The promise of Grand Theft Auto: Online is an intoxicating one. GTAV’s world remains one of, if not the most remarkable in gaming history, and the idea that you and a group of friends can team up and wreak havoc upon that world seems too good to be true.
To some extent, it is too good to be true. GTAO suffers from a myriad of technical issues and limitations, including ridiculous loading times, crashes, game-breaking glitches, and terrible anti-cheat. It’s like a complicated, unwieldy machine with hundreds of unseen components. If it fails, your only two options are to start from scratch, or give up.
But when it all comes together, when you finally find your friends after five minutes of loading screens and ten minutes of yelling at each other on Discord to “go here”, the experience is unparalleled. The first few hours we spent roaming the world were violent co-op magic, like a depraved, extravagant Scorcese montage with a body count that would turn eyes at the ICJ. We did missions, did drugs, blew things up, got haircuts, bought clothes, bought cars, stole cars, shot police, shot pedestrians, and of course, shot each other. Being homebound due to Covid, our at-first daily, then weekly GTA sessions kept us connected, the first time a game had done so since our short-lived Minecraft phase in March of last year.
But yesterday, as we failed the same section of the Diamond Casino Heist for about the twentieth time, one of my friends broke the silence. “Is anyone having fun?”
Several months ago, I posted a rant on this subreddit about the singleplayer, bemoaning its weak story, poor gunplay, unnoticeable progression, and surprisingly empty open-world. I stand by what I wrote, perhaps even more so now that I see how much more compelling GTAV could have been if it had included online’s heists, vehicles, and properties as DLC.
That said, online is not without fault. While there’s a massive catalogue of things to buy, the grinding necessary to purchase these things is awful, making even Cookie Clicker feel productive. GamesRadar says the Heists, which themselves require expensive properties and a substantial initial investment to initiate, net you about 400k an hour, which isn’t all that much considering how much vehicles and properties cost.
We realized early on that the disparity between GTAO’s prices and its payouts was a manufactured pain point, the remedy being the game’s overpriced Shark Cards. Rather than dig out our wallets, we abided by GTA’s longstanding moral tradition and hacked ourselves enough money to buy every car, every property, and every weapon in the game. But even without the grind to worry about, GTAO had no qualms with wasting our time. The loading screens are the most obvious example of this, but these are, I believe, unavoidable given the scope of what you’re loading into. Where it’s less forgivable is in the tedious minutiae and the absence of systems that should be present.
The more we played, the more frustrated I became. Why can I only fast travel to my properties as a CEO? Why can’t I claim all destroyed vehicles at once? Why can’t I skip these stupidly long cutscenes? Why do I have to wait to spawn in a vehicle? In a way, it makes the same mistake as its singleplayer counterpart. Though it has incredible setpieces that you won’t find in any other game, the vast majority of your time is spent preparing for them.
I don’t believe games should have infinite longevity, so I don’t fault GTAO for losing its sheen after eighty-some hours. Overall, I had a good time. Tearing through hordes of cops in a pink Insurgent. The terrific Pacific Standard Heist. Getting picked up by my friend in a disgusting anime car that he claimed wasn’t his. Being repeatedly stalked and kidnapped over the course of several weeks by a hacker named “JOE BIDEN” who’d drive me around the map at light speed and drop boats on my head as I’d try to flee. And above all, having the opportunity to hang out with my friends during a pandemic. These are all experiences I’ll remember.
The hours I spent in loading screens, driving from one side of the map to the other for the hundredth time, and listening to Lester talk about skinny dipping? I’ll remember those too, though nowhere near as fondly.
submitted by This is gonna be a really long, rambling post about gacha, gambling, addiction, psychology and ethics. If you want the TL;DR, here it is: Joey and Garnt are at the very least irresponsible influencers, and at the very worst they might have a serious addiction that stems from a low dopamine life-style.
We all most likely watched the episode and know what happened and what was talked by who, but for further context, if you are unaware of anything, even after the memes, on the last episode of Trash Taste Podcast, specifically in the last 40 minutes of it, the Boys discussed (and argued) about the gacha game scene and gambling addiction. You can check it out on the sticky post on the top of the subreddit front page.
