How many songs are in persona 5 dancing

View the Persona 5 Dancing Star Night Tracklist

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Atlus wasn’t content to just release a brand new trailer for Persona 5: Dancing Star Night. The Japanese publisher also released the full track list for the upcoming rhythm game. There are 25 songs you’ll be able to jam to once the game releases on May 24, 2018 in Japan.

View the Persona 5: Dancing Star Night tracklist below:

  • Rivers in the Desert
  • Wake Up, Get Up, Get Out There (Jazztronik Remix)
  • Keeper of Lust
  • Blooming Villain (Atlus Konishi Remix)
  • Hoshi to Bokura to (Tofubeats Remix)
  • Tokyo Daylight (Atlus Kozuka Remix)
  • Wake Up, Get Up, Get Out There
  • Rivers in the Desert (Mito Remix)
  • Blooming of Villain
  • Life Goes On
  • Price
  • Whims of Fate (Yukihiro Fuktomi Remix)
  • Beneath the Mask (KAIEN Remix)
  • Will Power (Shacho Remix)
  • Last Surprise (Taku Takahashi Remix)
  • Haha no Ita Hibi (Atlus Kitajoh Remix)
  • Life Will Change (Atlus Meguro Remix)
  • Jaldabaoth~Our Beginning
  • Last Surprise
  • Life Will Change
  • One Nightbreak
  • Rivers in the Desert (Persona Super Live P-Sound Bomb2017)
  • Hoshi to Bokura to
  • Last Surprise (Jazztronik Remix)

For more on the upcoming rhythm titles, learn why they won’t have a traditional story mode like Persona 4: Dancing All Night did:

The latest issue of Famitsu has more information on the two newly announced Persona spin-off titles, Persona 3: Dancing Moon Night and Persona 5: Dancing Star Night.  There’s a lot of new information to digest here, but one of the main takeaways is that there will not be a story mode for these titles, instead having another mystery mode that will replace it. Sounds like these Persona titles won’t be canon!

Here’s more information from Famitsu (translated by Gematsu):

  • Atlus is making the best of the experience it gained developing Persona 4: Dancing All Night in polishing the visuals, action, and every other element of the two new Dancing titles.
  • There will be completely new songs.
  • There will be a new mode that replaces story mode.
  • The PlayStation 4 version of each game will run at 60 frames per second.
  • The gameplay system will follow that of Persona 4: Dancing All Night, but with brush-ups, additions, and removals.
  • They want to introduce crazy elements and colorful elements that cannot be done in the main story.
  • All of the members of the Atlus Sound Team are participating.

Persona 3: Dancing Moon Night and Persona 5: Dancing Star Night will release May 24, 2018 in Japan for the PlayStation 4 and PlayStation Vita.

Tags: Atlus, Persona, Persona 5: Dancing Star Night

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Persona 5: Dancing in Starlight (Game)


Persona 5: Dancing in Starlight, also known as Persona 5: Dancing Star Night in Japan, is a rhythm game for the PlayStation 4 and the PlayStation Vita. The PS4 version of the game is also compatible with PlayStation VR in a limited manner.

Developed by Atlus' P Studio, and simultaneously released alongside Persona 3: Dancing in Moonlight, it is a spiritual successor to 2015's Persona 4: Dancing All Night. The game features the characters and music of Persona 5, with all-new songs and remixes mixed in as well.


Caroline and Justine welcoming the crew to Club Velvet.

Taking place after the finale of Persona 5, but before the protagonist returns back home, the Phantom Thieves of Hearts have been chained to the rhythm by the Twin Wardens, Caroline and Justine, and in order to earn their emancipation, they must break it down on the dance floor.

In reality, they're holding a dance party as a means of determining who, out of the Velvet Room siblings, has the best guests of them all, and the guests of honor are happy to help. And in reality, the gang's bodies are fast asleep, as the events take place in a dream (which also explains how they're all able to pull off such impressive dance moves with little to no practice at all).

Game Modes

There are two different game modes in Persona 5: Dancing in Starlight.


The "Dancing!" mode is the equivalent of the "Free Dance" mode from Persona 4: Dancing All Night. This is where the player can choose which song they would like to perform, and on which difficulty.

Each song has a dance assigned to it, who cannot be changed. However, once the player has completed a song, they will get to choose which (if any) additional dancers will support the main one during the song's "Fever Time" sections. To unlock additional partners for a specific song, all the player must do it play the song on a different difficulty level and reach the Fever Time portion of the song where a new dancer appears (clearing the song it not necessary, but obviously preferred).

In addendum, if the song is long enough and features two Fever Time sections, and the player has unlocked enough supporting acts, they can pick a different dancer for each, or if they so choose, the same one twice. This is a new feature in P5D, since previously in P4D, the latter was the only option.

Once a song has been chosen, the player can then customize their dancers' appearance as they please.

At the outset only 4 out of the 25 playable songs are available, but more can be unlocked by simply clearing the songs on any difficulty, or by fulfilling various objectives, described inside the new "Social" mode.


Makoto can relate to the twins' woes of not wanting to be left in the shadow of an older sister.

Persona 5: Dancing in Starlight does not feature a traditional story mode. Replacing it is the Social mode (also known as the Commu mode in the Japanese version of the game) that allows the player to participate in numerous, fully-voiced Social Link-like event scenes with the Phantom Thieves, and the Twin Wardens, Caroline and Justine. These scenes are all varied, and feature everything from Haru and Makoto discussing their after-graduation plans, to Ann and Futaba sharing a moment talking about their favorite pop idols, some of whom might be familiar to the player.

To start with, each character (Caroline and Justine are counted as one) has 5 Social scenes that can be unlocked. To get access to them, the player must first complete different gameplay-related tasks, the requirements for which can be found under each of the characters' profile pages. These tasks are different for each character, and they include everything from hitting notes swell enough and for enough times, to outfitting the performers with all sorts of costumes and gear that they will then be able to show off during their dance routines.

As an example, to unlock Futaba's first Social scene, all the player must do is play (and not necessarily even clear) 3 songs in total. And then, to unlock her second and third scenes, they must play 7 and 15 songs, respectively. And so on, and so forth. Again, the detailed descriptions of these objectives can be found in the Social menu.

Once the player has seen all 5 Social scenes for any character, 3 more will become available for unlocking. This brings the amount of event scenes available for each character to 8 in total.

