Persona Q: Shadow of the Labyrinth is a dungeon crawler RPG developed by Atlus. It was released in North America just a couple of months ago (November 28, 2014) and I happily purchased it on release day as a huge fan of the Persona series. Persona Q is a spin-off title of the main Persona series, which is itself technically a spin-off of the main Megami Tensei series--but it has eclipsed many other games in that series in popularity. Atlus is also the developer for the Etrian Odyssey series and that is the source from which most of Persona Q's gameplay is drawn. Although it features all playable characters from both Persona 3 and 4 and pays homage to their backstories and personal struggles, Persona Q feels less like a Persona title and more like an entry into the Etrian Odyssey series. And that's absolutely fine if you're a fan of EO's gameplay and Persona's plot and characters. I'd never played an Etrian Odyssey title before tackling Persona Q, so I wasn't sure what to expect. I was skeptical about what Persona Q had to offer, but I now feel I can safely say I'm a fan of the format.


The reason behind being trapped in Bizarro Yasogami High is kept tightly under wraps for the majority of Persona Q's formidable length. Suffice it to say that it is made clear very early on that newcomers Rei and Zen must have something to do with it. Zen is tall, stoic, and humorless, whereas Rei is a bubbly teenage girl with an obsessive appreciation for food of all kinds. There's very few scenes in Persona Q involving Rei that do not involve takoyaki or various other foods for which I have no name. Surprisingly, given her zeal, Rei is quite trim. I can only speculate that her boundless energy and enthusiasm must go a long way toward burning off those extra calories. Regardless, Rei and Zen play an important part in the plot of Persona Q, although their impact is not apparent until much later on.
Denizens of the mysterious Velvet Room take much more of an active role on the storyline in Persona Q than in previous Persona titles, although series regular Igor is nowhere to be found. Persona 4's Margaret takes over his persona fusion abilities whereas Persona 3's Elizabeth is relegated to running the Nurse's Office. She is happy to charge the gang for her healing services, however. Theodore from Persona 3 Portable is available to sell various goods to the party like weapons, armors, and accessories, provided you can bring him the requisite materials looted from the labyrinths' many enemies.
One of the things that excited me most about Persona Q when I first heard about it was its status as a crossover. I'm a huge fan of crossovers in general and I think they're so much fun when done correctly. I weep openly at the amount of time it will take for fan translators to work through the rest of the Super Robot Wars catalog, for instance. I thoroughly enjoyed Persona 4 Arena and Ultimax not just for their fighting gameplay, but because they featured a lot of dialogue and interactions between characters from Persona 3 and 4. In those games, the Persona 3 characters are a couple of years older, whereas the Persona 4 characters have essentially just finished with their murder mystery case--so the dichotomy is very different from what's on display in Persona Q, where all of the characters in question are in the midst of their personal story arcs. Because of this, each of these characters feels very limited in their potential trajectories. It feels impossible to develop these characters any further because of how it would interfere with the established canon. Unfortunately, this leads to a game that is fraught with novels of dialogue about things that are essentially very trivial, with most important dialogue relegated to that which is directly relevant to whatever labyrinth is currently being explored.
There are some exceptions to this, however, but these excerpts are sadly few and far between. The storyline does pick up considerably closer to the end of the game, and a few of the established characters do get a chance to shine, particularly Yukari. Still, I'd have to say it was disappointing not to see any genuine story arcs surrounding any of these characters I like so much. It might be disingenuous to say that many of the Persona squad are caricatures of what they're supposed to be, but it's not far off. Their personalities are correct and loyal to how they have been portrayed in various titles, but they're given very little dynamic range. This is particularly disappointing for characters like Minato and Shinjiro, who are sadly absent from other spin-off titles.

