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Ayax escribió:Claro que está confirmado que hay versión para PS3 y PS4. Lo que yo me pregunto es cuántas posibilidades hay de que sólo salga en esta última en occidente. Sería un movimiento inteligente para forzar más el salto generacional. No lo veo descabellado. Y más teniedno en cuenta que el juego llegaría como pronto a mediados-fianles del año que viene.
This is an excerpt from an interview in next week’s issue of Weekly Famitsu. Stay tuned to next week for more information about the protagonist and his persona, his friends, and the game’s systems.
It’s been a while since we’ve heard anything new. How’s development coming along?
Hashino: Things are really coming along and we’re starting to hit our quality benchmarks in terms of what goes into the game, so at this stage, we’re hard at work building the game and fleshing it out. We’re just as eager to bring this game out finally so they can enjoy what all we’ve been working on and day by day, we’re getting closer to the finish line. It’s just going to be a little while longer now before it’s here.
During our last interview, I remember you talking about how you wanted this game to depict things like the cathartic feelings that come from freeing yourself of your own chains in life and being ale to yell out to the world you’re free. Now that we know more about the game, I’d like to ask you to elucidate about the themes of the game again.
Hashino: I don’t think it’s a stretch to say in this day and age that there are a lot of people out there who feel like they aren’t moving forward, that they have no future, and carry a lot of weight on their shoulders every day. They’re stuck between a rock and a hard place, emotionally speaking; on the one hand, they might not be keen on living by the same rules and values that defined previous generations, while still lacking the will to go out and actually break those barriers down themselves. That dark side of society is a central pillar to the game we want to make with Persona 5.
In the midst of all that, though, you got these high school punks who are trying to bite back at a world that’s trying to pin them down. If our game can give people a little courage to keep going in their day to day lives, to face things head on and do something with themselves, then we’ll have done our jobs here.
But the main characters… are they thieves!?
Hashino: It’s interesting you refer to them in that way specifically because one of the things that inspired us to make this question to begin with was how, say, a classic, iconic thief in the vein of Lupin III might win the hearts and minds of people in today’s day and age if they were out running around today. There have been a lot of books and films over the years that explored the sorts of lives that thieves live and how they’re able to shake up the world with what many would perceive to be sheer brazenness, but that’s not ground that’s very well covered in games and we intend to rectify that. We want our players to be able to empathize with these characters and enjoy seeing what they get themselves into and we’re giving it everything we’ve got to make sure that comes through loud and clear in the final game.
Persona Channel Message
Good evening, everyone. This is Hashino from the Persona Team. It’s been a long time coming, but we’ve finally started showing you some proper footage from Persona 5. What do you make of it so far? The trailer hasn’t been put out yet as I write this, so, to be honest, I’m actually feeling a little on edge about how people will react to it. If we get people to stand up and take notice, especially in terms of the overt thievery and what we’re paying homage to, then we’re on the right track. As long as there’s something that gets everyone even just a little existing, I’ll be content.
In a nutshell, if I were trying to explain what this game is trying to evoke, I’d say it’s like if you took something like a picaresque novel and then threw in, for lack of a better word, realistic, down to earth “academy juveniles.” In previous Persona games, the stories revolved around pretty traditional heroes going after villains that most anyone one would be loath to associate themselves with; they pursued the bad guys for the sake of justice, essentially. This time around, though, the protagonists of Persona 5 themselves are on the run for doing what they think is right after something happens completely out of the blue. That mixture of thrills and not-so-larger-than-life cast of characters is what composes the idea of “academy juveniles” for us. We think that these characters that are going to be a little rougher around the edges than those who have come before them in the series, coupled with the strides we’ve made in visual and sound design we can pull off something really special here.
