(continued from Part 1)
Though Shin Megami Tensei is far from mainstream, it wasn't long into its history that it began experimenting with spinoffs to reach different audiences. Shin Megami Tensei if…’s 1994 release traded nuclear devastation for a high school setting that served as a hub for abstract dungeons and a focus on the eroding psychological health of its villain—a much more intimate subject than previous games, establishing that “the side games… [treated] smaller themes compared to mainline [SMT].” [1] The second major spinoff was 1995’s Devil Summoner, a mix of detective pulp and occult matter which “was kept relatively simple and straightforward so that players could enjoy the story as it unfolded." [2] Though narrower in scope, these spinoffs were still clearly cut from SMT’s cloth.
Of course, there was another spinoff, 1996’s Persona,
which saw the potential of SMT: if...'s high school setting and
psychoanalytical concepts and ran with them. Its very title and central concept
refer to the work of Carl Gustav Jung, famed psychoanalyst, and don’t stop
there: terms like Shadows, Philemon, personas originating from a "sea of
the soul," and many other premises and interpretations derive from Jung's
work. The psych angle was a natural fit for the Megami Tensei franchise, as
Jung is still known for popularizing the psychological interpretation of myths
and the religious experience. What were once gods and monsters physically
manifesting through computers could now be personality-changing
"masks" originating from internal rather than external sources,
without the need of technology.
But it would be naive to say that the creation of Persona
was entirely for the purpose of exploring psychological matters. Kaneko
admits that, compared to the main series, “Persona was geared towards a
younger audience." [2] The switch to casts of high
schoolers and a heavier story and dialogue focus was all about appealing to
different demographics. This turned out to be a seemingly magic formula, as adding
a more relatable human element to Megami Tensei's modern settings paved the way
for the breakout hits of Persona 3 and Persona 4. But what exactly is
behind the popularity of these modern Persona games, and how would their
success impact Atlus and the Shin Megami Tensei series as a whole?
From Fool to Magician
Obviously, Personas 3 and 4 didn't happen overnight. Their
legacy begins with the fact that Shin Megami Tensei's concepts are
malleable and easily suited to any number of scenarios. The creative leads
responsible for molding SMT into its new form were Atlus cornerstone and
producer/director Cozy Okada, writer Tadashi Satomi, and, of course, artist
Kazuma Kaneko. Their talents lead to the creation of the PlayStation's Persona and the Persona
2 duology of Innocent Sin and Eternal Punishment. For Okada,
taking the series back to school was a natural move:
Put simply, given the popularity of the PlayStation with more casual game players, too, we wanted to make a game that they could ease themselves into as well. Like our other games, we're still about making players the actual protagonist in terms of how things proceed, but we tried to make it a bit more of an emotionally approachable game, one that players would be able to more readily relate to. We tried to target a bunch of different potential audiences in making that move, from kids still in school themselves all the way up to working adults who want to go back to that time in their lives and reminisce a little. [3] Pretty much everybody experiences being a student at some point in their lives. It's something everybody can relate to, including myself, and it was a time when we absorbed everything...In that sense, I believe it helps the players to accept the theme and the variety of ideas that we've proposed. [4]
Similar to Shin Megami Tensei and its mythological bent,
psychological themes would be deliberately integrated throughout Persona’s and
Persona 2’s narrative and gameplay, including places of inner meditation like
the Velvet Room, where the player creates new personas. Kaneko speaks proudly of this
first era of Persona games, commenting, "In Persona we
concentrated on the emotional and psychological aspects of the characters so
much that it was comparable to a work of literature." [2] Tadashi
Satomi’s scenario writing would share this ambition, culminating in the
creatively insane Persona 2 duology, which is layered with complex character
relationships. Getting the characters right was of paramount importance
for the fledgling series. Of the first game, Satomi notes, “In terms
of actual narrative content, the thing I worked on most was depicting the
characters' psychology well, especially on an existential level.” [3]
It could be said that the original generation of Persona
titles hewed closer to their JRPG contemporaries than other SMT games, with a
simplified structure though perhaps not simplified content. One of the most
apparent differences is that Persona uses a more typical character-based party
structure: “The Megami Tensei series has traditionally featured the main
character employing demons in his/her party. Persona, in which several main
characters form a party, is actually the one that’s unusual.” [2]
This doesn’t mean demons are completely absent, as they were adapted to fill the roles of the personas summoned in battle by the characters, many using the basics of their mainline SMT designs. However, the personas specifically created for the Persona series have a design aesthetic and rules in contrast to the main series; whereas SMT utilizes the “collective interpretation” of neutrality with its demons, Persona’s personas are designed with a “personal interpretation” that is intended to be reflective of the individual summoning them. Kaneko touches on this difference: “For example, [the design of] Kali follows mythology in the Shin Megami Tensei series, but in Persona 1 I had to redraw features of her costume to prioritize her image.” [5] Particularly in Persona 2, Kaneko’s persona designs have a distinct influence of fashion and haute couture. They no longer resembled gods and demons of traditional art, but more of costumes from a play or runway.