While scenes 1 through 5 usually have two or more people in them (plus the protagonist), the last 3 scenes are usually a little more heart-to-heart. This is emphasized by the fact that during a character's sixth scene, the player character will be invited to their friend's room (or in Morgana's case, the protagonist's own room at Cafe Leblanc). Here, after the scene is over, the player will then get the ability to explore, and poke around the room at their leisure from a first-person perspective, along with some basic movement controls. Also, whether it's the Play-Storm-Σ game console in Ryuji's room, or the wall-sized canvas in Yusuke's, the player character will chime in and comment on what it is that they're seeing exactly. Each time the player makes a new visit, the rooms will have changed around a little bit, giving them little snapshots of what their friends' places are like in their various states of order, or more like in some of the crew's cases, disorder.

Hanging out in Ryuji's room.

Additionally, Caroline and Justine have prepared a little treasure hunt for the 3 remaining scenes. Each time an event that takes place in someone's room is over, the player can look around for a Prize Card left behind by the twins. If they manage to find one, they will be rewarded with various costumes, or accessories as prizes. They're a little tougher to find every time, but the cards will always give off a slight sound effect that gets louder as the player gets closer, to make the hunt a little easier.

All Social scenes can be replayed from the menu, once they've been seen once. This includes the scenes 6 through 8, after which the treasure hunts take place. This can be useful because, in case the player cannot find one of the hidden Prize Cards during their first time through, they can return to the hunt later.


The core rhythm gameplay in Persona 5: Dancing in Starlight is near-identical to that of its predecessor, Persona 4: Dancing All Night, along with a few twists.

The goal is to hit the notes that appear as accurately as possible, and all to the rhythm of the song that's being played. Once the player hits 5 notes in a row well enough, a combo streak will begin, which they will then want to keep up for as long as they can to get the highest score, and performance rating possible.

Notes fly from the center of the screen to its edges, where there are six icons waiting for their corresponding buttons (3 on each side). The default buttons are the: up, left, and down arrows on the left, and the triangle, circle and X buttons on the right side of the screen. If the player is playing on a PlayStation Vita, they can also use the front touchscreen to hit these notes. Both sets of three are connected by a line, which acts as the optimal hitting point for the "Rings", which are explained later, down below.


It's harder to comprehend the existence of Morgana's dancing shoes, than of the talking cat himself.

There are four types of notes in P5D:

The basic yellow, and star-adorned notes are the most common, and these can be cleared with a single button press, as the note overlaps with the corresponding icon on the screen. To clear the green "Hold" notes the player must hold down a button, and then let it go after a short amount of time, all to the beat of the music. Purple "Unison" notes require the player to hit two different buttons simultaneously, one on the left, and one on the right: up and X, or down and circle, for example.

"Double" notes are a new addition to the formula. Like the standard notes, they are yellow in color, but they've got the letter D imprinted on them, instead of a star. These notes appear in pairs of two, and always in a row, one after the other. If the player wishes to clear it, they have to make sure to clear the first section, since if they miss it, the second one becomes grayed out, and impossible to hit. Still, while the Double note consists of two notes, missing the pair only results in a single "Miss" in the scoring.


There are two types of Ring notes.

The blue ones are called "Scratches", and they're more common than their colorful counterpart, the "Fever Rings". To make differentiating between the two even easier, they've also got their names written on them.

Yusuke performing inside Madarame's palace, one of the many dance stages in the game.

Gameplay-wise the Rings are a little different from the standard notes. Any song can be cleared without hitting any of them, if that's all the player wants to do, but to get the best score possible, and to witness the magnificence of Fever Time, they're something the player will want to keep an eye on, also.

Depending on the player's choice of platform, they can do one of many things to clear these rings. On the PlayStation 4, and while using a DualShock 4, they can be hit by flicking either of the analog sticks in any direction, or by scratching the controller's touchpad. Additionally, in the options the L1 and R1 shoulder buttons can be enabled as a means of clearing them. If the player is on a Vita, all of these controls also apply there, but instead of the touchpad (which the Vita does not have), the front and rear touchscreens can be used.

Accurately clearing a blue Scratch gets the player an addition to their combo but missing one doesn't cause an on-going streak to end, so this is not the end of the world. The Fever Rings are otherwise identical to the blue ones but hitting them also awards the player with a single stock of "Fever Meter", one of the main ingredients necessary for entering Fever Time.

Fever Time

Futaba and Inari.

Once the player has amassed three stocks of Fever Meter by clearing at least three Fever Rings during the song, they have the chance of entering Fever Time, once they get to a predetermined section of the song (usually the chorus, or a drop).

During Fever Time, the player is rewarded with additional visual flares, and a gameplay advantage. The dance stages and backgrounds light up in colorful lights, an audience can be heard cheering, and even the borders of the screen will start flashing. The main dancer is also joined on-stage by a supporting dancer, if the player has chosen one, and the characters will then dance together for a short while. Still, there is a small performance-related twist to all this, which is explained under the “Hype Gauge” section.

In terms of mechanics, the player gets a benefit, as previously mentioned. Normally hitting a note slightly off-beat earns the player a "Good" rating for that specific note, and it also causes their combo streak to be broken. However, during Fever Time, the game won't sweat the small things, meaning that this won't happen, and the player can continue accruing a combo like nothing had happened.

Hype Gauge

This meter is located in the top-left corner of the screen. It's decorated by three shadowy figures, symbolizing the people's (or in this case the audience's) opinion of the Phantom Thieves, and the better the player does, the more excited they become. It's also a quick way for the player to get a feeling of how they're doing during a song, and a grasp of how close they are to failing, if things are going poorly. For this, there are five different colors and states in which the gauge can be. Starting from worst to best the colors are: red, yellow, white, green, and finally the meter will start flashing in the colors of the rainbow once it hits its peak.

At the beginning of each song, the meter will start at its half-way mark, and depending on how many notes the player is or isn't hitting, the meter will start to either increase or decrease. If the player misses enough notes, and the Hype Gauge nearly empty and thus red, the screen will start dim, and eventually they will be kicked out to the results screen, which naturally gets them the "Not Clear" performance rating. This rating can however also be doled to those who manage to reach the end of a song, but by simply scraping by.

Finally, the condition of the Hype Gauge also dictates what happens when the player enters Fever Time. Any self-respecting supporting dancers will not join the main one on-stage if the Hype Gauge is not at least green at the start of the Fever Time section (which are indicated on the timeline, at the bottom of the screen). Instead, the main dancer will have to continue holding it down all by themselves.


