Persona Director Reveals the Secret to Atlus’ Beloved Video games



Katsura Hashino is aware of precisely what he desires on the subject of video video games. The legendary sport director, who’s accountable for the fashionable Persona video games and extra just lately Metaphor: ReFantazio, believes that, in a world obsessive about pixel rely and frame-rates, just one factor issues: the individuals who made it.

“I need one thing – even when it’s not full, even when it’s actually tough, even when it’s one thing actually unfinished – to provide me a glimpse of the humanity behind it. [I want to know] who created it and for it to provide me a glimpse of the emotion that impressed it,” he explains.

It’s a philosophy that has served him properly over the previous 30 years and it’s one of many causes the Persona video games have such a religious following. Sure, the artwork course is impeccable, as is the eye to element, even all the way down to the UI, but it surely’s the characters who populate this fantastical collection that basically make a distinction. Chie, Junpei, Ann… All of them really feel like actual individuals, with traits and feelings we will relate to, a lot in order that they really feel like previous pals moderately than characters from a online game. That’s fully intentional and it’s what drives Hashino to make video games – a private strategy that runs counter to a number of the larger initiatives on the market which are required to fulfill the expectations of each followers and firm shareholders alike.

I need one thing – even when it’s not full, even when it’s actually tough, even when it’s one thing actually unfinished – to provide me a glimpse of the humanity behind it.

Hashino is a longtime director at Atlus, having labored on a number of of the corporate’s Shin Megami Tensei video games, the much-loved RPG collection that merges the occult with extra grounded settings. In a world dominated by ‘conventional’ Japanese RPGs like Last Fantasy and Dragon Quest, they’re a kind of goth different that has steadily grown in recognition through the years.

He took over the Persona collection beginning with Persona 3, following the departure of the earlier Persona director Kouji Okada. Hashino introduced over a number of the darker themes from Shin Megami Tensei and combined them with Persona’s extra trendy pop vibe, leading to a vibrant anime-influenced aesthetic, set in opposition to a highschool backdrop that grappled with mythic concepts like gods and demons, in addition to psychology. It’s a collection that has established Hashino as certainly one of gaming’s most revered administrators. On the eve of his newest sport, Metaphor: ReFantazio, IGN sat down with Hashino to look again at his previous work and what drives him to make video games.

Persona 3 catapulted the collection into mass recognition and coincided with a renewed curiosity in anime in North America. Nevertheless, regardless of its cartoon visuals there’s a whole lot of depth to the sport and, importantly, the characters, as Hashino explains: “I feel the hole between the sort of realism of the characters themselves and the anime aesthetic is a very fascinating and vital a part of the sport. You would possibly first look and see these very anime-style characters and this anime-style world, however then may be shocked and to see there’s a really actual [world] underpinning to them. Wanting past the anime and seeing the realism is known as a great a part of our video games.”

I really feel like you probably have these tremendous extremely polished video games that appear like they had been designed by a bunch of individuals in a CEO boardroom, that doesn’t actually excited me

This realism – the hassle Hashino and his group goes to, to make sure each character feels actual – is what drives each choice within the design course of, from broad concepts to particular dialogue, as Hasino explains: “There’s this little woman named Nanako [in Persona 4] who’s in elementary faculty. Once we had been first writing her dialogue, we wrote [it] to be actually, actually cute. However then we took a step again and thought, ‘Wait a minute, all of her traces are so cute they usually’re so properly achieved that it doesn’t really feel like every precise human woman would [talk like that] at that age’. It simply felt like an excessive amount of.”

Slightly than lean into the actual fact Nanako is a online game character and thus may need dialogue that doesn’t sound really genuine, Hashino and his group went again to the writers’ room. “We began slicing again on these overly cutesy dialogues and tried to root it in actuality as a substitute. So though Persona 4 is a contemporary fantasy sport, we wished it to really feel nearer to one thing that may very well be taking place subsequent door to you.”

One factor that turns into clear when talking with Hashino is the love he has for the well-being of the characters in his video games. When discussing his favourite second in Persona 5, he tells us it’s when the forged of characters are ready to hang around within the retro-style cafe in Shibuya that the Phantom Thieves make their hideout.

“In Persona 5, a whole lot of the characters don’t actually have a spot the place they really feel protected,” Hashino explains. “So I wished to discover a place the place they’ll go and simply actually have that sense of safety. And in Shibuya [a neighborhood in Tokyo] it’s actually onerous to search out that location. There’s a lot of roads, a lot of corridors, however there’s not likely a spot the place [you think], ‘Okay, you guys can simply sit right here and sit back and simply use it as your base’. Discovering a spot [where] they’d be welcome is admittedly tough. So for the characters in Persona 5, I used to be attempting to provide them a spot the place they would be welcome. That’s once I got here up with the concept of what we name in Japan a junkissa, which is an old-style cafe.”

Unsurprisingly, Hashino’s love for the characters he creates is one thing that’s echoed by followers, and though Metaphor: ReFantazio steps away from the acquainted Persona setting – it’s set in a brand new, fantasy world moderately than Tokyo – it has rather a lot in frequent with the video games he’s made earlier than. Equally, the characters you’ll meet in Metaphor, regardless of being completely different from the Phantom Thieves we’re acquainted with, are confronted with most of the identical emotional pressures akin to prejudice, worry, and anxiousness.

“Metaphor is a sport the place the characters are round teenage age, however they’re not dealing with [traditional] teenager issues,” Hashino says, inferring that the characters you meet will wrestle with much more than typical teen drama like peer strain and romance. “They’re dealing with anxiousness and all these different large issues that have an effect on everyone, irrespective of who they’re, the place they’re, or how previous they’re.” So whereas Metaphor: ReFantazio presents a brand new world with new characters, lots of its themes will be present in Hashino’s different video games.

Certainly, whether or not it’s Persona, Shin Megami Tensei or Metaphor, getting underneath the pores and skin of every character is core to the expertise. It’s one thing Hashino believes comes from the individuals who make the video games, and that he prefers initiatives in which you’ll see a developer’s true self: “I really feel like you probably have these tremendous extremely polished video games that appear like they had been designed by a bunch of individuals in a CEO boardroom, that doesn’t actually excited me — it doesn’t actually curiosity me”, he admits, bluntly. “However once I see these types of video games [which reveal a little about the people that made them], it actually fills me with the motivation to maintain growing,” he says. “That these artists, these creatives, had one thing they actually wished to say is the place I get all of my inspiration from, and the drive to proceed to be inventive myself.”

Matt Kim is IGN’s Senior Options Editor. You may attain him @lawoftd.





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