Saturday, May 18, 2024

Shin Megami Tensei: Persona 3, 4, and 5 Social Link Comparison, Part 2

Today we're continuing the Social Link rant rewrite we started last time, because this month it's All Persona, All The Time!  Or, well, All Persona, 3 Days Of The Time this month, I guess.  And actually, since I sincerely hope you do have something else to fill your 24 hours with in addition to this nonsense of mine, I suppose All Persona, Maybe Half An Hour To 45 Minutes Of 3 Days Of The Time this month might be the most accurate.

Yeah, that's catchy, let's go with that.



8. JUSTICE
In SMTP3, Justice is represented by Chihiro, a classmate and love interest, for Makoto, and Ken, a teammate and love interest, for Kotone. In SMTP4, it's Nanako, Yu's young cousin.  In SMTP5, it’s Akechi, a teammate and douchebag.

Meaning
Justice is pretty much as you'd expect. It's the concept that one's actions receive the appropriate reward or punishment, sooner or later, that they deserve. It's cause-and-effect and Karma, which is more or less like a moral, fateful cause-and-effect anyway.

Persona 3's Social Links for Justice don't really match up to this, though. I mean, I guess Chihiro’s story does count technically, since it shows justice being served to a teacher who carelessly used school funds (he (presumably) gets reported) and to Chihiro, who's a rule-abiding person who was falsely suspected of stealing the money (she gets to get over being fucktardedly shy and also Makoto sexes her up). Still, it's not a great representation, because the main focus of the Social Link is on Chihiro's being idiotically shy and then becoming just a tiny bit self-confident. There's no doubt that this personal advancement is the main part and driving force of the Link, and it really doesn't have much of anything to do with the concepts of Justice. Nor, of course, does the development of Ken’s schoolboy crush on Kotone, unless you see his gaining someone to hold and live for as a just, karmic reward to help balance losing his mother previously, but that’s...really reaching.

Of course, neither does Persona 4's Social Link have anything to do with the arcana.  Besides just that Nanako becomes happier and more self-assured because she deserves to be for being a good person, there's absolutely no tie to Justice for her. Now, later in the game, her fate relies on the decisions Yu makes, so you COULD say that she suffers or benefits from his actions, which IS a proper display of Justice...but those events are inextricably part of the plot; they have no tie to the Social Link's subplot. So I can't count them.

Luckily, however, Persona 5 has come to the rescue!  Sure, the majority of the Justice Social Link is just Ren and Akechi faffing about at billiards parlors and restaurants and so on as Akechi’s polite little facade gets strained harder and harder from his resentment for Ren’s superiority (and also let’s face it probably the fact that he desperately wants to A-catch-i Ren’s dick in his mouth)...but past all the honestly unimportant prelude comes the point in the Social Link at which Akechi is caught by his own cognitive duplicate in Shido’s palace, and dramatically dies by the hand of a representation of the sins he’s committed for the sake of his petty, childish schemes.  Not only does Akechi receive karmic retribution for his murders and maimings, the lousy weak-minded little fraud dies by his own blood-drenched hand.  Now THAT, ladies and gentlemen and others, is Justice at its finest.  Seriously, chef’s kiss, 5 out of 5 stars, simply couldn’t have been a better representation of a wanker getting what’s coming to him.*

Verdict: Akechi died  :D

Worth
Persona 3: Well, Chihiro is a painfully bland, wholly uninteresting namby-pamby wienie whose shyness is laughably over-exaggerated--I was about as shy as it got back in High School myself, and even I would have spoken up for myself if I was being accused of THEFT.  Since to describe Chihiro as “cliche” would be to consequently associate an unfair level of unoriginal boring tedium in other cliched characters, we’re gonna be judging Persona 3 on Ken’s story.

Ken’s Social Link had more potential than it tried to capitalize on (the beginning makes you think it will largely be about his missing his mother and moving past that, and the ending seems like that was supposed to be a part of it, but little to nothing is ever said or developed on the subject, which is too bad because it would have developed his character nicely).  Still, it’s a good story of a boy who’s unsure of how fast he’s supposed to be growing from a kid to an adult, which is an interesting subject that gets far too little attention, and when it does, it tends to be focused entirely on girls grappling with the question (as seen in certain episodes of Hey! Arnold, The Ghost and Molly McGee, and The Simpsons, or as a major concept behind Puella Magi Madoka Magica), without realizing that boys can have the same concerns and difficulties at the precipices of age.  Hell, if you can put aside the anime creepiness of the 17-year-old Kotone returning the 11-year-old Ken’s romantic feelings, the love subplot is kind of sweet, too. I mean, it’s reasonably cute, it seems at least a little realistic (which is more than you can say for most Persona romances), and let’s face it, it’s neither the first nor certainly the worst time this sort of thing’s happened in an RPG.  I'm not wild about it, but it's at least not an outright detriment to an otherwise respectable story.
SCORE: 3 (Chihiro’s would have been 0)

Persona 4: Nanako's Social Link is one of the best in the series, both being emotionally engrossing and starring a very likable character, realistically portraying the strong feelings and difficult worries of a child in her position, and realistically helping to cement the bond of family between her and her big bro Yu.  The Link manages to create and convey a lot of emotional depth in relatively short time when it comes to Nanako’s thoughts and feelings about her departed mother and her busy father, and if you can come out of this thing not wanting to give the kid a big hug, then you need to go home because you’re not invited to this rant any more.  This is a great story that adds so much to an important and adorable character, and a highlight of the game.
SCORE: 4

Persona 5: Shooting the shit with Akechi as he secretly seethes with petty hatred for anyone who’s better than him--which would basically be everyone--is not exactly my idea of fun, and honestly, most of this Social Link is kinda just wasting time.  The first 7 ranks could really have been condensed into 2 or 3 scenes, because there’s only so much of substance that you can actually glean about Akechi while he’s doing his polite detective prince facade--some insight, to be sure, but not overly much.  You only really see the real Akechi at the end of the eighth scene of this story, in which he finally lets just enough of his mask slip to reveal to Ren with almost trembling rage how much he hates him.  And that IS a good scene, not to mention pleasantly vindicating for anyone who could see through Akechi’s Nice Guy disguise from the start, but...well, this Social Link’s driving purpose is clearly to be the primary vehicle for developing Akechi’s character.  And to that end, it can only do so much when so much of its time is spent with him while he’s deliberately hiding that character (and even once the charade’s done with, the game rolls Rank 9 and 10 into the same overall plot event, further reducing how much it can do to develop him).  That’s not to say that there was necessarily a better way to handle this story, mind you, because the timing of the main plot’s events is what’s necessitating so much time spent futzing around with Pretend Not-Shitty Akechi, but the fact remains that, even if it later parts are kind of okay and its limitations aren’t exactly its fault, this Social Link is still deeply flawed in its pace and barely accomplishes its objective.
SCORE: 1


9. THE HERMIT
In SMTP3, The Hermit is represented by Maya, an online friend, for Makoto, and Saori, a classmate, for Kotone. In SMTP4, it's a greedy fox that grants wishes and has magical healing powers...no, really.  In SMTP5, it’s Futaba, a teammate and, unfortunately, love interest.

Meaning
The Hermit's about searching within for wisdom and understanding. Isolating oneself from the world to find inner truth is what this Arcana is all about, associating itself with solitude and introspection, but in a soul-searching way. Finally, The Hermit can symbolize a mentor of sorts, but one who doesn't teach or guide so much as simply serve as an example of wisdom, thus still inspiring do-it-yourself soul-searching.

Needless to say, accurately representing The Hermit through a Social Link presents a bit of a logistical challenge.  You may as well ask for a rhythm game without music, or a Bethesda statement without dishonesty.  Atlus does what it can, however.

Unfortunately, as far as Futaba and Saori are concerned, the writers just aren’t equal to the challenge.  Saori may have a stint as a social pariah in Kotone’s side of Persona 3’s take on this Arcana, but the entire story of the Social Link is, nonetheless, about her standing with the rest of the school’s students, and it involves a ton of interaction with others.  She isn’t isolated, she’s just not in good social graces, which is a completely different thing, and furthermore, the fact that Saori isn’t socially accepted is a source of discomfort to her, so even this pale imitation of The Hermit’s isolation is seen as something undesirable.  You can talk about how she’s closed off her true self from the world and that makes her like a hermit and blah blah blah, but in the end that makes her no more true to The Hermit than several other characters in the game, not to mention the entirety of SMTP4’s main cast.  Every part of Saori’s actions, conflict, and rising above said conflict is related to other people.

As for Futaba, she’s basically starting at a point in which she’s vaguely separated from other people, although again not in any way relevant to The Hermit, but this is, again, seen as a negative situation that she wants to correct.  Her Social Link is largely about her pushing herself past her social phobias to be able to engage normally with other people in social settings.  Not only that, but her personal growth in this Social Link is done with the assistance of another person (Ren), not solely through her own means.  Ironically, this is 1 of the Social Links in which Ren has the MOST active role in helping to guide the star through her story and helping her to achieve wisdom.  Doesn’t it just figure that the 1 time a protagonist being an aloof observer rather than properly involved in the story would be a GOOD thing, it doesn’t happen!

Persona 3’s Maya is a step up, in that, as a person Makoto meets online in an MMORPG, their interactions by necessity have a component of solitude.  Still, Maya DOES interact with Makoto throughout the Link, and even if she comes to a lot of her conclusions largely by herself, Makoto’s interactions with her are still clearly a factor in Maya’s personal growth.  Neither she nor Makoto are truly isolated, and Makoto’s detached role in Maya’s finding wisdom would have more significance to this Arcana if it were out of the ordinary, but Makoto’s reserved in MOST of the game’s interactions, so it’s too much of a stretch to say he’s filling the role of The Hermit’s example-setting mentor.  Ultimately, this one may be closer to accurate than Futaba and Saori, but it’s still not there.

Yet at the same time, Persona 4's fox really isn't any better a representation. The fox uses Yu to grant people's wishes so that they'll make monetary offerings to the fox's shrine, until finally the shrine becomes prosperous and people begin to regularly donate to it. The problem with this is that, while the fox can't really communicate with Yu, he's still relying on Yu to do everything, just as the people whose wishes need to be granted by and large rely on Yu to get them what they need. This Link actually seems to be MORE focused on social cooperation, extending beyond the standard case of Yu helping the Link's representative, to Yu helping half the town's residents, and those people in turn helping the fox.  Neither Yu nor the fox seem to particularly find any wisdom or inner truth through the other’s example, nor are either shown in any way to be doing any soul-searching.

Verdict: In the previous version of this rant, I refused to give a point for accuracy to either Persona 3 or 4, and certainly Futaba’s addition doesn’t improve The Hermit’s situation any.  Still, this time around, I want to try to avoid cop-outs as much as I can, so I will, begrudgingly, give this round to Persona 3 for Maya, because she’s at least a little physically isolated from Makoto, and even if it’s more just business-as-usual than intent, I guess the fact that she comes to her own realizations about herself with only a little help from Makoto’s presence is, in the absolute tiniest way, slightly truer to The Hermit than Saori, Futaba, or the fox.  But this is the absolute slightest of victories, here.  If Persona 6 someday does something, ANYTHING even remotely appropriate to The Hermit, it will IMMEDIATELY secure a win in this category.

Worth
Persona 3: While I wouldn’t call Maya’s story amazing, it is decent, Maya is convincing as a character, and it does have an enjoyable end.  Saori’s story, by contrast, is alright overall, but feels very by-the-numbers, and is way, way too similar to the Justice Social Link--Saori’s crippling passivity and Chihiro’s crippling shyness are almost interchangeable,their conflicts are ultimately very similar, and their resolutions are very close.  Saori’s a little more appealing as a person, and they do shove some hasty background and depth in for her right at the game’s end, but that’s really not enough to make her seem substantially different from Chihiro, and as noted above, I’m no fan of Chihiro.  So Maya’s the one we’ll judge by, and her story of realizing that she’s been using the anonymity of an online persona to indulge in the negativity in her life rather than face her frustrations head-on and rise above them is a pretty good one.  It’s funny, but even though this Social Link’s foundation in leetspeak and MMORPGs dates it, its conflict of a game being shut down before its time by its greedy parent company and its message against using your internet namelessness as a way to pass the negativity of your own life onto others makes it arguably more relevant today than it was in 2006, and that scores it a little extra credit, too.  Hell, even the cutesy little online romance thing is more tolerable than half the love subplots in this game, albeit largely because Maya has the dignity to refuse to compromise herself by following through with it at the end of the game.
SCORE: 2 (Saori’s would have been 1)

Persona 4: Sad though I am to say it since I’m somewhat fond of foxes, this story has nothing of note about it, nor any lesson to teach, and its main character is barely an entity at all.  A meaningful story about an animal character is a challenge, but it’s one that Atlus met adequately with Koromaru in Persona 3, so there’s no excuse for just how empty this Social Link is.
SCORE: 0

Persona 5: This story works significantly better without the romance subplot, which frankly seems pretty spontaneous and disconnected from the Link’s events as a whole, and also it’s based on a very unhealthy emotional power dynamic between Ren and Futaba, and for God’s sake man she is CLEARLY your little sister and this isn’t Fire Emblem and frankly there are even actual, biological siblings in this game for whom a romantic relationship would seem more authentically believable and healthy than one between Ren and Futaba...so I’m judging by the platonic version.  Come on, man, your shared adoptive Dad even specifically ASKS you not to take advantage of her.