The four difficulty levels of Persona 4: Dancing All Night - Easy, Normal, Hard, and All Night - all make their return here. Like before, each difficulty has their own unique rhythm chart pattern assigned to them, and as would be expected, the higher the setting, the higher the complexity. This setting not only determines how many points are given out per hit, but also how many can be missed before the player fails the song.

While the unlocking the toughest setting, All Night, was unnecessarily convoluted back in P4D, it's been made much more straightforward this time around. To unlock this ultimate challenge setting, all the player has to do is clear all 25 of the songs included in the game, on the difficulty setting of their choosing.


There are multiple ways in which the player's scoring and performance are tracked and evaluated in P5D.

Firstly, the ways in which notes can be hit. "Perfect", meaning the player's button press couldn't have been better timed. "Great", signals that they've been slightly off-mark, but only their numerical score is affected by this. "Good" earns the player the least amount of points, and also causes a potential combo streak to end. The player can also completely "Miss" a note, resulting in the same outcome as a Good hit, minus the points. Hitting a Ring note does not result in a rating, instead they are either hit on time (+1 to combo and points), hit (no effect on combo, and some points), or not hit at all (no effect on combo streak, and no points).


Once the player reaches the results screen, by way of clearing a song, or by failing it mid-way through, they will be given a performance rating. These ratings are as follows: "Not Clear", "Stage Clear", "Brilliant", and the final, and best one being called "King Crazy".

Not Clear is given out to those who fail the song, and those who reach the end with terrible button presses. Stage Clear and Brilliant are awarded when the player actually successfully finishes a song. The one they get depends on how well they've hit the notes, and at which state the Hype Gauge is by the end of the song.

King Crazy is only given out to those select few who manage to clear a song by hitting all the notes with at least a Great rating, and by scratching all of the Ring notes. If a player manages to clear a song with this, the highest rating, they will be awarded with a small stamp of a crown, placed next to the song title in the Dancing! menu.

Score of a numerical amount of points is also being kept by the game. During gameplay, the score can be seen in the top-right corner of the screen, and it's also shown off during the results screen. This is not surfaced in the Dancing! menu, however. This means that if the player wants to see their score after the fact, they must dig deep into the Collection mode, located in the main menu. Here, there is also a leaderboard where the player can compare scores with people online. Although, since only the top 20 high scores are shown, if the player even wants to have a fighting chance of getting on the scoreboard, they will have to start using additional "Modifiers" to earn some extra points.


To give the player further options to customize their playing experience, there are also several gameplay-changing modifiers included in the game. These are separated into two different categories: Support and Challenge modifiers. The former help out the player, but also negatively impact their final score. The latter make songs even harder than before but can also boost the player's score considerably.

Examples of Support modifiers:

  • Hype Gauge fills automatically
  • Song cannot be failed prematurely
  • If it's on the correct side of the screen, any of the three buttons can be hit to clear a note

Examples of Challenge modifiers:

  • Speed at which notes approach wavers between fast and slow
  • Song ends immediately after a Good hit or a Miss
  • Notes disappear as they get approach their intended targets

Outfits & Accessories

Because President Tanaka has yet to corner the market between dream and reality, mind and matter, cosmetic items in this game are unlocked not by purchasing them using in-game currency, but by simply progressing through the game.

At your service!

By spending time with the Phantom Thieves, and Caroline and Justine in the Social mode, the player is rewarded with a plethora of different outfits and accessories. Most of these items will be familiar to fans of the series, but there are several new ones included in the mix, as well.

Examples of the included costumes are the Phantom Thief outfits, seasonal clothing, Halloween and Christmas costumes, and swimsuits. Accessories include everything from animal ears to headphones, and lobsters to Yukiko's favorite set of swirly glasses. As part of a collaboration between Sega properties, P5D also features items from the Yakuza series of games. Meanwhile, P3D features costumes from the Virtua Fighter franchise. These items are only available as paid content on the PlayStation Store.

To give the player more customization options, there's been an increase in the number of item slots available for each character. Persona 4: Dancing All Night only featured three slots: one for a main outfit, and two additional accessory slots. P3D and P5D, on the other hand, include six total slots: body, head, two accessory slots, eye color, and hair color.

Another new feature in P3D is the ability to save pre-made loadouts. Up to eight different sets of outfits and accessories can be saved at a time, per character, and they can then be quickly switched between during the preparation period before a dance performance.


The game has a total of 16 dancers, six of which are downloadable. Similarly to Persona 4: Dancing All Night, the characters are all locked to their individual song or songs. Each character has their own dancing style that is unique to them: Joker's moves are pompous and fluid, like those of a master thief. And while Oracle's routines are mixtures of several different styles, she's taken a shine to tap-dancing of all things, especially.

Persona 5: Dancing in Starlight's playable roster consists of the Phantom Thieves of Hearts, and their partners in crime:

  • Ren Amamiya
  • Ryuji Sakamoto
  • Ann Takamaki
  • Morgana
  • Yusuke Kitagawa
  • Makoto Niijima
  • Futaba Sakura
  • Haru Okumura
  • Caroline and Justine
  • Elizabeth (Only available as a supporting dancer during Caroline and Justine's dance routine. )

In addendum, more dancers can be bought as downloadable content, once they have been released:

  • Goro Akechi
  • Lavenza (Persona 5 end-game spoilers)
  • Labrys
  • Sho Minazuki
  • Shinjiro Aragaki
  • Theodore (In addition to having his own song, he is also available as a supporting dancer during Caroline and Justine's dance routine in the standard version of the game, free of charge.)

Track List

Naturally, the protagonist gets the first dance.

The soundtrack of Persona 5: Dancing in Starlight is a collaboration between series' main composer, Shoji Meguro, the numerous other music producers of Atlus, and a select few guest composers from Japan's game and music industries.

The song list of Persona 5: Dancing in Starlight features 25 playable songs, and an additional 30 have been confirmed as downloadable content post-launch, bringing the total number of playable songs available for the game to 55.

An overview of the downloadable songs' release schedule and pricing is located below the track list of songs included on the standard version of the game, but the exact details can be found on the games' official websites, and on the PlayStation Store.