To cut it short, Connor argued that gacha games are just as if not more dangerous than actual gambling, specifically for a few reasons. First, it is a game of no return. In real life gambling, you can (fleetingly) get real money back from it, and even make a considerable profit. Gacha games simulate the act of gambling while offering no significant reward or value other than a measle amount of dopamine and a cute character to play with. Secondly, the game is marketed towards older kids, teenagers and young adults on an age range of 12-25 years old, an age group where most individuals are either not mature enough to manage their money safely or even financially independent at all, with most people in this range not even being active members of society yet. Furthermore, the gacha-gambling model is largely unregulated and unsupervised by authority figures, be it responsible adults, laws or any other regulating institution.
To this, Garnt (largely) and Joey (in a lesser but still significant way) responded that, while they agree no one should be able or willing to spend such large amounts in these games, they do not pose significant harm to most people, and even further, can present justifiable value enough to be acceptable in their current forms, with minor changes. At one point, Joey expressed the idea that if these games made it difficult for him to spend money, he would mostly just not play them at all rather than go free-to-play. Garnt attempted to defend the idea that spending on these games was not necessary and going the F2P route was not only possible, but easy. He himself, however, admitted to that not being the case with him.
This is the thick and short of it. Now let me get into the main argument this post is attempting to make.
Connor's position along the entire discussion was entirely and utterly reasonable, and not only that, but even after being soft-gaslighted into being less harsh on his stance, he still was the only one willing to take the problem seriously at all.
Garnt and Joey, kn the other hand, began the discussion with an ironic and memey tone, not taking it at all seriously. When Connor's stance didn't change and his points began hitting a little too close to home, that's when they got defensive of their point and tried to appeal to various fallacious arguments and unbelievable takes. Most notably, Garnt defended that "If you have a problem with gambling or if you have poor self-control, you just should not be playing Gacha Games", which beyond being obvious, is a bonkers thing to say. It would be akin to saying "if you feel depressed or suicidal often, you should just ask for help and not kill yourself" or "if you have a drug problem, maybe don't go buy drugs". It is a statement that hides behind it's obvious correctness to take away attention from the fact that this adds nothing of value at all to the discussion,nor does it make for a suitable defense of the system that gacha ganes operate in.
The first big problem with this entire thing is that the three of them, both in the podcast and with their individual channels, have a great influencing power. Having your opinion, no matter who you are, broadcast to over a few hundred thousand people world-wide is bound to influence or resonate with some of the audience. When the person in question is a respected figure, speaking to an audience of admirers or fans, most of which at a young age, and within a subject matter of interest to the audience, the influence rate will grow even bigger. In this midst, there is statistically no way at least a handful of people didn't watch this episode and felt like they had their actions justified. Add to this that the gacha community at large is either aware but indifferent to the similarities it has to gambling, or straight up defensive of the entire model, and you have a pretty dangerous mixture of things here.
The second issue I see and hope to convey on this matter is that both Garnt and Joey seem unaware of just how scummy and messed up the tactics behind gacha games are. It's not just rate manipulation and constant advertising. The entire development process is centered around creating the perfect space for you to spend copious amounts of money without feeling that you really spent them. It goes so much deeper than just making cute girls to sell you. From the game page on the app store you get it from to the main menu, to the game design, to the in-game systems, to the rates, to the promotions, to the update cycle, to the end game, to the daily challenges, EVERY LITTLE ASPECT of it is engineered to rewire your bain into believing that it's not that bad to spend, and having the desire to do so more often than you reasonably would.
This is a very important one, amd Connor briefly touched on it in his rant. Cassinos, actual gambling places, build and thought to make you spend and lose, are like a glass door compared to the five inch lead wall that is the gacha strategy. They show you the rates at all times. They offer you the option to set yourself a limit. They make you aware that you are spending money, they cap the age at a minimum of 21, they have a lot of systems in place to control bad spenders. Of course, most of those came from law and regulations, but even before that, back in the 18th amd 19th centuries, no normal adult would advocate or defend that 12 to 18 year olds should be able to gamble real money into pieces of paper or cardboard cutouts. So imagine thinking, for even a moment, that what gacha games do is even close to okay. It is not, by any measure, morally, ethically or lawfully, okay.
