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Persona 5 - Wikipedia

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Persona 5 - Wikipedia
Persona 5
Persona 5[a] is a role-playing video game developed by Atlus.
The game is chronologically the sixth installment in the Persona
series, which is part of the larger Megami Tensei franchise. It was
released for the PlayStation 3 and PlayStation 4 in Japan in
September 2016 and worldwide in April 2017. It was published
by Atlus in Japan and North America and by Deep Silver in
Europe and Australia. An expanded version featuring new
content, Persona 5 Royal,[b] was released for PlayStation 4 in
Japan in October 2019 and worldwide in March 2020.
Persona 5 takes place in modern-day Tokyo and follows Joker
after his transfer to Shujin Academy due to being put on
probation for an assault of which he was falsely accused. During a
school year, he and other students awaken to special powers,
becoming a group of secret vigilantes known as the Phantom
Thieves of Hearts. They explore the Metaverse, a supernatural
realm born from humanity's subconscious desires, to steal
malevolent intent from the hearts of adults. As with previous
games in the series, the party battles enemies known as Shadows
using physical manifestations of their psyche known as their
Persona. The game incorporates role-playing and dungeon
crawling elements alongside social simulation scenarios.
Persona 5 was developed by P-Studio, an internal development
studio within Atlus led by game director and producer Katsura
Hashino. Along with Hashino, returning staff from earlier
Persona games included character designer Shigenori Soejima
and music composer Shoji Meguro. Preparatory work began
during the development of Persona 4, with full development
beginning after the release of Catherine in 2011. First announced
in 2013, Persona 5 was delayed from its original late 2014 release
date due to the game not being fully finished. The game's themes
revolved around attaining freedom from the limitations of
modern society, while its story was strongly inspired by
picaresque fiction and the party's Personas being based on wellknown literary outlaws and rebels.
Persona 5 was met with critical acclaim, with praise given to its
visual presentation and art direction, cast, gameplay, and music.
The game is considered to be one of the greatest role-playing
games of all time and was nominated for and won multiple
awards. The game sold more than three million copies worldwide
by December 2019, making it the best-selling entry in the overall
Megami Tensei franchise. Several other related media have also
been released, including two spin-off games, Persona 5: Dancing
in Starlight and Persona 5 Scramble, as well as manga and
anime adaptations. The game's cast has also made appearances
Persona 5
Developer(s)
P-Studio
Publisher(s)
JP: Atlus
NA: Atlus USA
PAL: Deep Silver
PAL: Sega
(Royal)
Director(s)
Katsura Hashino
Producer(s)
Katsura Hashino
Designer(s)
Naoya Maeda
Programmer(s)
Yujiro Kosaka
Artist(s)
Masayoshi Suto
Shigenori
Soejima
Writer(s)
Shinji Yamamoto
Yuichiro Tanaka
Katsura Hashino
Composer(s)
Shoji Meguro
Series
Megami Tensei
(main)
Persona (subseries)
Platform(s)
Persona 5
PlayStation 3
PlayStation 4
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in other games, such as Joker appearing as a playable character
in the 2018 crossover fighting game Super Smash Bros.
Ultimate.
Persona 5
Royal
PlayStation 4
Release
Contents
2016
Genre(s)
Role-playing,
social simulation
Mode(s)
Single-player
Gameplay
Synopsis
Setting and characters
Plot
Royal
September 15,
Development
Story and themes
Art design
Music
Release
Persona 5 Royal
Reception
Sales
Awards
Legacy
Notes
References
External links
Gameplay
Joker, the game's protagonist, has two alternating lifestyles: a normal student life (top), and exploring otherworldly
locations (bottom).
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Persona 5 is a role-playing video game where the player takes on the role of a high school student,
code-named Joker, who lives out a single year while attending school in modern-day Tokyo. The
game is governed by a day-night cycle and weather systems that determine general behavior similar
to a social simulation game. The year is punctuated by both scripted and random events as Joker
attends school. He can perform part-time jobs and pursue leisure activities or create battle items.
These various activities raise character attributes, which grant passive buffing effects during
battle.[2][3][4][5] When in the real world, the main protagonist can develop character relationships
known as Confidants; an evolution of the Social Link system from Persona 3 and Persona 4. With
this system, the main protagonist can converse with and improve his relationship with other
characters he meets, with some leading to possible romances. Improving Confidant ranks with party
members unlocks various abilities for use in combat, such as the "Baton Pass" ability, which allows
the player to directly select another character after a critical hit while granting a temporary attack
boost.[4] Improving ranks with non-party Confidants grant other bonuses, such as giving access to
new items and equipment and boosting experience point and yen gain.[4]
Alongside the normal school life is dungeon crawling gameplay of two different types within a realm
called the Metaverse: story-specific dungeons called Palaces and randomly-generated Mementos
dungeons. Both are populated by Shadows, physical manifestations of suppressed psyches that are
modeled after mythological and religious figures. Within Mementos dungeons, the party can fulfill
requests from non-playable characters (NPCs) received from a "Confidant" links.[2][4][5][6] 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 known as "Third Eye",[7] which highlights interactable
objects and enemy strength compared to the party. When exploring story-centered Palaces, an
"Alertness Meter" is present, where the party being spotted or fleeing combat results in security being
raised. If security reaches 100%, the party is forced to leave the Palace. The Alertness level can be
lowered by launching surprise attacks on and eliminating enemies, and also lowers automatically
overnight.[8] Throughout Palaces are locations known as "safe rooms". In them, the player can save
their game, heal their party, and fast travel to other safe rooms within the Palace.