Song TitleDancerFirst Appearance
Beneath the Mask (KAIEN Remix)HaruPersona 5: Dancing in Starlight
Blooming VillainYusukePersona 5
Blooming Villain (ATLUS Konishi Remix)RyujiPersona 5: Dancing in Starlight
GROOVY (Opening version)Music video*Persona 5: Dancing in Starlight
Jaldabaoth ~ Our BeginningEveryone (-Caroline & Justine)Persona 5: Dancing in Starlight
Keeper of LustRyujiPersona 5
Last Surprise

Group Performance:

Ann, Futaba, Haru, and Makoto

Persona 5
Last Surprise (Jazztronik Remix)Music videoPersona 5: Dancing in Starlight
Last Surprise (☆Taku Takahashi Remix)FutabaPersona 5: Dancing in Starlight
Life Goes OnYusukePersona 5
Life Will Change

Group Performance:

Morgana, Ren, Ryuji, and Yusuke

Persona 5
Life Will Change (ATLUS Meguro Remix)Caroline and JustinePersona 5: Dancing in Starlight
One NightbreakMusic videoPersona 5: Dancing in Starlight
PriceMakotoPersona 5
Rivers In the DesertRenPersona 5
Rivers In the Desert (Mito Remix)AnnPersona 5: Dancing in Starlight
Rivers In the Desert (PERSONA SUPER LIVE P-SOUND BOMB !!!! 2017)Music videoPersona 5
Tokyo Daylight (ATLUS Kozuka Remix)MorganaPersona 5: Dancing in Starlight
Wake Up, Get Up, Get Out ThereAnnPersona 5
Wake Up, Get Up, Get Out There (Jazztronik Remix)RenPersona 5: Dancing in Starlight
When Mother Was There (ATLUS Kitajoh Remix)FutabaPersona 5: Dancing in Starlight
The Whims of Fate (Yukihiro Fukutomi Remix)MakotoPersona 5: Dancing in Starlight
Will Power (Shacho Remix)HaruPersona 5: Dancing in Starlight
With the Stars and UsMusic videoPersona 5
With the Stars and Us (tofubeats Remix)MorganaPersona 5: Dancing in Starlight

*This song does not have a dancer assigned to it. Instead, a playable, but non-interactive music video plays in the background.

Downloadable Songs

Atlus has planned to release a total of 30 new songs as downloadable content, to further support the game after its launch. These songs include the downloadable dancers listed above, as well as playable music videos. The core gameplay remains the same between the two, although the music videos have none of the character customization available to them.

All downloadable dancers and playable music videos are supported by both, and all versions of Persona 5: Dancing in Starlight, and Persona 3: Dancing in Moonlight.

This means that even if the player owns both games, one on the Vita, and one on the PS4, and buys Akechi, for example, they can play as him in either game and on either platform, without having to make separate purchases of him for each game.

The release schedule for the Japanese versions of the games can be seen below.

Launch Day/May:

Song TitlePriceFormatDescription
Dance!FreeMV*Theme song of Persona 4: Dancing All Night.
GROOVYFreeMVFull version of the theme song of Persona 5: Dancing in Starlight.
More Than One Heart¥350MVTheme song of the first Persona 3 movie, "Spring of Birth".
Our MomentFreeMVFull version of the theme song of Persona 3: Dancing in Moonlight.
Voice feat. Koromaru (ATLUS Tsuchiya Remix)¥350MVRemix of the song from Shin Megami Tensei: Persona, featuring an animated music video starring the canine member of S.E.E.S.

*MV, short for Music Video


Song TitlePriceFormatDescription
The Battle for Everyone's Souls¥1000DanceThis song from Persona 3 features Shinjiro Aragaki as a playable dancer.
Beneath the Mask¥800DanceThis song from Persona 5 features Lavenza as a playable dancer.
Break Out Of... (ATLUS Kitajoh Remix)¥1000DanceThis song from Persona 4: Arena Ultimax features Sho Minazuki as a playable dancer.
Dream of Butterfly¥250MVOpening animation of Shin Megami Tensei: Persona.
Fate is in Our Hands¥350MVTheme song of the second Persona 3 movie, "Midsummer Knight's Dream".
Jika Net Tanaka feat. President TanakaFreeMVA remix of the theme song of the in-universe TV show "Tanaka's Amazing Commodities".
Let's Go! Phoenix Ranger FeathermanFreeMVTheme song of the in-universe TV show.
Mass Destruction (PERSONA MUSIC FES 2013)¥350MVLive performance of the song from Persona 3.
Snow Queen (ATLUS Tsuchiya Remix)¥300MVRemix of the song from Revelations: Persona.
Wake Up, Get Up, Get Out ThereFreeMVOpening animation of Persona 5.
A Way of Life -Deep inside my mind Remix-¥800DanceThis song from Persona 3 Portable features Theodore as a playable dancer.


Song TitlePriceFormatDescription
The Battle for Everyone's Souls (PERSONA SUPER LIVE P-SOUND BOMB !!!! 2017)¥350MVLive performance of the song from Persona 3.
BREAK IN TO BREAK OUT¥350MVOpening animation of "Persona 5 the Animation".
Burn My Dread¥250MVOpening animation of Persona 3.
INFINITY¥350MVNon-credits version of the ending animation of "Persona 5 the Animation".
Memories of You¥300MVNon-credits version of the end credits of Persona 3.
Opening¥250MVOpening animation of Persona 2: Innocent Sin.
P3 FES¥250MVOpening animation of Persona 3 FES.
Pursuing My True Self¥250MVOpening animation of Persona 4.
Shadow World¥250MVOpening animation of Persona 4 Golden.
Soul Phrase¥250MVOpening animation of Persona 3 Portable
Today¥1000DanceThis song from Persona 4: Arena Ultimax features Labrys as a playable dancer.
unbreakable tie¥250MVOpening animation of Shin Megami Tensei: Persona 2- Innocent Sin.
The Whims of Fate (PERSONA SUPER LIVE P-SOUND BOMB !!!! 2017)¥350MVLive performance of the song from Persona 5.
Will Power¥1000DanceThis song from Persona 5 features Goro Akechi as a playable dancer.


Song TitlePriceFormatDescription
Best Friends¥250MVOpening animation of Persona 4 Arena.
Break Out Of...¥250MVOpening animation of Persona 4: Arena Ultimax.
changing me¥300MVNon-credits version of the end credits of Persona Q: Shadow of the Labyrinth.
Heartful Cry (GAME SYMPHONY JAPAN 21st CONCERT ATLUS Special)¥350MVLive performance of the song from Persona 3 FES, as performed by the Tokyo Chamber Orchestra at the Persona series' 20th anniversary concert.
Life Will Change (GAME SYMPHONY JAPAN 21st CONCERT ATLUS Special)¥350MVLive performance of the song from Persona 5, as performed by the Tokyo Chamber Orchestra at the Persona series' 20th anniversary concert.
Maze of Life¥250MVOpening animation of Persona Q: Shadow of the Labyrinth.

