Persona 5 Strikers has a singular place among the many musou-style motion recreation variations of varied franchises. Koei Tecmo and Omega Pressure are well-known for that high-octane one-versus-100 slash-em-up gameplay, particularly by way of Dynasty Warriors, and introduced that power to an array of well-liked video games and anime franchises similar 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 taking part in a musou-style motion recreation.
It is a testomony to the collaborative efforts between Atlus and Koei Tecmo, as a result of, as you possibly can in all probability 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. The whole lot 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 likely to be extra in retailer between the 2 studios.
This interview was carried out by way of e mail and thru a translator, and it was edited for readability and readability. The next content material doesn’t comprise spoilers. If you wish to know extra concerning the recreation, make sure you learn my , or if you have not performed the unique RPG, examine .
What was the collaborative effort like between Koei Tecmo and Atlus when arising with the gameplay method for Strikers? Have been there compromises, what have been the conversations like?
Daisuke Kanada: After establishing the essential circulation of the gameplay and story, the idea of the title, the theme, and so on., I keep in mind that we labored on the story and motion components in parallel. If I needed to decide one level the place there was a definite collaborative effort–it may 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 convey out the very best of Persona.
Alternatively, for the motion components, we prioritized the information and expertise of Omega-Pressure. We wished to create a title that might solely be created by way of this collaboration, and one that might mirror the action-packed specialty of Omega-Pressure. In the identical approach, Omega-Pressure integrated each single element to convey out the distinctive really feel of Persona 5. The occasion scenes, person interface, and soundtrack have been all at a degree that might have been unattainable if there hadn’t been the desire to create a recreation 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 in an effort to understand one another’s strengths. They have been relentlessly essential 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 keep in mind that the workers members in cost mentioned backwards and forwards 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 night time, bouncing concepts off of one another. This was some of the troublesome factors within the growth of this title.
How difficult was it to include lots of Persona 5’s authentic parts into a brand new fight system?
Sekiguchi: A typical instance of this might be the fundamental expertise and weaknesses. It is an important 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 function. This was as a result of to start with, the sport was designed to be a “musou motion” recreation, which is Omega-Pressure’s forte, so it was straightforward to annihilate enemies with out having to use their weaknesses. We would additionally restricted the variety of Persona expertise that could possibly be utilized in battle, and designed them for use rapidly as prompt motion controls.
Within the course of of getting Atlus evaluation the prototype and focus on it with the event staff, 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 recreation. From that time on, we distanced ourselves from the traditional 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 numerous quality-of-life enhancements similar to freezing time whereas deciding on 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, certainly you need to profit from it! Are there any plans for a follow-up recreation? or adapting this technique for an additional recreation?
Kanada: There have been a whole lot of challenges in creating Persona 5 Strikers, however we have been very happy with the ultimate recreation, and it has acquired 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’ve got realized from engaged on Strikers that you will take into future tasks?
Kanada: With reference to this being a collaborative manufacturing, certainly one of its predominant options, we realized 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 placing new type.
Sekiguchi: Working with Atlus for the primary time, we realized quite a bit from the challenge. 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 fantastic Persona 5 IP, we have been capable of create a title that gamers will deem “a worthy sequel to Persona 5,” which boosted the arrogance of all the event members and the technical expertise of the staff. The expertise of creating this title itself has change into a priceless asset for each certainly one of us.
Humanity is gorgeous in some ways, however folks even have private weaknesses and ugliness that they wish to cover. That type of sincere portrayal does not imply we hand over and say, “For this reason people aren’t any good,” however somewhat to ship a optimistic message that even these elements 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 attempt incorporating new faces right into a solid many followers already know and love?
Kanada: After we considered including new characters to the already-beloved solid, we have been continuously frightened about whether or not they could be accepted, whether or not they would stand out, or whether or not they could be overshadowed. That is why we had many discussions with Omega-Pressure and the interior workers, and continued to look at and evaluation each single line of dialogue.
Sekiguchi: We made a whole lot of strategies for the brand new characters, however I bear in mind we have been each continuously testing the waters to start with. We had a whole lot 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 every single day.
Kanada: After the discharge of this title, we acquired optimistic 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 recreation in a roundabout way.
Persona 5 Strikers says quite a bit 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 taking part in the sport are their very own solutions. In creating this recreation, we made certain it was stuffed with every kind of themes and messages. However I believe that if we tried to place all of them into phrases ourselves, it’d affect their significance.
As a result of gaming is a medium that includes taking part in it your self, this makes the non-public messages and impactful moments resonate within the gamers’ minds, and I believe it is secure 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. Whenever you look again, what’s it about these video games that attracts 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 cover. That type of sincere portrayal does not imply we hand over and say, “For this reason people aren’t any good,” however somewhat to ship a optimistic message that even these elements 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 reminiscences of so many individuals, and in addition why I used to be drawn to them.
Strikers is stuffed with wonderful songs, what’s your favourite remix or new track and why?
Kanada: “You Are Stronger.”
It is the opening monitor of this recreation, with lyrics written by Lotus Juice. After all, all of the songs are actually cool and I like all of them, however this track was made particularly to characterize this title. I believe it is the right track for the Phantom Thieves of Hearts, and for the way they provide braveness to everybody.
It is the track for the primary battle. Mixed with the context of the battle, I believe this track actually symbolizes the collaboration between Omega-Pressure and the Persona staff.