I couldn’t get confirmation if the whole game has been shifted to this engine, but you won’t be spotting any transitions between old and new content. The graphical presentation hasn’t received a dramatic overhaul, but it does look smoother with some really deep, rich colors. To that end, all new cutscenes and segments have been rendered with the Persona 5 engine, which natively supports higher resolutions and better lighting. I can’t think of any other game that looks, plays, or sounds like Catherine, so it seems Atlus is taking this re-release as a chance to make the best damn version they possibly can. These are subtle refinements of a formula that is still unique. ![]() Catherine is a ridiculously complex game for something that can be summed up as “block puzzles,” so it’s nice to have a list to refer back to if you’ve forgotten past elements. From the podium where you save your game, you can pull up a list and short explanation of every move you’ve acquired throughout your hellish journey and see a short demonstration of them play out. It works almost identically to what Nintendo used to do with the “Super Guide” in its games.Īlong with that, a technique list has been added to the portions in between nightmares. On both the “Easy” and “Safety” difficulties, an auto-play feature will allow players to skip the nightmare block segments that Vincent experiences at night. Instead of alienating potential fans by doubling down on the brutal difficulty of the original, Full Body has some new accessibility features for those that simply want to experience the story. That may not be the best answer, but it does appear to be the mantra of this re-release. Once players are able to experience the full story, they’ll be able to see the context for certain scenes and the work that has been done to improve the original story. Jonathon Stebel, communications manager for Sega and Atlus, assured me that none of the content from the Japanese release is being altered. While I wasn’t able to get specifics on how her dialogue is being tweaked or changed for this new port, I was told that the localization team for Full Body is fully aware of how fans have been reacting to leaks about the game’s new story elements and endings. ![]() Needless to say, fans are dying to know what is going on with Full Body and Erica, especially since players of the Japanese release have been spreading out-of-context information regarding her role. I just remembered her as a woman, exactly as Erica would want. I’ve grown since then and have come to understand how poorly Erica was written, despite her being a powerful figure. That detail flew over my head the first time I played it, but there were some jokes at her expense with punchlines that amounted to, “She’s a dude!” The credits of the game also listed her as Eric, opting to dead-name her rather than using the name we all knew her by. ![]() The waitress of the Stray Sheep bar, protagonist Vincent’s regular haunt during the story, is a trans-woman named Erica. While fans are passionate about the game, its nightmarish setting, and the characters in it, the handling of a specific character is often criticized as the weakest aspect of the original. Fans like Catherine and the game has developed a competitive scene around its block moving gameplay, but why was Atlus tweaking the original instead of developing a continuation to the story? I likely won’t ever get an answer for that, but there are some more pressing things that concern me with Catherine. While I remember enjoying the original version a lot - save for its shark jump of an ending - I was curious why an enhanced re-release was coming instead of a simple port or sequel. The announcement of Catherine: Full Body two years ago took me by surprise.
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