Persona 5
Persona 5 | |
---|---|
Developer(s) | Atlus |
Publisher(s) | |
Director(s) | Katsura Hashino |
Producer(s) | Katsura Hashino |
Artist(s) | Shigenori Soejima |
Composer(s) | Shoji Meguro |
Series | Megami Tensei (Main) Persona (Sub-series) |
Platform(s) | PlayStation 3 PlayStation 4 |
Genre(s) | Role-playing, social simulation |
Mode(s) | Single-player |
Persona 5 (Japanese: ペルソナ5, Hepburn: Perusona Faibu) is an upcoming role-playing video game in development by Atlus for PlayStation 3 and PlayStation 4. Persona 5 is chronologically the sixth installment in the Persona series, which is part of the larger Megami Tensei franchise. Published by Atlus in Japan and North America and Deep Silver in Europe, it is scheduled for a September 15, 2016 release in Japan and a February 14, 2017 release in North America and Europe.
Persona 5 takes place in Tokyo, and follows a silent protagonist after their transfer to the fictional Shujin High School after being put on probation for assault on a stalker. During the course of a school year, he and other students awaken to their Persona powers, become masked vigilantes dubbed the "Phantom Thieves of Hearts", and explore a supernatural realm called "Palace" to steal ill intent from the hearts of adults. As with previous titles in the series, the party does battle with supernatural enemies using manifestations of their psyche called Personas. The game incorporates standard role-playing gameplay and exploration alongside social simulation elements.
Preparatory work began during or after the development of Persona 4, with full development beginning in 2011. Returning prominent staff from previous games included director and producer Katsura Hashino, character designer Shigenori Soejima, and composer Shoji Meguro. The game's themes revolved around attaining freedom from the limitations of modern society; the story was strongly inspired by picaresque fiction, and the party's initial Personas were based around the theme of outlaws. First announced in 2013, the game was delayed from its original late 2014 release date so its quality and content could be increased.
Gameplay
Persona 5 is a role-playing video game where the player takes on the role of a silent protagonist, a high school student who lives out a single year while attending high school in Tokyo: Tokyo is governed by a day-night cycle and weather systems that govern general behavior similar to a social simulation. The year is punctuated by both scripted and random events, and the main protagonist attends school, can go to part-time jobs within Tokyo, and pursue leisure activities or creating items for use in other areas of the game. These various activities raise character attributes, which in turn grant passive buffing effects during battle.[1][2][3][4] When in the real world, the main protagonist can develop character relationships dubbed "Cooperation". An evolution of the Social Link system from Persona 3 and 4, the main protagonist can converse with and improve his relationship with characters. The main cast are among those with Cooperation branches, with some leading to possible romances. Each relationship is symbolized by one of the major arcana, and each Cooperation link grants different boosts to the character: one character link enables the Baton Touch system which passes on an added turn to another character while granting a temporary stat boost, while others improve Negotiation abilities or give access to new items and equipment.[3]
Alongside the normal school life is exploration of two different types of dungeons within a realm called the Palace: story-specific dungeons and randomly-generated Memento dungeons populated by Shadows, manifestations of suppressed psyches. Within Memento dungeons, the main protagonist can fulfil requests for non-playable characters (NPCs) received through a sympathetic in-game forum connected to one of the Cooperation links.[1][3][4][5] While navigating, the party uses stealth to avoid the sight of enemy Shadows, and some areas hold puzzles that can be solved using an insight ability dubbed "Third Eye".[6]
As with previous entries in the series, the game uses a turn-based combat system: battles can be initiated when the party runs into an enemym, or they can launch a surprise attack and gain an advantage in battle. In battle, the party has access to long-range and short-range weapons, in addition to being able to summon Personas.[4][7][8] Personas, the manifestations of the main characters' inner psyche, in this game summoned through the mask each character wears. Beginning with an initial Persona, the party uses elemental, physical and magical attacks: each enemy has a particular weakness.[6][7][8] If a character strikes an enemy's weak point, they are awarded an additional turn and knock down the enemy. When all enemies are knocked down, a "Hold Up" session is triggered. During Hold Up, the party can launch a devastating All-Out Attack, demand money or items, or enter Negotiation. Negociation, returning from the Persona 2 duology and main Megami Tensei series, allows the protagonist to win the selected Shadow over to their side to become a new Persona: they can only be persuaded if the protagonist is of the right level and has sufficient room in their roster.[1][4][9]
