Shin Megami Tensei: Persona 3
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Shin Megami Tensei: Persona 3

Shin Megami Tensei: Persona 3

Shin Megami Tensei: Persona 3

2006
Role-Playing, Simulation
Shin Megami Tensei: Persona 3 is a role-playing video game developed by Atlus. In the game, the player takes the role of a male high-school student who joins the Specialized Extracurricular Execution Squad (SEES), a group of students investigating the Dark Hour, a time period between one day and the next that few people are aware of. During the Dark Hour, the player enters Tartarus, a large tower containing Shadows, creatures that feed on the minds of humans.

Shin Megami Tensei: Persona 3

2006
Role-Playing, Simulation
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(86)
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Rated 24 Mar 2024
79
81st
Rating based on having played Reload.
Rated 19 May 2022
78
39th
Didnt finish but was close to... I think I got tired of the grind.
Rated 05 Mar 2018
85
57th
This is the first/only Persona game I've played. I love the premise of interacting with people in everyday life and having those social interactions influence how well you do in the dungeons. But most of the time, I found the combat pretty boring. It would usually consist of Find what the enemy is weak to -> Use that attack to stun all of them -> All-out attack. It was sometimes more complex than that, but most fights still came down to feeling like routine. Like constant grinding.
Rated 29 Jan 2018
5
50th
the most infuriating characters, the most tedious dungeons, the most menial sidequests...and yet there was something strangely off-kilter about the atmosphere that allured me. sort of. i've always found the 'more than the sum of its parts' adage to be pretty meaningless, but this is perhaps the one example where it holds true. because aside from the standard megaten battle system, the parts are absolute shit. junpei is perhaps the most stabworthy video game personality i've ever encountered.
Rated 26 Jan 2018
95
89th
Dungeon design is a pretty big flaw, but I felt the strengths elevated it above Persona 4 for me. I seem to be the only person who actually liked not having party control. It made the team feel like individuals when they acted on their own and I felt that with a little effort in the tactics options you could still get the desired outcomes.
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