Even more so than before, I feel like we’re pouring our hearts into this game. As an Atlus game, we try to make games that stand out amongst the crowd, but put in another light, individuality of that sort isn’t always a blessing per se. It can mean diverging from what’s normal, break from the rules, project the image of trouble, especially when applied to people. But to us, individuality in people isn’t purely good or bad; rather it’s something that has the power to change how people think and act when they’re touched by it. We might live in a world that’s less than accommodating to a lot of us and hard to live in. But so long as people don’t give up on reaching out to one another, the individuality that shines both at the individual level and from groups as a whole can help us break through that feeling of oppression and feel free. This is a game we really want to walk the walk and we hope from the bottom of our hearts that it’ll leave a mark on people after it’s all said and done.
We want to put out the best game we can, so we’re counting on you to keep supporting us as we bring this thing to life! (Make sure to tell us everything you have to say on Twitter, your blogs, wherever!)
Thanks!
– Katsura Hashino
Sakai escribió:Pixiv está que arde, me encanta. Espero que al menos Kaneko esté diseñando los demonios, no es por desprestigiar a Soejima, que hace un buen trabajo, pero añoro a ese hombre lo indecible.
Astral escribió:Sakai escribió:Pixiv está que arde, me encanta. Espero que al menos Kaneko esté diseñando los demonios, no es por desprestigiar a Soejima, que hace un buen trabajo, pero añoro a ese hombre lo indecible.
Supongo que si, creo que en todas las entregas los persona han sido deiseñado por Kaneko (aunque la de los protas de 3 y 4 no estoy seguro).
Joshey13 escribió:Esperemos que llegue en español a occidente.
ElSrStinson escribió:Joshey13 escribió:Esperemos que llegue en español a occidente.
da gracias si llega en ingles
Frost9 escribió:No sé cuanto tiempo llevo esperando este juego. El persona del protagonista me recuerda a Izanagi
At 1.33 in trailer you can see nine words in Latin : Acedia, Cavum, Avaritia, Gula, Ira, Invidia, Irritum, Luxuria and Superbia.
Seven of them is Latin names for Seven Deadly Sins and another two means hollow and void. After that at 1.34 we see nine screens with all sins and word persona beneath them.
It’s been a while since we’ve heard anything new. How’s development coming along?
Hashino: Things are really coming along and we’re starting to hit our quality benchmarks in terms of what goes into the game, so at this stage, we’re hard at work building the game and fleshing it out. We’re just as eager to bring this game out finally so they can enjoy what all we’ve been working on and day by day, we’re getting closer to the finish line. It’s just going to be a little while longer now before it’s here.
During our last interview, I remember you talking about how you wanted this game to depict things like the cathartic feelings that come from freeing yourself of your own chains in life and being ale to yell out to the world you’re free. Now that we know more about the game, I’d like to ask you to elucidate about the themes of the game again.
Hashino: I don’t think it’s a stretch to say in this day and age that there are a lot of people out there who feel like they aren’t moving forward, that they have no future, and carry a lot of weight on their shoulders every day. They’re stuck between a rock and a hard place, emotionally speaking; on the one hand, they might not be keen on living by the same rules and values that defined previous generations, while still lacking the will to go out and actually break those barriers down themselves. That dark side of society is a central pillar to the game we want to make with Persona 5.
In the midst of all that, though, you got these high school punks who are trying to bite back at a world that’s trying to pin them down. If our game can give people a little courage to keep going in their day to day lives, to face things head on and do something with themselves, then we’ll have done our jobs here.
But the main characters… are they thieves!?
Hashino: It’s interesting you refer to them in that way specifically because one of the things that inspired us to make this question to begin with was how, say, a classic, iconic thief in the vein of Lupin III might win the hearts and minds of people in today’s day and age if they were out running around today. There have been a lot of books and films over the years that explored the sorts of lives that thieves live and how they’re able to shake up the world with what many would perceive to be sheer brazenness, but that’s not ground that’s very well covered in games and we intend to rectify that. We want our players to be able to empathize with these characters and enjoy seeing what they get themselves into and we’re giving it everything we’ve got to make sure that comes through loud and clear in the final game.
