isn't a complete snooze, which gets you access to stronger materials to experiment more with forging and golem making. Then you load up New Game+ and try things differently and find some of the events you missed. Maybe you explore around and find a few more that are still available, but eventually you've exhausted your options and you finish the game. Then you check Li'l Cactus's diary and realize there are 67 events and you missed a ton of them. I think the intended design was for you to be blind and explore on your own, checking in with Li'l Cactus in between each event clear, until you eventually get the artifact to open the path to the ending.
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