This doesn’t mean demons are completely absent, as they were adapted to fill the roles of the personas summoned in battle by the characters, many using the basics of their mainline SMT designs. However, the personas specifically created for the Persona series have a design aesthetic and rules in contrast to the main series; whereas SMT utilizes the “collective interpretation” of neutrality with its demons, Persona’s personas are designed with a “personal interpretation” that is intended to be reflective of the individual summoning them. Kaneko touches on this difference: “For example, [the design of] Kali follows mythology in the Shin Megami Tensei series, but in Persona 1 I had to redraw features of her costume to prioritize her image.” [5] Particularly in Persona 2, Kaneko’s persona designs have a distinct influence of fashion and haute couture. They no longer resembled gods and demons of traditional art, but more of costumes from a play or runway.
Evidence suggests that Atlus’ experiment of audience
outreach was successful, by the company’s modest standards. In Japan, Persona moved 391,556 units, [6] Persona 2: Innocent Sin
reached 274,798 lifetime, [7] and Persona 2: Eternal Punishment
sold 200,103. [8] Persona’s more grounded settings and strong characters
surely helped it win over players who wouldn't otherwise be interested in
apocalyptic doom and gloom.
From Hanged Man to Death
A new era would await Atlus on the PlayStation 2. After
focusing on spinoff titles for nearly a decade, Atlus returned its sights to
the SMT main series in 2003 with Shin Megami Tensei III: Nocturne.
A true paradigm shift, Nocturne brought the series’ presentation and
gameplay into the 21st century and gave Atlus an engine framework
from which to iterate further PS2 titles. Nocturne sold 245,520 copies
in Japan [9]; its expanded re-release, SMTIII: Nocturne Maniacs,
sold 77,791. [10] However, Cozy Okada, who, beyond his creative roles,
was one of Atlus’ founders, departed the company in late 2003. Why he left is
unknown, though it possibly had to do with the failure of the half-baked Shin
Megami Tensei: NINE, the ambitious (read: expensive) Nocturne not
meeting sales projections, or other internal strife that will never be made
public. Okada subsequently formed an independent studio, Gaia, which developed
two SMT clones before shuttering in 2010. [11]
For Atlus, the three years after Okada’s departure would
turn out to be a transitional period. 2004 would see the SMT mainline series' first international
release when SMTIII was released in North America in October of that
year, under the name Shin Megami Tensei: Nocturne. 2004 would also see
another major release in Japan, the Tadashi Satomi-penned Digital Devil Saga
duology, with its second half releasing in 2005; both would be released in
North America in 2005, the beginning of a consistent trend for Atlus USA's
localization process. However, even though Digital Devil Saga was the
most Final Fantasy-like Megami Tensei product yet, evident in its colorful cast
and straightforward character-based progression trees, its sales disappointed. Year-end sales in Japan for 2004 peg Digital Devil Saga
at a modest 153,421 [10]; only 90,812 [12] returned for Digital
Devil Saga 2 in 2005. The 2006 revival of the Devil Summoner series, Raidou
Kuzunoha vs. the Soulless Army, only managed 91,008. [13]
Amid these lagging sales, 2006 also saw the Japanese release
of Persona 3, a game that remixed ideas and assets from Nocturne and previous Persona titles to different aims, under the auspices of the
younger Atlus staff. Names like director Katsura Hashino, designer Shigenori
Soejima, and composer Shoji Meguro would be the new creative leads. The members
of the "old guard" like Tadashi Satomi would disappear into the ether
that claimed Cozy Okada, while Kaneko himself elected not to have direct involvement
in this new project:
Kaneko: I wanted to let the newer, younger staff grow and gain experience. I tried not to, you know, push my own view or anything on Persona. That's because there's the sort of fan that likes the dark, colder atmosphere of the core [Shin Megami Tensei] series--Persona's a lot lighter.Kaneko: Yes, exactly. And that's where I want Persona to be...for a wider audience to appreciate Megami Tensei. It's like a separate branch. I'd like to make it more distinguished by having someone other than myself working on it. [14]
The fresh faces: from left, Katsura Hashino, Shigenori Soejima, Shoji Meguro
Persona 3 was a watershed moment for the company and
the franchise, with sales of around 210,319 for the year. [13] While
that's less than what Nocturne or the original Persona sold, this
new generation of Persona was only getting started; Persona 4, released
two years later in 2008, sold 294,214, [15] and truly ignited the
Persona phenomenon. Effectively going back to the Megami Tensei drawing board with
a fresh perspective, Persona 3's and Persona 4's departures from
other games in the franchise and keen insight on contemporary trends in
Japanese gaming were at the root of their successes. So what were the innovations
that catapulted P3 and P4 to a level of recognition the other
games of the franchise could not reach?