Special Editions

Persona Dancin' All-Star Triple Pack

  • PS4 disc of Persona 3: Dancing in Moonlight
  • PS4 disc of Persona 5: Dancing in Starlight
  • PS4 digital copy of Persona 4: Dancing All Night
  • 4-disc soundtrack featuring over 60 songs
  • Price: ¥16,880

Persona Dancin' Deluxe Twin Plus

  • PSVita copy of Persona 3: Dancing in Moonlight
  • PSVita copy of Persona 5: Dancing in Starlight
  • Atlus Selection Assorted Costumes DLC Set (15 costumes)
  • 4-disc soundtrack featuring over 60 songs
  • Price: ¥15,780

Dancing in Starlight - Music on DTF

Cover art of Persona 5: The Royal Straight Flush Edition in Japan


It was not in vain that I decided to combine these soundtracks into one post - it is obvious that they are all from different versions of Persona 5, but also due to the fact that only the OST for the original Persona 5 is available on streaming, at least in Russia.

The Persona 5 soundtrack was composed by Shoji Meguro with vocals by Lyn Inaizumi.

The music in Persona 5 contains stylistic elements of jazz, funk, disco, soul, hip-hop, and pop. In some songs, genres are replaced by more aggressive ones, such as rock and dubstep.

Vaporwave-style is felt throughout the sound, a colorful, hyperactive rethinking of traditional modern musical styles. The soundtrack is upbeat, exciting and positive, with a sense of constant movement and action. It is not static, instead it has a driving sound with dance rhythms that immerse the player in the game and entertain him.

The tone of the whole game is set by the colorful Opening produced by Production I.G to the composition Wake Up, Get Up, Get Out There with Lin's vocals. The opening itself is made with an emphasis on the main colors of the game - red, black and white.

No less good are the instrumental compositions that the player has to hear at various moments of the game:

And then there will be SPOILERS! For those who have not played Persona 5, as well as for its fans.

Personally, in my opinion, the main difficulty that the composer faced was the background music for Palaces.

Palaces are the main place in the game where the gameplay dominates and the duration of most of them is quite long, which means that the player will constantly listen to the same song in the background.

And the composer did a great job with this, each composition reflects the mood of the palace and will most likely be added to the playlist after passing:

The palace of the artist who plagiarized, cashing in on the talents of his students - Madarame (Vanity Museum).

Mafia boss's palace - Kaneshiro (Gluttony Bank) who is confident that he won't be caught by the police and who seeks wealth for the sake of wealth.

Futaba Sakura Palace (Pyramid of Wrath), unique in that the creator of the palace himself volunteered to change his heart. Futaba's shadow fights for Futaba's mind control with the Sphinx, the cognitive form of Futaba's deceased mother, Wakaba Isshiki, who embodies Futaba's self-hatred and belief that her mother hates her.

Palace of Sae Niijima (Casino of Envy) the elder sister of Makoto Niijima, a member of the Ghost Thieves Squad.

Sae Niijima's palace, born from the pain of losing her father and her twisted disdain for the existing system of jurisdiction. Sae was forced to become independent by supporting her younger sister, Makoto Niijima.

In her profession, she faced many difficulties associated with a corrupt political system and the need to be an agent of justice, which forced her to manipulate every case in which she was involved at any cost in her favor.

The Pride Cruiser, the last of the palaces available to the player through the story, is shaped like a luxury cruise ship with the National Council building on top.

Created by Masayoshi Shido, the future prime minister of Japan, a god-like figure with abnormal popularity. Who, after being elected, is going to pursue his radical policy, which in the future will lead Japan to collapse.

According to him, Japan is in a difficult financial and diplomatic situation, and only by electing him to the post of prime minister, it is possible to save Japan and provide the children of the nation with a happy future.

In fact, everything he says is a lie, he is actually a deeply selfish, narcissistic and arrogant person with a savior complex who only cares about himself and his most obedient associates, while other people do not matter.

Atlus released an enhanced version of the original game - Persona 5 Royal in Japan on October 31, 2019, including additional content - new semester, characters, updated opening with a composition performed by Lin - Colors Flying High

The remastered version also added new songs, and the soundtrack released in Japan, Persona 5: The Royal Straight Flush Edition, boasted a fanservice cover at the beginning

The release in the West did without outright fan service.

In conclusion, I would like to add the Opening for Persona 5: Dancing in Starlight, the expected version of Persona 5 in the genre of rhythm games, the title track was once again performed by Lin - GROOVY

The soundtrack itself was released officially in a version that includes the OST from Persona 3: Dancing in Moonlight - Persona Dancing P3D & P5D Soundtrack, which is not available on streaming, at least in Russia.

Persona 5 Royal - a possible classic of the future - DTF games

How the expansion of the original gave the 2017 game a new side


Persona 5 is not perfect, perhaps it is worth starting a conversation about the game with this, and in general the series has its special rough edges that can become critical for a player when immersed in a JRPG for a hundred hours. Here is a monotonous combat system that does not carry any depth, since it smooths this out due to its transience, style and a wonderful feeling of "flow". Periodic subsidence in the story at such a long distance (it will take 100+ hours to complete the game) is a matter of course here.

If we imagine the game as a star system, then the main character will always be the very central star in it, everything revolves around you, you are the most special body in this system to which the whole environment will reach, but here lies the reverse side of such a feature, the player they give you the opportunity to experience an ideal life, to become a local star, and forget about the real fate of a grain of sand, this is the whole Persona, about escapism into another reality. Here you can easily find loyal and interesting friends, it is unlikely that any girl will resist your charms, and in general you will be forgiven for any stupidity, here you cannot be guilty, and it is simply impossible to cause a mistake. The series has long since hatched the perfect recipe for keeping the player in such a system, and it has gotten thicker and sweeter with each installment, culminating in Part 5, which is one of Sony's highest rated exclusives. The plot of the five tells about schoolchildren who are able to penetrate the cognitive world of the victim and steal their heart treasures, desires that determined the fate of a person and led to a distortion of their perception of the world. The heroes begin their journey with small goals and the subsequent cycle of events leads them to such large goals that all their activities become an act of changing the whole society. This was Persona 5 if you condense the explanation of the plot without details (of which there are a lot).

Persona 5 is a great game, however, while it had a lot of content, it also had a lot of issues that we thought about. This time, we exchanged opinions with the staff keeping in mind the feedback from the players. As a result, it was decided to optimize the game, and not just add new mechanics. Our goal was to add new elements and provide a new gaming experience for players.

