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SOJ Persona 4 · The History
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The History of Persona 4

A murder mystery in a town that is nowhere.

Persona 4 (PlayStation 2, 2008) arrived two years into the PlayStation 3's life, on a console the industry was leaving, and outshone nearly everything on the newer machines. It kept Persona 3's calendar and Social Links and wrapped them around a small town murder mystery: a fog, a television you can climb inside, and a group of friends who have to face the parts of themselves they had thrown away.

THE MAKING

The Persona 3 team, plus its own fans

Development began after Persona 3 shipped, and director Katsura Hashino has described the brief plainly: improve both the gameplay and the story, and do not let the game read as a retread. The team was the Persona 3 staff joined by new hires who were themselves fans of Persona 3. Hashino's own account of the central decision is on the record: to give players a definite goal and a sense of purpose that would keep motivating them, the murder mystery plot was the way. He has said the plot was greatly inspired by mystery novelists.

The setting was a deliberate inversion of Persona 3's city: Inaba, a rural town modeled on a town on the outskirts of Mount Fuji, intended as a nowhere place so that players would settle into the daily life of its people. Shigenori Soejima designed the cast, and Shoji Meguro wrote a brighter score, built around Shihoko Hirata's vocals.

THE DESIGN

The Midnight Channel and the fog deadline

The year still runs on a calendar of school days, jobs, and Social Links, but the dungeon half changed its clock. Victims are thrown into the TV World, a fog filled realm inside the television, and each must be rescued before the fog lifts in the real town after days of rain: miss the deadline and the game ends. The moon phases of Persona 3 became a weather forecast, and the mystery gives the calendar its tension.

Inside the TV World, each dungeon is built around one victim's rejected self, which must be fought as a giant Shadow and then accepted before it becomes a Persona. In battle, the change players had asked for arrived: party members can be given direct commands, not only tactics. Shuffle Time deals out new Personas after fights, and the Velvet Room fusion system returns, strengthened by every friendship outside.

THE EDITIONS

The late PS2 classic, then Golden
Original · 2008
PlayStation 2: Japan July 10, 2008; North America December 9, 2008, with a soundtrack CD in the package; Europe March 13, 2009, published there by Square Enix.
Persona 4 Golden · 2012
The expanded Vita version: new characters, new events, a winter the original skipped. It scored 93 on Metacritic and became the version the game is judged by.
The ports · 2020 onward
Golden reached Windows in 2020 and consoles in 2023, carrying a 2008 PS2 game to a larger audience than it had at launch.
The spin-offs
The Investigation Team kept working: the Persona 4 Arena fighting games, the rhythm game Dancing All Night, and the Persona Q dungeon crawlers on 3DS.

THE RECEPTION

The PS2's last great RPG, said the reviews
Metacritic · 90
Universal acclaim for the original; Golden followed at 93. Metacritic named it the PS2 game of the year for 2008.
1UP · A+
Andrew Fitch's review added the descriptor that stuck: a stylish murder mystery, with unprecedented levels of innovation, character, and outright charisma.
GamePro · 5 / 5
A perfect score, with the narrative, the voice acting, and the anime scenes singled out.
Sales · a slow burn
About 193,000 copies in its first Japanese week, and in North America the best selling PS2 game on Amazon for two weeks: a late console's word of mouth hit, not a launch phenomenon.

THE LEGACY

The cast that would not retire

Persona 4 is routinely placed among the greatest games ever made, and its afterlife is the reason the Persona series crossed over in the West for good: an anime adaptation, manga, fighting games, a rhythm game, and a Vita expansion that became a system seller. Atlus built Persona 5 on the audience this game gathered.

A full remake, Persona 4 Revival, has been announced, which is the industry's current way of saying a game has become permanent. On this shelf it stands as the era's closing argument: the PlayStation 2's RPG bench was still producing classics two years after its successor launched.

THE GAME ON THE SHELF

Persona 4 · PS2
Persona 4 cover art
Original cover art · 2008
A murder mystery, the fog deadline, and a 90 on Metacritic.
The GalleryThe History of Persona 3
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THE FIRST WORD

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