1. Primary Focus on Characters and Relationships. Primacy
of character interaction was certainly nothing new to RPGs or the Persona
series, but Personas 3&4 introduced a significant innovation: Social
Links. Though the crux of Social Links, relationship vignettes between the
protagonist and other characters, is undeniably similar to preceding concepts
like the Tales series’ skits or aspects of PC dating simulators, P3&4’s
vital development was to quantify a relationship into levels. These levels, or
“S. Link Ranks,” offer incrementally rising experience bonuses for persona
fusion and thus expedite the battle and dungeon-crawling process, so increasing
S. Link Ranks as high as possible (up to a max of Rank 10) becomes a priority
for the player. However, most of their content is separate from the main
storyline: "the Social Links the Hero establishes with people are a
reflection of that [protagonist's] personal values and philosophy, and do not
necessarily hold any particular meaning over the rest of the game." [16]
What was once character growth available in other RPGs only through specific
sidequests was now integrally tied to a positive feedback loop that could only
benefit the player, except in the rare case of an easily mended relationship
reversal.
Character relationships affect P3&4's major gameplay systems |
An extra aspect of Social Links is the ability to romance
classmates. A reward for successfully completing a Social Link sequence with
peers of the opposite sex, these romances have almost zero impact elsewhere in
the storyline but have added significantly to the allure of P3&4, particularly
in overseas markets where such features are uncommon on console games. In an anecdote, director
Hashino notes how during early development of Persona 3, a menu-based, visually
minimal Social Link simulation still managed to enrapture staff members with
this possibility: "One of the most unusual things I heard about from
the staff when gathering their thoughts about this simulator was how fun it
suddenly was once a character became your lover! Even with no visuals to go
along with the Social Link and nothing but dialog boxes to work off of, somehow
that allure you feel around the opposite sex as a young adult like in the game
still somehow came through! As a result of all that, this simulator was
indispensable to us as we were working on the feel of the calendar system and
it somehow made Social Links with the girls in the game even more satisfying
than we originally envisioned." [17] Considering their myriad intrinsic
rewards, it's no surprise that Social Links have become one of modern Persona’s
most popular features.
The way P3&4 present their S. Links and story
sequences—static
camera angles, large portraits and text boxes, and character models that
puppet
dialogue cues—is a considerable step back from the dynamic, cinematic
cutscenes
of Nocturne and Digital Devil Saga, essentially resembling
PlayStation-era RPGs.
While this presentation style is flexible, it also runs the risk of
cutscenes
being interminable or containing repetitious dialogue, and certainly
neither P3
nor P4 is immune from either. But considering the games’ length and
their
abundance of dialogue, it’s a pragmatic approach that doesn’t eat up
budget that can be expended elsewhere, such as the animated cutscenes
interspersed rarely throughout both games. And, at least in Japan, the
preponderance of visual novels and their aesthetic influence on many
modern RPGs means
that the intended audience has a built-in acceptance of this style.
Nocturne's cinematics were impressive, but to replicate the same effect with P3&4's copious interactions would have been unfeasible |
Despite a greater focus on dialogue and characters than
either the mainline Shin Megami Tensei series or previous Persona games,
P3&4 do not possess plots anywhere near the density of the Persona 2
duology and are instead a better match for the comparatively straightforward,
though not necessarily simple, initial Persona title. This is not necessarily a weakness
and instead may be an inevitable effect of how P3&4 are structured,
unfolding day by day and never without your posse of friends to discuss
important events in detail. But even without overwhelming complexity, both
games possess strong central themes and twisting turns such as deducing the
identity of Persona 4’s murderer.