Kazuhisa Wada, Producer

So what is Royal doing in this whole story? First, it's a top-notch fix on the original version's shortcomings, ranging from a compulsive cutback on the ability to spend time as you wish ("Let's go to sleep Joker") to more significant improvements in the form of interference with character development.

Persona 5 was already an amazing game, so we had to brainstorm what we could improve and what new elements would be fun. Even after we had decided, we still needed to play the game and tweak it through trial and error. We ran into a lot of problems when putting the game together, and spent a lot of time trying to understand the behavior of the players who will play our game and how to make their gaming experience more free. This went on until the very last day of development.

Daiki Ito, Director

For example, an important character for the plot - Akechi, was very poorly presented in the original version, his entire archetype embodied well-known super-intelligent characters from the anime, and he had a small part of anything personal, and this small part was disposed of so badly that they simply spit it out facts in the face of the player without any submission. In Royal, you can clearly see that the developers were aware of all the mistakes made and did a jeweler's job of turning an unsuccessful character into a noticeable plot figure that you are more likely to love than hate.

Akechi is a very popular character, but due to some forced plot points, there was only one way to increase the relationship rank with him, we couldn't go deep enough into his character. We wanted to make the events associated with him optional, so that the player could go to different places with him and get to know him better.

Daiki Ito, Director

Similarly, due to the increased timing of the game, favorable properties went to Haru, a character who appeared so late in the main game that few people managed to know anything at all about her, an ordinary cute average girl and no more, although her confidant (social connection) is one one of the best among the main characters, from now on in Royal you are unlikely to miss her.

Introduced new districts of the city, the largest of which is Kichijoji, where notable pastimes include darts, billiards, a temple, and a jazz club.

Ito: "Kichijouji is a shopping and commercial area with trendy shops and narrow alleys lined with bars. This place has a variety of establishments in a small area, making this location perfect for our game."

Wada: "If a new zone is to be added to the game, it must be one with a lot of notable places for the player to visit again and again. And Kichijouji fits that criteria perfectly."

Developers about the new district

Darts is a gameplay mini-game in which you bond with your friends and improve your fighting relationship. Billiards was left without gameplay mechanics and is just a gag where you spend time getting characteristics, such is the temple, but the jazz club is much more interesting. A place where great music plays, various drinks are drunk and there is a casual conversation between you and an invited guest, a place that brings more joy because of the atmosphere that it gives, and not the increase in characteristics like in any other place. It especially helps out at the end of the game, when you have pumped most of the confidants, and all you have to do is come here and just have a good time with friends.

We didn't really talk that much, but the atmosphere is really special

The gameplay elements of the warhead were also affected, or rather, its balancing for the sake of quickly obtaining all the possibilities of combat, the transfer of the move to the team is introduced as quickly as possible, which, moreover, was pumped over, motivating the player to use it as often as possible. Restrictions on the use of firearms have been removed, now weapon cartridges are not designed for limited use within the same dungeon, you are free to use it every battle. The Showtime Companions ability has been introduced, allowing you to randomly take advantage of heavy damage from two characters on the enemy. Futaba, one of the characters in the main group, has received an extensive list of support abilities that are used quite often in combat, making battles easier. And even more small changes affecting the battle, which I will not focus on, all you need to know is that it has become much easier to fight in Royal, the battles have become more dynamic, but the difficulty has suffered, with all the new improvements you will practically not encounter any tests in your passage regardless of the chosen difficulty. And Mementos (a randomly generated dungeon) now rushes through in the shortest possible time, thanks to Ryuji's ability, which allows you to practically not participate in battles.

"Less restrictions" was a key phrase during development, so the amount of experience and currency gained during battles has been increased. For example, the change in Ryuji's "Instant Kill" skill was associated with player feedback and the opinion of employees, now this skill gives experience and money, and its use is voluntary.

Daiki Ito, Director

By the way, the dungeons themselves, the place where battles and story advancement take place, in this case the so-called "Palaces" - the cognitive abode of the distorted hearts of our victims, did not bypass the changes. So, for example, Shido's "Palace" was restored and presented more elegantly and concisely in size, in the original, uninteresting and stretched puzzles with mice ate a significant proportion, and some random encounters could send you back 2 hours into the passage, given the small number of points saves, and this, by the way, is the largest "Palace" in the entire game. Now the number of puzzles has been reduced, save points have been increased, and this has only benefited. And similar changes have affected all the palaces, also, almost all bosses have added new combat mechanics.

Having finished with the technical part and a dry mention of balance changes, it's time to talk about what the game is mostly about - history.

Royal days

Persona 5 dealt with a variety of topics, from sexual harassment to inhuman working conditions, to triumphant anti-authoritarian rhetoric and societal issues.

So what did the developers of Royal decide to add to the already large and complex story of the original? Suddenly, they decided to step aside completely and do something completely new, and not complement the old, namely: to pay special attention to new characters, making them no less important characters than yourself; bring up a completely new topic that you want to discuss and where there is no clear answer. The last change completely changes the mood of the whole game, and you will feel it literally immediately when you enter the territory of the 3rd semester.

It’s worth starting with new characters, who they are and how they are implemented in the game, given that in 2017 they didn’t exist in principle and the game was created without taking them into account.

Maruki is a psychologist who came to our heroes' school to advise students after an incident involving one of the school's teachers. He is good-natured and courteous, but rather clumsy. Perhaps one of the most interesting dialogues you will find in this particular confidant, from discussions of sheer nonsense to reflections on pressing issues, you will find it here. It is also nice to see that the developers have not forgotten to pay attention to what it is sometimes like to come and share something with such a specialist. The character fits perfectly into the game, as if he was here from the beginning, and it is very difficult to imagine that he was not originally there.

Discussing current issues

The main idea of ​​"older generation vs young" is the foundation from the beginning of P5, but the students trust Maruki, as does the main character, who begins to cooperate with him. He is the same representative of the older generation who is close to the young from the very beginning.

Kazuhisa Wada, Producer

Kasumi is a new student at the school of our heroes, she is a professional gymnastics and represents the school in sports events, striving to reach the highest heights in this sport. We can say about her that she is cheerful and hardworking, but she has a certain awkwardness and carelessness. She has perhaps the most powerful confidant of all, but is woven into the original story almost in no way, unlike Maruki, and her noticeable appearance should be expected only in the 3rd semester, i.e. after the end of the original. On the one hand, this made it possible to avoid her clumsy and far-fetched integrations into history, on the other hand, you will miss her, and her rare appearances only tease, and you want to continue communicating with her momentarily.

