If rumors are to be believed,Persona 6is going to be a significant departure from previous entries in the long-running franchise. Reportedly, the game is not only going to feature two playable protagonists, but it will also have a theme centered around the concept of yin-and-yang. Several insiders have even claimed thatPersona 6will have a semi-open world, a green color palette, and a less restrictive social link system. Considering that many of the creative leads behind thePersonafranchise have moved on to other projects, it wouldn’t be too surprising if the next game in the series does end up being as different as these reports suggest.

Since fans have waited nearly a decade for a new mainline entry in thePersonaseries, many of them are expectingPersona 6to be an outstanding game. That’s why if Atlus, the lead developer of the upcoming JRPG, wants to satisfy long-time fans of the franchise, it should strive to not only reinventthePersonagameplay loop, but refine it, as well. One way the studio can do this is by adding new damage types toPersona 6, which can make the combat in the game stand out more compared to recent Atlus releases.

Persona 6 Tag Page Cover Art

Atlus May Need to Add Some New Damage Types in Persona 6

Elemental Affinities Are a Staple of the JRPG Genre

Many of Atlus' games and, frankly, many JRPGs in general, classify damage types by using elements. Each attack that a character can use in these games has its own elemental affinity. Both players and NPCs can strike down the elemental weaknesses of their opponents to gain the upper hand in battle, but they need to be careful at times, since they, too, can be taken advantage of by other enemies. These affinities are a lot like the types that are seen inthePokemongames; fire-type Pokemon are weak to water, water-type Pokemon are weak to grass, and so on.

Every mainline game in thePersonafranchise has featured elemental damage types, which usually change throughout each installment. Interestingly, though, the last two Atlus games,Persona 3 ReloadandMetaphor: ReFantazio, both have an identical list of damage types, despite being part of two entirely separate franchises. These titles feature ten differenttypes of elemental attacks, including Slash, Pierce, Strike, Fire, Ice, Electric, Wind, Light, Darkness, and Almighty.

Persona 6 Should Distinguish Itself from P3R and Metaphor By Having Different Damage Types

IfPersona 6continues this practice of having the same exact attack categories asPersona 3 ReloadandMetaphor: ReFantazio, then the combat in the game may start to feel dull. One of the things that makes the combat in Atlus games so enjoyable is its emphasis on strategy. Players often have to be cautious about the moves they make during tough battles because they may not know which elemental affinity an enemy is weak (or resistant) against. If Atlus keeps reusing the same combat framework and elemental types in all of its future games, then the factor of surprise and uncertainty would be taken away. At that point, determining the weaknesses of enemies would also become far more predictable.

To prevent combat from becoming too repetitive, Atlus should shake things up forPersona 6by adding some brand-new elemental affinities to the game and reviving old, unused damage types from previousPersonaentries. The studio could bring back, say, the Gun, Nuke, and Psy affinities fromPersona 5in thePersonaseries' next installment, or it could dig deeper into the franchise’s history for some other unique types.Persona 2: Innocent SinandPersona 2: Eternal Punishment, for example, have some obscure elemental affinities, such as Earth, Water, and Havoc, that could be reused inPersona 6.