2. An Entertaining Tone. Persona has never been as
serious in tone as the main SMT series, but P3&4 are seemingly cognizant of
their own fiction, with tonal shifts that swing from absurd to serious over
short periods. Even though both games feature supernatural elements pecking
away at the fringes of the real world, these extreme circumstances do not
preclude fun trips to hot springs, or the male characters trying to peer at
girls on the beach after one experienced personal trauma the night before. Mascot characters like Teddie, who try to inject most moments with
humor, would seem out-of-place in Shin Megami Tensei, but are easily accepted
within the timbre of Persona. Above all, it's apparent that modern Persona knows
its target audience just wants to have fun: "An important
characteristic of the Persona series is that it’s a 'young-adult fiction' work."
[18]
3. New Art Style. With Kaneko bowing out of the Persona
series, the torch of art designer was passed onto Shigenori Soejima, who, up until
Persona 3, was most notable for adapting Kaneko’s art into character portraits
for the previous Persona and Devil Summoner games. "Naturally, [Kaneko]
had a large influence on me, since I was his assistant for a long time. So when
I approached the designs [in P3&4], I thought I didn't need to consciously
emulate his style, and if I explored what my own strengths were instead, I
could come up with something new." [19] Even if the approach
was his own, Soejima’s persona designs are nonetheless a close match for
the style and rules Kaneko set for himself with Personas 1 and 2; his human
characters, though less distinct from industry standards compared to Kaneko’s, still
possessed the series' fashionable qualities.
In addition, Persona 3 began a trend of utilizing theme
colors to paint mood or tone into the menu aesthetics and overall visual
design. "When I work on a title, its theme color is very important to
me. I think when a person remembers things unconsciously, what leaves the
strongest impression isn't words or shape, but color. P3's theme color, blue,
symbolizes adolescence; P4's yellow is the color of happiness. Both meanings
are tied to Japanese culture, so it might be hard for western audiences to
understand." [19] The sleek style resulting from bold colors has become characteristic of Persona.
4. Use of Vocal Music. Like Soejima, composer Shoji
Meguro joined Atlus in the mid-90s as they were developing their audience
expanding games like Devil Summoner and Persona. In his own words, he felt
constricted by the technical limitations set by console hardware in reproducing
his music: "In Digital Devil Saga, we could use streaming to play about
half the songs. And in P3 and Devil Summoner: Raidou Kuzunoha vs. the Soulless
Army, all the songs were streamed. That was the point at which I was finally
able to express my music without making any compromises, and I felt that I made
it to the starting line." [19] Once the PlayStation 2 and DVD
format permitted CD-quality music in needed amounts, he was free to compose how
he wanted. In Persona 3 (and continuing since), this resulted in numerous vocal
tracks, used in a variety of situations throughout the game.
Meguro shredding at a Persona concert |
While vocal music is nothing new to video games—proper songs
have been heard in games since CD-ROMs emerged as a storage medium, usually
in opening movies or the ending credits—what was different in P3&4 was
where it was heard. Whether in battle, cruising the town, or hanging out after
school, Meguro’s typically Japanese-pop-infused tracks broke the mold of the
standard orchestral scores heard in other RPGs. And since these games are so
long, chances are the lyrics, unintelligible “Engrish” as they may be, will get
stuck in your head whether you like it or not. It seems to have paid off for
Meguro and Atlus, as frequent P3&4 soundtrack releases and remixes have become the norm, not
to mention the yearly live Persona concerts headlined by Meguro himself
and played in established venues like Tokyo’s Budokan.
5. Economy of Authentic Settings. While Personas 1 and 2 starred
high school students, not a lot of time was actually spent in high schools or
doing high schooler things. Once the setting was established, the young heroes were
swept up into the story’s events like so many other stoic protagonists seen in
Japanese RPGs. But in Personas 3&4, high school is the central location.