New Personas are gained from battle through successful Negotiation, and different Persona types are represented through different arcana with relevant Cooperation links. Personas can in turn be fused and further manipulated within the Velvet Room, a realm the protagonist visits as part of his journey through the story where he can also accept side quests.[5][10] Within the Velvet Room, Personas can be fused with increasing "Guillouteen" fusion processes, with the resultant Persona inheriting skills and stats from its parents. The more skills a Persona has, the more are passed on to the fused Persona. How powerful Personas are through fusion depends on how advanced its associated Cooperation link is. In addition, Personas can be sacrificed in various ways, also styled after styles of capital punishment: "Hanging" grants a sacrificed Persona's experience points to another chosen Persona, and "Electric Chair" sacrifices one to create a high-end item. A Persona can also be sent into "Solitary Confinement", where they undergo intensive training and gain additional skills quicker than normal. The number of days a Persona must remain to gain strength lessens based on its arcana strength.[5]
Synopsis
Setting and characters
Persona 5 takes place within the Persona universe: set in modern times, it revolves around a group of people who must face dark forces by harnessing Personas, manifestations of their inner psyche.[11] Persona 5 is set in modern-day Tokyo, with navigable locations including Shinjuku, Shibuya and Yongenjaya, as well as the Greater Tokyo Area. Alongside larger environments, there are specific locations that can be entered such as shops. A major setting in Tokyo is Syujin High School, which the Protagonist attends.[2][12][13] There also exists a parallel realm known as "the Palace": born from the amalgamated hearts of humans, it holds multiple areas such as a castle, pyramid and art gallery, as well as other forms. It also houses the corrupt hearts of adults.[12][14] A location that returns from earlier entries is the Velvet Room, a metaphysical haven for the growth of Persona users that shifts appearance depending on the current guest: in Persona 5, it takes the form of a prison.[15][10]
The player character is a silent Protagonist in common with other Persona games: he becomes the de facto leader of the "Phantom Thieves of Hearts" vigilante group.[13][16] His first companion is problem child Ryuji Sakamoto, who forms the group with the Protagonist. A third founding member is Morgana, a mysterious cat-like creature they aid within the Palace. Over the course of the game, further people join the group, including the withdrawn quarter-American Anne Takamaki; art protegee and Kousei Public High School student Yusuke Kitagawa; Syujin student council president Makoto Niijima; Futaba Sakura, a withdrawn first-year student with genius computer skills; and cultured heiress Haru Okumura.[2][13][16] Also interacting with the character Goro Akechi, a high schooler and detective; and the residents of the Velvet Room - Igor, and his two assistants Caroline and Justine.[2][17]
Plot
Persona 5 opens when the Protagonist is arrested after assaulting a man who was attempting to molest a young woman. Due to the man's apparent social influence, the protagonist is put on probation and transferred to Syujin High School in Tokyo where he stays with a friend of his parents. Shortly after the school term begins the Protagonist meets up with his schoolmate Ryuji Sakamoto, and the two stumble upon a strange, other worldly castle called The Palace after gaining access to a supernatural mobile app. There he meets Morgana, a shapeshifter that usually takes the form of an anthropomorphic black cat, who convinces the Protagonist to wield the power of his Persona and become the Phantom Thief. The protagonist and his growing party of companions, seeking release from their restrictive lives and wanting to become outlaws, form a group known as the "Phantom Thieves of Hearts": the group navigate The Palace and steal the seeds of corruption from adult hearts in an attempt to reform society. As their exploits intensify, they confront both adult authorities and reveal a greater enemy who seeks to crush the group and kill them if necessary. The Protagonist must eventually choose which path he will take, whether or not he can uncover a way to save himself and his friends from the fate he sees in his premonitions and uncover the identity of the one who will betray them.