Anyway!  While Persona 5’s insistence that introverted people can’t just be left to their own devices and HAVE to be dragged into social activity “for their own good” mildly annoys me, Futaba actually WANTING to improve her ability to function around and with other people makes it less bothersome, and tying this self-improvement to a way of honoring her mother’s memory is a nice touch.  This story’s a pretty decent tale of Futaba gaining confidence and autonomy through the training wheels of her big brother’s supportive presence and encouragement, and it’s rewarding to see Futaba succeed in her steps of self-improvement, as well as use her new, growing self-assurance to help an old friend and right a wrong in their relationship.  It leaves you feeling good about where Futaba is and how she got there, and it’s a good supplement to the theme of what a great family she, Ren, and Sojiro make to one another that comes up in the main story and in Sojiro’s own Social Link.  Good stuff!
SCORE: 3


10. FORTUNE
Also known as The Wheel of Fortune. In SMTP3, Fortune is represented by Keisuke, a classmate, for Makoto, and Ryoji, a classmate and secretly the incarnation of Death (no, really), for Kotone. In SMTP4, it's Naoto, a teammate and love interest.  In SMTP5, it’s Chihaya, a fortune teller and love interest.

Meaning
Fortune is basically the Tarot representation of Fate in all its inexorable, ineffable glory. It's the alignment of events to bring about what must be, and whether or not you can understand it--and you probably can't--you definitely can't deny it.  But although Fate cannot be predicted or accounted for, it IS a wheel, and you’re on it, so it advises you to take heart when bad luck strikes you, for good fortune will eventually come, but also to brace yourself when good luck comes to you, for bad fortune is likewise inevitable.

Persona 3's Social Link on Makoto’s side is a very good representation of this Arcana, but interestingly, it’s very secretive about this fact.  Although at a glance, Keisuke's dilemma between becoming an artist or a doctor seems totally unrelated to Fortune, a longer look will reveal that it's not the content of the Social Link that's so important, but the events. Keisuke's destiny is clearly to become a doctor, and the acts of random chance that occur in this Link are suspiciously many and suspiciously timed to push him into that destiny. Every time Keisuke seems to come to a serious internal dilemma about what path to choose, each time he comes to the center of his personal crossroads, there's suddenly a coincidence that screams, "BE A DOCTOR, STUPID!" right at him. The Link perfectly shows its Arcana inspiration in this regard.

In the case of Kotone, it’s still a pretty decent example of Fortune. Even as Kotone and Ryoji become close, Ryoji is unconsciously tormented because some part of him knows this cannot last, knows without understanding that it is his fate to become the herald of the world’s destruction and that this life as Ryoji is just an illusion, no matter how wonderful it may be. Additionally, Ryoji feels an inexorable pull toward Kotone (even if I feel it’s safe to say that his feelings of love for her are at least mostly his own, rather than the result of destiny), because he is fated to be connected to her in all his forms. It’s not as subtle and perfect a connection to the Arcana as Keisuke’s was, but it definitely works well.

SMTP4, on the other hand...I don't see much of a connection. I mean, I guess I can see Naoto's coming to terms with being a woman as symbolic of accepting an unchangeable fate, but I feel like that's kind of reaching.

Now, you’d think that Chihaya being a fortune teller would make her a shoe-in for perfect accuracy to the Arcana, but surprisingly, SMTP5 is kind of the opposite of Fortune.  1 of the 2 founding ideas of this Social Link’s story is that destiny can be changed through strong personal determination, and while that’s a very comforting and encouraging message for the audience, it’s the exact antithesis of what the Arcana is meant to represent.

And yeah, I know that I allowed for SMTP5’s argument against The Hierophant’s group feeling component still counting as accuracy, but in that case, it felt like a perspective that had considered the Hierophant’s components and argued fairly effectively against them in its story, whereas here...there’s really no line of reasoning, no actual example, of why the concept of Fortune is wrong, just a blind and blithe rejection of it altogether.  There’s no point made, no work done to explain this denial, the Link just yells “No one tells ME what to do, you’re not my DAD, Destiny!” and storms out to sullenly smoke some cigarettes down by the corner.

Verdict: The point easily goes to SMTP3.  Hell, the only competition it had for the win was from itself!

Worth
Persona 3: Both Ryoji and Keisuke’s stories are pretty good ones, but I’m going to judge the game on Keisuke’s story.  Interestingly, the reason for this isn’t solely based on its content--I’d say Ryoji and Keisuke’s Links are about equally good in terms of the story and emotions they present.  But Keisuke’s stands out to me by virtue of just how cleverly and subtly the writers arranged it to represent the gentle but undeniable hand of Destiny in his personal journey to accepting his Fate.  It’s so subtle and elegantly accomplished that I was actually very proud of myself when I figured it out, but once you see it, it’s impossible to deny that it’s there (which is thematic in itself!).  The ability to represent the Arcana not within the story, but through the mechanics of its narrative, is a marvelously admirable stroke that Persona manages with both this Social Link, and the one for Persona 4’s take on The Moon (as we’ll see next time).  Very cool.

Additionally, this Social Link shows an unexpectedly reassuring and favorable perspective on the idea of a destiny that you can’t change.  While most RPGs, particularly JRPGs, fixate on the idea that one’s destiny can be altered with enough screaming, pounding of fists, and gnashing of teeth, SMT Persona 3 gives a refreshing story wherein the gentle pushes of the universe are a good thing.  Keisuke is ultimately satisfied and even glad for having finally accepted his future in medicine, and the fortunate events that directed him there also showed the audience how important it was, how much good he could do, in that fated role.  It’s a nice change of pace to have someone suggest that maybe Fate isn’t an opponent trapping you in a box, but a benevolent director assigning you the role that’s right to you.
SCORE: 3 (Ryoji’s would have been 2)

Persona 4: This story works significantly better without the romance subplot, which frankly seems pretty spontaneous and disconnected from the Link’s events as a whole, so I’m judging by the platonic version.

Naoto's story isn't bad, but at the same time, there just doesn't seem to be a lot of emotional impact to it, either, and the trip from Emotional State A to Emotional State B is somewhat vague at times. I watch it all play out, and by the end, I'm not entirely sure how we've gotten where we are.  It’s fine, just largely unremarkable--which, I suppose, is very on-brand for Naoto.
SCORE: 1

Persona 5: This story works significantly better without the romance subplot, which frankly seems pretty spontaneous and disconnected from the Link’s events as a whole, so I’m judging by the platonic version.

Chihaya is...okay, on the surface.  A story of recognizing that she’s been taking advantage of, gaining the strength of will to stand up to her manipulator, and working from that point to make amends for her mistakes is fine enough, I guess.  But the Social Link’s message is that you can change your fate with a strong enough will, and the game just doesn’t do anything to convince me that this describes Chihaya.  She changed her mind about immutable destiny because of Ren’s strength of character disrupting it, she was too cowed to stand up to the organization’s scammer without Ren’s present support, and she needed Ren as a Phantom Thief to solve her problem for her.  At no point has there been any evidence of the determination that Ren keeps attributing to her in their conversations.  Yes, showing a satisfactory personal story that conveys the protagonist’s strength of character persevering is tricky when a necessary component is an outsider coming in and using his superpowers to solve the problem...but you know, I didn’t doubt Temperance’s Kawakami’s conviction when she confronted her former student’s guardians, even if their trump card was too much for her to overcome on her own.  Nor did Devil’s Ohya seem a lesser journalist for her being put in a situation by her editor that she simply couldn’t escape from.  There are plenty of Social Links in Persona 5 which are only resolved by Ren’s heroic resolution, and most of them manage to thread the needle to keep his providence from discrediting their star’s own agency.  

So...while I don’t personally dislike Chihaya or her Social Link, the fact that she and it really don’t do anything for me (really, was anyone all that impressed by her?) means that there’s really just no particular positives to outweigh any problems with it.  And when the crux of her story is that her will has the power to overturn destiny, the fact that she comes off as a mild little milquetoast right to the end and that there’s really not a lot of evidence of this supposed determination anywhere in the Link...well, that’s a problem that there’s no positive to balance out or outweigh, I’m afraid.  It sure as hell ain’t some vapid, outright annoying “I Have A Vagina So Let’s Get Cooking” affair, but I’m afraid that Persona 5’s Fortune Social Link IS still a net negative.
SCORE: 0


11. STRENGTH
In SMTP3, Strength is represented by Yuko, a classmate and love interest, for Makoto, and by Koromaru, a teammate, for Kotone. In SMTP4, it's Kou or Daisuke, depending on which team you choose to join. Both are classmates.  In SMTP5, it’s Caroline and Justine, the Velvet Room attendants.

Meaning
Strength is like a combination of The Emperor and The Chariot. Like The Chariot, Strength acknowledges emotional power, but like The Emperor, Strength does not submit to emotions. Rather, Strength conquers emotions and rises above them--not quite using them to fuel ambitions like The Chariot, yet not quite denouncing them like The Emperor, either. Courage and patience are qualities associated with Strength--they represent a recognition of emotion (fear and desire respectively), but also an overcoming of those emotions (courage pushes past fear to decide one's actions, and patience controls desire to wait for something). Mind over matter, will over instinct, that sort of thing.  Much like victory and conquest representing The Chariot as a consequence of what it truly symbolizes, Strength is also associated with the fortitude and bravery that come of its focus.

Persona 3's Social Link on Makoto’s side...well, I guess it kind of relates to Strength. Through helping a bunch of kids get fast enough to win a race, Yuko finds inspiration and a goal to set for herself, whereas before she was lazy and unmotivated. That's sort of like Strength's meaning of overcoming emotions--if you count sloth as an emotion, I suppose. But it's really more like The Chariot, I feel--Yuko's finding emotional inspiration in helping the kids, and is turning that inspiration into a focus on her new goal.

I’d say the story on Kotone’s side of SMTP3 is a better representation of Strength. The process of getting Koromaru to open up to and fully trust the protagonist involves a certain patient approach, not trying to push the dog and recognizing that his love for his original master will not disappear, nor be replaced, even as he grows to care for his new friends. The patience of Kotone in not pushing Koromaru emotionally also helps him to trust her enough, overcome his fear enough, to be comfortable in letting her see his scar, which sort of relates to the idea of overcoming negative emotions, which Strength, as I mentioned, is all about.

As far as Persona 4 goes, well, with Kou, there's...really nothing there. I guess if you want to really stretch, his coming to terms with his place in his family and with his friends could be rising above his fears, but...I feel like that's just trying too hard to relate the Social Link to the Arcana. Really, I just don't think there's any particular connection between Strength and Kou's story than roundabout generalities.

With Daisuke, though, the connection is more clearly there. Daisuke's Social Link plot is about him conquering his inner fears and rising above them to enjoy life regardless of its risks, which definitely ties in with Strength's theme of courage and overcoming emotions.

Finally, with Caroline and Justine, there is, once again, very little in the way of Arcana relevance.  The Social Link is basically just a rehash of Margaret’s in SMTP4, with them demanding that Ren bring specific Personas to them to satisfy some list whose origins they’re unsure of.  If you want to go by the purest surface-level criteria possible, then they’re related to “strength” in the sense that the Personas are what make Ren powerful, and there’s 1 point at which they make some vague comment about the actual Strength Arcana being, like, the point at which the Tarot deck is split or something, which relates to their schtick of being a split being, but even Stretch Armstrong would call counting that too much of a reach.

Verdict: By virtue of Daisuke, Persona 4 wins the round.

Worth
Persona 3: Yuko’s Social Link about struggling to find motivation and direction in her life, and then discovering through coaching some kids that she wants to be an athletic trainer and help people achieve their goals, is nice enough, but not executed well.  Too much time is spent in the earlier parts of the story on establishing Yuko’s lack of motivation, not to mention that an entire rank of the Link is devoted to talking about her past love life and her personal drama with a classmate, which has absolutely nothing to do with the rest of this vignette.  If more time was spent examining Yuko’s coaching and showing the way she finds value and motivation in her inspiring her team, then this Social Link would feel more meaningful, but as it is, it’s pleasant but unremarkable.