Nearly every day of the calendar defaults to school-based activities like
hearing rumors on the way to school, listening to short blurbs from teachers,
encountering friends between classes, or taking tests. It’s also a hub for
Social Link interactions, some of which are explicitly tied to the school, like
those involving school clubs and extracurricular activities. Outside of the
school life, a handful of other areas like malls or shrines add to the
authenticity of the Japanese setting while providing more avenues for Social
Links. According to Hashino, the limited number of locations meant that "the
cost of creating the environment was lower than the standard in RPG
development, allowing us to expand other portions of the game. And staying in
the same location in the perfect way to allow the players to sympathize with
the daily life that passes in the game." [19]
But when they do appear in P1&2, high schools are little
more than traditional RPG dungeons with a modern coat of paint; it was merely
novel at that time to navigate mazes intended to be something other than the
customary moldy crypts or haunted castles. And though P1&2 staged their
conflicts in varied locations like hospitals and record stores, P3&4
simplified this by each having a singular, clearly delineated “shadow world”
where the actual battles and persona mechanics finally come into play. While
they are relatively simple-looking—each shadow world has mostly procedurally
generated layouts with basic tileset patterns—both Persona 3’s Tartarus and
Persona 4’s Midnight Channel tie into the thematics of their respective games. Tartarus is literally even a nightmare version of P3’s school, makes it
apparent that, even if separated by gameplay mechanics or story delineations, high
school remains the axis mundi of the modern Persona experience.
6. Time Management and Life Simulation. Nearly all RPGs,
Shin Megami Tensei and previous Persona games included, are strictly paced via
“event flags,” which are simple, usually time-unconstrained triggers that progress
the game, like talking to a specific NPC or defeating a boss. Personas 3&4 would
mostly turn this convention on its head with the introduction of a time
management system where the player, living vicariously through the protagonist,
experiences life one day at a time over the course of nearly a year. In the initial
plan for Persona 3, its scenario involved living through all three standard years
of Japanese high school, but was trimmed down to one for players’
considerations. [17] The calendar year introduces a key element of life
simulation, as during the year responsibilities (i.e., school, plot demands)
must be juggled daily with the joys of free time (Social Links). This time/calendar
system Hashino calls along with Social Links “some of the most drastic
gameplay changes we’ve ever implemented.” [17]
The impetus for this time system was to “replicate
through gameplay the sensation of having a day-to-day life, one that includes actual
weekdays and weekends. The sense of fun you get over the course of a single
week can change depending on what sorts of plans you make and how your goals
are coming along. We figured that if players could get a taste of that sort of
sensation through a game that we’d be on to something enjoyable and that’s how
the calendar system came to be.” [17] The innovation of this system
compared to other RPGs is that progress, as measured by the advancing calendar,
is always being made.
Social Links are designed to improve battle efficiency, which then improves time management efficiency, which then improves Social Link management, which then... |
Unfortunately, the calendar is not completely open-ended, as
at prescribed times the plots of both games will dictate that event flag bosses
and dungeons be completed by a certain day to bypass sometimes arbitrary
gating; however, the deadlines are usually made clear. But it’s apparent that
modern Persona treats its combat underbelly as “work,” opposed to the “play”
inherent in Social Links, when it is most rewarding in terms of time management
to spend minimal time in dungeons (or completing them in one fell swoop),
leaving the maximum time for the life simulation aspects of the socially
central “real world.” Proper time management means an increased
quality of life for both player and protagonist.
7. Streamlining of Legacy Systems. For Personas 3&4,
nothing was sacred; if vestigial elements from Shin Megami Tensei or previous
Persona games did not support their collective ambitions, they would either be
refitted or thrown out completely.
Examples of modified concepts include the Press Turn system
and fusion. Nocturne’s innovative Press Turn system provided a model of
benefiting battle gameplay through weakness exploitation for almost all Megami
Tensei games that followed, and in P3&4 it was stripped down to the bare
essentials. Whereas Nocturne doled out extra turns for keen offense or
forfeited enemy turns for impenetrable defense, P3&4’s variant shunned the
extra turns and defensive benefits for an offensive-oriented style of play with
“All-Out Attacks,” powerful unblockable attacks that are a reward for hitting
all weaknesses of the enemy party.
Previously important elements that were removed in Personas
3&4 include demons as battle antagonists and their related conversation
systems. Kaneko-designed demons would now exclusively play the role of the
protagonist’s personas, introducing Soejima’s “Shadows” to the limelight. These
Shadows serve exclusively as one-dimensional “enemies” in the usual RPG sense;
without conversation as an alternate means of battle resolution, the Shadows’
entire purpose is to be defeated—only the handful of boss Shadows are afforded
any plot focus.
Shadows represent little more than their tarot designation |
Persona cards are gained at regular intervals, encouraging frequent fusion |
Judgement
As a sum of these reworked parts, the new face of
Persona
has become an unprecedented success for Atlus, both in Japan and abroad.
