PS4/PS5 Persona 5

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C'era anche questa da Dengeki:

 
Ultima modifica da un moderatore:
Ho votato la quinta opzione, lo farò mio sicuramente, ma ci sono troppe incognite //content.invisioncic.com/a283374/emoticons/sisi.gif

 
Nessuno ha pensato che va a farsi benedire la possibilità che i personaggi diventano i loro persona.

Nella scan ci sono il main e Arsene.

Dunque c'è da capire perchè il protagonista prende fuoco a fine trailer, in quella che pare la prima parte di una trasformazione.

Solo io noto qualche sorta di somiglianza/rimando?

Infatti quello è disegnato da Kaneko, da sempre disegnatore dei demoni/persona anche nella saga MegaTen.

Arsene è disegnato da Soejima che ha collaborato con lui.

 
Ultima modifica:
Tra l'altro se non ho visto male nelle ultime scan si vede il persona incatenato al protagonista mentre lotta!:morristend::morristend:

 
Last week, Atlus and Dengeki put out another issue of the Persona Magazine in Japan to commemorate February’s Persona 5 and Persona 4: Dancing All Night-related announcements at the Persona Super Live concert. As the publication has previously been home to exclusive interviews with Atlus staffers that aren’t without some intellectual substance —my translation of one such interview around this time last year is how I got a job with this very site, in fact— I had a friend of the site ship me a copy of this new issue and, as expected, it’s home to three new interviews with four prominent members of Atlus’ Persona Team.
These interviews have all been translated in full, as per usual, but given the bulk of the content, we’ve decided to split it up across several pages. This initial introduction constitutes page 1. Page 2, meanwhile, sees Persona 5 director and producer Katsura Hashino talking with character designer Shigenori Soejima about the production and reception of the recent trailer for that game, as well as some of the game’s overarching thematic inspirations and why the team is going with a thief motif this time around. Then, on page 3, we have an interview with Kazuhisa Wada, producer and director of Persona 4: Dancing All Night, where he discusses a variety of things about the development of the long-awaited rhythm game spin-off ranging from gameplay philosophies to character and dance designs. Finally, on page 4 is the last interview with Ryota Kozuka, a major internal composer at Atlus who’s also done a lot of work on Dancing All Night. His interview specifically focuses more on the actual music of the game; key points of interest include his inspirations for making the game’s opening theme, “Dance!,” disco-themed, as well as what it’s been like to recruit outside talent for the myriad remixes, among other things.

That’s about the long and short of it. To get started on the interviews themselves, feel free to use either the table of contents immediately below this paragraph or simply click a page number at the very bottom, the latter of which is present throughout the entire article should you wish to read the whole thing from start to finish without coming back here.
http://gematsu.com/2015/03/japanese-persona-magazine-interviews-atlus-staff-persona-5-dancing-all-night

 
You’ve definitely made it abundantly clear that the art style is going for a poppy aesthetic with the color red sitting at its foundation. What are your impressions of people’s opinion on that direction?


Soejima: We’ve gotten a lot of kind people saying that the game’s even more stylish than what we’ve done before. That was kind of unintentional on our end, though; we weren’t trying to go out of our way to make people explicitly feel our game is stylish so much as just show that aesthetically, it’s picking up where Persona 4 left off, in a sense. A lot of time has passed since that game originally came out and the hurdles we’ve had to clear have only gotten higher since then, so this style is ultimately a reflection of those efforts on our end.

Hashino: I’d say the same is true with our character modelling, too. With Catherine, we made characters that were more realistically proportioned, but applying that philosophy back into Persona doesn’t necessarily work; it just gives off an altogether different vibe going that route. So there was some reshaping on that end that we had to do to make it work the way we wanted. Even the UI design got a similar treatment, too. It took a lot of trial-and-error to get right, but we’ve ended up with a style that we feel works well within the confines of the Persona series. The “gaya gaya” [Japanese onomatopoeia] you see during that trailer is also an extension of that.

The game’s themes have been described to be “picaresque” in nature. Could you elaborate on that a little more?