Thus, we’ll be judging on Koromaru’s side of things.  The pupper’s Social Link is mostly just him hanging out with Kotone and doing some dog things, but the matter of his mourning his now-deceased owner surfaces at times, as does the question of what Kotone and the SEES team are to him.  I like the fact that while Koromaru seems to find some peace with his master’s passing by the end, and while he comes to trust Kotone enough to allow her access to the scar on his belly where he feels vulnerable, his new friends are very clearly indicated to be exactly that: friends to Koromaru, but not replacements for his first owner.  He values Kotone and the rest of the team, but he’ll always be the priest’s dog, and the tale of both he and Kotone coming to terms with that is nicely emotional.  It has its limits with a nonverbal character who frankly didn’t get as much attention from the plot that he should have (few animal characters do, of course), but it’s still pretty good.
SCORE: 2 (Yuko’s would have been 1)

Persona 4: Honestly, we can go with Kou or Daisuke here, because they’re both solid stories.  Daisuke’s tale is a rewarding one of a guy whose self-image is still bleeding after a bad relationship and break-up damaged his confidence so badly that he now can’t bring himself to give his all to anything for fear of the pain of failing in spite of his best efforts.  Kou, meanwhile, is a rare occasion where Hiimdaisy’s summary, while still super funny, isn’t giving a character his earnest due, because Kou’s got a great story of a kid trying to define who he is and grappling with his insecurities about being adopted.  In both stories, you sincerely root for Daisuke and Kou, and the resolutions to their conflicts feel good and worthwhile.  I also like the fact that in each story, it’s the steadfast friendship that Daisuke and Kou share, and Yu’s addition to that dynamic, that pull them through their hardships.  Involving the character you didn’t choose as an essential part of the friendship that helps the Social Link’s star find himself is a good decision, because having Kou in Yu’s corner as he tries to help Daisuke or Daisuke backing him up as he tries to help Kou makes Yu’s involvement in feel more genuine and the message of friendship’s power seem more significant.  Overall, these are both well-written stories, and if someone wanted me to pick a good, solid representation of a basic Social Link, SMTP4’s Strength might very well be my go-to.
SCORE: 3 (I like Kou’s version just a little more, but both earn the same grade)

Persona 5: The mechanics of this one are the same as Margaret’s Empress Link in SMTP4--you advance it by bringing the attendants specific Personas that they request, rather than simply spending time together.**  Thanks to Caroline and Justine actually having personalities (even if they are (intentionally?) cliched), however, their banter for each rank makes this substantially better, and there IS something vaguely like a story involved in advancing this connection.  It’s barely anything, just an ever-deepening bit of foreshadowing for the eventual plot twists involving Lavenza, but that’s at least better than the load of nothing we got in the previous game with Margaret.  Still, reducing an entire Social Link opportunity down to a few tsundere quips and some clumsily conspicuous hinting is a disappointing move by Atlus.
SCORE: 1


12. THE HANGED MAN
In SMTP3, The Hanged Man is represented by Maiko, a young girl. In SMTP4, it's Naoki, a classmate.  In SMTP5, it’s Iwai, an airsoft gun shop owner.

Meaning
Like The Hermit, this Arcana encourages the search of knowledge and wisdom within, rather than from the outside world. Where The Hermit, however, only encourages isolation from others, this one prescribes isolation from the world itself to find truth and understanding. Meditation’s a common representation of this idea and Arcana.  More than just this, however, The Hanged Man also represents the necessity of personal sacrifice--that in order to attain something truly worthwhile, one must make a sacrifice, give up something in return. It could be time, comfort, possessions, health, hopes and dreams, anything--it could even be just ignoring your impulses and going against what you want to do. But in the end, what you gain WILL be worth it.

So how's this all fit into the Social Links? Well, it works out very well with Persona 3--Maiko comes to terms with her parents' divorce and comes to realize that her parents do still love her, but to get to this happy conclusion, she has to give up on her (futile) hopes to keep the divorce from happening--yet since her greatest concerns about it were whether they still loved her, sacrificing what she thought she wanted (them not getting divorced) brings her what she really needed (to know that they still love her). In fact, Persona 3 even gives a second dose of relevance after that--Maiko has to choose which parent to live with. She chooses her mother because she feels her mother will need her help and presence more, while her dad is more self-sufficient, but her mother will be moving away, meaning that Maiko won't see Makoto again. She's making the sacrifice of being able to play with her friend because she knows her mother needs her more--again, giving something up for something more important.

Persona 4 does a reasonably decent job with it, showing Naoki reaching the point he wants to where he can finally continue with his life, but having to let the anguish he's been burying inside him out, feeling the emotional pain and gaining the ability to move on from it. Persona 4 also kind of works with the idea of isolating yourself from the world to gain wisdom--he's emotionally detached from the world for a while, after all, and that state is a step toward coming to terms with his sister's death. This interpretation, however, is definitely more of a stretch and less tangible than Maiko’s was.

Iwai is also a good representation of The Hanged Man.  He occupies a niche role in a black market from his shop in a secluded alleyway and is very guarded with others, giving him a mild, if tenuous, connection to the Arcana’s theme of isolation.  More than that, however, Iwai represents The Hanged Man’s concept of sacrifice for a greater reward--in his past, he gave up a prominent and promising position in the Yakuza to adopt an abandoned child and raise him as his own, and even though Iwai’s whole life at that time had been invested in the underworld, he clearly has found far greater worth and happiness in being a father than he would have in the life he gave up for it.  Within the Social Link’s own events, Iwai takes the risk of sacrificing his son’s love and respect for him by admitting the boy’s origins to him, and revealing the shady past that Iwai had before he adopted him...but sacrificing the comfortable and convenient lie of their lives for the stark truth winds up bringing the family closer together, and giving both Iwai and his son greater confidence in the other’s strength of character, and their bond as family.

Verdict: While Iwai is very good competition, I’m going to give this win to Persona 3.  Iwai’s got some good examples of making sacrifices that repay better than what was given up, to be sure, but while I’m sure that giving up his life in the Yakuza for a child out of the blue was not easy, it’s Maiko whose sacrifices seem the heaviest and most difficult to make.  It takes courage to give up on a comfortable lie as Iwai did, but it’s a tremendously hard and painful thing for a child like Maiko to be faced with giving up on the idea of her parents staying together as a single happy family, and later having to choose which parent to live with when she loves them both is likewise an extremely difficult reality to contend with, somehow seeming like it must have been even tougher than Iwai’s decision to change his life for a random kid.  Maiko’s just feel more like real, hard sacrifices, somehow, and I also think that the payoff of her getting something more important than what she’s giving up feels more directly connected, too.  Iwai’s a good representation of the Arcana, but Maiko’s a great one, so Persona 3 takes it.

Worth
Persona 3: I REALLY don’t agree with a couple of the “right” answers to dialogue choices in this Social Link, and the ending is very needlessly weird for Kotone.  With that said, the story of Maiko coming to terms with her family’s change, and finding reassurance that the important thing about that family, the love that it has for Maiko and the love she has for it, will not change, is a really good story, relatable and frequently touching.
SCORE: 3

Persona 4: Naoki’s story of reaching acceptance of his sister’s death by finally grieving her properly, and moving forward with his life, is exceptionally well-written and moving.  Of all Persona 4’s Social Links, in fact, this is my very favorite, even beating out my admiration for and enjoyment of The Moon’s.  Man, between Naoki and Yosuke, Atlus managed to get remarkable emotional mileage for its characters out of Saki’s death, in spite of it occurring practically before the story has even begun.  Anyway, there’s not much to really say here; Naoki’s story is just an extremely touching, poignant, and perhaps even beautiful story of a boy facing the fact that he’s lost a loved one, and grieving for her in earnest.  It’s excellent and I feel not the slightest embarrassment for having cried as I watched it.
SCORE: 4

Persona 5: Helping Iwai re-cut his ties with his past mistakes, and watching as embracing the truth brings him and his son closer together, makes for a good, simple, straight-forward story.  There’s a lot more raw, direct worldly ugliness to Iwai’s past than you’d expect a Persona game to acknowledge, even one that makes its whole purpose facing the unpleasant truths of Japanese society, and I appreciate that--the contrast of Iwai’s background helps sell just what kind of world he’s been trying to keep his son above.  There’s not a lot here that truly speaks to me, but it’s a solid story of familial bonds and a father’s determination to create a better life for his son than he himself had--even when that fixation begins to get in its own way.  
SCORE: 2


13. DEATH
In SMTP3, Death is represented by Pharos, a little boy that only Makoto/Kotone can see, who is secretly the incarnation of Death itself (no, really). In SMTP4, it's Hisano, an old woman.  In SMTP5, it’s Takemi, a local doctor and love interest.

Meaning
The Death Arcana is a symbol of great, inevitable change and/or transformation. This generally is in the form of the end of something, but in a transitional way--the end that the Arcana is associated with isn't final or intrinsically destructive, but rather an end of one thing to make way for the beginning of another.  The idea of physical death is, of course, symbolically related, but only inasmuch as it’s an excellent representation of the cycle that this Arcana describes, for death of old life makes room for fresh, new life to emerge.

For Persona 3...well, at first, I didn't see too much accuracy. I mean, just throwing the actual concept of Death in to be your Death Arcana's representation doesn't make it an accurate portrayal of the card by itself, and I get the feeling that was Atlus's plan. And the final change that Pharos talks of during the Social Link and later is the advance guard for DOES get averted, so the idea of the change that the Death card symbolizes being unavoidable isn't accurately portrayed. On the other hand, there are a couple times in the events involving Pharos that do qualify--the end of the Social Link proper has Pharos leaving for good, ending his time with Makoto in order to begin a new role--which is the transformation that the Death Arcana describes perfectly. A similar transformation happens later on with Pharos again, too, which again has him undergoing a transformation to end one "life" and begin a new one.

But what really convinced me that this Social Link was, indeed, more than just lazily saying "Here's Death, it symbolizes Death, now go away" was the insight of good sir Ecclesiastes. It was as follows:

"I think Atlus was going for something very specific and meaningful when they joined the Arcana and the concept of Death itself. In terms of both the Arcana and the physical/spiritual state/process of Death, the generally negative connotation comes from a fear of the unknown, and the dread of leaving the familiar. With that understanding, the writers apparently felt that the Arcana and the metaphysical process were too closely related in relation to P3's story to not push them together. Poor Pharos just had way too much ground to cover in his minimalistic S. Link, in my opinion. That's where Ryoji comes in to fill the gaps.

"As Pharos, he's remarkably curious towards change. In terms of Death, he was an interested outsider; Death and dying were meaningless to him in the direct sense, because he is isolated and unchanging, but he was still intensely curious towards Makoto's and SEES' mission, because he has no idea what the future holds.

"As Ryoji, he becomes his own entity, one who develops friendships and truly lives. He also comes to know exactly what the future holds for him, and it means a breaking away from those he's come to love, and the life he's lived so far (the same reasons anyone would fear Death). Yet his destiny is to leave his friends and become this Death, as certainly as people will someday die. It's not ignorant fear on his part, but a sad realization.

"Yet at the same time, he understands it well enough to accept it, and simply wait for it to come. He's in tune with the Arcana's understanding of Death moreso than anyone else, because he knows Death better than anyone, presumably being a witness to its very birth and finality. The fact that he's essentially the harbinger of the Fall (the final Death) wasn't just a case of "lazy" symbolism. I felt they played with his dual nature quite well, or at least well enough."


What can I say? The man's more convincing and insightful than I am, and how.

Persona 4, on the other hand, seems to more or less only try to connect to the Arcana by involving Death in the Link's events a lot, which by itself doesn't mean anything. There really isn't much of a transformation or a transition from an ending to a beginning in Hisano's story, save, I suppose, her ending her consuming grief at the end of the Link and accepting herself and her actions--but it really isn't especially transitional in nature. She's putting aspects of her past to rest, but it's not really with the intent of beginning anew, so it's just not a proper portrayal of the Death card.

SMTP5 has even less to do with the Arcana than 4 does.  In fact, it’s kind of contradictory to Death’s meaning.  Takemi’s story is basically her finding her footing once again as a doctor and refusing to close the door on her past efforts to create a medicine to save 1 of her former patients.  While a part of this Social Link is about her coming to embrace a new way of practicing medicine as a back-alley, small community doctor, the main part is her refusal to give up on the focal point of the previous stage of her life.  Hell, even if you want to simplistically restrict the Arcana just to literal death, there’s little connection to it here--Job 1 of being a doctor is to help people avoid dying, and Takemi spends almost all of the Social Link desperately trying to create a medicine to save a specific patient’s life.  Even superficially, this Link has nothing to do with its Arcana.

Verdict: No real contest here.  SMTP3 takes the win, by virtue of Master Ecclesiastes’s eloquence.

Worth
Persona 3: As long as we count the events that happen in the main story as a direct result of the Social Link, Pharos's story is fairly decent and original, if not particularly engaging.  I think Atlus overestimated how attached the audience was going to get to the kid, as well as how intellectually impressive his random interrogations and vague quasi-intellectual musings would seem, but, y’know, it’s still serviceable enough for what it’s aiming to do, I guess.
SCORE: 1

Persona 4: Hisono’s Social link is very moving, fairly original, and quite interesting.  It’s compelling as a story of a woman confronting her survivor’s guilt and forgiving herself, and Hisono’s pain and self-recrimination feels real.    Pacing’s a bit slow, but the payoff’s more than worth it.  Really, I just don’t have much more to say on this: it’s simply a solid, moving story.
SCORE: 3

Persona 5: This story works significantly better without the romance subplot, which frankly seems pretty spontaneous and disconnected from the Link’s events as a whole, so I’m judging by the platonic version.

Takemi turns out to be a surprisingly sympathetic character, and her passion for finding a way to save Miwa even after she’s become a pariah in her field is laudable and heartening.  The (misleading) twist that Miwa died is a punch in the gut, and it feels good to rally Takemi back to the cause once that misunderstanding is cleared up.  It’s not a thoughtful story laden with insight into the human condition, but it IS a decent little tale that feels good to have participated in.
SCORE: 2


14. TEMPERANCE
In SMTP3, Temperance is represented by Bebe, a foreign exchange student. In SMTP4, it's Eri, a newly married stepmother.  In SMTP5, it’s Kawakami, a teacher and love interest.