Kasumi is the central figure of the new plot in Royal. We respect the main story of Persona 5, and if we make too many changes to it to include Kasumi, then it could turn out to be a completely different story. We were concerned that this did not happen, we made careful changes so that its appearance was natural.

Kazuhisa Wada, Producer

Visually, she contrasts with the main character, and I drew her exclusively as a character that reflects what Royal is. She was drawn in a different context than the protagonist from Persona 3 Portable, but her phantom thief costume is deliberately drawn to resemble the protagonist of P5.

Shigenori Soejima, Art Director

Persona 4 Golden was criticized for how bad the new character (Marie) was and how badly she was woven into the story. On my own, I will say that I do not completely agree with this, but I will definitely note that Maruki and Kasumi are made much better, and they are better not only in comparison with the additional character from P4G, but also in comparison with the main cast of characters from Persona 5.

There is also such a character as Jose (Jose) - is present exclusively in Mementos and provides some help to us during the deepening of this mysterious place.

I think you can tell by looking at him that he's not human, but somehow his name comes from a character in Pinocchio and his goal is to learn as much as possible about people. Technically speaking, he is the most mysterious character. His clothes and car are based on my interests, like an amphibious car.

Shigenori Soejima, Art Director

Before continuing, I want to note that I'm not going to analyze the entire plot of Royal on the shelves, writing out all the possible plot spoilers, because I don't see the point in them in this text, but there will be a description of some plot points, albeit without critical details. But what I consider important is the central theme of this expansion, in my opinion it is her awareness that makes Royal more special than "the same cabbage soup, but thicker" and I believe that the moment of her awareness is better left for personal experience.

What is Persona for many people? There may be a lot of waifu, or just interesting characters who become friends for you here, or maybe you just want to remember your school days, or you are just happy to live a different life different from your own, get away from problems and relax your soul at least for a while. Games are a kind of form of escapism, which is why we love them, that you can go headlong into a good game and forget about time. And Persona has become perhaps the main symbol of gaming escapism, it is not for nothing that we have the term “post-personal depression” thanks to her, when this simulator of an ideal school life ends, all that remains for you is to realize the end of the journey and say goodbye to the characters with whom you managed to get close during these 100+ hours. Persona almost always ends the same way, it's the kind of game where the ending isn't as important as the journey itself. And Royal is exactly the same as the rest, with one exception.

Royal criticizes his form of escapism, which is inherent in the entire series. And no, don’t think that she takes it and just says that it’s bad to go to other worlds, and it’s better to think about your real life, start a family, find a normal job and the like. She will elegantly tell a story that will be almost ironic over herself.

As I said earlier, the 3rd semester is very different in mood compared to the original story. This is a completely different game, which can be safely called Persona 5.5 or mini-Persona 6, it all depends on your preference for big words. I'm only familiar with Persona 3-5, and despite the fact that the "three" is considered the darkest among them, I find the Royal plot the heaviest among this "new" trilogy, although it does not set foot on the path of gloom, but a feeling of constant discomfort feels like in a good thriller, because here everything is absolutely not as it should be.

The first half of Royal is real gold, perhaps it reflects where you want the series to go, and before Royal I didn’t even suspect what I was missing in the series so much. Here is a personal story without global evil, and a frightening, uncomfortable atmosphere, the narration concentrates only on a small group of people, and is not sprayed on a whole troupe of ~ 10 people, as a result, this wonderful taste of the sharpness of something exciting is felt, because the larger the scale actions, the less the concentration of personal moments, and you will definitely forget about this when the 100-hour escalation scratches the sky.

But Royal descends to the very ground, and you have only 3 characters at your disposal: you, Akechi and Kasumi. Like the time when Persona 5 had small targets and gang gathering on a rooftop in the pouring rain, the golden era of phantom thieves before becoming organized crime groups.

Trio > Phantom Thieves

Sweet Dreams

What should have happened is happening - evil is defeated, you can exhale and return to normal life, this is what we do when we wake up in the new year. The Phantom Thieves are no more. the opportunity, and the need for them, has disappeared, everyone has their own affairs and plans for the future.

But the new year does not start as it should, something is clearly wrong, events do not match the past, and the present is more a dream than a reality. This awareness is available only to you, your best friend who is able to say at least something bad about you, and a charming girl.

A mysterious "Palace" appears in the city, which can be seen without the use of the previous improvised means, and its type is not typical of those palaces that you have seen before, penetrating into the hearts of the victims. From here, a new month of history begins, despite the fact that a whole new semester is announced in the game, but in fact only part of it is available, a month of game time allotted for stealing the treasure.

The month is different in its structure, now it is impossible to go through the "Palace" in one day, the plot will tear you out of there and force you to return to its study after a while, this may seem like a bad decision, because now the game imposes its opinion on you how you should play, but in fact, it is to the benefit of the story. How does a typical Persona 5 month actually work? You have a goal > time is allotted for it > to save time you have to complete the "Palace" in one day > defeat the boss on another day > wait a whole month before the plot moves on, this month you are engaged in social communication that has nothing to do to the main story. Royal stretches the passage of the "Palace" of the goal in such a way that its story connects you throughout the whole month, and social communication between partners does not ignore the fact of what is happening, you are in an unusual situation, and this should be discussed constantly, and not singly.

A moment of silence in honor of Futaba, who slept for almost a month

Here, in my opinion, lies the secret of greater involvement in the plot, you are tritely given a perfectly greased bun with butter, and not a piece of hardened substance in one area. And so Royal remains from beginning to end, although the second half of the plot moves away from a mundane personal story, and again returns to problems of divine proportions.

Speaking of her, given the plot, which initially has a small number of actors and the topics covered, it seems that Persona cannot exist without the escalation of the conflict and the involvement of world-changing events, including the attraction of the themes of the gods, this is the last thing left in this series from SMT, and this is the last thing she needs to get rid of and accept herself for who she is. After all, that's what she preaches about. However, there is nothing wrong with this, it is the ingrained foundations of the series, and in particular the feature of the Japanese. I only notice the throwing of identification in this, given how Royal opposes itself to the entire series.

In the second half, the whole gang of phantom thieves returns to us, and we generally get on the rails of a standard dungeon passage, set a goal, move towards the treasure, and steal it. And here I want to talk about an amazing situation that won me over and made me believe that Royal is something more.