But it gets worse. Way worse. Here is where I began actually worrying about the boys, in particular Joey and Garnt, the latter most of all.
They seem to actually believe that the above exposed is somehow justifiable based on little doses of dopamine, memories and the abstract idea of "the experience" you get. They compare spending ONE HUNDRED DOLLARS on a game to get TWO DIMENSIONAL IMAGINARY GIRLS to a night out with friends where you spend a hundred dollars in food or drinks.
What the actual f*ck.
This is not just bad. It's really, really bad. It's unreasonably and unbelievably absurd. It nearly collapses the entire concept of reality from just how bad a take this is.
No. No, no, no. NO. In no way, in no conceivable theoretical way, one of those things is comparable to the other. Never. This is the type of thing that depressed people tell themselves to justify self destructive behavior. Spending copious amounts of disposable income into games just to get "a daily dose lf dopamine" going is insane. Just for reference, you can get dopamine for free by doing any of the following:
Exercising
Finishing a task-list
Cleaning your room
Working on a passion project
Playing any sport, specially with friends
Going for a walk with you pet
Having a conversation with a friend or significant other
Having a good meal
Waking up from a good nap
Watching a fun movie
Traveling
Hiking
Riding a bike
Radical sports
Reading a good book
Seeing a long-time relative or friend you missed for a long time
Getting a hug
Having sex
Sleeping cuddled with you SO
Holding hands
Kissing
Watching the sun set/rise
Going to the beach
Camping
Playing an actual good videogame that isn't f*cking Genshin or FGO
This is not an exhaustive list. It's literally just things I thought off the top of my head while writing this. Some of those activities require some money to do, and some are impossible during the pandemic. But most of them are free/cheap and easy to do at home or with little to no contact with anyone.
If getting a good pull in a lootbox virtual casino is the best way you can think of to get any dopamine release, or if that release is so significant to you as to justify spending more money than some people make in a week, then I'm sorry, but you have a serious problem. I mean it. I know the Boys can do most or all of those things listed up there and much more. I know for a fact they are not in a situation of loneliness, vulnerability or isolation, even in the current world situation. So why is it that Garnt thinks gambling is a good solution for boredom in the quarentine? Or why did Joey insinuate that making it harder for him to spend money would just make him drop the game?
And if these two, that as I said are in a very privileged spot of having easy access to healthy ways to produce dopamine and conquer isolation, are having this kind of relationship with these games, what's to say of people around the world, including many of their listeners/viewers, who either live alone and/or have no perspective of a successful career with easy access to basically limitless disposable income like they do? What's to say of the teenagers who spend all night up playing games, watching anime, jerking off and stealing their parents' credit card to buy pulls? What's to say of the depressed university students who have a shitload of debt thrown at them and live an isolated, virtual life right now? What about them?
Joey and Garnt might not have any problem controlling themselves, or have enough money to waste such that a thousand dollars into gachas doesn't feel unreasonable, no matter how actually unreasonable it is. But they are either ignorant of the actual problem, or (and I sure hope I'm completely off on this one) completely unemphatic to their struggles. Because "Just don't play" is not a thing someone with empathy for the gambling addicts would say. Connor was deadass on this one.
And that leads us to the final nail in this horrific, goldplated coffin. The memes.
Yes, the memes.
There are so many memes. Garnt mentioned that "no one memes on the guys going bankrupt" while doing just that for half an hour. The entire gacha culture is basically a serious sociological and psychological problem deep-rooted into the heart of the zoomer generation. And yet it wears a mask mad e of memes, that hides the actual problem under a nearly impenetrable layer of irony, self-pity and depressive jokes. But the subject is not that funny under the magnified lens of a closer look.
The easygoing demeanor with which gacha addicts and casual underaged gamblers treat the entire thing is so light on the mood, so soft on the eyes, that you may just forget that those people might be ruining their lives. It's not a joke. It should not be treated like one. The meme culture around gacha fames has created more gambling addicts among 15 and 16 year olds than any illegal casino would ever dream of. These young people are just laughing away ridiculous sums of money for a teenager to spend, and feeling none of it until it is too late to go back and give up.