Meaning
Temperance is the direct result of the Death Arcana--once the great change that Death symbolizes has passed, reconstruction and re-balancing occurs, which is what Temperance is all about--building and rebuilding and finding/creating balance, usually in the sense of improving on an old template. Finding balance and harmony, both internally and with others, are big parts of Temperance--making peace with yourself, accepting others' flaws with their virtues, compromise and cooperation, moderation, that sort of thing.

Bebe, I feel, does live up to Temperance. I feel that he symbolizes the process of rebuilding and bettering that Temperance does after Death--when his aunt, who was the main financial reason he could stay in Japan, passes away, Bebe finds he has to leave Japan because his uncle won't take her place in paying for him to be there. He must use the foundation for his presence in Japan before his aunt's passing--his love for the country--to convince his uncle to let him return, and to do so, he further immerses himself in admiration and participation in Japanese culture by creating a kimono. So in a sense, he's rebuilding his reason to be in Japan to be even better--he hopes that his love for Japan will once again allow him to be there, but this time he's offering hard proof of his cultural adulation. Also, in his part of the ending, Bebe decides to stay in his home country of France for a time, because he cares for his lonely uncle, and decides he'd rather be in Japan of his own ability rather than mooching off of others--which is, essentially, a balanced compromise, another aspect of Temperance. So I do think it works well--although I also admit that it's just a little far enough away from obvious that one could say that I'm reading too much into it. Still, my rant, my interpretation.

Eri works pretty well for it, too. Her story's theme of coming to terms with her sudden step-motherhood involves compromises made by both her and her son Yuuta, learning to be able to give and take, and to express themselves to each other, in order to find the balance they need to be a family.

Kawakami, unfortunately, I can’t say I really see as a good representation of Temperance.  To be sure, there are elements there--her story is that of a teacher trapped in guilt and debt as she is made to feel obligated to financially support a former student’s guardians after they (unfairly and grossly immorally) blame her for the student’s death, which definitely works with the idea that Temperance is that which comes after the major shake-up of Death.  The fact that she finds it impossible to balance her ability to be a good teacher and to work hard enough to pay this emotional blackmail certainly relates to the idea of balance, and the end of the Social Link has Kawakami fully re-devoting herself to teaching, refreshed and ready to be a better teacher than ever, which also fits with the idea of Temperance leading to rebuilding and improving on an old template.  But...the biggest point of this Arcana is the theme of balance, and Kawakami isn’t balancing the conflicting parts of her life by the Link’s end, so much as cutting the toxic part out altogether.  Which is a good thing, absolutely!  But it doesn’t really align with the theme of compromise, of acceptance of both good AND bad and ability to balance both healthily.  And while every SMTP protagonist has a hand in helping his/her friends resolve their conflict, Ren is just too instrumental to this one; Kawakami tries and fails to balance her life and find peace, and it’s only because the Phantom Thieves step in that she’s freed from her unfortunate situation.  There isn’t enough of Kawakami’s own will and inner harmony for this story to feel like an accurate depiction of Temperance.

Verdict: Persona 4’s a good representation, but I'm going to give it to Persona 3, because it's got both the compromising aspect, and the rebuilding idea.

Worth
Persona 3: Bebe’s tale is very moving to me.  His love for Japanese culture and for being able to remain in Japan in order to pursue his ambitions is a tale that I didn’t expect to connect with, but somehow Bebe’s earnest passion and innocence draws me in, and his friendship with Makoto/Kotone, and the sorrow at parting from him/her, got me quite emotional.  I also think that Bebe’s story has an elegant and thoughtful conclusion, bringing us an ending that’s not as blithely happy as we’d hoped and expected, yet has more worth for its bittersweetness and Bebe’s maturity and empathy.
SCORE: 3

Persona 4: Eri’s story of coming to embrace her role as a stepmother and bettering herself as a person is refreshingly different and original, and the execution of that idea's done very well.  You feel for her in her distressed confusion at trying to find and understand this new role in her life, and when she finally makes her connection with her new son and not only understands him, but also is able to recognize the misunderstandings that were separating them, it’s a rewarding thing to witness.
SCORE: 3

Persona 5: This story works significantly better without the romance subplot, which frankly seems pretty spontaneous and disconnected from the Link’s events as a whole, so I’m judging by the platonic version.

The exhaustion and guilt that Kawakami suffers under makes her a sympathetic character, and you feel for her as she struggles to keep up with both the work she wants to do, and that which she feels obligated to do.  Her frequent interest in Ren’s well-being is a nice way to characterize Kawakami’s teacherly instincts.  The conclusion to this Social Link is a really nice rebirth of Kawakami as the dedicated teacher she wants to be.  Unfortunately, this Social Link has a significant problem: the major premise is that Kawakami is a good instructor who just needs to have her passion and confidence in teaching rekindled.  Yet 1 of the results of pursuing this Social Link is that, in exchange for Ren keeping his mouth shut about her second job (and then later just out of friendship for him, I guess), Kawakami will find ways to give him free time during class to slack off, even going so far as to call his other teachers out of the room with a fake office announcement.  Which...is blatantly contradictory to this idea that she’s really devoted to the craft of teaching.  And it’s not even like she’s just messing with Ren’s education alone; she is disrupting the education of every student in the room!  I still like Kawakami and it’s still a decent story, but this Social Link is definitely weakened by the inconsistency of Kawakami’s character.
SCORE: 1

Tiebreaker: Even though Bebe surprised me by how much I sympathized with him and found substance in his story, I still think Eri’s got the better story, if only by a bare margin.


15. THE DEVIL
In SMTP3, The Devil is represented by Tanaka, a company president. In SMTP4, it's Sayoko, a hospital nurse.  In SMTP5, it’s Ohya, a reporter and love interest.

Meaning
The Devil is honestly pretty straightforward--it's the bad side of you, the negativity within, the evil and icky bits of your personality that you don't want to admit are there but affect your actions and deeds every day. Like the Death Arcana, The Devil isn't representative of or represented by the theological figure it's named after. What it IS symbolic of, though, is the inner weakness and darkness that can consume you, and will if you allow it, taking over your life.  Vices and problems like greed, ambition, addiction, depression, and the like are its bread-and-butter representations, flaws that you may feel helpless to escape from.

Persona 3's got a strong Link here. Tanaka's been almost completely consumed by the lust for wealth and success that, from listening to his stories of his childhood, started to eat away at him when he was still young.  The game shows us, in the here and now, the cancerous shadow within Tanaka in its strongest stage, when almost everything he does is meant to feed his personal evil's needs. Definitely fits the bill of The Devil. And while I know the Arcana isn't necessarily supposed to mean the Devil himself, Tanaka is EXTREMELY caught up in the power of falsehood, using lies and deceit so commonly and so dependently that he himself no longer seems able to tell the difference between being honest and lying--and the Devil is, after all, perhaps above all other things, the Lord of Lies. But, I suppose we won't count that part as technically accurate, cuz the card's not supposed to literally mean the Devil. I guess.

Anyway, looking at Persona 4, we've got a pretty good representation here, too. Sayoko's feelings of loneliness over the fact that all her patients eventually leave her behind have come to dictate how she behaves at her job and bury the reason she became a nurse, to save people, deep enough within her that she doesn't even remember it any more.

As far as Ohya in Persona 5 goes...there’s a connection to The Devil there, but you have to read a LOT into it and kind of ignore the main story of the link.  Ohya herself is a decent, even admirable woman, who’s lost her passion for journalism but doggedly clings to investigating what happened to an important colleague and friend of hers, in spite of her superiors wanting to keep the truth of the case covered up.  Nothing about that connects to The Devil, of course, unless you want to say that Ohya’s temporary despair is a weakness of character that could consume her...but that’s a bit of a stretch, particularly since it doesn’t take root in her.

But there is 1 weakness within Ohya’s character that has the potential to take over her life, which is not resolved by the end of the Social Link: her alcoholism.  While one would assume that Ohya’s predilection for booze would be linked to her despair and stress over the fate of her friend, she keeps cheerfully getting drunk even by the Link’s end, when she’s discovered what she needed to, has her boss’s approval and help in printing her more meaningful articles, and has a plan for exposing the scumbag responsible for her friend’s downfall.  Everything is turning around and starting to go right for Ohya, but she’s still drinking.  Her alcoholism is not a symptom of her other problems; it’s progressed to being a problem in itself, and it’s an addiction infamous for its ability to consume a person’s existence.

Unfortunately...this reading is a VERY generous stretch to make for the Social Link.  The fact of the matter is that even IF this subtle detail was intended to show The Devil lurking under the surface, unabated even by the happy ending, the Social Link still focuses entirely on the presented story of Ohya’s battle for the truth, and the fact that she likes getting wasted is never once earnestly mentioned as a problem.  It’s actually a real damn shame, because a story incorporating alcoholism would be an excellent fit to the Arcana, but I’m 90% sure I’m just inventing depth and Tarot accuracy that the Link simply doesn’t actually have.

Verdict: Sayoko's a good representation, but she eventually pulls herself up from her fallen state to remember why she's a nurse, and regains control over her life, while with Tanaka we only get a mere hint that he is still capable of mastering his inner darkness (his charity donation, which might not count if what he said about his reason for giving it is true--but then, when does he ever speak the truth?).  The inner imbalance and weakness of The Devil is meant to be one which is, or at least threatens the very real danger of being, all-consuming, so Tanaka’s tiny glimmer of hope is more accurate than Sayoko’s total revival.  And frankly, even if my creative alcoholism angle for Ohya was completely on point and intended, I still think Tanaka’d be the truest representation of this Arcana.  Point goes to Persona 3.

Worth
Persona 3: Damn that catchy Tanaka jingle.  Junes ain’t got nothing on this man.  With that said...while I can appreciate the elegance of the way Persona 3 creates their Devil character to be a man almost completely sunk into his darkness with only the slightest hope that his interactions with Makoto might inspire a redemption, the unfortunate fact is that it isn’t a very satisfying conclusion, and honestly, the story itself isn’t all that interesting.  It’s admirable how well the writers made Tanaka’s story align with the Arcana, but in and of itself, it’s only so-so.
SCORE: 1

Persona 4: Sayoko's story gives us the same tale of one who lets her fears and vices overcome her as Tanaka’s did, but continues that story to give us resolution. With Sayoko, you see that Yu's presence in her life has truly changed her for the better and given her life back to her, and it feels good to get to that point.  She’s an interesting character, her plight is handled pretty well, and a lot of character growth manages to happen within the tight confines of the Social Link, as Sayoko recalls her past, torments herself for what she could have done better for a patient she’d left behind, throws herself unhealthily into her work, and finally finds the truth of what’s been eating at her and what she needs to do.  It’s a really solid personal journey.
SCORE: 3

Persona 5: This story works better without the romance subplot, which frankly seems pretty spontaneous and disconnected from the Link’s events as a whole, so I’m judging by the platonic version.

While a lot of people seem not to like Ohya very much, I find her alright.  The Social Link may have a slow start, but once it’s revealed that she’s at a low point because of her partner’s disappearance and the fact that she’s been prevented from investigating it, her character and cause become more compelling.  Helping encourage and enable Ohya to return to meaningful journalism and discover the truth of her partner’s fate is satisfying as a case of Ren lifting up a fellow social reformer from where she’s fallen, and the fact that the case she’s been fixated on is actually related to the larger events of the game is a nice touch.  There’s nothing great or significant here, but Ohya’s tale is nonetheless enjoyable.
SCORE: 2


16. THE TOWER
In SMTP3, The Tower is represented by Mutatsu, a Buddhist monk. In SMTP4, it's Shu, a young student.  In SMTP5, it’s Shinya, a young gamer.

Meaning
The Tower is forced wisdom; it's understanding and knowledge that comes to you whether you want it or not, and destroys previous beliefs and perceptions in the process. Your beliefs and understanding are never so infallible and secure that they can't be destroyed by a higher wisdom that proves them wrong.  The Tower is like Death on steroids--Death clears something in your life away to allow for something new, but The Tower brings your whole world crumbling to the ground so that something better, truer, and wiser can be built in its place.

Persona 3 does an adequate job with this--Mutatsu's pessimistic views on life and protests against having relationships with other people are beliefs that are gradually broken as he comes to realize that he truly does want to be with those dear to him, and that his egotistical self-reassurances that living alone is better were only hiding his true feelings. All of this comes as a result of Makoto/Kotone’s presence--a boy or girl who Mutatsu can't get to go away and leave him alone, regardless of repeatedly telling the kid not to come back. Thus you have both a greater wisdom overcoming previously held beliefs, and doing so without the holder of said beliefs having any say in the matter, since Makoto/Kotone’s returning presence can't be staved off.

With Persona 4, you pretty much get an equally accurate depiction of The Tower. Shu holds several beliefs about his need to be the number 1 student in his classes and that his mother's love and pride in him is conditional on his continuing to excel. Eventually, he's so desperate to maintain his position that he cheats, and is caught and suspended for it. He then finds that his perceptions on the importance of placing first and his mother's love for him were wrong, and revises his ideas about academic success and family. Pretty clear-cut example of the old understanding being toppled by the new wisdom.

