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Anonymous /v/714773842#714806562
7/7/2025, 10:14:32 PM
How to make Persona 6 good (the only objectively correct way)

1) It's outcast kids, moreso than Persona 5. Nobody is popular or a part of a club.
2) It's specifically about conspiracies and secrets.
3) The party's personas are based on UFO culture and other /x/ shit - Main protagonist's persona is a grey alien called Abductor. It'll evolve to Genome, representing the idea of mystical genes/fated bloodlines which is at the root of all UFO mythology.
4) Other Personas representing famous ghosts, cryptids, and controversial figures
5) Story seems to be a grandiose government conspiracy but it winds up being more personal
6) Sub-Personas. Like in Persona Q everyone has a bit of Fool after a point, allowing them to equip allied personas in the Velvet Room
7) Velvet Room attendant is an Asuka type who doesn't want to be there but has to serve you who, much like the protagonist, is growing to find her role and strengths (she is the protagonist's ideal companion in this regard)
8) Set in coastal Japan with a focus on the seaside aesthetic
9) Give every dungeon equal attention so you don't frontload the game with really good content and then throw a bunch of grindy slogshit at the back like in every other Persona game
10) This is the big one: The cool human foil who is the protagonist's rival is the primary antagonist and final boss. The human rival can use Personas as good or better than you and he is the one using the big ancient deity as a tool. No Izanami hijack this time. The Adachi, Akechi, Takaya gets to properly be the antagonistic force.

Setup, payoff, thematic intent. The intent behind the story should be to focus on the people around you instead of the deeper mysteries or special interests that pull you away from synthesis with others and alienate you from your own life.