I am not trying to guilty trip any of the Boyys here, nor am I accusing them of being apologetic of underage gambling. I'm just trying to put this entire thing under a serious light. Because it needs someone to do so. This post comes from a place of worry and love, not one of disrespect or accusations. I simply want the Boys to look at this in a responsible way.
I might be talking to the walls here. I might really be just shouting in the vacuum. But if I can try to make my voice be listened to, I will. Because I must. If you read all the way down to here, I have two more things to say.
One is: please, do not let the monetization model these games operate in get to you. If you've spent any amount of money on them and feel tempted to continue, I insist you don't. If you have only ever played them without spending, and are still having fun, you're free to do so, but tread carefully.
And the other is: gacha mechanics can ruin much more beyond your financial wisdom. They are actively harmful to the games industry as a whole. Instead of making good games out of passion, these developers are being led to create mediocre games out of greed from the higher ups. If gou care about gaming at all, or if you just give a shit about an industry many people love, I request that you understand why gacha games are a bad sign, and that you spread that awareness, if you can. This is a really important subject to me and I think ut should be to other gamers as well.
Thank you for reading. Have a great day. Save your money.
P.S.: Garnt, Joey and Connor. If you guys read this, I love you and what you do. I listen to this podcast almost religiously, and I really enjoy all of it. Please, take care of yourselves and have a great 2021. Peace. (This is a shot in the dark, the chances of them reading this are so low I feel almost stupid. But hey, I tried huh?)
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skribbl.io,shirt,cow,worm,king,tea,truck,pants,hashtag,DNA,bird,Monster,beer,curtain,tire,nachos,bear,cricket,teapot,nerd,deaf,fruit,meteorite,rice,sniper,sale,gnome,shock,shape,alligator,meal,nickel,party,hurt,Segway,Mr. Bean,banker,cartoon,double,hammock,juggle,pope,leak,room,throne,hoof,radar,wound,luck,swag,panther,flush,Venus,disease,fortune,porch,machine,pilot,copper,mantis,keg,biology,wax,gloss,leech,sculpture,pelican,trapdoor,plague,quilt,yardstick,lounge,teaspoon,broadcast,uncle,comedian,mannequin,peasant,streamer,oar,drama,cornfield,carnivore,wingnut,vent,cabinet,vacation,applause,vision,radish,picnic,Skrillex,jester,preach,armadillo,hyena,librarian,interview,sauna,surgeon,dishrag,manatee,symphony,queue,industry,Atlantis,excavator,canister,model,flight attendant,ghost,pig,key,banana,tomato,axe,line,present,duck,alien,peas,gem,web,grapes,corn,can,fairy,camel,paper,beak,corner,penny,dig,link,donkey,fox,rug,drip,hunter,horn,purse,gumball,pony,musket,flea,kettle,rooster,balcony,seesaw,stork,dinner,greed,bait,duel,trap,heist,origami,skunk,coaster,leather,socket,fireside,cannon,ram,filter,alpaca,Zelda,condiment,server,antelope,emu,chestnut,dalmatian,swarm,sloth,reality,Darwin,torpedo,toucan,pedal,tabletop,frosting,bellow,vortex,bayonet,margarine,orchid,beet,journey,slam,marmalade,employer,stylus,spoiler,repeat,tiramisu,cuckoo,collapse,eskimo,assault,orangutan,wrapping,albatross,mothball,evaporate,turnip,puffin,reeds,receptionist,impact,dispenser,nutshell,procrastination,architect,programmer,bricklayer,boat,bell,ring,fries,money,chair,door,bee,tail,ball,mouse,rat,window,peace,nut,blush,page,toad,hug,ace,tractor,peach,whisk,hen,day,shy,lawyer,rewind,tripod,trailer,hermit,welder,festival,punk,handle,protest,lens,attic,foil,promotion,work,limousine,patriot,badger,studio,athlete,quokka,trend,pinwheel,gravel,fabric,lemur,provoke,rune,display,nail file,embers,asymmetry,actor,carpenter,aristocrat,Zuma,chinchilla,archaeologist,apple,hat,sun,box,cat,cup,train,bunny,sound,run,barrel,barber,grill,read,family,moose,boil,printer,poster,sledge,nutmeg,heading,cruise,pillar,retail,monk,spool,catalog,scuba,anteater,pensioner,coyote,vise,bobsled,purity,tailor,meerkat,weasel,invention,lynx,kendama,zeppelin,patient,gladiator,slump,Capricorn,baklava,prune,stress,crucible,hitchhiker,election,caviar,marmot,hair roller,pistol,cone,ant,lock,hanger,cap,Mr. Meeseeks,comedy,coat,tourist,tickle,facade,shrew,diva,patio,apricot,spelunker,parakeet,barbarian,tumor,figurine,desperate,landlord,bus,mug,dog,shark,abyss,betray
submitted by I wrote this down earlier today while I was sitting around the house today as I wanted to jolt my thoughts down and I wanted to share. Nothing really to come out of it, just wanted to express what I think would had made CP2077 an even better game:
· Transportation
Full Subway system for night city. Multiple stops throughout Night City where you enter from the train station, and the trains are on a fix schedule to arrive at each once every hour and you can watch the scenery or you can choose to skip waiting and enter a cut scene that shows the train bringing you to your destination.