Hashino: If there’s one thing that lies at the center of our themes in the game, it’s the notion people have that there are things that they want to do with their lives but can’t actually realize for one reason or another. They’ve got something circumstantial holding them back or maybe it’s even just the rational half of their brain. Something along those lines. I feel as though people like that often tend to take well to thief and heist stories because they get a certain thrill from them that resonates with them in ways they can’t necessarily get out of other stuff. One of the goals in making Persona 5, then, is to give those people an outlet to explore those thrills and experience that sense of freedom that the protagonists themselves have within the context of a game. Although that being said, I won’t deny that a lot of us were also just way into stories about good-natured thieves like Lupin III growing up, too. (Laughs.)

Soejima: To that end, it’s why you see the protagonist smiling wryly and whatnot in that main promotional image we’ve put out, to emphasize that tonal undercurrent running through our game.

Hashino: We wanted people to look at that imagery and get the impression he runs with an intriguing crowd, one with enough gall to potentially pull off some daringly intriguing stuff. He’s a trickster at heart; he and his crew stir things up and along they way, maybe they bring a little change to the world around them, too. It’s not the most stable of lives a person can have, but it’s also a life of limitless possibility. The world really is his oyster. If people get that impression from looking at him, then we can rest easy knowing we’ve done our job.

Soejima: In the trailer we showed at the concert, there are a handful of other friendly characters you can see as well and they’re all also very much so people who aren’t afraid to express themselves on their own terms. How well they can actually lead such a life, that’s a question that has deep ties to both the picaresque and thieving aspects of the games.

Hashino: You even get hints of that freedom they have here and there just seeing the opening cinematic. That’s why you see them hurtling around the screen so much, for instance.


Lastly, do you have anything you’d like to share with people who are anxiously awaiting the release of Persona 5?


Hashino: We’ve been very fortunate to have created a series of games where people feel so attached to each of the protagonists, so we hope that with Persona 5, we’ll be able to make a game where the events of it really hit home and make for really impactful experiences. There are people in this industry who feel that feel traditional console and handheld games are losing their edge and I think it goes without saying that the very definition of games and the potential that they hold has started to really broaden. But we’re still of the opinion that there are some things that can only be experienced on a console, especially when it comes to RPGs. We’ve heard from people that games like Persona are the reason they’ve started playing RPGs again and we’re working really hard to make this new one another such game that can reach out to people and grab them. I know it’s been a long wait, but I hope you’ll give us just a little more time. Hopefully once it’s out, it’ll all be worth it in the end.


http://gematsu.com/2015/03/japanese-persona-magazine-interviews-atlus-staff-persona-5-dancing-all-night

http://www.famitsu.com/cominy/?m=pc&a=page_fh_diary&target_c_diary_id=91818

 
Ultima modifica da un moderatore:
Atlus annuncerà un RPG per PS4 all'E3?

The Atlus exhibitor page on the official E3 2015 website potentially hints at what they will have to show at the June 2015 video game trade show.

 


The seven product categories that are currently associated with Atlus, on their exhibitor page, are the following:


 


Indie > Sony Playstation



Indie > Sony Playstation 4



Role-Playing > Nintendo 3DS



Role-Playing > Sony Playstation



Role-Playing > Sony Playstation 3



Role-Playing > Sony Playstation 4



Role-Playing > Sony Playstation Vita



Among Atlus USA’s upcoming titles, it is somewhat unknown what game could be relevant to the “Role-Playing > Sony Playstation 4″ category.


http://personacentral.com/atlus-to-show-off-a-playstation-4-rpg-at-e3-2015/

 
Ultima modifica da un moderatore:
Sicuramente è Persona 5.//content.invisioncic.com/a283374/emoticons/sisi.gif

 
Visto che Atlus Usa distribuisce, è altamente probabile che si tratti Persona 5 :mah:

 
per me ci sarà, ma comunque se sarà assente all' E3 avremo tantissime informazioni nuove dal DVD contenuto in persona dance

 
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