I thought most of the UI was really well done but the exploration/dungeon ui was way too busy with lots of unnecessary information like the calender i didn't need there and the kaleidoscope border was just annoying, it was weird that there was no way too disable most of this stuff in the options. I started the game on ps3 but switched to rpcs3 for my second play trough with some mods:
I can see how the UI seems bad in those gifs and random screenshots but most of that comes from the fact that the examples are mostly in Japanese.
If I hadn't played the game and looked at the OP I'd probably think the same thing but it's super smooth/snappy and actually super easy to use.
It fits the style perfectly.
I disagree with the style over function comment. One example that always comes to mind is the weapon shop UI. I don't think I've ever played a game with a functional shop UI that is as perfect as P5's.
Compare weapons, buy one, equip it and sell the old one without having to exit the shop is top tier UI design if you ask me.
I just started playing a few weeks ago. Kamoshida just confessed for all the crap he put students through. I love Persona 3 and 4 but why did it take me over 3 weeks to get to this part? It's the damn UI. It bothers my eyes, it's too busy, it's flashy and also makes combat take even longer, well the splash screen after a victory. The contrast in the UI colors especially seem to really make my eyes tired looking at the game. I've had headaches too but I don't know if the game is to blame or coincidence since I never really experienced headaches from FPS games.
How many damn times does this need to happen? It makes exploring a dungeon more annoying. I enjoy the combat but this is just a long animation. Give me a static screen. After running around the first palace and exploring everything, finding every chest, trying to find as many monsters to capture and fuse, I grew very sick of this screen. Even if I do mash the X button it's just too long.
This gif right here shows the only thing i don't like about Persona 5 UI. I don't like the long running in circle animation, i also don't like that you have to press X twice to show money and items you obtained. Couldn't they fit in just one screen?
After dozen and dozens of boring static UIs and the absolutely flavorless wave of minimalist design, the UI in persona 5 made me like the game A LOT more. Well it also helped that it nails the navigation of it in most parts(a few bad decision for weapon/armor buying and equipping). Movement is engaging so to infuse that into games that have a lot of passivity like turn based combat games is an approach I would like to see more.
Can't get behind the style over substance stuff when A LOT of other JRPGs or games commit very egregious navigation faux pas in comparison. Like Red Dead 2 was absolute garbage to navigate around menu wise, or in Divinity OS 2 no match actual price button when buying/selling and oof don't let me get started on Anthem. The way some games fuck up usability is astounding.
Persona 5 is very much substance by making 95% of all navigation interactions insanely smooth and logical. Like Persona 5 is basically one of the very few JRPGs ever to cut away list navigation selection by actually making use of all the buttons of the controller and introducing more fast access buttons to certain actions. How is that not functional substance?
But also the style of it is part of its substance.
As others have said, the chaos and "rule-breaking" are very intentional, and IMO are well done. It reflects the personality and themes of the game, and ultimately, I think the design choices made here are very well reasoned and justified. Though yes, the unfortunate consequence is that it is inherently less functional as a UI.
What is this supposed to mean? The game forces you to press x like 4 times after every single battle. It’s obnoxious and for a game that lasts way too long it gets more and more annoying as time goes on.
I didn’t like this ui either. Yeah it’s stylish, but imo the problems outweigh the positives and I found it more irritating than cool from a usability stand point.
Pointing out it’s problems doesn’t necessarily mean it’s bad. They chose to go after a vision and they achieved their vision, but if that vision includes some usability problems I’m going to notice them because the first function of the ui is for the player to use them and navigate through them.
I agree with the OP. A lot of people bring up P5 as the best menus in the business, and while they're definitely cool and flashy and deserve praise for how unique it is, after playing the game for the first 20 hours, it gets to be a bit too much, at least for me. I totally agree on the battle results screen, way too long and annoying when you're playing a game for dozens and dozens of hours and you just want to keep going. Thankfully there's the option for auto battling. to make some areas quicker.