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 enemy, or they can launch a surprise attack and gain an
advantage in battle. In battle, the party has access to both melee and gun weapons, in addition to
being able to summon Personas, manifestations of the main characters' inner psyche used mainly for
special attacks.[5][7][9][9][10][10] If a character strikes an enemy's weakness, they knock the enemy
down and are awarded an additional turn. If all enemies are knocked down, a "Hold Up" is triggered.
During one, the party can launch a devastating "All-Out Attack", demand money or items, or enter a
negotiation. Negotiation allows Joker to win the selected Shadow over to their side to become a new
Persona: they can only be persuaded to join if Joker is their level or higher.[2][5][11] Similar to
previous entries, party members can be knocked out, and if the main character is knocked out, the
game ends. At times, if a party member is knocked out, they can be captured by enemy Shadows, and
is unable to return to the party if the resultant negotiation fails.[8]
New Personas are gained from battle through successful negotiation, and different Persona types are
represented through different arcana linked to Confidant links. Personas can be combined, or
"fused", or otherwise further manipulated within the Velvet Room, a realm Joker visits as part of his
journey through the story.[6][12] In the Velvet Room, Personas can be fused with "Guillotine" 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 Confidant link is. Also, 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" sacrifice 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.[6]
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Minor multiplayer elements are incorporated into the game through the "Thieves Guild" feature.
Similar to the "Vox Populi" system from Persona 4 Golden, players have the option of seeing what
activities other players did during any given day. Players can send messages to each other, in addition
to affecting the Alertness meter in the player's favor, and aiding in battle when a party member is
taken hostage by an enemy.[4][8]
Synopsis
Setting and characters
Persona 5 takes place within the Persona universe, revolving around a group of high school students
who harness Personas, physical manifestations of their inner psyche.[13] Persona 5 is set in modernday Tokyo, in April of the year "20XX", with navigable real-world locations within the city including
Akihabara, Shinjuku and Shibuya.[14] Alongside larger environments, there are specific locations that
can be entered, such as shops, restaurants and movie theaters. A major setting throughout the game
is Shujin Academy, a high school that the protagonist attends.[3][15][16] The second major location is
the "Metaverse", a supernatural realm consisting of the physical manifestation of humanity's
subconscious desires. In the Metaverse, people with corrupted enough desires form their own unique
"Palace", which is modeled after their distorted perception of the world, along with a Shadow version
of themselves possessing a "Treasure" symbolic of their desires.[15][17][18] Returning from earlier
entries is the Velvet Room, a place that exists for the growth of Persona users that shifts appearance
depending on the current guest: in Persona 5, it takes the form of a prison.[12]
The player character is a silent protagonist, a commonplace feature in other Persona games,
codenamed Joker. He becomes the leader of a vigilante group known as the Phantom Thieves of
Hearts, who change the hearts of criminals and other malevolent people through the
Metaverse.[16][19] He forms it together with school delinquent Ryuji Sakamoto, fashion model Ann
Takamaki and Morgana, a mysterious cat-like creature. More people join the group throughout the
game, including art prodigy Yusuke Kitagawa, student council president Makoto Niijima, hikikomori
computer hacker Futaba Sakura, and cultured corporate heiress Haru Okumura.[3][16][19] Also
interacting with Joker are Goro Akechi, a high school detective; Sae Niijima, public prosecutor and
Makoto's older sister; and the residents of the Velvet Room, Igor and his two assistants Caroline and
Justine.[3][20] Joker also has interactions with other confidants, including his caretaker and Futaba's
adoptive father Sojiro Sakura, classmate Yuuki Mishima, his teacher and part-time maid Sadayo
Kawakami, arcade gamer Shinya Oda, journalist Ichiko Ohya, fortune teller Chihaya Mifune, shogi
master Hifumi Togo, doctor Tae Takemi, politician Toranosuke Yoshida, and model gun store owner
Munehisa Iwai.
Plot
After Joker defends a woman from being abused by a drunken man on the street, he is falsely charged
with assault and put on probation, resulting in expulsion from his school. Joker is sent to Tokyo to
stay with his family associate Sojiro Sakura and attend Shujin Academy during his year-long
probation. After his arrival, he is drawn into the Velvet Room, where Igor warns him that he must
"rehabilitate" to avoid forthcoming ruin, and grants him access to a supernatural mobile app that
leads Joker into the Metaverse and the Palace of the school's abusive volleyball coach Suguru
Kamoshida. Joker meets Morgana, who informs him of the ability to change wicked people's hearts
by stealing their "Treasure", the emotional root of their behavior, from the Palaces ruled by their
Shadow selves. After successfully reforming Kamoshida, Ryuji, Joker, Ann, and Morgana form the
Phantom Thieves of Hearts, stealing corruption from the hearts of adults to reform the city.
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As the number of the Phantom Thieves' members and successes grows, they attract the attention of
the public and police, including public prosecutor Sae Niijima and detective prodigy Goro Akechi.
The Phantom Thieves learn that another secret group, including a black-masked assassin, is using the
Metaverse to murder their targets and then framing the Phantom Thieves of Hearts for the killings.