This success was not just in sales but also in total brand awareness,
moving
Persona out of the niche that Shin Megami Tensei had been living in for
more
than a decade. The influence of Persona 3 and Persona 4 has without a
doubt
changed the playing field of modern Japanese RPGs, a claim easily
substantiated
by the number of imitators left in their wake. Whether or not Persona was truly at the forefront, trending elements in
Japanese
RPGs released since include high school or academy settings (Valkyria
Chronicles 2, Final Fantasy Type-0), vocal music in gameplay contexts
(Final
Fantasy XIII-2, NieR), and Social Like-style relationship
quantification
(Conception). Other games, like Mind Zero, are total ripoffs.
The triumph of Personas 3&4 is even more
remarkable when
you consider the context and climate of their releases. For Persona 4 in
particular, it became a breakout hit despite it being a
PlayStation 2
game released in 2008, then already years into the subsequent console
generation. However, the continued popularity of the series in the 2010s
has
been especially striking. In Japan, this has been the decade of
burgeoning
mobile development, whose overwhelming share of the market has
cannibalized
many landmark developers, like Irem or even Konami (whose revenue mostly
comes
from non-gaming sectors). In America, this was a time of growing
suspicion or
distaste for Japanese games, particularly RPGs, with the middling
reception of
2010’s Final Fantasy XIII perceived as proof of a genre's obsolescence. But despite these circumstances, Persona has only
blossomed in Japan and P3&4 proved to be critical darlings in the
American press.
So why could Persona breakthrough to mainstream attention
while Shin Megami Tensei could not? Besides the progressive changes listed
above, it's mainly a matter of tone and focus. From SMT's bleak settings to its
meticulous attention to mythological details, it's pretty much the opposite of Persona’s
carefree optimism, despite the series’ shared assets. Where this is most
obvious is in each series' contrasting approach to party members: SMT features
an interchangeable roster of strange "monsters" that don't feature
any character beyond the archetypal personality they're allotted, while Persona
has a more standard cast of friends and fellows who stay and grow along with
the protagonist. It should go without saying that a character defined by a love
of steak or a father complex is going to be more generally palatable than a
stoic god so obscure it might not even have a Wikipedia page. The "human element" is important in order to resonate with an audience, and it's something that's simply stronger in Persona than SMT.
Between its down-to-earth characters and relationships,
being relatable is at the core of Persona’s popularity, which has approached
levels of comparison with other RPG goliaths. It’s not uncommon for Persona 3, especially,
to be compared to Final Fantasy VII, not because it approached that game’s
multi-million sales but for introducing so many players to the Megami Tensei
series who otherwise overlooked Nocturne or Digital Devil Saga. But this
comparison to Final Fantasy is salient; as one of Persona’s founding principles
was to reach a larger audience, P3&4 in particular were not afraid to lean
on the orthodox approaches that SMT opposed. Knowing how important the essence
of “character” is to Persona, perhaps the better analogues are Persona 3 to
Final Fantasy VI and Persona 4 to Final Fantasy VII. Consider the following
comparisons:
- In Persona 3/Final Fantasy VI, you are thrust among a ragtag team, one a carefree young lad whose main arc is defined by the death of his bedridden love interest (Junpei/Locke), a young woman with daddy issues (Yukari/Terra), a cold young woman of authority who is eventually encumbered with great responsibility (Mitsuru/Celes), a non-human who struggles to fit in with the others (Aigis/Terra), a bruiser of a lad with a brotherly relationship (Akihiko/Sabin), an animal (Koromaru/Mog), a little kid (Ken/Relm), and a guy who is in the party briefly and then dies (Leo/Shinjiro); this team opposes an insane megalomaniac (Ikutsuki/Kefka), even deities (Nyx Avatar/Warring Triad).
- Persona 4/Final Fantasy VII feature a central villain (Adachi/Sephiroth) whose shadow you chase the whole game but turns out to be manipulated by a supernatural female force (Jenova/Izanami), a mascot character (Cait Sith/Teddie), a young woman martial artist with an inferiority complex (Chie/Tifa), a guy with a tough-as-nails exterior but a tender center (Kanji/Cid), an endlessly high-spirited lass (Rise/Aeris), and a few more lesser correspondences.