Persona 5’s got a good take on it, too.  Similarly to Shu, Shinya is fixated on success and winning, although for him it’s more about both gaming, and general social interactions, rather than studies.  Also like Shu, this perspective has come from the example of his mother.  Whereas Shu misunderstood his mother, however, Shinya’s perceptions of his mother are completely accurate--he’s learned a toxic mindset of aggression from her being a real, genuine Karen in her natural habitat.  Thanks to Ren’s help, however, Shinya is able to come to realize that the example his mother has set is a result of her being an unhappy person, and that there are more important things than merely winning against everyone and everything around you--and that those better things can sometimes only come to those who lose.  It’s a representation of The Tower made all the better by the fact that it’s not only showing an example of wisdom coming by tearing down previous beliefs--it’s also actually outright stating that something good can come from the toppling of one’s position at the top of the world.  The Tower is basically being represented both figuratively AND...I mean, not literally, I guess, but almost!

This all makes determining a winner here a very pleasantly difficult call.  Each Social Link portrays The Tower with almost the same level of accuracy in terms of the first of the Arcana’s main meaning, that being the destruction of previous beliefs and perceptions.  So, since they’re all relatively equal on that point, we’ll need to use the second point, the fact that this metaphorical tower’s destruction and the greater wisdom that comes from its destruction are inevitable. I guess we can first disqualify Persona 4, because Shu learns his lesson as a result of his own misguided actions, and while they’re the likely result of his flawed philosophy, they don’t strike me as especially inevitable, which The Tower’s uprooting wisdom IS supposed to be.  Yu’s presence could have been removed at any time (Shu himself says in the beginning that he’ll drop Yu as a tutor if he’s not satisfied), so it doesn’t have the same level of unavoidability that Makoto/Kotone do, nor that Ren’s independent decision to change Shinya’s mother’s heart does.  So, while Persona 4’s got a good, solid representation of the Arcana, I think it gets edged out first.

Persona 3 vs. 5 is trickier.  Ren may have been invited to hang out with Shinya, lessening the inevitability of the wisdom bearing down on the kid, but Ren’s decision to take the betterment of Shinya’s life into his own hands and change the heart of the kid’s mom to be less of a combative shrew leaping at any opportunity to go to war does have an element of being out of Shinya’s ability to control.  And as I said, I really like the fact that Shinya’s story is about a kid realizing that being brought down from the top isn’t the end of the world, and in fact can lead to better things, being that this makes it a more literal example of the story of The Tower.

Verdict: Still...I’m gonna give it to Persona 3.  His mother’s change of heart is a part of Shinya’s growing into a wiser person, but the largest component is the example that Ren sets, and his words to Shinya, and those are factors that come from Shinya voluntarily hanging out with Ren and choosing to value his perspective.  Mutatsu, on the other hand, actively tells Makoto/Kotone to go the fuck away, and the latter simply won’t do as he/she is told.  Additionally, much of what helps Makoto/Kotone get into Mutatsu’s head and kickstart his realizing the error of his ways is the fact that he/she reminds the guy of his son, and that’s an instinctive recollection that Mutatsu can’t really control so long as Makoto/Kotone’s in front of him.  The wisdom that Makoto/Kotone’s influence and presence brings to Mutatsu which shatters his world perceptions really is something he had no choice in.  He was set down the path of Makoto/Kotone/s Social Link advancement without any choice in the matter, and so, even if I like the way Shinya more directly shows the fable of The Tower, I think Mutatsu’s just barely the most accurate representation of this card.

Worth
Persona 3: As a smoking, booze-gulping Buddhist monk that’s lost his faith in connecting to others (which, for his religion, I think would qualify as having lost his faith entirely) and who worked too hard and lost his his wife and son because of it, Mutatsu’s a pretty damned unique and interesting character in concept alone.  The Social Link does a good job of weaving the story of his disgruntled, scarred state, and Mutatsu is a kind of frank, tough grandpa-esque old bastard that’s quite appealing.  It feels good to get the guy back in the headspace he should be in.  The story and lesson itself is a little by-the-numbers even if Mutatsu himself isn’t, but it’s solid, and it’s enjoyable to hang out with this grumpily jolly geezer.
SCORE: 3

Persona 4: Shu’s story is also good, but it’s definitely got a few issues weighing it down.  Its pacing, for example--until the very end of Shu’s tale, his major issues aren’t addressed very strongly or at length; it seems like everything comes out right in the last couple scenes.  This is also another example of that annoying kind of Social Link where the protagonist seems more like an observer than anything else for most of the time--Yu does eventually earn his keep as Shu’s friend and guide to better things at the end, yes, but until that moment, he seems like little more than observer to Shu’s tale rather than a participant.  On the other hand, I can relate to Shu’s struggle with pressure (albeit probably not nearly as much as most of the intended Japanese audience can), and the Social Link’s got a good sentiment and lesson as a whole.
SCORE: 2

Persona 5: Considering what a constantly irritating trope character the “gotta be Number 1 no matter what!” type almost always is, any story in an anime or JRPG that points out that an obsessive fixation on winning is a bad thing is always gonna grab my approving interest.  Particularly when said story correctly identifies this aggressive need to be on top as an unhealthy mental state (Shinya) or even a mental illness (Shinya’s mother) in active need of correcting.  My eternal hatred for the Vegeta cliche aside, however, Shinya’s got a good Social Link that not only covers a decent character arc that brings him to a healthier, happier place thanks to Ren’s influence, but also does a good job in portraying that difficult place for a kid who knows or has figured out that his parent is fallible, in the wrong, and influencing him in the wrong ways.  It’s a good story of a troubled kid who gets the role model he needs, learns that losing isn’t the end of the world, and improves his life.
SCORE: 3

Tiebreaker: I like Mutatsu a little better and think his dilemma has a bit more significance, but Shinya’s tale is more dynamic, has more moving parts being used better, and has a stronger ability to invoke an emotional response, so I’d say that Persona 5’s story is the better one here.



Alright, another part finished!  Stay tuned for this rant's conclusion at the end of this month!














* SHUT THE FUCK UP.  That scene at the end of the game means NOTHING, do you hear me?  Ren’s HALLUCINATING.  Akechi is DEAD and that’s FINAL!  Bad enough I had to put up with the loser in Persona Q2 because that takes the Phantom Thieves from the part of their timeline where he’s nipping at their heels; I found Akechi tiresome before I even knew who the fuck he was.  I refuse to accept that future spin-offs of this game might also involve this loser!


** Yes, there ARE several events in SMTP5 in which you hang out with Caroline and Justine in a more social, friendly sense, much like the dates with Elizabeth in Persona 3, but, as far as I’m aware, these are a separate sequence of get-togethers and completely independent of the actual Social Link, so we don’t count them here.  Which is admittedly to SMTP5’s detriment, as these hangouts are quirky, fun, and cleverly written, much like Elizabeth’s had been, and they would have boosted the girls’ score here.

Wednesday, May 8, 2024

Shin Megami Tensei: Persona 3, 4, and 5 Social Link Comparison, Part 1

Many, many thanks to good lady Iris, who took time--and quite a fair amount of it, for that matter--out of her otherwise interesting life to look the first version of this rant over, all those years ago, and make sure I didn't say anything particularly stupid or outright false in it. I salute you, Madame SMT Fanatic!

And an even greater amount and magnitude of thanks to good sir Ecclesiastes, who I dragged along for my journey through Shin Megami Tensei: Persona 5, and who as such suffered the role of my sounding board for months on end, which has contributed incalculably to this rant’s completion.  Not to mention that he, too, has looked this entire huge honking thing over and to help me correct the stupider parts.  Even by his normal high standards of being the guy I bounce ideas and thoughts off of, he’s gone above and beyond as my buddy lately.  I likewise salute you, Sir Persona Expert!



Once upon a time, many years ago, I thought it might be neat to compare and contrast the Social Links from SMT Persona games.*  Which game has the most accuracy to the Tarot Arcana in its Social Links?  Which game has the best quality in its stories?  

So I wrote a rant that did just that, my longest rant, and 1 of my very favorites still.  It’s been 10 years since last I labored upon this, and in the time since, Persona 5 has been released, and then rereleased with new content, so...I reckon that it’s high time this rant receive its expected update, now that I’ve finally played SMTP5.

Now, I’m trying to be nice and brief in this introduction, given the size of the rant to come, but before we go forward, it bears laying a bit of ground work:


A: Just pitting SMTP3 and 4 against each other was already a work so sizable that it barely even fit into a single post.  So this time around, we’re splitting this sucker up into 3 parts, to be posted in succession over this month of May.  More sensible this way anyway;  this would be too much text for even my staunchest reader to chew without choking.


B: When I first wrote this rant, I knew virtually nothing about the Tarot, and selected a particular site for use as my main reference for the meanings of the Major Arcanas, and judging the Social Links based on those interpretations.  I was using my best judgment to figure out a source for the proper, “official” meanings of the cards.

What I didn’t understand at the time but have realized since is that there is no real “official” interpretation of the Major Arcana to begin with.  Trying to pin them down and define them concretely seems as impossible a task as doing so with the RPG genre.  Each Arcana has aspects that everyone agrees on, but also traits that vary from 1 expert’s perspective to another.  I’ve done some more reading off and on in the years since first writing this rant, and am much more knowledgeable about the Arcana now, but I still can’t pretend to anything better than a layman’s understanding, if even that.

What I’m trying to say here is, judging the Social Links on their accuracy to the Arcana is tricky, in many ways hopeless, and subjective to an absurd degree, because the very metric I’m using for the judgment differs from 1 practitioner, scholar, or charlatan to the next.  I’m going to describe the meanings of each Arcana as I’ve best been able to glean from multiple sources, both well-known and obscure, including Tarot.com, Astrology.com, the games’ own intended meanings as reported by the Megami Tensei Wiki, and my original main source, http://www.ata-tarot.com/resource/cards.  What you read as the result is the best interpretation I’ve got of each Arcana based on credibility, number of sources, and gut instinct for what fits best when viewing the Tarot as a way of telling life’s stories from beginning to end.

In other words, it’s all hogwash that I feel very earnestly about.  Which, indeed, might be the very most authentically Tarot thing about this whole rant.


C: As is usually the case with my rants, the protagonists of each game will be referred to by their best semi-canon names: Yu for Persona 4, Ren for Persona 5, and, with extreme reluctance, Makoto and Kotone for Persona 3.  Not sure what the hell Atlus was thinking when they changed Persona 3’s protagonist to the SAME FUCKING NAME as another huge story character in the same damn series, particularly when they ALREADY had a perfectly functional canonical name in Minato, but I guess my puny pedestrian mind just can’t grasp the glorious, brilliant design of the same geniuses who came up with Teddie and published Shin Megami Tensei 5.  So Makoto it is.  Ugh.


D: The format of this rant has changed a bit from its original iteration.  In an attempt to better give credit for good writing to each game where due, and make things easier on myself for future iterations of this rant (let’s not pretend that Persona 6 won’t happen eventually), each game will get a score for its Social Link for each Arcana, from 0 to 5, on its merits as a story.  To break these scores down:

0: Bad.  The presence of this Social Link actually lessens the game’s overall quality to at least a small degree.
1: Okay
2: Good
3: Great
4: Excellent.  1 of the best moments the game has to offer.
5: Real, Actual, Sublime Perfection.  This Social Link is 1 of the greatest moments in RPG history and could genuinely change your life.

In cases where a game has more than 1 Social Link per Arcana, the higher score will be that which it gets credit for.  Similarly, when a Social Link has an option between friendship and romance, the game gets credit for whichever is the better-crafted outcome.

So, at the end of the rant (at the end of this month), we’ll tally all the scores together, and determine which game has the highest overall quality to its Social Link stories over its full course.  I think that’s more fair and accurate in a 3-way competition than just seeing which game wins the most categories, as was the case when this was just Persona 3 vs. 4.  Of course, since this is still a case-by-case competition, whenever an Arcana has a tie between games’ Worth scores, I’ll also denote which one was the best.

With that said, judging on accuracy to the Arcana is a less nuanced matter, so that will remain a winner-take-all matter.  For each Arcana, whichever game’s Social Link best expresses the concept of the Tarot will be the only one to get credit, and at the end, we’ll just add up who won the most categories to declare the champion.


Alright.  Everyone good?  Then let’s get started.



0. THE FOOL
In SMTP3, The Fool is represented by SEES, the group of main characters that you control through the game. In SMTP4, it's the Investigation Team, which are...well, actually, the same thing as in SMTP3, the main characters.  In SMTP5, it’s the master of the Velvet Room.

Meaning
The Fool represents absolute potential, tabula rasa, zero, the essence of inspiration and creativity, a foundation upon which anything and everything can be built.  It’s the beginning of the journey.  It’s innocent, guileless excitement to embark on something new, with no idea of the heights and falls that this new venture entails.

This works quite neatly for all 3 titles.  In practice, The Fool’s steps of advancement are associated with landmarks in each game’s plot, which essentially means that this Social Link can be judged by the main story, which coincides with the fact that it’s represented by the main cast in SMTP3 and 4, and by Ren’s captor and benefactor in SMTP5.  Each team is on a journey of discovery, and the Velvet Room is the place in which all events begin, as well as the process of discovering and nurturing facets of one’s self.