In pursuit of the conspiracy, the group is joined by Akechi, who is subsequently revealed to be the
black-masked assassin. Escaping into hiding with Sae's help, the Phantom Thieves deduce that the
conspiracy's leader is politician Masayoshi Shido, who has been using Akechi's ability to infiltrate the
Metaverse to remove obstacles to his becoming Prime Minister and imposing his reforms on Japan,
as well as the one who pressed assault charges against Joker. When the Phantom Thieves infiltrate
Shido's Palace, they face Akechi, who reveals himself to be Shido's illegitimate son. He also reveals
that he has been secretly plotting to exact his revenge on Shido for years of neglect and summons his
true Persona: Loki. Once defeated, Akechi sacrifices himself to protect the Phantom Thieves from a
group of enemies, allowing them to escape and reach Shido.
Despite Shido's arrest and confession after his change of heart, the public remains uninterested and
has lost trust in both authority and the Phantom Thieves. In response, the Phantom Thieves make a
final heist to infiltrate the depths of Mementos, the Palace of everyone's hearts, and steal the treasure
at its core. Inside, they discover that the public is in chaos and has chosen to give up their autonomy.
The Phantom Thieves are then ejected from Mementos by the Treasure itself, taking form as the Holy
Grail, and vanish after witnessing the Metaverse merge with reality. Waking in the Velvet Room,
Joker confronts Igor, Caroline, and Justine. Caroline and Justine regain their memories and merge
into Lavenza, their true form. Lavenza reveals the Igor Joker has been seeing in the Velvet room up
until this point to be an imposter who imprisoned the real Igor. The imposter is then revealed to be
Yaldabaoth, the Holy Grail, who was created from humanity's wish to give up control. Through a bet
made with Igor over humanity's goals, Yaldabaoth had given Joker and Akechi their abilities to see
whether the world would be preserved or be destroyed through their actions, all while steering the
game in his favor.
Joker rejects Yaldabaoth's offer to return to his world at the cost of his freedom, and he, along with
the rest of the Phantom Thieves, fight him. Joker's confidants rally the popular support of the people,
rebelling against Yaldabaoth's control of humanity and allowing Joker to awaken his ultimate
persona to destroy Yaldabaoth and the Metaverse. After Yaldabaoth's defeat, in order for Shido to be
prosecuted, Joker must turn himself into the police. While Joker is incarcerated, the rest of the
Phantom Thieves and his confidants successfully help secure evidence of Joker's innocence in the
assault charge, leading to his conviction being overturned. By spring, Joker's friends drive him back
to his hometown.
Royal
In Persona 5 Royal, two new characters interact with the Phantom Thieves: Kasumi Yoshizawa, an
accomplished rhythmic gymnast who transferred to Shujin at the same time as the protagonist, and
Takuto Maruki, a school counselor hired after Kamoshida is exposed. Kasumi awakens to her Persona
after calling the protagonist to a new Palace in Odaiba that quickly vanishes. Maruki, in turn, talks to
each of the Phantom Thieves, learning their deepest wishes. After defeating Yaldabaoth, the stillliving Akechi turns himself over to Sae in the protagonist's place. At the beginning of the following
year, the protagonist finds reality distorted; Akechi was released without reason, and each Phantom
Thief member has had their deepest wish granted. The protagonist and Akechi, together with the
also-aware Kasumi, return to the Odaiba Palace and investigate. The Palace's master is Maruki, who
reveals that "Kasumi" is Sumire, sister to the original Kasumi, who died in a car accident saving
Sumire.
Maruki can use his Persona to alter a person's reality, with his first use of it being to make his thengirlfriend forget her parents' murder. Yaldabaoth's manipulation of the world drove Maruki and his
Persona over the edge, and they became the new controllers of Mementos and warped all reality into
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a dream-like ideal. Sumire turns against the protagonist to protect her identity as "Kasumi." The
protagonist snaps his friends out of Maruki's reality, then frees Sumire from his influence. Depending
on player choices, it is revealed that Akechi's survival is dependant on the new reality, and Maruki
offers the protagonist the option of accepting it to save Akechi. Refusing the offer, the reformed
Phantom Thieves, including Akechi and Sumire, defeat Maruki. Reality returns to normal, and with
Akechi missing and the protagonist in prison.
On their final meeting after the protagonist's release, each member of the Phantom Thieves chooses
to pursue their dreams within the current reality. On the day he is due to return home, the
protagonist escapes tailing government agents with help from both the Phantom Thieves and a
reformed Maruki. At the station, Sumire bids him farewell. If Akechi's confidant level is at its highest,
and with the right dialogue choices, a man wearing Akechi's clothes is briefly seen passing through
the train window that the protagonist is riding in. In the post-credits scene, the protagonist briefly
sees his Phantom Thief outfit as his reflection on the glass before it reverts to normal, signifying the
end of his role as leader of the Phantom Thieves.
