![]() In addition to the idea of battles not being “just for xp”, another thing we were very conscious of was the idea that the battles themselves are also event scenes. Try hitting an enemy with your bare fists sometime, it’s funny. Contacts and personas, obviously, but also the variety of different weapons. I believe Okada said before, that the battle aren’t just about gaining experience, but we’ve added a lot of things to the battle screen for players to enjoy. Perhaps we’ll have to add a Back Upper to the sequel? -What do you think about the criticism that the battles are too long?Īihara: That’s because we wanted players to enjoy the battles visually. Working people have also complained that the lack of save points makes it hard for them to play on the weekdays.Īihara: Yeah, but thankfully, the criticism we’ve received hasn’t been all-encompassing-”this game sucks!”-but more measured and constructive. One of two Persona TV commercials click here for CM #2. Though I would say the encounter rate was a little high. I really only have words of praise for Persona, myself. You can enjoy it casually, but if you look a little closer, you’ll see it’s quite a deep game. Okada: We’ve heard that a lot, yeah-”this isn’t Megami Tensei!” followed quickly by “But it’s really fun!”Īihara: I think if you dig deeply into the game though, it’s actually pretty close to Megami Tensei. (laughs)Īihara: Persona’s managed to capture the interest of non-Megaten fans, but it’s also been welcomed by longtime fans too. I had them made-up and thought I’d wear them myself, but I’m too skinny for them. ![]() I actually made some fashion designs inspired by the Vishnu shown in the commercial. ![]() ![]() The filming was something of a marathon but it was really fun. Kaneko: I was moved when I saw the commercials, too. It was a very difficult process but we ended up with something we’re quite proud of. Okada: We put a lot of effort into those commercials! We absolutely wanted it to use live actors, and were very insistent about that. The commercials we made did very well, too. And there are a lot of new players who have never player the original Megami Tensei games, too.Īihara: I think the fact that we have more distinct, memorable characters this time made it a lot easier to get into. So in that sense, too, it makes us really happy that we were able to craft a whole new, original series distinct from the Megaten games. Instead, people are sharing their plainly stated feelings about what they found interesting, what was unsatisfying, and it’s giving us a good sense of which parts everyone found fun. But with Persona, whether we’re looking at reviews, or reading player feedback postcards, that word “hardcore” isn’t coming up much. For better or for worse, the Megami Tensei games were often called “hardcore” games. We’ve managed to capture a whole new demographic with Persona, so it’s a blessing in that regard too.Īihara: Yeah, we’ve seen a really wide range of players. (laughs) It’s a kind of personal validation. Kaneko: I have the same feeling, albeit on an even more personal level-it’s like, I’ve now succeeded in showing everyone what I’m all about. Right now we’re in the process of researching the player feedback we’ve collected, but the reception has been extremely positive, and I’m very satisfied right now-I’m so glad we made this game. Seigo Aihara – PR Manager -Persona is approaching over 500,000 sales! It’s a big hit.
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