Good evening, everyone. This is Hashino from the Persona Team. It’s been a long time coming, but we’ve finally started showing you some proper footage from Persona 5. What do you make of it so far? The trailer hasn’t been put out yet as I write this, so, to be honest, I’m actually feeling a little on edge about how people will react to it. If we get people to stand up and take notice, especially in terms of the overt thievery and what we’re paying homage to, then we’re on the right track. As long as there’s something that gets everyone even just a little existing, I’ll be content.
In a nutshell, if I were trying to explain what this game is trying to evoke, I’d say it’s like if you took something like a picaresque novel and then threw in, for lack of a better word, realistic, down to earth “academy juveniles.” In previous Persona games, the stories revolved around pretty traditional heroes going after villains that most anyone one would be loath to associate themselves with; they pursued the bad guys for the sake of justice, essentially. This time around, though, the protagonists of Persona 5 themselves are on the run for doing what they think is right after something happens completely out of the blue. That mixture of thrills and not-so-larger-than-life cast of characters is what composes the idea of “academy juveniles” for us. We think that these characters that are going to be a little rougher around the edges than those who have come before them in the series, coupled with the strides we’ve made in visual and sound design we can pull off something really special here.
Even more so than before, I feel like we’re pouring our hearts into this game. As an Atlus game, we try to make games that stand out amongst the crowd, but put in another light, individuality of that sort isn’t always a blessing per se. It can mean diverging from what’s normal, break from the rules, project the image of trouble, especially when applied to people. But to us, individuality in people isn’t purely good or bad; rather it’s something that has the power to change how people think and act when they’re touched by it. We might live in a world that’s less than accommodating to a lot of us and hard to live in. But so long as people don’t give up on reaching out to one another, the individuality that shines both at the individual level and from groups as a whole can help us break through that feeling of oppression and feel free. This is a game we really want to walk the walk and we hope from the bottom of our hearts that it’ll leave a mark on people after it’s all said and done.
We want to put out the best game we can, so we’re counting on you to keep supporting us as we bring this thing to life! (Make sure to tell us everything you have to say on Twitter, your blogs, wherever!)
Thanks!
– Katsura Hashino
Eriksharp escribió:El juego lo va a petar en Japón.
¿Se sabe algo del Cast del juego?
Sakai escribió:Yo quiero a Ono-D en el juego.
Sicknessquick escribió:Sakai escribió:Yo quiero a Ono-D en el juego.
¿Ono Daisuke? ¿Ha hecho personajes de la saga Persona? Yo es que he jugado los que han llegado aquí con voces en inglés, pero me encanta lo que hace ese hombre.
A mi Alto me encanta, uno de mis personajes favoritos xd, supongo que eso y que Yuiichi Nakamura, Tomokazu Sugita, Soichirou Hoshi, Aya Endo, Hiroshi Kamiya, Katsuyuki Konishi sean varios de mis seiyuus favoritos, junto a que me encanta May'n pues tenemos un coctel explosivo, eso y que la animación es acojonante, banda sonora a cargo de Yoko Kanno, el argumento me encanta, el triangulo amoroso se mantiene de forma perfecta... etc... xD
Astral escribió:A mi Alto me encanta, uno de mis personajes favoritos xd, supongo que eso y que Yuiichi Nakamura, Tomokazu Sugita, Soichirou Hoshi, Aya Endo, Hiroshi Kamiya, Katsuyuki Konishi sean varios de mis seiyuus favoritos, junto a que me encanta May'n pues tenemos un coctel explosivo, eso y que la animación es acojonante, banda sonora a cargo de Yoko Kanno, el argumento me encanta, el triangulo amoroso se mantiene de forma perfecta... etc... xD
¿A que viene que ahora lo odies tanto?