Development
The game was developed by P-Studio, an internal development studio within Atlus dedicated to
handling the Persona series. Preparatory development of the game began in 2008, following the
release of Persona 4, with full development beginning following the release of Catherine in
2011.[21][22][23][24] Hashino was only fully involved in development after Catherine was finished, later
calling the latter game a test for the next Persona game's development. Development lasted five
years.[25][26] Persona 5 would be Hashino's last game in the series as the leader of P-Studio, as he
would afterwards form a separate internal team called Studio Zero.[27][28] When production started,
the staff consisted of around 40 people. During full production, this number expanded to 70: 15
planners, 15 programmers, and between 30 and 45 designers. These included the game's lead
designer Naoya Maeda, who had previously done modeling work for the Trauma Center series. The
general development was a challenge for the team, as they intentionally changed their development
structure due to the more powerful hardware they were working with.[24]
While the final game retained the turn-based system from earlier entries, one of the early design
drafts was for an action-based system incorporating real-time elements foreign to the series. This
idea was ultimately scrapped, but real-time command elements were introduced into the battle
system, allowing the gameplay to evolve without extensive changes to the core system.[29] A major
new addition was the inclusions of unique dungeons with locked layouts as opposed to the dominant
randomly generated dungeons of previous Persona games. This was done to both emulate the game's
themes and provide veteran players with something different.[30] A returning feature from both
earlier Persona games and the mainline Megami Tensei series was Negotiation: as it was considered
a key part of the overall franchise by fans, Hashino decided to reintroduce it after being absent from
the previous two mainline entries. The Negotiation system for Persona 5 was tied into the origins of
Shadows as suppressed psyches within the Collective Unconscious. The "Hold Up" function was
inspired by scenes in films where the antagonist would hold people at gunpoint and make demands.
These functions were incorporated due to the game being in part a celebration of the series'
history.[26] While designing the gameplay elements, the weather, and environmental elements were
all designed to reflect the real world. Dungeon layout was split into three distinct types: the Tokyo
overworld environments, "institutions" such as Joker's high school, and dungeon environments.[24]
Some segments took control away from the player aside from limited dialogue choices; this was
chosen as it reflected the controlled environment of Japanese high schoolers.[31]
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.[23][32] The event scene software was also
developed internally by Atlus, with an estimated 1,160 being featured in the final game. The tools for
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developing and handling them were greatly expanded over the previous two entries to properly
communicate them to players on the more advanced hardware.[24] Character modeling, in general,
was handled with a specially-developed toon shader which helped properly translate the character
designs into the game, while also allowing for easy adjustment of shaders and lighting effects during
fine-tuning.[24] The characters were originally rendered realistically like in Catherine, but the team
felt that it was "wrong" for the Persona series. With this in mind, the team did some trial and error
before finding a style that satisfied them, doing something similar for the interface and menu
design.[33] In contrast to Persona 4, which had a general deformed look to hardware limitations on
the variety of body shapes, the technology available to the team for Persona 5 enabled unique
customization for all relevant character models. Two different models were used for members of the
main cast: a detailed model for real-time cutscenes, and a general-use model for general event scenes
and gameplay.[24] 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.[9]
Story and themes
The original story concept was written by Hashino, while the scenario was co-written by Shinji
Yamamoto and Yuichiro Tanaka.[34][35] The initial concept was for a storyline that diverged from the
established paths of Persona 3 and Persona 4, with "self-discovery" and "journey" being its
keywords.[29] Originally using the concept of a backpacking trip around the world as a framing device
for the story, Hashino decided to refocus on Japan in the wake of the 2011 Tōhoku earthquake and
tsunami.[26] More specifically, it has been noted that the Japanese government's actions in response
to the earthquake and tsunami's fallout, along with Japanese citizens' reactions to how the
government acted during that time, may have served as partial influences on the game's themes.[36]
Following that crisis and seeing how people were bonding in the face of it, Hashino decided to have
the story take place solely in Japan, with the journeying being done through the ever-shifting
Palaces.[29] Ultimately, the story's central concepts were inspired by equivalent social changes he saw
in modern society, particularly in Japan.[18] Hashino also described the central theme of the game as
being about freedom and how the characters attain it.[37] He wanted to make the game more
"thematically approachable" for newcomers to the series, and to be an emotional experience that left
its audience with a strong sense of catharsis and the inspiration to take on problems in their
lives.[37][38]
The narrative of Persona 5 was designed like an omnibus, with the antagonists pursued by the party
changing regularly.[17] As inspiration, the development team has also cited three main stories: the
Chinese novel Water Margin, the Japanese crime movie Hakuchuu no Shikaku, and the Spanish
novel Lazarillo de Tormes.[39] Furthermore, the setting and style was compared to a picaresque
fiction; the team originally asked the question of how a character like Arsène Lupin III might win
appeal in modern society.[40] This picaresque theme was carried over into the aesthetics of Persona
fusion and sacrifice, which were themed after styles of capital punishment.[6] 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 as well,[41] and the game's main
locations were based heavily on their real-world counterparts.[4]
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.[19] Hashino stated that
while the last few games were about the protagonists chasing the antagonists, Persona 5 would
instead more prominently feature the antagonists and phenomena caused by them chasing the
protagonists during the latter's activities. The characters have been described as "juvenile
academics,"[40] with their activities as thieves being part of the way they break from societal norms
and express themselves. Adhering with this concept, the game's main aim was to show the characters