Self-driving cars / taxi services. Sit back and relax and again, view the nice sceneries of NC or press a button to execute a skip to your destination.
Both transportations costing a small amount of money for V.
· Romance Options
Although Judy, Panam, River, etc make for great romance options due how well we get to know these characters, it would be great to implement an option to romance random NPCs. i.e You go to a baclub in NC and you can chat up a NPC and that NPC has a been added to your list of contacts (Think Yakuza, or GTA). Now you can contact that NPC to meet you any time outside of missions and you can do some activities together, which brings me to my next section…
· Activities
Activities outside of missions/gigs around the city to keep V busy when he’s not only trying to make money but also trying to spend it. This would include the following…
· Underground fight clubs that meet up twice a week. Bare knuckle boxing, endless.
· Casinos, small (hidden and secretive) and big – for V to make some cash (or lose it).
· Arcades / Arcade center. Generic games to pass the time in.
· Netrunner card game – self-explanatory.
· Drinking/Drugs inside clubs/bars where V doesn’t get wasted after 1 drink.
· Concerts and shows to play music at club venues by NC artists.
· Eating/Drinking animations at food stands
· Ability to sit on any chair in the game world outside of missions or your apartment (i.e like sitting on a bench people watching).
· Customization; tattoos, cars, body mods, animation on getting cyberware, apartment.
· More streetwalkers.
· Just Things for the Hopeful…
· 3rd person view.
· More options for dialogue choices with random NPCs passing by.
· NC gets dark earlier or time goes slower during the night hours.
· Gang faction points.
· A ton of braindances, small and large to explore, some light and some super disturbing.
Although I’m sure CP2077 was never meant to be some kind of life sim, it is fun to think what kind of immersion could have really brought the world of CP2077 to life. When walking through Night City, it’s all I ever think about. The city is gorgeous. I love everything about the look of it but it always feels like something is missing.
I do enjoy the current state of the game to be honest and I’ve beaten it and it’s fun to come back to here and there in rotation with other games I’m playing right now but there is always this itch that isn’t being scratched with its current state.
The bugs have never really bothered me much (I’m sure a lot of you would disagree, and say that the bugs are really bad) I think the core of this game, if it had a lot more features, a lot of us would be able to look past the bugs a bit more.
I know most of these things will probably never come into fruition but it’s fun to think about and I’m sure some company will capitalize on the cyberpunk theme sometime down the road and try to do everything CP2077 did wrong – right. But only time will tell.
submitted by Posted this in Persona 5 and it kept getting auto removed for whatever reason, i spent a long time writing it so here it is!
Sae Niijima is the best part of Persona 5 (spoilers)
I'll start by just noting that I'm going to be talking about Makoto a decent amount also, although mostly in relation to Sae.
I'm not here to convince you that Sae Niijima should be your personal favorite part of Persona 5. I'm not even here to convince you that you should her if you don't; part of the beauty of her character is that she isn't always all that likable anyway. What I am here to do is explain to you why, from a writing standpoint, Sae is absolutely one of the very best parts of the story.
