Persona 5 Tactica marks a welcome return for the Phantom Thieves, delivering a fun strategy spin-off with plenty of heart.

Predicting the next Persona spin-off feels like a fool’s game when Atlus goes from fighters to rhythm games, so I’m surprised Persona 5 Tactica didn’t come sooner. A strategy RPG entry feels like a natural continuation for the Phantom Thieves, trading away social mechanics for a more contained adventure with cartoony visuals. The new characters steer this story well and despite some minor issues, Tactica delivers a fine follow-up.

Persona 5 Tactica reviewDeveloper: P-StudioPublisher: SEGAPlatform: Played on Xbox Series XAvailability: Out 17th November on Switch, PS4, PS5, Xbox One, Xbox Series X/S, PC (Steam)

Returning to the Metaverse, Tactica ditches the Palaces and Jails for The Kingdoms, each led by authoritarian rulers and their Shadow-like Legionnaires. Finding treasure and infiltration routes is no longer required, though it’s an otherwise familiar structure of toppling these tyrants as the Phantom Thieves fight for freedom. The team’s joined by Erina, a likeable and spirited Rebel Corp leader, and Toshiro, a politician missing from the real world who slowly grew on me.

Unlike Persona 5 or Strikers, Tactica lacks explorable locations between missions and limits you to each Kingdom’s hideout. Activities are mainly limited to group talks, upgrading skills, visiting the Velvet Room or the odd side missions. There’s also no traditional equipment system here beyond purchasable guns. It keeps gameplay streamlined, though limiting this to menu navigation is rather dull. Still, Tactica’s premise doesn’t really suit social gameplay, so this isn’t a huge issue, though I would’ve liked more than some short chats.

Missions advance the story and you’ll control three party members across battlefields with tile-based movement. Good enemy variety keeps fights interesting between standard ground units and sumo wrestler-styled Legionnaires that love throwing things. The core mechanics are basic, though. There are no accuracy percentages when attacking, unlike XCOM or Fire Emblem. Everything hits unless the target takes cover, which blocks front-facing attacks and resists damage from other angles, helpfully highlighting when enemies are resistant if you aren’t sure. Strong level design ensures ample opportunities to find cover and punishes recklessness, rewarding thoughtful use of environments.

Cover in particular is critical, as anyone in the open becomes vulnerable. Enemies can be forced out of hiding through specific abilities like Zorro’s Garu or a melee tackle and attacking exposed foes Downs them. That earns another turn through the ‘One More’ system and extra turns aren’t limited, so maximising the turn economy feels rather satisfying, as is clearing through large swathes of the battlefield before the Legionnaires can even move. Follow-up shots build upon this when you shove enemies off higher platforms with a nearby ally on lower ground, granting an additional One More.