Persona is almost completely devoted to psychology, especially the fifth part, where we penetrate into the cognitive worlds of people. And Royal at a certain moment provides an unexpected puzzle, to pass a psychological test, the most common one that scriptwriters can come up with, but sets a condition: you must make a decision not your own, but someone else's. This condition radically changes everything, you cannot just answer, you must select several solutions, compare them and understand that another person chooses the person with whom you communicated and you must know her habits, but you did not miss the personal conversations committed in distant past? Of course, this puzzle will not become an obstacle in your passage, but if you wish, it will make you break your head and try to understand someone else.

Phantom Thieves Try to Understand Another DTF Commentator Oil Painting

It’s moments like these that make you fall in love with yourself, you don’t seem to expect anything, and then bam, and you are already talking to yourself with a serious face about what happened, and Royal is about this, ask yourself a question and try to answer it, skip everything through yourself and at the exit to get an emotion.

And the whole storyline of the expansion is filled with such moments - this is not a hurried journey filled with moments of respite, where you can be with yourself and shout at the screen about your opinion, and in return receive opposite opinions from companions, from now on everyone has their own point of view, which can fill even the most insane theses with meaning.

What's more interesting, some scenes after the passage of the story are perceived completely differently, for example, the scene of Kasumi's dance at the school party is divided into two categories: before and after Royal, of course, the name of the song that plays at this moment also helps in this.

Royal knows how to wrap music in such a way that on the surface it is kind and bright, but inside you find only sadness

Speaking of the soundtrack, according to my observations, most of the compositions for Royal were written by Konishi (Toshiki Konishi), and the other hand of the master is very refreshing to play, this time the degree of acid-jazz of the original is reduced and a new sound comes on the stage, which I cannot give a fair description, just saying for myself, Konishi is the king of the electric guitar, capable of delivering on it washed down melancholy and unbridled energy or all at the same time. Just listen:

In fairness, this particular composition is hidden behind a paid wall in the form of DLC. Unforgivable Crime

Meguro (Shoji Meguro) didn't go anywhere and also contributed to the soundtrack, he mainly dealt with vocal themes.

A really important change worth mentioning is that now the Mementos theme is not the only one of its kind, but has various variations that change depending on how far you have progressed. Dedicated to all those who went crazy with her theme music throughout the game.

In Persona 5, I wanted Mementos' music to change its tone depending on how deep you are. However, I had only managed to do one song at that time, and I knew I had to change that at Royal. So there were 4 new compositions.

Shoji Meguro, Composer

And noteworthy favorite tracks of composers:

If I choose a composition that is special to me, then it will definitely be the topic of Maruki's consultations “Ideal and the Real”. Lately I've been feeling that writing music without being confident in it won't bring good results, but this composition went like clockwork from start to finish and I never doubted it. I made it at the very beginning, and I think it has become my best.

Toshiki Konishi, Composer

The jazz club theme, “No More What Ifs”, was something special for me at the Royal. It is a slow, emotional song that shows the strong side of Lin (vocalist).

Shoji Meguro, Composer

In addition to the change in the musical part, I would like to note how the design of the characters has changed, this time the actions take place in winter, and we had to work on how they look in this season + everyone got a new level of persona, the design of which combines past variations and shows us a look at them modern look. Why did I even decide to start talking about this? Cause I can't keep quiet about how stylish it looks, just check it out :

The initial personas are impressive and we thought players would want to see them evolve. Instead of going with an expansion of tier 2 mythological personas, we decided to go a different route for Royal. There is also a plot reason behind this decision.

Shigenori Soejima, Art Director

A few words about the important

Speaking to the point, then "Persona" should either be disassembled in full, with all the plot twists and details, or analyzed, what is the influence of Jung, what does Kabbalah have to do with it and what is the secret of delicious pancakes. But I got special emotions from Royal, and that's what I wanted to talk about, in the end it is emotions that determine your attitude to the game. And my attitude towards the original Persona 5 was such that I considered it just a great game, but now, having gone through the expansion, I can’t turn my tongue to call it just a quality product. Royal is something more.

And before I finish, I want to talk about the ending, which is perhaps the most controversial in the series. Why is she like this? It is both beautiful and stupid, beautiful in its simplicity and rough reality, and stupid in presentation. I got the impression that at this stage the game was already being completed in a hurry, otherwise I can’t give another explanation why, for example, Kasumi almost disappeared from the last days, although she is one of the main characters of the expansion with a central story, no goodbyes to her on the last day and strange to her attitude in the final video. The scene with the van, taxi and surveillance is filled with a sense of not understanding why, why, how. It was as if there was a punitive task to put the whole meaning of the story into a one and a half minute animated video, and they quickly decided to put everything in such a way that everyone would take part in parting words to the main character, which, as expected, did not turn out very well. In general, the problem with Atlus is that they save on anime videos, and so they did not learn how to separate them from your choice made in the game, so many problems could have been avoided, but alas, we will make videos outside the context of the player's experience in order to try to please everyone.

But even in spite of all this vagueness, I fell in love with the ending of Royal precisely for its rough, bitter, but at the same time beautiful ending. The game does not say goodbye to the hero, the hero may remain there, but not you, you will leave because it is necessary. There are no endless adventures, endless friendship and endless happiness, rather the opposite, and Royal is about this, they don’t live in an ideal life, they die in it.

Persona 5 Royal is an almost perfect version of herself who is not afraid to be different. Even at release, the original game felt like a highly polished product, and even then it became clear from the unrelenting noise that this was Atlus' loudest success. Royal only showed that it could be even better, and showed its true self only towards the end. Everyone will have to accept her for who she is, not everyone will like the changes, someone will be against the fact that she goes against herself or has little in common with the original plan. But what can not be taken away from her is the desire to discuss her, argue over her and wonder where the series will go after this small teaser of something more. Time will tell what mark it leaves on the industry and players, but I dare to believe that it will be remembered in 20 years, and for a new generation of players, its legacy will be commensurate in level with Final Fantasy 7, which remains an ageless classic.

Katsura Hashino (Director/Producer), a key person since Persona 3, left the series and passed the baton to a new generation. The addition of this new energy doesn't do anything revolutionary to the game or anything, but I do believe the change has happened. It's like they put all their passion into it, and the result is a game filled with interesting thoughts.

Shoji Meguro, Composer

This applies to all Atlus games, but in the case of Royal, we wanted players to play our game and get a different perspective on the world that would stay with them in everyday life.

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