Eriksharp escribió:Menos mal que ya no hay mazmorras aleatorias para las principales, que asco me dan las creaciones procedurales para eventos principales de los juegos, donde se ponga una mazmorra hecha a mano que se quiten las demás mierdas
zelos92 escribió:Eriksharp escribió:Menos mal que ya no hay mazmorras aleatorias para las principales, que asco me dan las creaciones procedurales para eventos principales de los juegos, donde se ponga una mazmorra hecha a mano que se quiten las demás mierdas
Pero el Persona 4 ya no eran aleatoria no? A mi me suena de saberme de memoria la mazmorra de las veces que iba.
zelos92 escribió:En el 3 la primera era un tren y estoy bastante seguro de que no era aleatoria (básicamente no cambiaba nada y creo que no daba lugar a cambiar nada)
Staff
- Director: Katsura Hashino
- Character Designer: Shigenori Soejima
- Composer: Shoji Meguro
Characters
- Protagonist – A second year high school student who moves to the big city in the spring. He lives with his parents’ friends at their coffee shop on the outskirts. He and his friends share common ground in having lost a place to live before.
- Arsene (Persona) – The protagonist’s exclusive Persona. Whether it’s connected to the well-known thief is unknown.
Sound Change
The previously mentioned sound change (“The sound characters make when summoning Personas is no longer a ‘ka!’ but rather a ‘buchi!'”) applies to cut-ins in general, not just Persona summons.
Katsura Hashino (Producer and Director) Interview Tidbits
- Unlike the heroes of Persona 3 and Persona 4, the protagonist of Persona 5 has a problem of some sort that, if not faced down, could spell big trouble in the future. The scene in the trailer where he appears to be a prisoner is a “mental prison,” so to speak.
- The protagonist meets other two characters and cat creature in the trailer at the beginning of the game. The other two have their own life problems as well, and cat creature is mysterious, can transform, and is key to storyline.
- The characters sliding around in the anime bit in the trailer was suggested by the anime director. (Production I.G is confirmed to be the studio behind Persona 5‘s anime scenes.)
- The battle system is still turn-based, but is said to have a lot of changes to make it feel better to play and enjoy.
- Lots of Personas are being rendered in high-definition for the first time, making it a grueling production process on that end.
- Hashino is choosing to remain quiet about why Personas are appearing as actual enemies and where the protagonist has his fights. There are reasons behind those details, though.
- There are indeed randomly generated elements, but major places in the storyline are designed to play up the burglary motif and have special gimmicks.
- Each character has a distinct gun for their long distance weapon, though short range ones are present, too. They aren’t actual guns, but for reasons, they remain effective as weapons in combat.
- Working with sympathizers around town (the original Japanese literally uses “cooperation” like in the menu) is advantageous in some way for combat.
- Social Link-esque features will be discussed later, but will have new twists while still serving to power things up.
Shigenori Soejima (Character Designer) Interview Tidbits
- The protagonist’s seemingly docile nature is a profound ruse.
- The logo design is meant to play up on the youth ensemble nature of the plot and its cast, conveying a sense of speed and dynamism.
- Arsene, meanwhile, is designed to be a little more old-school, including his name, though making the whole thing come together and look stylish with that sort of constraint wasn’t without its share of challenges. Its cape / wings are meant to portray the image of a thief who lurks around places where normal people don’t belong.
“The background music in the latest trailer is actually an instrumental version of the main theme,” Meguro said. “In working on Persona 5’s soundtrack, I’ve incorporated some acid jazz-like elements to bring out the game’s mood, including in the main theme.”
Astral escribió:Me lío, al final Arsene es el nombre del prota o de su Persona xD
zelos92 escribió:Pues no se porque me sonaba lo contrario, tenía que haberlo comprobado
Astral escribió:Me lío, al final Arsene es el nombre del prota o de su Persona xD
Eriksharp escribió:Espero que esta vez Meguro se deje de J-Pop estilo Persona 3 y haga algo más estilo Raidou Kuzunoha o Digital Devil Saga 2. Odio el Battle theme de Persona 3, me parece jodidamente espantoso y me saca mucho de la ambientación y del juego.