Main series[ edit ] Revelations: Persona is the first entry in the series, was released in Japan and North America for the PlayStation in Hermelin High, who are forced to confront an outbreak of demons in their hometown. Innocent Sin is the second entry in the series, released in Japan for the PlayStation in For this version, adjustments were made so that it played more like its sequel, along with added features and a new scenario.
Eternal Punishment is the third entry in the main series, released in Japan and North America for the PlayStation in Persona 3 is the fourth entry in the main series.
Persona 4 is the fifth entry in the main series, released for the PlayStation 2 in in Japan and North America, and in Europe. As using the PSP would result in cutting too much content, it was instead developed for PlayStation Vita , which allowed for new features and content.
This version was titled Persona 4 Golden. It was released in in Japan, and in in North America and Europe. The Night Before; [Jp. Staying exclusive to Japan, it closed down in June Shadow of the Labyrinth , was released worldwide in ;  it features the full casts of Persona 3 and 4, and is classed by Atlus as an official entry in the Persona canon.
Dancing All Night , was released worldwide in Dancing in Moonlight and Persona 5: Dancing in Starlight , were simultaneous released in Japan in May Their first partnership was in with the development and release of Megami Ibunroku Persona: Chapter of the Foreign Tower of Emptiness, [Jp.
Innocent Sin - Lost Memories [Jp. Eternal Punishment - Infinity Mask [Jp. Both titles carried over the basic gameplay functions of the original games tailored for mobile phones. The First Mission, [Jp. These images are taken from Persona 4 Golden. Persona 4 built upon mechanics introduced in Persona 3. The gameplay of the Persona series revolves around combat against various enemy types: Demons, Shadows and Personas. The way battles initiate varies between random encounters Persona, Persona 2 or running into models representing enemy groups Persona 3 onwards.
Battles are governed by a turn-based system , where the player party and enemies each attack the opposing side. Actions in battle include standard physical attacks using short-range melee or long-range projectile weapons, magical attacks, using items, guarding, and under certain conditions escaping from battles. During battle, either side can strike an enemy's weakness, which deals more damage than other attacks.
If all enemies are knocked down by critical hits, the party can perform an "All Out Attack", with all party members attacking at once and dealing high damage.
Each party member is manually controlled by the player in all but one Persona title: The general gameplay has remained consistent across all Persona games. In Persona, battles take place on a grid-based battlefield, with characters' and enemies' movements dictated by their placement on the battlefield.
In Persona 4, this was changed to a weather-based system, where changes in the weather keyed to the story affected enemy behavior. In Persona 4 they are based on Japanese deities ; Persona 5 uses characters inspired by popular fictional and historical outlaws.
Each skill card represents a different Persona family, which in turn hold their own abilities inherent to that family. Multiple Personas can be fused together to create a new Persona with improved and inherited abilities: During their time outside battle, the main character can interact with and grow a particular Social Link, which acts as an independent character growth system tied to a Persona family or Arcanum.
As the main character's relationship with the character representing a Social Link grows, its rank is raised and more powerful Personas related to the Social Link's assigned Arcanum can be summoned and fused. Some responses yield Skill Cards for use in creating new Personas.
The exception to this is Eternal Punishment, which instead focused on a group of adults. This is followed by the events of Innocent Sin and Eternal Punishment in At the end of Innocent Sin, the main characters rewrote events to avert the destruction of Earth, creating the Eternal Punishment reality, with the original reality becoming an isolated Other Side.
Persona 3 and subsequent titles stem from Eternal Punishment. Her body was damaged by the impact and became the moon, while her psyche was left on the surface and locked away at the heart of the collective unconscious.
The fragments of Nyx's psyche, known as "Shadows", are both a threat and a crucial part of humanity's existence. To further help defend against hostile Shadows, people generated the deities that exist within the collective unconscious, many of which manifest as Personas. Nyx appears in Persona 3 as the antagonist. Its inhabitants, lead by an enigmatic old man called Igor, aid the main characters by helping them hone their Persona abilities.