Verdict: While each example of The Fool is a functional one, I’m going to say that the SMTP4 team is a little more true to the idea of the Fool Arcana than the others. All 3 journeys may involve discovery, growing to understand their world and its mysteries, and personal development, but the Investigation Team is devoted specifically to finding Truth, to seeing things as they are. The SMTP4 team’s members also have a stronger theme of self-discovery and self-awareness, coming to terms with all aspects of one's self, and from that understanding, growing as a person.  Now, to be sure, there’s a lot of that in SEES, and as long as you give The Fool broad range over the whole of the plot rather than just the person(s) representing it, you can also say that SMTP5’s story has plenty of appropriate material, too.  But Persona 4 emphasizes these ideas of seeking personal truth and growth as its most substantial theme, and has moments of such advancement definitively linked to the progression of The Fool.  Finally, while events rope the protagonists of SMTP3 and 5 into bigger stories, Persona 4’s Investigation Team is founded specifically with the express desire of pursuing a defined goal; The Fool may not know all he’s in for, but he DOES intentionally embark on his journey.  Thus, the point for Arcana accuracy goes to SMT Persona 4.

Worth
Judging the worth of The Fool is tricky, because it’s clearly meant to use the beats of the main plot itself as its narrative, so I guess I have to make my determinations based not only on the actual characters representing it, but also the story as a whole, at least inasmuch as is covered within the 10 ranks of The Fool (in each game, The Fool is finished advancing prior to the game’s actual end).

Persona 3: SMTP3’s cast is a good one overall.  It has weak links like Akihiko and Koromaru, and some of the instances in which it tries to give depth to a character fall a bit flat (like Ken’s whole deal with Shinjiro, and Fuuka in general), but party members like Mitsuru and Yukari are solid, and Aigis is an excellent character, if admittedly more for her own Social Link’s contents than those of the main story itself.

As far as the story goes...I love Shin Megami Tensei: Persona 3’s heavy, emotional, thoughtful, earnest entreaty to help us understand what makes life meaningful and aid us in facing our existential fears.  There are many reasons I’ve given the game a high position in my list of the Greatest RPGs of all time, and its powerful story is definitely 1 of them.  With that said...it’s in the latest parts of the game’s tale that its meaning and beauty fully coalesce and transform it as a whole into great art, and until that point, I have to admit, a lot of its main plot was pretty middling!  Never bad, mind you, but, well, The Fool completes itself prior to some of the stuff that makes SMTP3’s story truly amazing.  And judging by the part of SMTP3 specifically within the purview of The Fool, it’s good, but not great.
SCORE: 2

Persona 4: The Investigation Team is, in certain ways, utilized better than SEES was, with each party member being introduced by the game’s main story, and having a noticeable and significant role to play in it.  On the other hand, once their 5 minutes of plot time are over, most don’t develop any further as people (even in their individual Social Links, usually), and while there are highs and lows in the cast, those highs (Yosuke and Kanji) are only so good, and the lows are pretty bad (goddamn is Naoto BORING, and if you don’t already know my feelings on Teddie, you’re sure as hell gonna find out before the end of this rant).

While it has its virtues, and I appreciate what it’s attempting to do, SMTP4’s overall story is a massive step down from its predecessor, and while I’ll give it that it’s more cohesively paced, it just doesn’t have the same elegance or meaning to it.  It’s clunky and heavy-handed more often than not, watching the morons of the Investigation Team try desperately to grasp shit that’s painfully obvious to the player is tedious as all hell, and it’s all driving a story that lacks the compelling philosophy and heart of SMTP3.  As before, The Fool does cut off before the game’s finale, but unlike with Persona 3, this doesn’t really have much of an effect on the verdict--even if this Social Link included the culmination of all that the story has been leading to, Persona 4, when judged purely for the merits of its plot and main cast, is decent, but no more.
SCORE: 1

Persona 5: Really can’t say much about the character representing The Fool in SMTP5; he’s basically just an observer making cryptic comments.

But that’s okay, because the main plot of Persona 5 more than makes up for The Fool’s lack of character quality here.  While the best elements of both SMTP3 and 4 were humanistic ones to some degree outside of the plot (primarily the Social Links), Persona 5 went hard on telling a great story over its course that stands proud all on its own.  From start to finish, Persona 5’s tale of the major problems with Japanese society, told with a major theme of rebellion and individuality to the purpose of social reform, is engaging, thoughtful, and important.  Stepping-stone villains are still shockingly evil in ways all too recognizable from real life, emotional punches to the gut are raw, twists are expertly orchestrated, victories feel truly grand, and everything is paced excellently.  SMTP5 tells an honestly terrific story.  And in a reverse of SMTP3, The Fool actually benefits from what it doesn’t cover--it ends after the Shido arc, right before the finale to the game.  Since Shido is definitely where Persona 5 should have ended anyway and its last parts were almost as out of place and random as Persona 4’s Izanami nonsense, the 1 blatantly weak part of Persona 5’s overall narrative doesn’t really affect The Fool’s worth.
SCORE: 4


1. THE MAGICIAN
In SMTP3, The Magician is represented by Kenji, a classmate, for Makoto, and Junpei, a teammate, for Kotone. In SMTP4, it's Yosuke, a teammate.  In SMTP5, it’s Morgana, likewise a teammate.

Meaning
The number 1 is associated with The Magician, the first number of substance after The Fool's 0. Basically, The Magician symbolizes the act of creating, the will to make, the process of turning inspiration and creativity into something material, a conduit for the power of formless things such as talent and ideas (which wraps back around to its being represented by 1, for all other numbers are divisible by it, meaning that 1 is the most basic, inescapable stuff of creation).

...But mostly Shin Megami Tensei Persona just wants to focus on the “1” thing, translate that to your first and/or best friend, and call it a day.  Kenji is both Makoto’s first Social Link and best friend (or at least the closest thing Makoto seems to have to a bestie), Junpei is typically seen as the first party member, Yosuke is Yu’s best friend, first Social Link, and first party member, and Morgana is Ren’s first party member and...well, I think most people would say that Ryuji is Ren’s best friend, but there’s no denying that Morgana is Ren’s constant companion and is a participant in almost every part of Ren’s life.  He’s some nebulous mix of a best friend, brother, and pet to Ren, and whatever that shakes out to, it feels like it fits a “Number 1” position.

Alright, alright, there is a LITTLE extra to these Social Links to connect to The Magician, I suppose.  Morgana’s Social Link dances between him fretting about what he is, scenes that are just plain part of the main story and barely even relate to his character, and him contemplating each of the Phantom Thieves and his role on the team, none of which has the slightest thing to do with The Magician.  But, as Morgana’s Social Link progresses, he teaches Ren how to create tools to help with his exploits as a Phantom Thief, which relates to the whole creation aspect of the Arcana, so that’s something, at least.

In SMTP3, Kenji focuses much of his time on trying to hook up with a teacher he has a crush on, which is sort of like creating action and decision out of the intangible idea of love?  Hell of a stretch, though.  Junpei’s series of events are basically his growing connection to Kotone making him reevaluate himself offscreen and motivating him to stop trying to avoid the serious parts of his life through evasive humor.  Junpei’s decision to take his studies more seriously, approach his duties at SEES more responsibly, and visit his alcoholic father, are similarly a case of creating action and decision out of inspiration, that inspiration being his admiration of the strength of character of Kotone, which grows as their friendship deepens.

Yosuke’s focus on his issues with being the son of the owner of mega-mall Junes legitimately just has nothing to do with the Arcana.

Verdict: I’ll...give the point to Persona 3, for Junpei’s story.  As they’re all essentially equal in terms of the first/best friend/Social Link/ally thing, Junpei’s taking inspiration from Kotone and turning that into action is the most definitive expression of the lot of’em.  Even if this interpretation is, admittedly, a bit of a stretch, it’s not as out there as finding relevance in Kenji’s story, and Morgana teaching Ren how to make lockpicks is just too minor a symbol to secure the win.  So yeah, point to SMTP3, but someday in the future, Persona 6 will have an easy opportunity to claim a win with this Arcana.

Worth
Persona 3: Junpei’s version of this Social Link wraps up pretty well, but it’s a bit disorganized at first, and depends too much on revelations that Junpei has offscreen which only somewhat feel like they could have been significantly inspired by the events of the Link.  Thus, we’ll judge by Kenji.  Kenji’s story is at times a bit silly, but I’m quite fond of it overall.  It’s not so much a dramatic story of love and loss as Kenji himself would view it as, as it is one of learning to accept life’s disappointments (particularly when it comes to first loves), and to take comfort in having found things of value on the way to that disappointment (most notably, his solid friendship with Makoto).  It’s a simple but solid tale of friendship and personal growth, and the perfect sample of a basic, good Social Link with which to introduce this narrative feature of the Persona series.
SCORE: 2 (Junpei’s would have been 1)

Persona 4: Yosuke is the best-written party member in the game, and this story is a major contributor to that fact.  Persona 4’s Magician Social Link shows us a well-paced look into Yosuke’s psyche and character through a skillfully coordinated coming together of his frustration at being defined by being the son of the invading superstore Junes, his feeling of isolation and the way it made him crave a purpose, and his guilt and grief over the tragedy of Saki’s death and life situation prior to that demise.  It’s a great piece of character development for Yosuke, and a touching story of him finding some peace with his situation, and being able to take a moment to properly mourn Saki, thanks to having an honest friend who understands him.  Admittedly, Yosuke does seem to make a few leaps between scenes to get to a very wise state of mind that doesn’t seem to have required Yu’s input to achieve, and that does weaken this Social Link a bit.  But it’s still 1 of my personal favorites.
SCORE: 3

Persona 5: Morgana’s Social Link suffers from frequently being more of a case of him reflecting on the state of events in the game’s plot than doing much to tell its own story, or develop him.  That, and his obsessive delusion with being human (mixed with the exceptionally tiresome, vaguely Teddie-reminiscent going-nowhere crush on Ann) taking up a decent amount of conversation time.  Now, yes, Morgana does usually bring his reflections on the proceedings of the Phantom Thieves’ crusade back to himself, so it’s not like the stages of his Social Link are unrelated to him, but honestly, half the time he’s doing that just to talk himself up and boost his ego--and I get it, Morgana’s self esteem issues and uncertainty of who he is are the foundations for his character development, so that makes sense.  But that still doesn’t mean that hearing this damn cat be his own hype man doesn’t get old fast.  Morgana’s overall story of finding his home with his friends isn’t a bad story, it just isn’t especially good either.  While I like him personally and I think he’s very important as a friend and ally to Ren and the rest, in his own right, Morgana is simply a very middling character, and his story is sort of just there.
SCORE: 1


2. THE PRIESTESS
Also known as The High Priestess.  In SMTP3, The Priestess is represented by Fuuka, a teammate and, for Makoto, love interest. In SMTP4, it's Yukiko, also a teammate and love interest.  In SMTP5, it’s Makoto--the REAL Makoto, that is, not the renamed-for-no-fucking-reason-at-all protagonist of Persona 3--who is likewise a teammate and love interest.

Meaning
The Priestess is basically the intangible potential that the Magician draws from to create. Mysteries, the subconscious, hidden knowledge, intuition, instincts, and the inner self are what The Priestess best represents. This is sort of regarded as a feminine trait, in that it is a counterpart to the "masculine" Magician.

And in the world of Shin Megami Tensei: Persona 3 and 4, all of this translates into...cooking. Seriously, both Fuuka and Yukiko's Social Links have a large focus on them improving their cooking. It's such a goddamn big deal that it's all I actually remembered about them; I had to look up what the Social Links were SUPPOSED to show, which was A, Fuuka coming to understand her insecurities with Makoto’s route, B, Fuuka coming to understand that just trying harder isn’t necessarily the way to succeed at things with Kotone’s route, and C, Yukiko coming to accept and want her future place as manager of her family's inn. I mean, I remember them now that I've refreshed my memory, but until I did, all I remembered was the stupid fucking anime obsession with females improving their cooking. It’s so bad, that the instant they add a female protagonist to Persona 3, she’s gotta start cooking, too! Because she’s a woman! And they cook! Always!

And honestly, none of this jives with the Priestess's meaning to me. I think maybe Persona interpreted the Priestess to be totally synonymous with femininity, and hence all the obligatory anime-girl-cooking nonsense.  But that’s not what the Arcana’s actually about, and femininity has more than 1 single blasted characteristic, goddammit.

(Real) Makoto, at least, has a story concerned with something other than whether or not she can stuff some rice into a bento box.  With that said, connecting said story to The Priestess is a tricky matter.  I suppose you can say that (Real) Makoto’s following her gut instinct that something is wrong with her friend Eiko’s boyfriend connects to the idea of subconscious, hidden knowledge, but that’s certainly a tenuous connection.  Similarly, the Social Link ends with (Real) Makoto better understanding her own inner self as the experience helps her realize what she wants to do with her life (become a police commissioner)...but a LOT of these Social Links end with their stars experiencing epiphanies and forming goals about where they want their life to take them, so (Real) Makoto doesn’t really stand out as an icon of The Priestess on that count, either.  Hell, even Yukiko somehow got to that point with her stupid cooking Social Link.

Verdict: I’m still giving it to SMTP5.  (Real) Makoto may only connect to the subtle unknown and inner mystery of the Priestess in the absolute vaguest, tiniest ways, but you CAN at least make an argument that she does.  And frankly, I just fucking refuse to give the others a point for trying to pass off another lazy “Girlz = IN TEH KITCHEN” anime subplot as some story of the feminine mystique.

Worth
Persona 3: This story works better without the romance subplot, which frankly seems pretty spontaneous and disconnected from the Link’s events as a whole, so I’m judging by the platonic version.

