1. Pokémon Moon - 3DS2. Tony Hawk's Underground - GCN3. Warhammer 40,000 Dawn of War II: Chaos Rising - PC4. Warhammer 40,000 Dawn of War II: Retribution - PC5. Disgaea: Afternoon of Darkness - PSP6. X-Wing: Imperial Pursuit - PC7. Star Wars Republic Commando - PC8. X-Wing: B-Wing - PC9. Blazing Lazers - TG-1610. Tales of Xillia 2 - PS311. Shining Force CD: Shining Force Gaiden - Sega CD12. MUSHA - Genesis13. Sonic CD - Sega CD14. Final Fantasy Legend III - GB15. Tales of Zestiria - PS316. The Legend of Zelda: Breath of the Wild - Switch17. Horizon Zero Dawn - PS418. Tales of Berseria - PS419. Battlefield 1 - PC20. Turok 2: Seeds of Evil - PC21. Mass Effect Andromeda - PC22. Starflight 2 - PC23. Armored Hunter Gunhound EX - PC24. Space Megaforce - SNES25. Persona 5 - PS4I am now 82 hours later with max confidant links and a full compendium except for the single NG+ only Persona. Persona 5 was quite the ride, and in my opinion improves on the previous games in almost every way. The one place it doesn't? The music isn't as good. Which is not to say it's bad, it's just not nearly as memorable.
But on to the good stuff. Persona 5 is another iteration on the mechanical systems that were introduced in Persona 3. You once again move to a new area for one school year, starting in April (because Japan) and ending in late December; for some reason Jan-March are never actually important to play, just some wrap up story bits. Once again things start off calmly before you discover that there's something sinister going on, and it's up to you and your special abilities to handle things. Along the way you mix dungeon crawling with visual novel elements (with each one having a benefit for the other). Like I said, you should be familiar with this.
Persona 5 takes that basic framework and iterates on every aspect to create something better. It starts with the UI; the whole thing is incredibly stylish, with little animations for every menu transition (but fast enough it doesn't bug you) and even the loading screens will involve silhouettes of people appropriate to the area and how you got there (take the train, it's people crowded together). Next comes the animations. Whereas Persona 3 and 4 tended to be very stiff, with a handful of pre-baked animations to emphasize things (that still had a shockingly low number of frames of animation), Persona 5 has a wide variety of ways for the characters to emote or idle. And the animations are quite smooth and natural looking. Even your talking cat companion does cat things that are appropriate to being a cat. Again, it's not necessarily a big deal, it just makes the presentation that much better.
Social Links have been renamed Confidants (to fit with the thievery theme) and they've been expanded in usefulness. Now every confident (except for a single story-progressed one) provides you with a variety of benefits for ranking them up outside the experience bonus on fusion. It's an extension of how Persona 4 gave your teammates bonuses for raising their S.Links. So, for example, raising one Confidant gives you experience bonuses in dungeons as well as leaking experience to benched party members, while another gives a variety of bonuses to the negotiations. It's a great way to make the social stuff that much more valuable to you.
And speaking of negotiations, the biggest change is in the dungeons and battle system. The main dungeons for the storyline are all hand crafted now, with a variety of story beats and some puzzles to solve to traverse. While Persona 4 skinned the random dungeons for your target this goes all out into creating a unique area that fits in with the theme of the boss. This also let them turn the previous game's ability to get a preemptive if you strike an enemy from behind into a full mechanic of being able to hide behind cover and dash to other spots so you can ambush the guards. Again, this fits very well with the thievery theme. And once you get into battle you will see an incredibly welcome change: the random blob monsters of Persona 3 and 4 have been replaced with the classic series demons. The patrolling guards are some humanoid attired appropriately for the dungeon, but upon engaging in battle they morph into a party of two Jack Frosts and a Succubus. This means that long time players have an advantage in knowing enemy weaknesses, as well as if you look ahead at the fusions you can't do yet.
So, as I mentioned, demon negotiation is back. This occurs in two ways. The most common way is for you to exploit enemy weaknesses to knock them all down, like in the previous games. However, now when that happens you trigger a hold up; your party circles the enemies and holds them at gunpoint. From here you can trigger an all out attack as usual, or you can engage in negotiation. You can ask for them to join you, to give you money, or to give you an item. Having them join requires you to answer a couple questions. Unlike previous games (such as Nocturne) the correct responses are actually pretty predictable, but you do still have to think. For a given enemy temperament they respond positively to a certain type of response, but it's frequently not obvious what types of responses you have to give. So it's still work to get enemies to join, but it's the kind of work you can get good at, as opposed to Nocturnes "hope and pray".
The other change to the battle system is around the attack elements. Like Persona 4, physical attacks are a single element. There is now a gun element which is triggered from your limited ammunition firearms or certain skills. Firearms tend to be used for knocking down vulnerable enemies, and have a unique advantage of letting you empty an entire clip on a shot-by-shot basis into enemies. This has the effect of reducing the impact of enemy evasive ability; you generally can guarantee an all out attack against a group of gun vulnerable enemies. Damaging bless and curse skills are back, giving you an option for exploiting weakness that isn't just an instant kill, which is important with demon negotiation being tied to exploiting weakness. And there are two "new" elements. I use quotes because they both appeared before in previous games. Nuke is back from Persona 1 and has a bonus when striking enemies who are burned/frozen/shocked. Psy is back from Devil Summoner (the Saturn one) and has a bonus when striking enemies who are suffering from mental ailments (e.g. rage, brainwashed, etc). The addition of these two elements means that some enemy weaknesses and skill sets get shuffled around, so don't be surprised if some of your previous knowledge of enemies is out of date.
Storywise I think this ends up being the darkest of the modern Persona games; the wrongs you are trying to right are all very personal; the enemies you are dealing with have done some very bad things to people close to your party. The other change is that your actions have a noticeable impact on the world as seen by a random NPC. Persona 3 was all restricted to the magic 13th hour while Persona 4 consisted of you preventing people from noticing bad shit was happening. Here you very loudly and very visibly change the world. That said, the overarching plot takes a bit to kick in; the beginning couple dungeons are mostly isolated incidents before you pick up on the deeper threads that have been running through things.
This is definitely a must own if you're a fan of the overall SMT series or just JRPGs in general.