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Persona 5, a role-playing video game by Atlus, is set in Tokyo beginning in April of the year "20XX".[1] It centers on the Phantom Thieves of Hearts,[a] a masked vigilante group of high-school students working to change people's hearts and have them confess their crimes. They do this by defeating a physical manifestation of their subconscious in a mysterious realm known as the Metaverse, accessed through a mobile app on their smartphones. The playable characters can be controlled in the game's many locations, such as "Palaces", which are created by people with great desires and a distorted perception of the world.
The player character is a silent protagonist codenamed Joker, a high school student who moves to Tokyo after being falsely accused of assault and expelled from his former school, and later forms the Phantom Thieves and becomes its leader.[3][4] He forms it with Morgana, a mysterious cat-like creature who is the Thieves' second-in-command and guide in the Metaverse, who wants to discover his origins and restore his true form, and Ryuji Sakamoto, who is seen as a delinquent at his school due to an incident involving his former track team.[5] Over time, more characters join the group, including fashion model Ann Takamaki,[5] art prodigy Yusuke Kitagawa,[5] student-council president Makoto Niijima,[5] hacker and foster daughter of Sojiro Sakura, Futaba Sakura[5] and business heiress Haru Okumura.[3][4][6] Also interacting with Joker are Goro Akechi,[5] a high-school student and ace detective; Sae Niijima,[5] a public prosecutor and Makoto's older sister; and Igor and his assistants, Caroline and Justine, who are residents of the Velvet Room.[6][7]
Many of the game's characters represent the tarot's Major Arcana suit. Although the suit has twenty-two cards and Royal-exclusive characters account for two additional alternate Arcana for a total of twenty-four, only twenty-one (twenty-three in Royal) are represented by characters; the last one, The World, is given at a later point in the game. The seven deadly sins are a recurring theme within the game, with certain characters and situations representing them.[5]
The game's character design and setting distinguish it from previous entries in the series, replacing Persona 4's yellow-and-green palette with reds and blacks. As with Persona 3 and Persona 4, its characters were designed by Shigenori Soejima.[8] In an interview, Soejima said that he could not design the characters without the game's theme and plot being set first, so he was given detailed instructions from the producer during the process. He also worked on the color scheme and overall visual presentation.[9] In addition to casual and school apparel, each of the Phantom Thieves have their own thematic costumes with masks when in the Metaverse, as well as codenames.[10]
In Persona 5, some individuals have a distorted view of the world and the people around them. If this grows strong enough, they gain a Palace, a place in the Metaverse where their desires appear. There are eight Palaces that must be overcome, which each represent one of the seven deadly sins and have an owner with whom the main characters interact. In Persona 5 Strikers, a character's corrupted Shadow Self is represented as a "Monarch" that rules over a "Jail" in the Metaverse as opposed to a Palace. Their distorted desires manifest from resentment towards certain people or previous trauma, and use the mobile application EMMA to artificially inflate their own ego by stealing the desires of civilians. Unlike Palace owners, Monarchs' Treasures are related to core traumatic memories, which the main characters view as catalysts for their corruption.
Like previous Persona games, progression of the characters' skills is based on their level of bonding with non-player characters. Persona 5 has Confidants (コープ, kōpu, lit. "Coop" in the Japanese release, short for "Cooperation"),[50] replacing Persona 3 and Persona 4's "Social Links". Each Confidant represents a tarot Arcana (suit), based on their disposition and problems. Spending time with a Confidant allows characters to advance personas of the same Arcana, gain extra skills, and fuse the strongest persona of that Arcana.
GamesRadar+ praised the characters and the new Confidants: "Every aspect of the game's narrative is outstanding, including the many ancillary folks that you can make into 'confidants'".[67] Eurogamer enjoyed the characters' exchanges of surreptitious text messages, but objected to the game's gender ethics: "Persona 5 continues the franchise's awkward relationship with queer-coded people".[68] In The Independent, a reviewer called the characters "fantastic".[69]
GameSpew also noted the characters: "Yet as with any Persona game, its biggest selling point is how the game explores such ideas through its colourful cast of characters."[70] According to a Kotaku review, "If you're looking for an RPG with a great story and characters it may be a huge disappointment."[71] However, Amanda Yeo of Kotaku enjoyed the game and its characters: "Persona 5 taught me how to be a friend."[34] A Polygon reviewer liked the game's characters overall, but disliked the portrayal of homosexual characters: "Essentially, some of Persona 5's only examples of queer characterization are there as a terrible joke."[72]
A party member in Persona 3 who attends Gekkoukan High School. The captain of the school's boxing team, he outwardly appears calm and collected, but on the inside he is full of passion and ambition.
The second member of Takaya's group. She carries a large hand axe attached to a chain, which she throws as an attack. When she first appears, she is cold and unfeeling, but through befriending Junpei, her heart warms and she learns to care about life.
Chie is one of the first characters to join the player's party in Persona 4. A huge fan of martial arts and meat, Chie is the upbeat, cheerful, and energetic tomboy of the group. She does, however, have an occasionally short temper, especially with Yosuke Hanamura. Her initial Persona is Tomoe Gozen of the Chariot Arcana.
[fig.1: Maya Amano from Persona 2]
If a character was human with a regular Japanese name but had a hair colour like bright blue or red, you can safely assume it was meant to be dyed.
[Fig. 10 - Lisa Silverman from Persona 2: Innocent Sin - see also: Bebe]
This phenotype is used for not just literal foreigners, but also party members like Teddie or Aigis - friendly characters who are strangers to human customs. NPCs might mistake these non-human characters for foreign exchange students in dialogue.
In my quest to archive all the writings about MUDs and their descendentsthat I can possibly find, I come across many articles concerning identityissues. Some of these are heavyweight academic papers in keynote books oncyberculture, others are pieces from the heart by players on their personalweb sites. The academics have the weight of formal paradigm on their side,but they don't always understand the true nature of what they're describing;the players know in their souls what they want to say, but often lack themeans to express themselves in terms that allow their views to be takenseriously.
This article addresses one such point of friction that I find particularlyannoying because there is a growing corpus of research based upon it thatcompletely misses the point about playing online games like MUDs. It concernsimmersion.
An avatar is a player's representative in a world. It's reallyjust a puppet. It does as it's told, it reports what happens to it, and itacts as a general conduit for the player and the world to interact. It mayor may not have some graphical representation, it may or may not have aname. It refers to itself as a separate entity and communicates with theplayer as such: "I can't open the door". It's a mere convenience,a tool.
Contrast this with a character. A character is a player'srepresentation in a world. It's a whole level of immersion deeper. Yourcharacter is an extension of yourself, a personality that you don whenentering the world. The game reports things that happen to the character asif they were happening to you: "you can't open the door". You canfeel quite upset if one of your characters dies. "Aw no, theykilled Huey! Poor little guy...".
Neither avatars nor characters, though, are people. Neither are anythingto do with what makes online worlds so completely absorbing. There's a levelof immersion beyond that of the character: the persona.
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