Both versions of Fuuka’s story are pointless and dumb.  I feel like the stupid cooking thing is supposed to heavily supplement or even replace any serious character development she gets.
SCORE: 0

Persona 4: This story works better without the romance subplot, which frankly seems pretty spontaneous and disconnected from the Link’s events as a whole, so I’m judging by the platonic version.

Yukiko’s story is pointless and dumb.  I feel like the stupid cooking thing is supposed to heavily supplement or even replace any serious character development she gets.

Hm?  What’s that?  Oh, I basically just copied what I’d done for Fuuka and pasted it here for Yukiko?  Gee, imagine that.
SCORE: 0

Persona 5: This story works better without the romance subplot, so I’m judging by the platonic version.

Weirdly, I feel like (Real) Makoto’s ultimate decision at the end of the Social Link to pursue a goal of being police commissioner is somehow at odds with her character, who I’d interpreted to be a composed, steely revolutionary who now saw through the cruel tricks of social expectation and structure.  At the same time, though, judging strictly by what’s contained within the Social Link itself, this is a fine, competent story that paces itself adequately and has a rational conclusion.  It’s nice to see (Real) Makoto find a “normal” friend, and although the Link seems not to be going anywhere early on, the conflict of Eiko’s being manipulated by her boyfriend is engaging once it emerges.  I also respect the fact that it jives with Persona 5’s theme of exposing the predatory parts of society where the law and justice fail to reach, and that it’s calling attention to what I am led to understand are real-world predatory behaviors in the host club industry.  (Real) Makoto’s decision to become a police commissioner to extend the law’s protection to places where it hasn’t been adequately vigilant makes sense and is a satisfying conclusion within the Link’s context.
SCORE: 2


3. THE EMPRESS
In SMTP3, The Empress is represented by Mitsuru, a teammate and, for Makoto, love interest. In SMTP4, it's Margaret, the Velvet Room attendants.  In SMTP5, it’s Haru, a teammate and love interest.

Meaning
The Empress represents physical beauty and pleasure of the senses, along with motherhood. Compassion, the creation of life, unconditional love, protection from the world, and Mother Nature, along with appreciation for the world's resources and pleasures (often seen as abundance, prosperity, and sexuality), are tied in with it.  It is a definitively feminine Arcana, and represents any distinctly female role--mother, daughter, sister, wife, aunt, niece, grandmother, granddaughter, amazon, K-Pop enthusiast, etc.

Mitsuru's Social Link...doesn't really seem to add up for me on this matter. I mean, I guess learning to enjoy cheap burgers and ramen, which she’s never had the chance to do before, might be an attempt to show an appreciation for the world’s resources and pleasure?  But this isn’t like some alien or robot experiencing food and entertainment for the first time; Mitsuru hasn’t had grungy fried street vendor food before because she’s lived as an elite all her life and has eaten accordingly.  The Social Link seems almost counter-intuitive to the Tarot's meaning, since Mitsuru's stepping down from her high class tastes and lifestyle would seem to be a step AWAY from greater appreciation for the material.  Her throwing her future social status into jeopardy for love in Makoto’s version doesn’t feel very strongly like an unconditional love situation (and it constitutes her choosing a mental and spiritual need over assured personal prosperity, so it, too, is sort of against the Arcana’s meaning).  And I don't think there's anything there that particularly symbolizes motherhood or its qualities.

Interestingly, Haru is in many ways the exact opposite of Mitsuru.  For her, this Social Link is about the exploration of new experiences and culinary appreciation, but her exploration into the world of coffee and so on is more about understanding this new horizon in its whole and to its fullest, and appreciating it at its best.  Mitsuru is an elite curiously stooping down to try a hot dog and unrealistically finding that she likes it, while Haru is an elite broadening her horizons and seeking to understand them on all levels in order to get the absolute most out of them; she’ll try both the simple and the high-grade to find the best.  And while Mitsuru’s high-society position is stifling and distancing herself from it is seen as a good thing, Haru’s arc is about her striving to find a place and earn her role in her 1-percenter world, and the way she wants to pursue that is to embrace the spirit of her grandfather and take her company in new directions of providing quality experiences to the masses.  She’s all about an appreciation of the world’s resources, and seeks to immerse herself in her world of prosperity to the end of sharing that appreciation with the rest of the world, which all fits very well into at least a portion of The Empress.  She’s also talented at growing vegetables, relating to Mother Nature, and the concept of nurturing, but that only barely relates to the actual Social Link events, so we won’t be counting it.

In Margaret's case, it's kind of fuzzy how she's meant to symbolize the Empress, but it's not quite as bad as Mitsuru. The way you advance Margaret's Social Link is by creating certain Personas--creating life, sort of, which IS a motherhood thing. Granted, it's Yu doing it instead of Margaret, but it's at least still there. Kind of.

Verdict: Margaret only has a remote, tenuous connection to The Empress, and Mitsuru possesses even less than that, so the win goes to Haru.  Her Social Link may only focus on a single aspect of the Arcana, but she IS at least pretty on-point in representing the world’s resources and pleasure in those resources, as well as prosperity.

Worth
Persona 3: This story works better without the romance subplot, so I’m judging by the platonic version.

Mitsuru’s story of chafing under the weight and sacrifice of her position, and finding the strength to stand for her own sake, is a nice one.  This sequence develops Mitsuru’s character well, balancing her personal self with the aristocratic leader she fashions herself to be in a way that satisfactorily acknowledges both sides to be valid parts of who she is as a whole, and there are some moments where it’s heartwarming without being sappy.
SCORE: 3

Persona 4: Margaret's Social Link has little dialogue, development, or deeper meaning worth note.  It’s about as stiff, terse, and uninteresting as Margaret herself, actually, but I’m not awarding a bonus point just for appropriately matching a crappy Social Link to a crappy character.
SCORE: 0

Persona 5: This story works better without the romance subplot, so I’m judging by the platonic version.  Even if Haru is actually my preferred SMTP5 romance for Ren.

This is the story of a high-class woman out to experience new things, stressing out about what her and her company’s future will be, engaged for political reasons to a self-important asshole, who will learn the self-confidence she needs to take her future in her own hands and ditch her shitty fiance thanks to the protagonist’s encouragement.  Man, Haru really can’t catch a damn break from SMTP5’s writers; not only does she get thrown into the game over halfway through and have to share her introductory character arc with that spotlight-hogging chump Morgana, but she even gets stuck with Mitsuru’s recycled Social Link!

Alright, admittedly, there are some significant variations in their situations, and, as noted above, Haru differs very much in what direction she’s going in from the foundations she shares with Mitsuru, so it’s not just a copy-paste or anything.  Seeing Haru come into her own, have her leap of faith in showing the company president trust be rewarded, and gain the confidence and interest in her position to come up with and share her vision for her company’s future makes this a decent, straightforwardly nice Social Link for Persona 5’s Best Girl.
SCORE: 2


4. THE EMPEROR
In SMTP3, The Emperor is represented by Hidetoshi, member of the Student Council and head of the Disciplinary Committee at the school. In SMTP4, it's Kanji, a teammate.  In SMTP5, it’s Yusuke, likewise a teammate.

Meaning
The Emperor symbolizes the mind's power to shape the world through words and writing, using law and order to create and maintain structure, emphasizing wise and unemotional logic as the basis for his laws. Government, rules and regulations, and fatherhood are symbols of The Emperor. Stability, authority, reliability, and a desire to control oneself and the world around one, are all expressions of this Arcana.  It is also the most distinctly masculine card, and represents any and all uniquely male roles--father, son, brother, husband, uncle, nephew, grandfather, grandson, OnlyFans simp, etc.

With Hidetoshi, the connection between his Social Link's events and The Emperor's meanings is fairly obvious--he's out to enforce the law as he tries to find out who broke the rules at the school, and he believes that the world needs more strict rules, that it's still too chaotic and needs more forceful order. Of course, the end of the Social Link for Hidetoshi kind of steps away from this, by having him show some appreciation for the emotion of friendship that he now shares with Makoto/Kotone, but overall everything matches up, and by the end, Hidetoshi has decided to try to change the world to something better by educating future generations as a teacher, which relates to a part of this Arcana's take on fatherhood.

Kanji's Social Link, on the other hand, doesn't seem to add up much to me. It's mostly about him trying to come to terms with how to be a true man, while still accepting his interests and hobbies, which are more feminine--sewing and such. You can only connect this to what The Emperor represents with extremely vague logic, if at all. At best, I could say that Persona 4's writers were mistaking the symbol of manhood for The Emperor as reflecting all aspects of being a man and the question of what is and isn't masculine, and so the whole Social Link is misguided in its efforts.

Yusuke’s not much better in terms of accuracy.  His story is that of an artist struggling to find his lost inspiration, make sense of the human heart, and come to terms with the contradictions of his father figure’s being both a genuine nurturing parent at times, and a manipulative monster.  The part of the Social Link in which Yusuke grapples with reconciling the duality of Madarame at least relates a bit to the fatherhood aspect of The Emperor, and you could stretch the Arcana to allow for Yusuke’s art to substitute for words and writing...but while Yusuke is, by the end, hoping to inspire others to artistic purity through his own work, that’s not the kind of change-the-world approach that The Emperor is intended to convey.  Realistically, I just don't think Atlus was really trying to significantly tie either Kanji or Yusuke to The Emperor, rather just slapping an Arcana on them that kinda-sorta-maybe fit each at a very brief first glance.

Verdict: SMTP3 definitely wins this one; the others barely even qualify.

Worth
Persona 3: Hidetoshi’s story of coming to view the world and people in a new, better way speaks to me, and I especially like the fact that Hidetoshi’s take-away plan from what he’s learned of people and society is to become a teacher, so that he can help open and guide the minds of others to a better perspective, too.  It’s a good, well-paced story with something to say, and it connects well to the theme of SMTP3 of finding a better way to look at life.
SCORE: 3

Persona 4: Kanji's coming to accept himself as a whole, recognizing that he can be a masculine person while still enjoying feminine hobbies, and that just because he likes certain things and finds female behavior off-putting, it doesn't mean he's gay, is a pretty cool story, and executed well overall.  I also strongly respect the intent and message of this Social Link, and think it’s 1 of the most valuable to the target audience of this series--teenagers and young adults still in the process of finding themselves and determining where they sit with the world.  While being a geeky video-game-loving, anime-watching introvert kept me happily far from embracing the self-destructive stereotypes of masculinity that every level of society has thrust upon men for most of my lifetime, it still took me until well into my adulthood to really become comfortable allowing myself to enjoy “girly” things.  But I’ve only been a happier person since My Little Pony: Friendship is Magic opened my eyes to the foolishness of denying oneself something genuinely good out of some ridiculously arbitrarily gender standard, and if I’d had a chance to see more stories like Kanji’s earlier in my life, I might have benefited from them and not waited as long to reach a better place.  So...yeah, this is a good Social Link story, handled well (as well as anything with Kanji is, at least; Persona 4 does have an unhealthy dose of homophobia that it can’t quite seem to shake), and with a genuinely valuable message to impart.  Solid.
SCORE: 3

Persona 5: Yusuke’s character is easily the most bland and uninteresting part of SMTP5’s major cast, but I have to say, I really like his personal story here.  His failed initial endeavor to depict the human heart through his art and his subsequent attempts to recapture the artistic inspiration of his youth make for a good and inspiring story of the difficulty of devoting oneself to art.  The struggle of the artist against his own failings, against the realities of the world, and against the difficulty of both seeing truth and making others understand that truth, are well-depicted by Yusuke’s tale.  I also like the fact that it reveals, unapologetically, the fact that Madarame had his virtues as Yusuke’s parent, adding complexity to the previously interesting but non-nuanced villain, and likewise really like the conclusion, in which Yusuke’s triumph of artistic clarity and learning comes in the form of a great work of art painted upon and into his first failure--a great bit of symbolism for his process of advancement.**  This is a really good coming-of-age story for the artist.
SCORE: 3

Tiebreaker: I definitely think Yusuke’s Social Link is the best of these; he’s about as close to a 4 score as he can get without quite making it.


5. THE HIEROPHANT
In SMTP3, The Hierophant is represented by Bunkichi and Mitsuko, the old couple who run a bookstore. In SMTP4, it's Dojima, a local detective and uncle to Yu.  In SMTP5, it’s Sojiro, a cafe owner and caretaker to Ren.

Meaning
The Hierophant's easier to verbally define than most of these so far. This Arcana represents belief, faith, religion, all that jazz. Spiritual leaders, personal beliefs and faith, teachers and mentors, and submission to group feeling and ideas are all tied to it, as is the idea of secret and/or forbidden knowledge that can only be imparted by representatives of a higher power. Basically, it represents the fundamentals of organized religion, while not necessarily having to be linked to any organized religion as a whole.

Neither Persona 3 nor 4’s Hierophant stories have anything to do with the card, really.  I mean, the legacy of a teacher who was Bunkichi and Mitsuko’s son is sort of related, if you really, reeeeeeaaaaalllllly stretch and see the tree as a representation of something divine, kind of?  But it’s definitely not accurate in any significant way.  And Persona 4’s Link, which is all about Dojima trying to come to terms with single parenthood and find an acceptable balance between professional and personal lives, is...just totally unrelated.

