Persona 5 Strikers has a singular place among the many musou-style motion sport variations of varied franchises. Koei Tecmo and Omega Power are well-known for that high-octane one-versus-100 slash-em-up gameplay, particularly by Dynasty Warriors, and introduced that vitality to an array of well-liked video games and anime franchises equivalent to The Legend of Zelda, Fire Emblem, and One Piece. However what makes Persona 5 Strikers so totally different is its dedication to the supply materials and the RPG elements–both in narrative and gameplay–that are key to Persona’s identification. Strikers labored so effectively that it stands out as its personal Persona entry, and to the purpose the place I nearly forgot I used to be enjoying a musou-style motion sport.
It is a testomony to the collaborative efforts between Atlus and Koei Tecmo, as a result of, as you possibly can most likely think about, bringing the 2 design philosophies collectively did not come straightforward. I had an opportunity to speak with producer Daisuke Kanada from Atlus and director Kazutoshi Sekiguchi from Koei Tecmo to dig deeper into how the 2 groups have been capable of pull it off. Every thing from incorporating Persona 5’s RPG fight mechanics to the brand new characters and narrative themes was on the desk, they usually even trace that there is perhaps extra in retailer between the 2 studios.
This interview was performed by way of electronic mail and thru a translator, and it was edited for readability and readability. The next content material doesn’t include spoilers. If you wish to know extra concerning the sport, remember to learn my , or if you have not performed the unique RPG, examine .
What was the collaborative effort like between Koei Tecmo and Atlus when developing with the gameplay formulation for Strikers? Have been there compromises, what have been the conversations like?
Daisuke Kanada: After establishing the essential stream of the gameplay and story, the idea of the title, the theme, and many others., I do not forget that we labored on the story and motion components in parallel. If I needed to choose one level the place there was a definite collaborative effort–it would possibly sound contradictory–but I believe it was the connection that we established the place we revered one another’s strengths, whereas taking advantage of our personal.
When it comes to story, characterization, and worldbuilding, we tried to carry out the very best of Persona.
Then again, for the motion components, we prioritized the information and expertise of Omega-Power. We wished to create a title that would solely be created by this collaboration, and one that will mirror the action-packed specialty of Omega-Power.
In the identical approach, Omega-Power integrated each single element to carry out the distinctive really feel of Persona 5. The occasion scenes, person interface, and soundtrack have been all at a stage that will have been unattainable if there hadn’t been the need to create a sport true to the Persona model.
Kazutoshi Sekiguchi: As Kanada-san mentioned, I imagine that our most vital collaborative effort was having that relationship the place we have been capable of knock our concepts towards one another as a way to understand one another’s strengths. They have been relentlessly important in pursuit of constructing the visuals and sound the very best they could possibly be, and when it got here to motion, we frequently needed to clarify our intentions to them.
As for the story, I do not forget that the workers members in cost mentioned forwards and backwards with one another to the purpose of exhaustion. When voice recording was about to begin, the workers in cost spent greater than per week in Atlus’ convention room, from morning till evening, bouncing concepts off of one another. This was one of the vital troublesome factors within the improvement of this title.
How difficult was it to include lots of Persona 5’s unique parts into a brand new fight system?
Sekiguchi: A typical instance of this might be the fundamental expertise and weaknesses. It is a vital battle factor that’s distinctive to Persona, however in Strikers’ early days that mechanic did not match that effectively into the design, and Joker’s Persona-changing mechanism did not serve a lot objective. This was as a result of at first, the sport was designed to be a “musou motion” sport, which is Omega-Power’s forte, so it was straightforward to annihilate enemies with out having to use their weaknesses. We might additionally restricted the variety of Persona expertise that could possibly be utilized in battle, and designed them for use shortly as instantaneous motion controls.
Within the course of of getting Atlus evaluation the prototype and talk about it with the event crew, we got here to the conclusion that we wanted to revamp the sport extra as an action-RPG, in any other case it would not really feel like a Persona sport. From that time on, we distanced ourselves from the standard concept of musou motion, and altered the course of the sport to extend the results of combating tactically and exploiting weaknesses. Together with this, we made varied quality-of-life enhancements equivalent to freezing time whereas choosing Persona expertise and displaying the enemy’s weak factors. As soon as we had this in place, we have been capable of refine the results of “1 Extra” assaults, All-Out Assaults, and Baton Passes.
The fight system turned out nice, absolutely you need to profit from it! Are there any plans for a follow-up sport? or adapting this method for an additional sport?