I've not played any Etrian Odyssey titles (though that's coming soon) so I can't make many comments on how the combat in Persona Q differs from that series--but I can draw comparisons to Persona 3 and 4. In those games, exploiting enemy weaknesses was an important part of strategy in even the most mundane of encounters. This is also true in Persona Q but for different reasons. Enemies aren't staggered by these attacks nearly as often (although it will occasionally happen). Instead, party members will acquire a "boost" when exploiting an enemy's weakness. On that character's next turn, provided he or she does not get hit, all skills and spells will cost no resources, whether that be HP or SP. For physical skills, critical hits will provide this same bonus. Done correctly, boosts will allow players to minimize usage of their all important resources and plumb the depths of Persona Q's enormous labyrinths without having to frequently retreat to Bizarro Yasogami High. This difference in playstyle was jarring at first, but I grew to appreciate it in time, especially when I discovered another important mechanic in Persona Q. Each of the game's many playable characters (including the protagonists) are able to equip a sub persona in addition to their primary persona. These primary personas will learn a series of skills pulled directly from their original games (for the most part, with some exceptions) but the sub persona is chosen by the player. Instead of fusing demons only for the use of the protagonist, you'll have to maintain several more just for use by your four other party members as well as two support characters! These support characters assist you in and out of combat. Fuuka and Rise are your only non-DLC choices here, but you can assign one character to both if you'd prefer. These sub personas will significantly bolster the number of skills at your disposal, but they also boost your characters' HP and SP. This bonus refills after every battle, which means that you can easily keep your resources up over the course of a labyrinth if you exploit weaknesses and otherwise conserve.
The range of skills available to your characters in positively staggering. Although Persona Q features most skills from Persona 3 and 4, it also features many skills pulled straight from Etrian Odyssey,
although I'll admit to being unsure about exactly which ones these are. Suffice to say, series stat buffs like Rakukaja (defense), Sukukaja (evasion/hit rate), and Tarukaja (attack) return, but inventive buffs like Death Chaser and Death Counter help to significantly flesh out your strategy. Several personas also have Link attacks, which are attacks that will automatically follow up on other party members' attacks. For example, Akihiko casts Bolt Link at the very beginning of the turn. When Naoto casts Megidolaon and fails to secure a kill on an enemy, Akihiko will follow up with an additional Bolt Link. Certain abilities will augment the damage of these links and increase the number of times this can occur, making them very powerful against many of Persona Q's difficult bosses.

Because Persona Q is primarily a dungeon crawler, ample emphasis is placed on the labyrinths and how one traverses them. Many of the puzzles and layouts on display are satisfyingly inventive, particularly in the game's latter stages when things are becoming more complex. Accurate mapmaking (drawn with assistance from a grid on the Nintendo 3DS's touch screen) is essentially to successfully
progressing through these labyrinths. The player is required to find keys for locked doors, solve puzzles, scare off or avoid FOEs, and chart entire floors in order to progress. If a floor is completed 100%, a special chest containing a rare or unique item will be unlocked automatically.
Although most of Persona Q's labyrinths only contain four floors, these floors are positively packed with puzzles and content. Each of these labyrinths took me 15-20 hours to complete. I'd wager my thoroughness played no small part in the amount of time this took me, but it's a testament to the game that I was that engrossed.
Even though Persona Q borrows heavily from the Etrian Odyssey format, it still feels to me very much like a Persona title. Most of the series' voice actors return and much of Shoji Meguro's music appears on the soundtrack--although I was surprised to learn that he was not credited as a composer. He composed the main theme, "Maze of Life," but the rest of the game's punchy soundtrack was handled by Atsushi Kitajoh and Toshiki Konishi. Many of these themes borrow heavily from Meguro's work. The battle themes struck me as arrangements of those from Persona 3 and 4, whereas a track like "Corn Dog" seems like a mashup of Persona 3's "Iwatodai Dorm" and Persona 4's "Period." Regardless of the credited composer, Persona Q's soundtrack is absurdly catchy and loyal to themes established in the original games--and unlike Persona 4 Arena and Ultimax, Persona Q at least features its fair share of new music.
Persona Q is not a perfect game and omits some of my favorite features of Persona 3 and 4--but it also adds a ton of new content that I was happy to explore and experience. Because of the game's setting, characters had very little room to grow or develop. As a result, much of the game's dialogue could easily be dismissed as typical anime filler. Regardless, the gameplay is excellent and I'm still quite happy to join in on the adventures of Aigis, Akihiko, Yosuke, Chie--of all the Persona squad. Atlus are certainly at risk of oversaturation with all of the Persona spin-offs in the last couple of years, but I imagine they'll have to be wrapping up on that pretty soon. Having said that, I might have to pass on Persona 4: Dancing All Night, where Atlus might just be jumping the shark.
Overall Score: 9/10