finding the courage to go outside the normal limits of society as set by previous generations.[40] In
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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.[19] The cast was
originally going to be larger with character Hifumi Togo becoming a Phantom Thief, but as the story
was already very large, she was relegated to an optional role as part of the Confidant system.[42]
Technological advances such as smartphones and the use of social media were integrated into both
the story and gameplay due to their growing prevalence in modern society and how the public
responds to real-world scandals.[31][36]
The characters' initial Personas (Arsène, Captain Kidd, Carmen, Zorro, Goemon, Johanna,
Necronomicon, Milady, Robin Hood) 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.[3][16][17][19][43] Joker's initial Persona was originally the German demon
Mephistopheles, but it was changed to Arsène as the latter character better fit the game's themes.[42]
The cast's alternate Personas (Satanael, Seiten Taisei, Hecate, Mercurius, Kamu Susanoo, Anat,
Prometheus, Astarte, Loki) are taken from mythical beings who act as tricksters or rebels.[35][43] The
three main inspirations behind Joker's alter ego were Arsène Lupin, The Fiend with Twenty Faces,
and Japanese outlaw hero Ishikawa Goemon.[39] The name of Joker's high school, "Shujin", was
chosen because it was a homonym of Shūjin (囚⼈), the Japanese word for "prisoner".[44] Following a
trend from earlier entries, the Velvet Room assistants are named after characters from the novel
Frankenstein by Mary Shelley.[12]
The use of adults as antagonists was a more overt expression of narrative elements previously
explored in Persona 4. The relation to police activities was also carried over from Persona 4, but this
time with the role of protagonists and antagonists reversed.[29] Several writers have highlighted the
parallels between the game's various antagonists and real incidents/figures in different sectors of
Japanese society (e.g. political, corporate, academic), and how the game's story and characters serve
as social commentary on life in Japan.[36][45] The game's villains and protagonists were also
constructed to be parallels of each other, both groups being misfits trying to shape a world they saw
as unsatisfactory or corrupted. This was intended to create moral ambiguity about the Phantom
Thieves' actions, causing the player to question their concept of justice and their mission as a
whole.[26] In addition, the way a vocal minority online could draw attention to and shift public
opinion on events and scandals in the news was cited as an inspiration for the ambiguous nature of
the Phantom Thieves' actions.[30]
Art design
Shigenori Soejima, who had worked on the last two main-series Persona games, returned as
character designer.[33] The game's art director was Masayoshi Suto, whose most notable work on
earlier games included the user interface (UI) displays.[46] The art design reflected the picaresque
theme aimed for by the rest of the team.[46] As the team considered previous Persona games to be
"fun" but not well marketed, they designed the UI in such a way as to attract a larger, more
mainstream audience.[47] According to Soejima, he was working on prospective designs for the game
while Persona 4 was still in development, with his designs evolving as the story for Persona 5 came
together.[22] 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.[33] Following the respective thematic coloring of Persona 3 and 4's blue and yellow,
Persona 5 used red, which was chosen to a harsh feeling.[47][48] Because of this, Suto tested multiple
font colors until settling on black and white, as it stood out best against it.[46] 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.[48] Soejima designed the logo to
convey the high-speed existences of the young cast, while elements such as Joker'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.[9] The main aim for the game's environments was to
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create a sense of realism, with Tokyo being modeled after real locations.[46][49] When creating the UI,
Hashino wanted to demonstrate how a shift in perspective could alter a dull life into an exciting one
in the context of the story. Early UI designs were so "aggressively animated" that it obscured what
was happening in the game. Because of this, the animations were toned down and text orientation
was altered, toning down the UI's graphical elements to present a balance between user-friendliness
and style.[31] Rather than the use of sub-colors for earlier entries, the UI used only the primary red,
black and white colors aside from health and magic point meters, with the menus using a special
moving 3D model of Joker which would change position depending on the selected menu.[47]
The first character sketches were submitted in 2012.[50] Soejima worked closely with Hashino so the
characters and environments reflected the game's themes.[37] Due to being high school students,
Soejima found it difficult to make each main character's uniform design distinctive, so he expressed
their individuality through their thief costumes.[51] Joker's design was cited by Soejima as his most
challenging recent work. Joker needed to both convey a taste of the game's overall art style and to act
as an avatar for the player. As the main theme and narrative of Persona 5 revolved around crime and
vigilantes triggered by Joker voluntarily choosing that path, Soejima needed to convey this while
allowing the character to suit whatever dialogue choices the player decided upon. Due to these
difficulties, Joker was given multiple designs in a trial and error process to find the best one. As the
"phantom thief" premise was a common stereotype in fiction, Soejima initially drew Joker and main
cast in a style similar to shōnen manga, but these designs were scrapped as they clashed with the
Persona series' realistic aesthetics. As with previous entries, Joker was a silent character, so as with
previous protagonist Soejima had to work out a way he could communicate without dialogue. His
solution was to imagine him as the type of person who made plans but did not share them with
others.[52] The Persona designs, being based on characters from literature, were intended to evoke
both familiarity and surprise from players. Once the names were chosen, Soejima designed the
Personas based on that character.[51]
The game's animated cutscenes were produced by Production I.G and Domerica, and were directed
and supervised by Toshiyuki Kono.[9][53] Kono was contacted three and a half years before the game's
completion by Hashino: faced with the project, Kono felt a great deal of pressure in his role. Persona
5 was the first time Production I.G had worked on the series, though many staff at the studio were
fans. Despite this, the studio did not change their standard animation process, focusing on characters
as they had done for many of their previous projects. The most important part of the cutscenes was
getting the character's expressions right, particularly when it came to the general-mute protagonist.