Persona 5’s story doesn’t really have much to do with the more religious, faith-centric part of the Arcana, but it DOES at least relate to The Hierophant a bit.  Sojiro’s tale is of a man coming to see the foolishness of the prevailing social belief that a child is automatically better off with a blood relative than an unrelated guardian who actually cares about her.  In coming to understand that his fatherly love for Futaba weighs far more than her abusive uncle’s biological connection, Sojiro finally gains the courage to stand up to the oppressive group-thought of his culture.  And within this story, Sojiro also comes to finally and fully realize that Ren is a good person, and that assuming otherwise because the kid’s on probation was wrong, which is again a case of Sojiro opposing the kind of collective stigma that falls under The Hierophant’s purview.

Verdict: Why weren’t these stories made for the Emperor Arcana, instead?  Every 1 of them has a theme of fatherhood.  I mean, okay, parenthood overall in Persona 3’s case, but still.

Anyway, Persona 5 may be more opposing the ideals and concepts of The Hierophant, but it IS still discussing an idea that’s a part of the actual Arcana, while Persona 3 and 4 are not, so I’ll give it the point.  This could be another easy win for Persona 6 someday, though.

Worth
Persona 3: The tale of an old couple still feeling the pain of losing their son to a car accident many years before, and their concern for the precious symbols of his life that he left behind, is a moving story that speaks to anyone who’s dealt with not just loss, but, in the years that follow it, the pain and worry that the world has started forgetting and discarding the memory of that person.  The ending to the Social Link, which involves Bunkichi and Mitsuko coming to realize that the legacy of education that their son left behind would be better realized by an expansion to the school than by simply letting his tree stand untouched, is an elegant and meaningful one--the message that valuing the intangible legacy of a person, the way they touched the lives around them, is more important than valuing the mere objects that represent them, is one I very much agree with.  Good stuff.
SCORE: 3

Persona 4: The story of Dojima struggling to balance his duties as a detective and a father while slowly coming to understand why he juggles them to begin with is compelling, and the character development it provides to Dojima, who is a significant part of the game's proper plot, is important and well-done. It’s great character development and a solid story overall.
SCORE: 3

Persona 5: I wish there’d been a little less lead-up to the good parts of this story, but overall, Sojiro’s story of coming to embrace fatherhood and reject the unjust collective mentality that would try to dictate his capacity and right to love his adopted daughter and son is another strong, well-written vignette that ends with feel-good sentiment all around.  As with Persona 4, it also provides good character development for an individual whose importance to the plot definitely warrants it.
SCORE: 3

Tiebreaker: While I really like all 3 of these Links, I think Persona 4’s just manages to edge the other ones out.


6. THE LOVERS
In SMTP3, The Lovers is represented by Yukari, a teammate and, for Makoto, love interest. In SMTP4, it's Rise, also a teammate and love interest.  In SMTP5, it’s Ann, likewise a teammate and love interest.

Meaning
The Lovers represents mental and emotional unity and harmony between two people. This can, but definitely does not have to, be represented through romantic love and sexuality. The ability to do great things together that could not be done alone, and become more fully complete people through complementing one another, is symbolized by this card. The Lovers also often implies difficult ethical dilemmas involving having to choose the best of two options which are both good.

As far as how the Social Links relate to this...well, Persona 3 gives us a small, somewhat unconvincing romance on Makoto’s side, so I guess it kind of portrays the Arcana in the most surface-level way of interpretation. I mean, there's romance, even if there really isn't any indication of that mental and emotional unity between Makoto and Yukari that the card is supposed to be all about. Unless you count the bit that Yukari mentions about them being similar due to lack of family life, but that's really only mentioned at the beginning, and it's neither significantly touched upon nor indicated to actually be true, so...doesn't count.

On Kotone’s side...eh. She and Yukari bond as friends to a certain degree, and I’d actually say their friendship is developed and portrayed in a better, more genuine way than Yukari and Makoto’s romance, but it’s nonetheless not really anywhere close to the sort of harmony and unity that The Lovers is meant to represent. Their friendship doesn’t seem particularly stronger or like it has more oneness than many of Kotone’s other friendships.

Rise's case is far more in tune with the Arcana's meaning. While there's the option (read: strong encouragement) of romance, the Social Link really lives up to its Tarot symbol in showing Rise finding emotional unity and understanding with her two personas (in the normal sense of the word, not the game sense). While I think The Lovers is meant to show separate individuals coming into a spiritual bond with one another, Rise's personal journey to accepting her pop star self as part of her whole instead of rejecting it blindly does constitute, to me, coming into an emotional harmony worthy of representing The Lovers.

Ann’s Social Link doesn’t really connect to the Arcana in any significant way that I can see.  There’s no more harmony and unity in Ann’s story than there is in almost any other given Social Link, and while Ann does have to make a choice eventually about what she wants to devote her energies to, I really wouldn’t call it a “difficult” choice, particularly since she ultimately decides to continue being a model, something she already IS.  There’s a romantic option with her, but frankly, it’s completely out of nowhere and feels extremely forced and tacked-on, so that doesn’t add up to a Lovers connection, either.

Verdict: No contest; Persona 4’s the only one that even qualifies.

Worth
Persona 3: This story works better without the romance subplot, so I’m judging by the platonic version.

Whether with Makoto or Kotone, whether friendship or romantic, Yukari’s Social Link is a pleasant but wholly unremarkable affair that doesn’t do or say much. Although a neat character in general, most of Yukari's better character development occurs during the game's plot proper, and not in her Social Link.  It’s not bad, but that’s about all you can say for it.  A shame, because I do like Yukari.
SCORE: 1 (I like Kotone’s version just a little more, but both earn the same grade)

Persona 4: This story works a little better with the romance subplot, so I’m judging by the romantic version.  Even though Rise is definitely not the right romantic option for Yu.

Unlike Yukari, Rise hasn't got too much character development in Persona 4's main story beyond her introduction, but her Social Link uses that introductory development as a foundation and builds from there, creating a tie to the game's central plot that benefits the Social Link. In addition, Rise's conflict and resolution over her past as a pop idol and coming to terms with all parts of who she is presents a fine plot for a Social Link. The love subplot is decent, too--Yu's helpful guidance and reassurance to Rise makes her falling for him seem far more realistic and emotionally satisfying than this series’s overall tendency to have love interests just sort of glide toward love for the protagonist.  Rise’s far from the best romance option for Yu, of course, but at least she’s a halfway decent one that feels appropriate to the Social Link’s story.
SCORE: 2

Persona 5: This story works better without the romance subplot, which frankly seems pretty spontaneous and disconnected from the Link’s events as a whole, so I’m judging by the platonic version.

I hate to do this, because I really like Ann.  But, like Yukari, while she’s a good character with both decent depth and a likable personality in the game’s plot as a whole, few of her best moments are to be found in her actual Social Link.  Frankly, the whole thing feels unfocused and directionless, and its destination is boring.  The Social Link tries to juggle Ann’s coming to realize that she doesn’t know what she feels passionate about, her connection to and admiration of Shiho as well as desire to support Shiho in her recovery, AND a subplot about finding a rivalry with an underhanded fellow model...by its end, the audience really has no idea why Ann randomly decided to make modeling the thing she’d devote herself to, Ren feels more like a witness than a participant in the whole thing, and frankly, nothing all that important seems to have been accomplished.  It’s a confused mess.

The 1 saving grace of this Social Link is the rooftop scene with Shiho, as she confronts the place and terrible moment in which she tried to take her life, and has a heartfelt talk with Ann.  Honestly, I don’t know why the writers didn’t just have this Link focus entirely on Ann’s part in Shiho’s recovery and their relationship, with Ren at Ann’s side to help her find the strength to stay at Shiho’s.  This rooftop scene would have been a great conclusion to such a story, it would have been far more focused and emotionally affecting, it’d have a greater connection to Ann’s overall character development, and it would even have better represented the Arcana by making Shiho’s recovery and coming to terms with what happened an act of both her own and Ann’s labors together to achieve something greater.  Instead, we get some barely cohesive collection of subplots that puts Ann and Shiho’s complicated and mutually inspiring relationship in the corner, only just barely managing to tie it to the rest of the Link.  What a disastrous waste of potential!
SCORE: 1, and it’s ONLY Shiho’s final scene with Ann that gets it that point.  I really would prefer to give it a 0, to be honest, but that scene deserves some serious credit.


7. THE CHARIOT
In SMTP3, The Chariot is represented by Kazushi, a classmate, for Makoto, and Rio, a classmate, for Kotone. In SMTP4, it's Chie, a teammate and love interest.  In SMTP5, it’s Ryuji, a teammate.

Meaning
The Chariot is meant to show discipline and drive to succeed. It represents taking one's emotions and, instead of simply ignoring them as The Emperor does, focusing them, harnessing them as power to drive one's efforts. To a degree, this also means that The Chariot is associated with things like conquest and victory--but only in the sense that those are the natural results of channeling your discipline, ambition, and emotions to a cause.

Persona 3's Social Link for The Chariot on Makoto’s side does work pretty well for the actual Arcana's meaning, though--Kazushi uses his emotions, his wish to inspire his cousin, to push himself toward greatness and victory for the majority of the Link, making it clear that he's honing his feelings to keep him going. It kind of loses points here in that Kazushi says in the ending that he was just fooling himself and that it was foolish pride rather than the noble emotions he had claimed inspired him, but overall, the connection's definitely there.

On Kotone’s side, I...guess it kind of works, since it’s only when Rio accepts and acts on her feelings of love for Kenji and friendship for her teammates that she becomes a better leader, so you could say that it’s her using and harnessing her emotions for a constructive purpose, except...well, I don’t think that’s accurate. With Rio, I’d say it’s more a case of her becoming a better player and leader because she accepts her emotional side without letting it become obstructive to her goals. But keeping one’s emotions from being a stumbling block isn’t the same as channeling them into your efforts, so I don’t think Rio’s a very accurate representation of The Chariot’s true meaning.

Chie in Persona 4, though, is a bit more true to the overall idea of The Chariot than either Persona 3 story, with her Social Link focusing from start to finish on directing her desire to protect others to activities and a lifestyle to help her achieve that emotional need. Since at the end she affirms her emotional drive further by planning her future around it, rather than denouncing it as Kazushi seems to, I’d say that Persona 4 trumps both Persona 3 stories for Meaning.

Ryuji’s Social Link story in Persona 5 is only sort of tangentially related to the idea of channeling his feelings into proactive action.  While there’s a bit of an angle of becoming more disciplined over himself here and there, the Link is mostly about self-respect, coming to terms with who he is and the fallout of the Kamoshida incident, and striking a balance as he moves forward between doing right by his past ties and not letting them hold him back.  It’s only barely related to the Arcana.  In fairness, though, Ryuji’s involvement with the Phantom Thieves is already kind of a great representation of the Chariot’s meaning, as he’s channeling his indignation against the unjust into his work, and has learned the discipline needed to pursue effective means to his team’s ends rather than just impulsively acting out as he once did with Kamoshida.  In a sense, Ryuji’s story of embodying the Chariot was already largely completed by the time this Social Link even started.

Verdict: This is a rather bizarre situation.  As a character overall, Ryuji best embodies the Arcana, absolutely and easily.  But he does so almost entirely outside the confines of the Social Link itself.  So...even though Ryuji is the best representation for The Chariot’s meaning on his own terms, I’m actually going to give the point to Persona 4, because what we’re primarily judging here is the content of the Social Link, not that of the rest of the game, and on those grounds, Chie’s story is the most grounded in the Arcana.

Worth
Persona 3: Rio’s journey of self has nothing especially wrong with it, but no part of it stands out or seems particularly interesting or wise, either.  Kazushi, on the other hand, represents a more solid story with better character development and a more interesting overall premise and message.  You do feel for the guy, and his conflict over his wish to inspire his nephew being at odds with what his body is capable of and his responsibility to the team as a whole is a decent one.
SCORE: 2 (Rio’s would have been 1)

Persona 4: This story works better without the romance subplot, which frankly seems pretty spontaneous and disconnected from the Link’s events as a whole, so I’m judging by the platonic version.

Chie’s story is okay, I guess, but it doesn't feel like there's really much going on in it--little about Chie changes, and the nature of the inner conflict she's overcoming is vague.  It’s also 1 of those Social Links in which the protagonist feels more like a witness than a participant in the story, which doesn’t make it any more compelling.  It’s fine, just no more than that.
SCORE: 1

Persona 5: Ryuji’s finding himself and a healthy perspective on his past, learning to assert himself, and discovering how to strike the right balance between friend, loner, pariah, and hero as he finds a way to help the former track team while not backtracking on the fact that he’s grown past that part of his life, is a good story that’s interesting and deftly managed.  It’s a good story of personal growth, and of friendship, and I like it.
SCORE: 3



Alright, that's it for now!  We'll continue to compare the Social Links next time.  See you then!












* Or “Confidants” as SMTP5 wants to call them, which I’m not indulging, because look Persona 5 I really like your commitment to your theme and I’m 100% with you most of the time but Social Links are goddamned Social Links so stop trying to be cute and just call them what they are.


** Although if you ask me, the first painting was way more awesome.  I know it’s about the idea, not the actual visual props the game uses for the paintings, but if we just go by face value of those props, the first one speaks to me with way, way more substance than the second.