Development
Preparation for development of the next Persona title began in 2010. Rumors of its development were floating around since 2009, when Sony's mobile website listed Katsura Hashino as the game's director.[18] According to another source, preparatory work was going on in 2008 while Persona 4 was still in development.[19] Preparatory development was nearing completion in August 2011, with full development beginning after that.[20] Hashino was only fully involved in development after the completion of Catherine in 2011.[21] While Catherine used the third-party Gamebryo game engine, Persona 5 used a specially-created engine. Hashino believed that the new engine would make rendering their ideas much easier, although it would result in a long wait by fans for the game.[20][22] The game's anime cutscenes were created by Production I.G.[7] Hashino wanted to make the game more "thematically approachable" for newcomers to the series, and to be an emotional experience that presents players with a mix of emotions that leaves its audience with a strong sense of catharsis and the inspiration to take on their own modern-day problems.[23][24] The characters were originally rendered realistically like in Catherine, but this felt wrong for the Persona series. With this in mind, the team did some trial and error before finding a style that satisfied them. They did something similar for the interface and menu design.[25] Persona 5 was the first time a large number of Personas had been rendered in high definition, something which proved a grueling challenge for the team.[7]
According to Hashino, the central theme of the game is freedom and how the characters attain it.[23] The story was designed like an omnibus, with the antagonists pursued by the party changing regularly.[14] The three main stories the team used for inspiration were Water Margin by Shi Nai'an, Japanese crime movie Hakuchuu No Shikaku, and the anonymously authored Spanish novel Lazarillo de Tormes.[26] Hashino stated that while the last few titles were about the protagonists chasing the antagonists, Persona 5 would feature more of the antagonists and phenomena caused by them chasing the protagonists during their activities. The characters have been described as "juvenile academics", while the setting and style was compared to a picaresque fiction. The question the team originally asked in that regard was how a character like Arsène Lupin III might win appeal in modern society.[27] Having a more "stereotypical" theme enabled the team to create surprising story developments, mixing contemporary drama with the setting of the Persona series. The series' recurring motif of "masks" was used more overtly in the game's plot than previous entries.[28] The game's main locations were based heavily on their real world counterparts.[3]
The main characters, according to Hashino, share a mindset that they "no longer have a place where they belong in society": the events of the game give them a sense of belonging.[16] Their activities as thieves is part of the way they break way from societal norms and express themselves. The main aim of the game was to show the characters finding the courage to go outside the normal limits of society as set by previous generations.[27] In contrast to previous Persona casts, the party of Persona 5 willingly embrace the unfolding unusual events in their role of masked vigilantes rather than being dragged into them.[16] The characters' initial Personas (Arsène, Captain Kidd, Carmen, Zorro, Goemon, Johanna, Necronomicon, Milady) were themed after outlaws and picaresque heroes to reflect the function and dominant suppressed passions forming the Palace, and also represent aspects of their owners' personalities.[2][13][14][16] The name of the Protagonist's high school, "Shujin", was chosen because it was a homonym of Shūjin (囚人), the Japanese word for "prisoner".[29] These themes were also carried over into the aesthetics of Persona fusion and sacrifice, which were themed after styles of capital punishment.[5]
Shigenori Soejima, who had worked on the last two Persona titles, returned as art director and character designer.[25] According to him, he was working on designs for the then-prospective Persona 5 while the previous game was still in development: his designs evolved as the story for Persona 5 came together.[19] Aesthetically, the team felt that they were picking up where Persona 4 left off. Its styling presentation was an unintentional reflection on the hurdles the team needed to overcome during development.[25] The first character sketches were submitted in 2012.[30] Soejima worked closely with Hashino so the characters and environments reflected the game's themes.[23] The thematic color of the game is red, as that of Persona 3 and 4 was blue and yellow respectively. The red color was meant to convey a harsh feeling. There was also a wish, especially in the teaser image used for the game's announcement, which represented the main characters' being chained down by the rules of the modern world.[31] The three main inspirations behind the Protagonist's alter ego were the original Arsène Lupin, The Fiend with Twenty Faces, and Ishikawa Goemon.[26] Soejima designed the logo to convey the high-speed existences of the young cast, while elements such as the Protagonist's Persona Arsène were designed to appear old-fashioned by comparison. This presented challenges as Soejima needed to balance this with a strong sense of style.[7]