The game's animated opening sequence was directed by Sayo Yamamoto.[54] The concept behind the
characters figure skating around the environment was done as a visual symbolization of the game's
overall theme, breaking free of an oppressive force, and was similar to her work in Yuri on Ice.[9] The
scene where Joker first summoned his Persona was requested by Atlus to appear "wild", which again
was difficult to Joker's purpose as an extension of the player. The blue flame effects related to the
Persona were not created with CGI, but hand-drawn by the animators. All the anime cutscenes
together were estimated as containing over an hour of footage.[54]
Music
The game's original score was composed, performed, and produced by series sound director Shoji
Meguro.[55] Further contributions, among other general sound design, was handled by Toshiki
Konishi, Kenichi Tsuchiya, Atsushi Kitajoh, and Ryota Kozuka; all of them having previously worked
on the series as well.[46][55][56] Meguro was given full creative freedom to work on the soundtrack,
with around 80% of the tracks used in the game being his, which lasted around three years in
total.[51] Seven tracks were performed in English by Lyn Inaizumi, a jazz and soul music
singer.[55][56][57] Her first performance in a video game, Inaizumi claimed that the most difficult part
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of her contributions was performing a rap segment in the opening theme, "Wake Up, Get Up, Get Out
There".[58] The lyrics were written by Benjamin Franklin, while the ending song, "Hoshi To Bokura
To", had lyrics written in Japanese by Shigeo Komori.[55]
To express the game's mood, Meguro incorporated strong acid jazz elements into the score.[59] He
also aimed to make the music sound more realistic than previous Persona games, aiming to match
the game's visuals.[51] Meguro also changed the way the music flowed when compared to the last two
Persona games. Instead of the opening and ending themes being conglomerates of the overall score,
he described the entire score as a single continuous work. A recurring musical element he included
was described as a "do-la" syllable: the opening used "so la re mi" on strings as a hook, which then led
into the "do-la" syllable for other tracks, including the normal battle theme. While he was creating the
music, Meguro received positive comments from Hashino when he made early tracks created for an
internal demo.[46]
A three-disc soundtrack was released in Japan by Mastard Records on January 17, 2017.[56] Upon its
debut, the album reached fifth on the Oricon charts with sales of over 29,000.[60] The album featured
110 tracks with commentary from the sound team, while the cover and liner note artwork were
designed by Soejima.[61] In addition to the soundtrack, a 19-track disc featuring a selection of the
main themes from the game, Persona 5: Sounds of the Rebellion, was released as part of the North
American and European collector's edition bundle.[56] The complete soundtrack later received a
localized English release on iTunes on April 18, 2017, and on vinyl later that year by iam8bit.[62][63]
Release
Persona 5 was first announced with a teaser trailer in 2013,
alongside spin-off games Persona Q: Shadow of the Labyrinth,
Persona 4: Dancing All Night, and the PlayStation 3 port of
Persona 4 Arena Ultimax.[64] The game was originally
announced for a late 2014 release exclusively for the PlayStation
3. During a Sony press conference in September 2014, it was
announced that the game would also be released for the
PlayStation 4, also announcing that it had been delayed into
2015. According to director Katsura Hashino, the game was
Promotion of Persona 5 at the 2017
delayed to fully develop for the PlayStation 4, and improve the
[65]
Taipei Game Show
general quality of the game for both versions.
The game's first
gameplay trailer was revealed during a special livestream on
February 5, 2015. 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.[66] The song used in the first gameplay trailer was an instrumental version of the main
theme.[59] During a special livestream for the game at the 2015 Tokyo Game Show, it was announced
that the game would be delayed once again to late 2016.[67] Speaking in a staff interview, Hashino
apologized for the delay and stated that it was necessary to deliver a high-quality product without
having to hold back in terms of content.[68]
In April 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 that day, the release
date for the game was revealed in a trailer shown during the livestream. The game was released in
Japan on September 15, 2016.[69] Along with the standard edition, a 20th Anniversary Edition was
released, which features all downloadable content (DLC) based on Persona 3 and Persona 4, a fiveCD best-of album set featuring music from all six main games in the series, and the official artbook
for the game by Soejima.[70] In honor of the game's Japanese release, the series-focused variety show
Persona Stalker Club featured a new programming block titled Persona Stalker Club V.[71] In
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promotion of the game in Japan, Atlus partnered with AKG Acoustics to release a limited edition
wireless headphone based on the one Futaba wears in-game.[72] The headphones came with box art
designed by Soejima, as well as a music CD featuring two remixed tracks from the game by Meguro
and Kozuka.[72] Certain character apparel from the game were also made and released in Japan, such
as jackets and tote bags.[73][74]
Following its release, character skins and additional Personas were released as paid downloadable
content (DLC). The costumes included those incorporated into the 20th Anniversary Edition based
on Persona 3 and Persona 4, in addition to new costumes based on the characters of Revelations:
Persona, the Persona 2 duology (Innocent Sin and Eternal Punishment), Shin Megami Tensei If...,
Catherine, Shin Megami Tensei IV, Devil Summoner: Raidou Kuzunoha vs. the Soulless Army,
Persona 4 Arena, and Dancing All Night.[75][76][77] The costumes were accompanied by arranged