For veteran players, P3's and P4's characters may seem stale and their emotional climaxes cliché |
The World
For these many reasons, the Persona series now possesses the
same kind of impassioned fanbase that Final Fantasy held only a couple
console generations ago. Whereas Final Fantasy’s various missteps over the past decade
have entrenched an air of cynicism among its fanbase and the mainstream gaming
audience it once attracted, Persona now reigns as probably the most genuinely
liked Japanese RPG series of the 2010s, its ragtag parties scratching the persistent itch for a traditional, turn-based,
character-driven RPG experience. Persona has won over hearts like mainline SMT
could only dream of.
One looked better and sold better, but which one found near universal acclaim? |
So if Persona is the new Final Fantasy and if, by Kaneko’s
admission, Shin Megami Tensei exists to be the converse of trends, are the two
series diametrically opposed to one another? Despite the fact that what’s made
Persona into a hot property and what defines SMT are apples and oranges, this
isn’t necessarily true. Persona and SMT live as two sides of a coin; their
strange symbiotic relationship works because each has a discrete identity.
While you could make a post-apocalyptic Persona or a SMT with life sim
mechanics or chatty mascot characters, it would betray the appeal and
individuality of both series. The obvious fact is that Persona’s fresher
outlook and casts of human characters will always garner more attention than
the dourer SMT, particularly from the key demographic of younger players. But
for veteran RPG players who may find modern Persona’s charms to be less unique,
having encountered similar characters in Final Fantasy or elsewhere, Shin
Megami Tensei’s role as an alternate choice from the norm remains as important
as ever.
That said, Persona has subsumed the main series not just in
popularity but in perception. Some effects of this are natural, such as people
thinking that Kaneko’s original demon designs originated from P3&4, the
only games in the series they've played. Then there are instances where the main series is simply perceived as
the inferior product. After all, the cost of being niche is lower sales and
lower budget; this is no problem for most fans because Kaneko's distinct art
style shines through even the most egregious asset reuse, but it may still seem
"cheap" or outright unappealing to the many.
This faces Shin Megami Tensei with a sobering reality: while
remaining one of Atlus' most valuable assets, that also means it is merely a
company's intellectual property and must perform adequately. Too important for
Atlus to shelve entirely, yet facing dwindling returns compared to the Persona
behemoth, something of Shin Megami Tensei had to give. Unfortunately, the core
aspects of SMT that distinguish itself from other games—myth, art style, obtuse
mechanics, alignment characterization—also lack broad appeal and could be
considered expendable in appealing to younger and wider markets. Shin Megami
Tensei's identity as an artwork is unmistakable, but art is trumped by its role
as a consumer product. Could the series transcend its niche without
compromising its distinct identity?
In 2013, this question would receive its answer: Shin Megami Tensei IV.
Next: False Reincarnation
In 2013, this question would receive its answer: Shin Megami Tensei IV.
Next: False Reincarnation
____________________________________________________
References:
[1] Dengeki Online. Shin Megami Tensei III: Nocturne interview.
[2] 1UP.com. (archived on Megatengaku) Shin Megami Tensei: Nocturne.
[3] A Roundtable Interview with Cozy Okada, Tadashi Satomi, and Kazuma Kaneko.
[4] Persona 2: Eternal Punishment Bonus Disc. Kazuma Kaneko and Cozy Okada Interview.
[5] Kazuma Kaneko Works III. Interview.
[6] Geimin.net. Famitsu's 100 Bestselling Games of 1996.
[7] Geimin.net. Famitsu's 100 Bestselling Games of 1999.
[8] Geimin.net. Famitsu's 100 Bestselling Games of 2000.
[9] Geimin.net. Famitsu's 100 Bestselling Games of 2003.
[10] Geimin.net. Famitsu's 100 Bestselling Games of 2004.
[11] Siliconera.com. Gaia, Cozy Okada's Studio, Is...Gone?
[12] Geimin.net. Famitsu's 100 Bestselling Games of 2005.
[13] Geimin.net. Famitsu's 100 Bestselling Games of 2006.
[14] Otaku USA. An Interview with Kazuma Kaneko.
[15] Geimin.net. Famitsu's 100 Bestselling Games of 2008.
[16] Persona 3 Official Design Works. Interview with Creators About Death and Ties.
[17] Creator Works: December 20, 2007, Katsura Hashino, Volume 24.
[18] 1UP.com. (archived on Megatengaku) Persona 4 Afterthoughts.
Excellent articles, thanks for taking the time to write them.
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