The music was composed and produced by Shoji Meguro, the sound director for the Persona series. In order to express the game's mood, he incorporated acid jazz elements into the score, including the opening theme.[32] The opening theme was sung by Lyn Inaizumi. Persona 5 was her first performance for a video game, as her previous vocal contributions were for anime scores.[33] When singing the opening theme, the most difficult part for Inaizumi was singing a rap segment in English. She also provided vocals for other tracks in the game, which initially surprised her. Meguro wanted to make sure that Lyn's pronunciation of the lyrics were "on point".[34]
Release
Persona 5 was first announced in 2013 with a cryptic teaser trailer alongside spin-off titles Persona Q: Shadow of the Labyrinth, Persona 4: Dancing All Night, and the PlayStation 3 port of Persona 4 Arena Ultimax.[35] The game was originally announced for a winter 2014 release exclusively on PlayStation 3. On September 1, 2014, during Sony's SCEJA Press Conference, it was announced that Persona 5 would also release for the PlayStation 4 and that it would release in 2015 instead. According to director Katsura Hashino, the game was delayed to 2015 to develop the PlayStation 4 version of the game and improve the general quality of the game.[36] The game's first gameplay trailer was revealed on February 5, 2015 during a special livestream. A Blu-ray Disc containing an exclusive trailer for the game was bundled with first print copies of Persona 4: Dancing All Night in Japan on June 25, 2015.[37] The song used in the first gameplay trailer was an instrumental version of the main theme.[32] During a special livestream for the game at Tokyo Game Show, it was announced that the game would be delayed once again to summer 2016.[38] Speaking in a special staff interview video, Hashino apologized for the delay and said that it was necessary to deliver a high-quality product without having to hold back in terms of content.[39]
On April 22, 2016, Atlus launched an official countdown relating to the game that counted down to May 5, 2016. Shortly after, a special livestream was announced titled Take Tokyo Tower, which would coincide with the countdown date. During the Take Tokyo Tower livestream on May 5, 2016, the release date for the game was revealed in a trailer shown during the livestream. The game will release on September 15, 2016 in Japan.[40] Along with the standard edition, a 20th Anniversary Edition was created featuring additional content which includes exclusive DLC based on Persona 3 and Persona 4, a five-CD album featuring special arranges of music from all six games in the series, the official artbook for the game, and a special box featuring art by Shigenori Soejima.[41] In honor of the game's release, the series-focused variety show Persona Stalker Club will feature a new programming block titled Persona Stalker Club V.[42] In addition, a standalone anime special titled Persona 5 The Animation: The Day Breakers will air on television shortly before the game's Japanese release in September 2016.[41][43] The type of pre-order bonuses and its North American release date was announced a week prior to Electronic Entertainment Expo 2016 to be February 14, 2017.[44] As with the Japanese release, the North American version was delayed so it would be a high-quality game in keeping with other Persona titles.[45] In Europe and Australia, the game will be published by Deep Silver as part of a collaborative deal between Sega of America and Atlus to bring multiple Atlus-developed titles to Europe.[46] Like in North America, it is scheduled to be released on February 14, 2017.[47]
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suggested) (help) - ^ Yin-Poole, Wesley (2016-07-06). "Persona 5 coming to Europe - courtesy of Deep Silver". Eurogamer. Archived from the original on 2016-07-06. Retrieved 2016-07-06.
{{cite web}}
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suggested) (help) - ^ Romano, Sal (2016-08-09). "Persona 5 launches February 14 in Europe". Gematsu. Archived from the original on 2016-08-09. Retrieved 2016-08-09.
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External links
- Atlus games
- Crime in fiction
- High school-themed video games
- Japanese role-playing video games
- Megami Tensei
- Mythology-based video games
- Persona (series)
- PlayStation 3 games
- PlayStation 4 games
- Production I.G
- Role-playing video games
- Upcoming video games scheduled for 2016
- Video games set in Japan
- Video games developed in Japan