Persona and the Absence of Parent/Child Relationships
I read a great reddit post a while back regarding Makoto's character that went into a lot more depth on this issue than I'm going to, and I've also seen a number of other people comment on the positive change that the Sae/Makoto relationship made in this regard, so I doubt that my perspective on this will be particularly new for anyone reading (I am going to find that reddit post and provide a link in the comments after writing this, btw). However, I do think it's a key factor in what makes Sae so effective, and so I'm going to talk about it anyway. In a series full of teenagers with little to no notable parental influence, Sae and Makoto's relationship manages to bring family life to the forefront of the story. While Sae is Makoto's older sister, and not her mother, the significant age different between them and Sae's role as guardian colors their dynamic with parent/child overtones. The game does not half ass the exploration of this relationship; many scenes and lines of dialogue are dedicated to fleshing it out and exploring it. Through it, we are able to experience a new type of conflict in a Persona story: loyalty to family versus the goals of the group. As I noted earlier, most parents in Persona games are absent, and therefore cannot provide any sort resistance to a character's goals. The pull that Makoto feels towards her sister even as she actively goes against her by working with the Phantom Thieves is constant and palpable, even allowing her to serve as a red herring for the traitor (not a very convincing red herring, mind you, but a red herring nonetheless). The scene where Sae receives her calling card and Makoto breaks down crying, declaring that she is "on your [Sae's] side" is heartbreaking. It serves as the culmination to the mental and emotional conflict that Makoto has been experiencing the entire game.
I think it's also important to note the complexity of this dynamic: it is simultaneously very loving and yet filled with lingering resentment. I think this is something that is lost on many people, and the game could have done a better job portraying it at times (my most significant critique would be that there is no scene depicting their reconciliation after Sae's palace). Yet, I don't think it can be questioned that there is clearly a deep love between them. As I already discussed, Makoto's feelings are obvious, since the loyalty she feels to Sae acts as her primary source of conflict throughout the entirety of the game. Sae is a more complicated case. Her acting as Makoto's guardian and providing for her is the most obvious sign that she cares. I don't know the details of the custody system in Japan, but I highly doubt that Sae was "required" to take Makoto in, nor was she automatically given custody. She probably had to petition for it. The pressure to provide for another person is clearly a contributing factor in her unhealthy obsession to succeed at her job. The fact that her confidant actually begins following the revelation that Makoto was part of the Phantom Thieves is also very notable, as it marks the beginning of her really trying to listen to/believe the protagonist's story.
I would be remiss if I didn't mention *that* scene, and you all know which one I'm talking about. It has spawned A LOT of Sae hate and a lot of admittedly very funny memes. The scene where Sae lashes out at Makoto is one of the most brutal in the entire game, with many fans claiming that her actions in this moment are utterly unforgivable. While I do understand this sentiment, I would counter with the idea that most people, at some stage in their life, have said something horrible to somebody that they love. This is part of what makes Sae such a wonderfully human character: she isn't perfect. Far from it. She fucks up and does bad things, just like people do in real life. I think her immediate response after saying this speaks volumes. She apologizes immediately, and yes, it's an awkward, shitty apology, but it's clearly an apology coming from someone who knows they did something really wrong and has no idea how to fix it. Anyway, I've been on this topic for a while, so let's move on.
Plot Relevance and the Structural Backbone of Persona 5
I think the only character that you could reasonably argue has more plot relevance than Sae is Akechi, and that is mostly only because of his role as the protagonist's "rival" character. Despite Akechi being the detective that is pursuing the Phantom Thieves, I actually think Sae feels far more like a detective that is pursuing the Phantom Thieves. This is due in large part to the fact that her job requires investigation as well, but regardless, my point is that she feels like more of an active threat. Her obsession with them is brilliantly escalated; while she does view them as criminals and disagrees with their methods from the start, it isn't until they take down Kaneshiro that she truly fixates on them. In her mind, they stole her chance at a promotion, and that makes things personal between them. She is an important source of information on the mental shutdowns, as she is revealed to be secretly investigation them on the side. Unbeknownst to her, this also means that she is acting against Shido and the SIU for the entirety of the game, which makes her one of their targets and prompts them to assign her to the Phantom Thieves case. This is an active effort to set her up for a loss, and her desperation as the weeks go on and she continues to make little progress is palpable.
