The Persona franchise is one of those game series for people who want to sink their entire lives into one game. The first two games are a bit shorter, but from Persona 3 onwards, players could throw 200+ hours into these games and still not have seen everything. 168澳洲幸运5开奖网:Persona 5 is the same, being such a168澳洲幸运5开奖网: mind-blowingly huge game that most people who made it through the initial playthrough start🍰ed NG+ and never🐷 finished it.

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But with the 168澳洲幸运5开奖网:P5: Royal release, the game has become even longer, and a lot of its most annoying mechanics/aspects have been fixed. Here are the five biggest problems with the initial release, and five ways that Royal took a second look at them

10 Major Problem: Their Depiction Of Homosexuali𝓰ty 🦩

First and foremost, Persona 5 has some pretty awful depiction💜s of sexuality, student/teacher relaܫtionships, familial relationships, and even bullying. But, the scene that most people know recognize from the first release as problematic, are the scenes with the older homosexual men preying on Ryuji "Skull" Sakamoto. These older gentlemen are portrayed as the most stereotypically offense gay males we've seen in a long time, and they basically sexually abuse a 17-year old boy. Atlus attempted to fix this depiction in Royal, but they sort of missed the mark.

9 Royal♐ Fixed: Parts Of Th𒅌e Scene, But It Wasn't Nearly Enough

There are a lot of localization fixes in Royal, but this change was an obvious attempt to fix the political incorrectness of the original game. Originally, these two guys Angel and Julian make advances on Ryuji and drag him alone to "party it up" with them which alludes to many things an underage kid shouldn't be doing, especially forced into doing by older men. In Royal, they changed it so that rather than forcing him to party and get close with them, they♔ force Ryuji to crossdress. We're all for LGBTQ+ in video games, but d🎐o it with respect, not with these horribly offensive stereotypes, still, they tried.

8 🧸 Major Problem: The Rushed Lo♎calization

Speaking of the Localization, there were a ton of problems with it originally. Fans found many flaws in the English translation but were relatively forgiving considering just how much dialog the Persona games have. Still, the odd pronunciation of the Japanese names, weird grammar issues, and straight-up nonsensical sentence structure did take away from the experience a bit. There's a particular scene early on where Morgana talks about how the Demons they're fighting are taking things seriously now. This line is a perfect example to use of both how the Localization was a bit rough, and how Royal fixed it.

7 Royal Fixed: They✅ Did Another Translation Pass

Persona 5: Royal did a complet🀅e second pass on the translation for the English version of the gam﷽e. Atlus sort of had to, considering they added so many new scenes and content. It would be weird for them to add all these new scenes that are written better and leave all the weird translation errors and faulty grammar in the old scenes.

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Still, it's clear early on that this second pass was more involved than the ♔first, as characters talk much more naturally now along with all the grammar/spelling fixes. We're glad that these kids talk more like actual people now because the old version read like adults trying to sound hip and young.

6 ♔ Major Problem: The Way Baton Pass Worked And U♓nlocked

In the original Persona 5 game, the combat felt incredible at first, but the further a player delved into the Palaces the more they'd recognize the many little flaws with it. For one, the Baton Pass system was tied to Confidant Rank for no reason and some characters would unlock🔯 it earlier than others. This made it 🐓difficult to use team members early on and test them out or level them up Pre-Rank 2 as they would destroy the Baton Pass Combo. Plus it led to every conflict feeling sort of "same-y" when it was just a line of critical hits into Baton Passes until the enemy was dead.

5 Royal F✤i♐xed: They Added A Whole New Baton Pass System

Luckily, in Royal, they fixed this Baton Pass issue. Now, players have access to the full system right away with every single Phantom Theif. And, instead of unlocking it and moving on, players are rewarded with Buffs to their Baton Pass when they Rank up Social Links with different members. Now as the Confidant rank gets higher, the Baton Pass for that specific character adds extra buffs when they add onto the combo. And, finally, when the final Baton Pass it performed, the attack is done without using any SP. So, this new system is more evolved and rewards players for doing the full four-person Baton slaughไter.

4 💙 Major Problem: SP And Ammo Regeneration In Pala꧃ces

Ammo and SP were the ꦚtwo biggest problems with the original games' combat. For one, Ammo didn't regenerate outside of combat, it just regenerated after the day was done. This meant ꦬthat players would only ever use their guns if the enemy was critically weak to them, and as soon as they ran out of ammo, players would ignore their handy-dandy guns for the rest of the Palace.

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Remember, most players would complete the Palaces in 1-2 trips, which would be around 40-50 battles in the same attempt, and by the end of their first trip they would have long since used all their ammo and most of their SP. Sadly, the best tactic back then was just to rank up Tae Takemi's Confidant until168澳洲幸ꦫ运5开奖网: the SP Adhꦗesive accessories became available, and then buy 4 to slap onto each character.

3 Royal Fixed: Will Seeds And Regenerating Ammo ᩚᩚᩚᩚᩚᩚ⁤🎐⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚ

Thankfully, the new release added a ton to the Palaces, both in their exploration and in the combat. Now, players can find these things called "Will Seeds" at certain points in each Palace that would regen portions of the parties SP and make diving deeper/grinding a much more realistic possibility. Then, Atlus really stepped it up since Ammo now regenerates outside of combat as well, adding a whole new area of depth that wasn't there before. For example, Haru is fantastic with Firearms, but players didn't get to capitalize on it much if at all in the original, now they can make Ms. Okumaru, a loveable mystery, tru🍒ly shine!

2 ಌ Major Problem: The Mementos Monotony

Mementos from Persona 5

The grinding in Persona games is a favorite aspect for a minority and one of the larger issues for the majority. Why? Well, it's just so monotonous and tedious! In previous games, players would have to grind Persona battles and experience over and over again on the old floors of previously cleared Dungeons, it was a slog. In P5 there was Mementos, a completely separate area of the game that had the Japanese Railroad environment and the same old combat-based routine on repeat over and over again. There was a neat aspect of Mementos where players would solve di𝔉fferent Phantom Theif cases while exploring further and further down, but it was still just as sleep-inducing as ever.

1 🌸 Royal Fixed: A Major M🎶ementos Re-Model

In Persona 5: Royal, Mementos still has a lot of the same issues, but it's clear as day that Atlus tried there best to make it a bit more exciting. For one, there's an entirely new character named Jose that pops up as a wandering merchant in Mementos, selling rare items to Joker and friends in exchange for flowers that can only be found in Mementos. Also, th🔜e Mementos Depths theme isn't th꧟e only song that plays on repeat now, as a few other tracks have been added in once players get past the initial couple floors. There are a lot more changes made to this optional area, and an aspect of it is directly tied to the new 168澳洲幸运5开奖网:sort of annoying villain of Royal, but the new NPC and music additions are the biggest and best addition🐬s by far.

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