Kanada: There have been a variety of challenges in creating Persona 5 Strikers, however we have been very glad with the ultimate sport, and it has obtained excessive reward from the gamers. I do not need this to be the top of this explicit system, or the brand new characters. I personally would like to create one other new title to comply with this one.
Sekiguchi: If there is a chance, actually! Kanada-san, Atlus-san, let’s keep in contact. (laughs)
What are some classes you have discovered from engaged on Strikers that you’re going to take into future tasks?
Kanada: With regard to this being a collaborative manufacturing, one in all its principal options, we discovered quite a bit. I used to be reminded as soon as once more that when two builders reap the benefits of one another’s strengths and are available collectively as one, even a title with the acquainted Persona identify can tackle a putting new kind.
Sekiguchi: Working with Atlus for the primary time, we discovered so much from the venture. That features our classes from their know-how of the RPG style, one thing we hadn’t labored on earlier than, and their consideration to the story, cutscenes, and visuals.
Greater than something, borrowing the great Persona 5 IP, we have been capable of create a title that gamers will deem “a worthy sequel to Persona 5,” which boosted the boldness of all the event members and the technical expertise of the crew. The expertise of creating this title itself has turn out to be a invaluable asset for each one in all us.
Humanity is gorgeous in some ways, however folks even have private weaknesses and ugliness that they wish to conceal. That type of sincere portrayal doesn’t suggest we surrender and say, “Because of this people are not any good.” However slightly to ship a constructive message that even these points are a part of human potential. That is what I really feel in each Shin Megami Tensei and Persona. – Daisuke Kanada, producer on Persona 5 Strikers
Zenkichi and Sophia are nice characters and match effectively with the remainder, what’s it prefer to strive incorporating new faces right into a solid many followers already know and love?
Kanada: Once we considered including new characters to the already-beloved solid, we have been consistently apprehensive about whether or not they can be accepted, whether or not they would stand out, or whether or not they can be overshadowed. That is why we had many discussions with Omega-Power and the interior workers, and continued to look at and evaluation each single line of dialogue.
Sekiguchi: We made a variety of recommendations for the brand new characters, however I keep in mind we have been each consistently testing the waters at first. We had a variety of discussions. As soon as [Shigenori] Soejima-san (artwork director and character designer) accomplished his design, the form of the character got here into focus, the story was finalized, and the actors added their voices. I believe that was the purpose the place it lastly felt like we hit the mark.
It was a really thrilling expertise to see how the writers, designers, and actors labored collectively to make the characters really feel extra actual and extra likable day-after-day.
Kanada: After the discharge of this title, we obtained constructive suggestions from many individuals concerning the new characters, and all of the workers, together with myself, are very happy to listen to that. Personally, I would like to inform the story of Sophia and Zenkichi’s lives after this sport not directly.
Persona 5 Strikers says so much about how trauma impacts folks and their actions, what are the stuff you need gamers to remove from the story?
Kanada: I believe that the entire messages that the gamers take away after enjoying the sport are their very own solutions. In creating this sport, we made certain it was filled with all types of themes and messages. However I believe that if we tried to place all of them into phrases ourselves, it’d influence their significance.
As a result of gaming is a medium that entails enjoying it your self, this makes the non-public messages and impactful moments resonate within the gamers’ minds, and I believe it is protected to say that these impressions are the theme of Persona 5 Strikers.
[To Kanada-san] You have been with Atlus engaged on Shin Megami Tensei and Persona for a very long time now. If you look again, what’s it about these video games that pulls you to them?
Kanada: The truth that they depict human weak point. Humanity is gorgeous in some ways, however folks even have private weaknesses and ugliness that they wish to conceal. That type of sincere portrayal doesn’t suggest we surrender and say, “Because of this people are not any good.” However slightly to ship a constructive message that even these points are a part of human potential. That is what I really feel in each Shin Megami Tensei and Persona.
I believe that is the rationale why Atlus’ works root themselves within the recollections of so many individuals, and likewise why I used to be interested in them.
Strikers is filled with superb songs, what’s your favourite remix or new tune and why?
Kanada: “You Are Stronger.”
It is the opening monitor of this sport, with lyrics written by Lotus Juice. In fact, all of the songs are actually cool and I like all of them, however this tune was made particularly to signify this title. I believe it is the right tune for the Phantom Thieves of Hearts, and for a way they provide braveness to everybody.
It is the tune for the primary battle. Mixed with the context of the battle, I believe this tune actually symbolizes the collaboration between Omega-Power and the Persona crew.