She also serves as the structural backbone of the game, which I absolutely love but has also spawned a lot of memes online (someone must have wiped your ass when you took a shit, who was it?! Tell me!). The very first shot of the game is the front of her casino, with the statue of her out front holding the judgment scale in her hand. The structure of the game from that point on, all the way to the end of her palace, is centered around the main character convincing her to believe him, and side with the Phantom Thieves. If you miss a deadline for one of the palaces, you will get a game over, because the inaccurate recount of events has failed to convince Sae Niijima to save your life. This is the crux of the Phantom Theives' master plan to trick Akechi, and is their greatest gamble. They are banking on the idea that, at the end of the day, Sae is a good person. Returning to that opening shot of her casino later in the game when you are finally ready to traverse her palace always gives me chills, as it is a clear sign that this is the moment the game has been building towards.
Towards the end of the story (Sae's palace onwards) she serves as a kind of "inside man" for the Phantom Thieves. While they continue to change things in ways that the law can't, she fights for progress from within. When the group sets Shido as their last target, Sae vows to make him face justice in a court of law after they change his heart. This drives home the idea that the Phantom Thieves simply cannot do everything all on their own, and they must work with adults in order to achieve lasting change. In many ways, Sae is the missing piece, and their partnership with her is what makes the team truly complete.
A Life Outside of the Protagonist
I want to start talking about this topic by noting that Persona 3 is my favorite persona game. I've played it four times, and will probably continue to replay it until the day that I simply can no longer hold a controller. One of the things that I love most about the cast of Persona 3 is that you never get the sense that the protagonist is the end all be all; without him, the characters would still likely be experiencing the same triumphs and hardships that they experience throughout the actual story, albeit in a slightly different way or at a different pace. The formation of SEES is not tied to him and the development of the characters does not rely on him. I love the dynamic between Sae and Makoto for many of the same reasons. Their relationship and the issues that go along with it are completely separate from the main character, and even the Phantom Thieves in general. The post about Makoto that I am going to link in the comments also talks about this idea. Without the protagonist, they would still have the same troubled, complicated family dynamic that they have throughout the story. This helps give the sense that there are things that are simply bigger than the main character. While some players may like when the main character feels like the end all be all because it always for a sort of wish-fulfillment self insert, I personally don't prefer it, and so this entirely separate dynamic is very welcome. Sae is also given many scenes dedication to her, whether it be her with Makoto, or her with Akechi, or just her by herself (or with NPCs). The point is, they are scenes completely absent of the protagonist, which is notably different from the rest of the game.
"Rotten Adults" and Unavoidable Hardship
An idea that I think Sae's character is very important in presenting is the notion that sometimes, life just doesn't really allow you to rebel or "stick it to the man" the way that the Phantom Thieves do. When Sae lashes out and expresses that Makoto could never possibly understand her struggles because she isn't a provider, she isn't exactly incorrect. The vast majority of their father's responsibilities did fall on her shoulders upon his death, simply because she was the eldest. So, where Makoto has the freedom to act out and "rebel," Sae does not have the same luxury. Her portrayal always gave me the sense that she was person with a very strong sense of justice, who entered the field of law because she hoped that she would be able to do some good and make positive change. However, when she got there, she quickly grew disillusioned with it all when she realized that "justice" didn't actually matter at all. This is in part due to her father's death while on duty, which contributed to her budding belief that justice is meaningless, and in part due to the fact that justice is quite literally meaningless in her job that is supposed to be all about upholding the law. She was stuck in her job, however, because she had to provide for another person and therefore couldn't just quit because she was unhappy with the system in place. So, she ultimately adhered to the idea that winning is all that matters, not the concept of what is lawful or unlawful. It's quite a classic case of "person that initially hated the system ultimately grows to perpetuate it."
I think this perspective is important because the game is very fond of throwing around terms like "rotten adults" (looking at you, Ryuji). Sae's character presents the idea that some people who grow do bad things aren't evil, they have just been dealt a bad hand in life and are ultimately beaten into submission due to their circumstances. The fact that she manages to change her own heart rather than having the Phantom Thieves do it for her furthers this idea, because it demonstrates her innate goodness even though it had been hidden for a long time.
Anyway, I think that's it for my rambling. If you actually read this far, I really hope you enjoyed, and thank you for reading! I'd love to hear any thoughts that you have in the comments.
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