This motif was more overtly expressed in Persona 5 through the main casts' use of masks in their thief guises. Persona 2 focuses on the effect of rumors on the fabric of reality referred to by the developers as "the power of Kotodama " ; Persona 3 employs themes involving depression and the darkness within people; Persona 4 focuses on how gossip and the media influences people's views of others; and Persona 5 shows how the main characters pursue personal freedom in a restrictive modern society.
It ties in with the series' themes, and also with Philemon's frequent appearances as a butterfly. Lovecraft 's Cthulhu Mythos , and the Mythos as a whole is frequently referenced in Persona 2.
As the high school setting of If In their view, this approach helped players accept the series' themes and the variety of ideas included in each title. Kaneko in particular tried to recreate his experiences and the impact it had on him during his time with the series. The abundance of casual games on the PlayStation reinforced this decision. During the writing of Innocent Sin, it was decided that the world of Persona 2 needed a different perspective than that of the current protagonist.
This decision laid the groundwork for Eternal Punishment. Gaining Atlus' approval of the concept, development started in the same year, after the completion of Nocturne and the Digital Devil Saga duology. The team decided to shift towards more challenging story themes, saying that the shift would be more drastic than that experienced with Persona 3. The team was later renamed P-Studio in Citing quality concerns, Atlus later took over full development of the game.
It was created by Shigenori Soejima, whose work has become strongly linked with the Persona series. In Persona and Innocent Sin, the main characters all wore the same school uniforms, so Kaneko differentiated them using accessories. Eventually, he adopted the concept of ordinary adults, and gave them designs that would stand out in-game.
If his designs come too close to the people he has seen, he does a rough sketch while keeping the personality of the person in mind. A crucial part of his design technique was looking at what made a character stand out, then adjusting those features so they remained recognizable even with the redesign. It is one of the first artistic decisions made by the team: Persona 3 has a dark atmosphere and serious characters, so the primary color was chosen as blue to reflect these and the urban setting.
In contrast, Persona 4 has a lighter tone and characters but also sports a murder-mystery plot, so the color yellow was chosen to represent both the lighter tones and to evoke a "warning" signal.
Its art style was described as a natural evolution from where Persona 4 left off. The one most associated with the series is Shoji Meguro , who began working on Persona shortly after he joined Atlus in His very first composition for the game was "Aria of the Soul", the theme for the velvet room that became a recurring track throughout the series. His main worry for his music in Persona 3 and 4 was the singers' pronunciation of the English lyrics.
Tsuchiya had originally done minor work on Persona, and found composing for the titles a strenuous experience. As examples of this content were in a milder form for Persona, the restrictions did not apply. This trend was broken with the release of Persona Q for the 3DS in This frequently results in a gap between North American and European release dates ranging from a few months to a year or more. It was speculated that this could lead to a new trend that would shorten the release gap between North America and Europe.
As part of their statement, NIS America said that Atlus had become "very picky" about European partners, selecting those which could offer the highest minimal sales guarantee on their products. An entire alternate main quest was also removed. The localization for Persona was completely redone, reverting all the previous altered content and restoring all previously cut content.
As a general rule, they incorporate cultural elements from the original versions unless they would not be understood by the player, such as with certain jokes. In one instance, the character Mitsuru Kirijo was originally an English speaker, but her second language for the localized version was changed to French due to her cultured appearance.
School tests also needed to be changed due to similar language-based issues. The new name was inspired by the way the character Igor made reference to the concept using words such as "society" and "bonds".
The banner title for Persona was changed from Megami Ibunroku to Revelations, principally because the team thought the latter title sounded "cool". Persona 4 Arena's original title, Persona 4: The Ultimate in Mayonaka Arena, was shortened as it sounded awkward, and the "Shin Megami Tensei" moniker was dropped as it would have made the title too long. The same change was made for Persona 4 Golden, with the team also dropping "The" that was in the Japanese title because it would have looked and sounded odd in Western territories.