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  3. Casino road block question (forced event)

User Info: sp645

sp645
6 days ago#1
I found about there's a road block event in the Casino (first real time you do the dungeon crawl) that requires another day. My question is, when I get to that road block will I BE FORCED to immediately go to the palace the NEXT DAY, thus screwing up my schedule?
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User Info: JLazarillo

JLazarillo
6 days ago#2
Yes, once you see the blocked area, you can stay in the Palace as long as you want and do the previous segments, but the next day will automatically unlock and continue the next segment of the Palace; you can't do anything else.
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User Info: sp645

sp645
6 days ago#3
This game is pissing me off more and more with its sudden wasted days for no good reason. There's really a lack of actual choices in the game.
Cooked Eukaryotic cells should be a part of everyone's diet!!!

User Info: Heartfang

Heartfang
6 days ago#4
sp645 posted...
This game is pissing me off more and more with its sudden wasted days for no good reason. There's really a lack of actual choices in the game.


The game has been doing this since the first palaces it should be nothing new.
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User Info: -FSL

-FSL
6 days ago#5
Well yes, unexpected outcomes are a part of life. Nothing ever goes the way you plan it, and the game has a story to tell and keeps track of time, so of course it's not gonna give you complete freedom of choice. But the game is designed knowing that it "wastes" some days for you, so the onus is on you to be prepared for sudden interruptions.

And there's always NG+. Game's intended to be played through more than once if you wanna do everything.
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User Info: super_taco_ftw

super_taco_ftw
6 days ago#6
Heartfang posted...
sp645 posted...
This game is pissing me off more and more with its sudden wasted days for no good reason. There's really a lack of actual choices in the game.


The game has been doing this since the first palaces it should be nothing new.

Since the 2nd actually, and inconsistently too. Is there actually an example of it besides Madarame's and Sae's come to think of it? Futaba's is just a dressed up final heist so mechanically it's not comparable. I don't think anyone else had one though. Really underutilised mechanic and to suddenly spring one on you without warning then forcing the use of your next day is a pretty legitimate issue.
"It is a mistake to believe you can solve all of life's problems with just potatoes." - Douglas Adams

User Info: Heartfang

Heartfang
6 days ago#7
super_taco_ftw posted...
Since the 2nd actually, and inconsistently too. Is there actually an example of it besides Madarame's and Sae's come to think of it? Futaba's is just a dressed up final heist so mechanically it's not comparable. I don't think anyone else had one though. Really underutilised mechanic and to suddenly spring one on you without warning then forcing the use of your next day is a pretty legitimate issue.


Technically the first, since you don't know about the calling card ahead of time. The second and fifth dungeons also force you out of the palace. The game is very explicit in the beginning that things happen that are unforeseen.
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User Info: super_taco_ftw

super_taco_ftw
6 days ago#8
Heartfang posted...
super_taco_ftw posted...
Since the 2nd actually, and inconsistently too. Is there actually an example of it besides Madarame's and Sae's come to think of it? Futaba's is just a dressed up final heist so mechanically it's not comparable. I don't think anyone else had one though. Really underutilised mechanic and to suddenly spring one on you without warning then forcing the use of your next day is a pretty legitimate issue.


Technically the first, since you don't know about the calling card ahead of time. The second and fifth dungeons also force you out of the palace. The game is very explicit in the beginning that things happen that are unforeseen.

I can't find a single point during the 5th palace where you're forced out. Unless you mean uring the introduction segment of the arc? Which is completely irrelevant to this whole complaint.

The first isn't really relevant either, its setting the precedent that every single palace that follows will use. Madarame sets up a precedent that is only ever used once after, and frankly feels extremely forced. If there were more examples of these lockouts, it'd be a. a much more consistent mechanic, b. a stronger storytelling device. and c. not seem like something that just comes out of nowhere. Yes, the game tells you to expect unexpected circumstances. It then completely fails to throw unexpected circumstances at you for the next 40 hours. You can argue that that just makes it more unexpected. You'd be right honestly. But if it serves no purpose than to annoy and disrupt when there really is no need for it, it's kinda s*** game design. It doesn't even have a strong narrative purpose like Madarame's. Madarame builds to a dramatic reveal and the introduction of a new playable character. Sae's is just... what, you show up in court and she says hi? Correct me if I'm wrong here, but I don't remember anything actually important happening in that scene.

Though with all that said, it'd be a very minor annoyance and nothing more if not for the other thing you seem to be ignoring. The fact the game forces a date for you to deal with the roadblock and continue the palace. If it presented the roadblock and left it to the players to find the time to overcome it, that'd be fine. Honestly I'd support stuff like that, particularly if there was some kind of investigation segment to earn the progress rather than it just existing to take up more time. But the game completely disregards player choice (which happens quite often unfortunately) for no discernible reason and again, with no precedent for doing so.

TL:DR, it's an underutilised mechanic with little precedence and no reason to be implemented in the way it is. It is either a poorly-implemented, needlessly annoying roadblock, or an intentionally annoying roadblock.
"It is a mistake to believe you can solve all of life's problems with just potatoes." - Douglas Adams
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