When I started this site, I wanted to make it clear that creators have to work to achieve every single point. While certain critics hand out 10/10s out like penny candy, you won’t see me use the grade very often. Indeed, my 150-review milestone was notable in that I hadn’t actually awarded any 10/10s. This milestone is strange because it’s the first time in which I actually awarded more 10/10s than 9/10s. Regardless, the reason I tend to be sparing with these grades is because I want to make it clear that when I award them, the recipients are true masterpieces. Here are the games that went the extra mile to achieve that distinction.
Geez, writing that review of Persona 4 wasn’t easy. I liked how it turned out, though. Plus, I’m glad that my longest review thus far is of one of the very few games I would award a 10/10. This past month saw me reach both 100 film reviews and 200 game reviews. I never thought I’d make it this far, but here we are.
Atlus’s long-running Shin Megami Tensei metaseries had always been popular in its native Japan. However, the first games were released on Nintendo’s Famicom and Super Famicom consoles. The developer’s North American branch had a strict policy that prohibited any religious symbolism. Because of the series’ frequent use of Christian symbolism, these games had no chance of making it past Nintendo of America’s censors. Fortunately, the series was able to travel overseas when Atlus, like many third-party companies, jumped ship to the PlayStation line of consoles. Even so, the series was still largely invisible in the West. This changed in 2004 when Atlus released a localized version of the main series’ third installment, Nocturne. Though not as successful as many popular, contemporary JPRG series such as Final Fantasy, Shin Megami Tensei: Nocturne found an audience, becoming a cult hit for the PlayStation 2 era.
The PlayStation era marked the beginning of a Shin Megami Tensei spinoff series named Persona. It was one of the first games in the metaseries to be localized, though it quickly fell into obscurity. Consequently, when its first sequel, Persona 2, was split into two separate releases, the second failed to debut overseas. However, with the momentum gained from the positive critical reception of Nocturne, Atlus wound up localizing Persona 3. Because most Western fans had never heard of the two games preceding it, Persona 3 ended up being a gateway entry for anyone seeking to delve into the metaseries along with Nocturne. Indeed, many Western critics praised Persona 3 for providing a unique take on the gameplay Nocturne pioneered.
With the series finding its way into Western markets and Persona 3 proving to be a domestic hit, a sequel was inevitable. Katsura Hashino, who had directed many installments in the metaseries, including Nocturne and Persona 3, found himself in charge of leading a new team. Many of the people who worked on Persona 3 returned for this project. A significant portion of the new personnel consisted of fans of Persona 3. With this new installment, Atlus sought to improve both the gameplay and the story so as to not retread old ground. Development began shortly after the release of Persona 3 in 2006, though ideas had been thrown around earlier according to Mr. Hashino. Development of this game, simply entitled Persona 4, took place over the course of two years. It saw its initial release on July 10, 2008 in Japan for the PlayStation 2 before debuting in North America the following December. The game saw the the light of day in Australia and Europe in March of 2009. Despite being released two years after the launch of the PlayStation 3, Persona 4 was even greater hit with the metaseries’ new fans than its predecessor. It is considered one of the greatest games of all time and an exemplary swansong effort for the then-aging PlayStation 2. Was Persona 4 able to give the greatest-selling home console at the time a worthy sendoff?