battle music from each costume set's respective game, which replaces the default battle theme based
on what costume Joker wears. The Personas were reskinned and original versions of key Personas
from Persona 3 and Persona 4. In addition, PlayStation themes and avatar sets were released based
on the central characters of Persona 5.[78] An additional difficulty setting known as "Merciless" was
also released as free DLC.[76][79]
Pre-order bonuses and its initial North American release date was announced a week before E3
2016.[80] As with the Japanese release, the North American version was delayed so it would keep with
other Persona games.[81] In Europe and Australia, the game was published by Deep Silver.[82][83]
Initially planned for a Western release on February 14, 2017,[80][84] the game was pushed back two
months to April 4; the stated reason was that Atlus wanted the game to be at its highest possible
quality.[85] As with previous Persona games, the English localization was handled by Atlus USA and
led by Yu Namba. According to Namba, the team began with a "blank slate" when choosing the
English voice cast, as it was a new setting to earlier Persona games.[86] Localizing Persona 5 was
described by Namba as a massive project with the largest staff yet dedicated to the series. Namba, as
project lead, made the final call on issues brought up by the team during the localization process.[87]
The localized script was estimated as being 50% bigger than that of Persona 4 Golden.[88] The game's
title also dropped the use of the "Shin Megami Tensei" moniker in English regions, which was used
for Persona 3 and Persona 4.[85][89] For the English release, the Japanese dub was made available as
free DLC.[85]
Upon the game's worldwide release, Atlus published a set of guidelines for streaming footage of the
game, noting that streamers who shared footage past a certain in-game date "[did] so at the risk of
being issued a content ID claim or worse, a channel strike/account suspension".[90] The guidelines
were widely perceived as threatening, and were criticized by many in the games press and streaming
community.[91][92][93][94] About three weeks later, Atlus apologized for the tone of its original
guidelines and revised its policy, extending the amount of the game that could be streamed
considerably, though some critics continued to argue that even the revised streaming policy remained
unfriendly to the game's fans and counterproductive to its success.[95][96]
Persona 5 Royal
Persona 5 Royal, released in Japan as Persona 5: The Royal, is an enhanced version of the game for
PlayStation 4, similar to Persona 4 Golden before it. This version features an additional Phantom
Thief member named Kasumi Yoshizawa, a new Palace, new music, additional plot and social
elements, a playable third semester, and support for the PlayStation 4 Pro, alongside many other
changes and additions.[97] Atlus had first teased the game as Persona 5 R in December 2018, with its
full reveal in April 2019.[98] It released in Japan on October 31, 2019, and worldwide on March 31,
2020.[99][100] As with the original game, Domerica co-produced the anime cutscenes.[53]
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Reception
Persona 5 has been cited as one of the
greatest
role-playing
games
of
all
time,[118][119][120][121][122]
receiving
"universal acclaim" according to review
aggregator Metacritic.[101] Famitsu gave it a
positive review, with the game garnering a
near-perfect score.[105] PlayStation Official
Magazine – UK described the game as "an
unabashed masterpiece".[114] One of the
aspects of the game that was highly praised
was its graphical style and art direction.[104]
The quality of the game's English
localization was one of the few aspects
singled out for criticism, with Polygon
describing
it
as
"aggravatingly
[123][124]
mediocre".
Another was the game's
treatment of LGBT topics.[125] Kenneth
Shepard noted in Paste that the only
characters to exist outside of the game's
thoroughly heteronormative setting are a
"lecherous" gay couple who are treated as a
joke, which led him to conclude that
Persona 5 sees gay men "at best as a joke
and at worst something revolting to be
feared".[126] These scenes were altered in the
Western version of Persona 5 Royal.[127]
Famitsu praised Persona 5 Royal's newer
elements.[106] Others in Japan expressed
disappointment that the content could have
been delivered as an expansion to the
original game instead.[128]
Sales
Reception
Aggregate score
Aggregator
Score
Metacritic
93/100
(PS4)[101]
Royal :
95/100[102]
Review scores
Publication
Score
Destructoid
9/10[103]
Eurogamer
Essential[104]
Famitsu
39/40[105]
Royal :
37/40[106]
Game Informer
9.25/10[107]
Royal :
9.25/10[108]
GameSpot
9/10[109]
Royal :
10/10[110]
GamesRadar+
[111]
IGN
9.7/10[112]
Royal :
10/10[113]
OPM (UK)
10/10[114]
Polygon
9/10[115]
PlayStation
Universe
10/10[116]
RPGFan
87%[117]
The game received a boost to pre-order sales following the delayed release of Final Fantasy XV,
which was originally scheduled for the same month as Persona 5.[129] Sales went up on Amazon
Japan by 450%, bringing the game to second place in their best-seller charts behind Tales of
Berseria.[129] In its first week of release, the PS4 version reached first place with sales of 264,793
copies, while the PS3 version reached second place with 72,974, resulting in total sales of 337,767
copies. This made Persona 5 the fastest-selling title in the series' history, surpassing Revelations:
Persona, and together with Pro Evolution Soccer 2017 pushed sales of the PS4 up significantly over
the previous week.[130][131] It was later reported by Hashino that combined physical shipments and
digital sales had reached over 550,000 copies by September 2016.[75] Within three weeks of its
launch in Japan, the game became Atlus' best-selling game in the country.[132] As of March 2020, the
original version of Persona 5 has sold an estimated 582,772 units in Japan, including 517,827
physical sales[133] and an estimated 64,945 digital sales.[134]
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Outside of Japan, it was the biggest debut for any Persona game to date, with packaged sales five
times better than Persona 4.[135][136][137] On the PlayStation Network in April, the game topped the
PS4 charts, and was third on the PS3, with Atlus announcing that it had shipped 1.5 million copies
worldwide.[138][139] By November 2017, that number had risen to over two million, which made it the
best-selling game in the series.[140] The success of Persona 5 contributed to increasing annual
revenue for Sega, the owner of Atlus, in 2017.[141] At the 2018 PlayStation Awards, it received the
Platinum Prize for topping a million sales in Asia.[142] The game's worldwide sales had risen to over
3.2 million units by December 2019,[143] not including the Royal edition.[144]
Persona 5 Royal shipped over 400,000 copies in Japan by December 2019.[145] This brought total
sales of Persona 5 and Royal to over 3.6 million units worldwide by December 2019.[143][144] In
February 2020, Royal topped the Media Create sales charts in South Korea and Taiwan.[146] In the
United Kingdom, Royal debuted at number five on the sales chart.[147]
Awards
Persona 5 won two awards in the Japanese 2016 PlayStation Awards.[148] At The Game Awards 2017,
the game was nominated for the show's "Game of the Year", "Best Art Direction", "Best Score/Music",
and "Best Role Playing Game" awards, winning "Best Role Playing Game".[149] It was named the
second best game of 2017 by GameSpot, behind The Legend of Zelda: Breath of the Wild.[150] At
IGN's "Best of 2017" awards, it won best RPG,[151] and was also nominated for Game of the Year,[152]
best PlayStation 4 game,[153] best art direction,[154] best story,[155] and best soundtracks awards.[156]
The game was also nominated for "Best International Game" at the 2017 Ping Awards,[157] and for the
"Best Music" and "Best Style" awards by Giant Bomb.[158][159]
It was ranked as one of the best games of 2017 by Eurogamer,[160] Polygon,[161] The Verge,[162]
GamesRadar+,[163] and Electronic Gaming Monthly's end of year lists.[164] Ray Porreca of
Destructoid named it his 5th best game of 2017.[165] The website also nominated the game for "Best
PS4 Game" at its Game of the Year Awards 2017.[166] Readers and staff of Game Informer voted it as
their best role-playing game of 2017, as well as having the best narrative and cast.[167][168][169][170] In
their reader's choice awards, it also came in second place for "Best Sony Game" and third place for
Game of the Year.[171][172] The game won the Tin Pan Alley Award for Best Music in a Game at the
New York Game Awards 2018.[173] It was also nominated for the "Best Visual Art" award at the Game
Developers Choice Awards.[174][175] In addition, it was nominated for best role-playing game at the
21st Annual D.I.C.E. Awards,[176] and for "Excellence in Musical Score" and "Excellence in Art" at the
2018 SXSW Gaming Awards.[177][178] At the 2018 NAVGTR Awards, the game won the "Art Direction,
Contemporary"; "Costume Design"; "Direction in a Game Cinema"; "Game, Franchise Role Playing";
and "Writing in a Drama" awards.[179][180] The game was nominated for "Best Game Music
Cover/Remix" at the 2019 G.A.N.G. Awards.[181]
Persona 5 Royal won the award for "Best Music" at the Famitsu Dengeki Game Awards 2019,
whereas its other nomination was for "Best RPG".[182]
Legacy
Prior to the game's release, a standalone anime special titled Persona 5: The Animation -The Day
Breakers- aired on Japanese television on September 3, 2016.[70][183][184] Created by A-1 Pictures,
The Day Breakers is set during the events of the game, being portrayed as a "sub event" separate
from the main narrative.[183] A manga adaptation by Hisato Murasaki began serialization online from
September 15.[184] Persona 5: The Animation, an anime television series based on the game's events,
was produced by CloverWorks and began its broadcast on April 7, 2018, retaining the original
Japanese voice cast.[185][186] Persona 5: Dancing in Starlight, a rhythm game for the PlayStation 4
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and PlayStation Vita, features the main cast of the game and was released in 2018.[187][188] The cast is
also featured in Persona Q2: New Cinema Labyrinth for the Nintendo 3DS, also released in
2018.[189] Alongside teasing Royal, Atlus also announced Persona 5 Scramble: The Phantom
Strikers, a hack and slash game developed by Koei Tecmo's studio Omega Force, with gameplay
based on their Dynasty Warriors series.[190] It was released in Japan for the Nintendo Switch and
PlayStation 4 on February 20, 2020, and serves as a direct plot continuation.[191] Stage play
adaptations under the title Persona 5: The Stage have been performed in Japan.[192]
Characters and other elements from the game have also made appearances in Dragon's Dogma
Online,[193] Phantasy Star Online 2,[193] Lord of Vermilion Re:3,[193] Sonic Forces,[194] Puzzle &
Dragons,[195] Granblue Fantasy,[196] Catherine: Full Body,[197] Star Ocean: Anamnesis,[198]
Another Eden,[199] and Tokyo Mirage Sessions ♯ FE Encore.[200] Joker also appears as a playable
character via downloadable content (DLC) in the 2018 crossover fighting game, Super Smash Bros.
Ultimate.[201] The game's director, Masahiro Sakurai, is a fan of the Persona series and stated that
Joker was emblematic of the approach that he wanted to take with Ultimate's DLC, adding that he
wanted characters that were "unique", "different", and "fun" to use within the Super Smash Bros.
environment.[202][203]
Notes
a. Perusona Faibu (ペルソナ5) in Japanese
b. Known as Persona 5: The Royal Perusona Faibu Za Roiyaru (ペルソナ5 ザ・ロイヤル) in
Japanese
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External links
Official website (https://atlus.com/persona5/)
Official website (https://atlus.com/p5r/lang/en/) (Persona 5 Royal)
Retrieved from "https://en.wikipedia.org/w/index.php?title=Persona_5&oldid=956800409"
This page was last edited on 15 May 2020, at 11:44 (UTC).
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