About this video
On this episode of the Official XBOX Podcast, we’re so excited to have Kazuhisa Wada in studio to speak about Persona 4 Revival! Wada-san discusses the historical past of the legendary franchise whereas diving into how Revival reimagines the traditional recreation with up to date graphics, gameplay, and a lot extra.
TRANSCRIPT
SPEAKER 1: Video games on this podcast vary from E to M. [ XBOX Sound ]
JEFF RUBENSTEIN: Hey, all people, welcome to the Official XBOX Podcast. The one podcast coming to you from proper right here inside XBOX. I’m so enthusiastic about at the moment. Individuals who know me, they know I really like my RPGs, and the Persona franchise is one among my all-time favorites. As in, I’ve spent tons of of hours over the previous 20 years taking part in via Persona titles, so after I noticed we had been going to be speaking about Persona 4 Revival, I instantly jumped in on the probability to host this episode. That’s as a result of, becoming a member of me at the moment, right here within the studio, is Common Producer of the Persona workforce, Kazuhisa Wada. Wada-san, thanks a lot for becoming a member of us right here at the moment.
KAZUHISA WADA: Hey everybody watching the present, I’m Kazuhisa Wada, Common Producer of the Persona workforce at ATLUS. Right now, I’d wish to share a wide range of insights about Persona 4 Revival. Thanks for becoming a member of us, and I hope you benefit from the dialog.
JEFF RUBENSTEIN: That’s the reason we’re right here. The Persona collection is known and is celebrating 30 years right here in 2026. You’ve been part of this workforce for over twenty years, and gaming has modified a complete lot throughout that point. But, based mostly on the rapturous reception everytime you all make a brand new announcement out of your workforce, Persona stays as standard as ever. I’m actually curious what it’s been like within the studio seeing Persona achieve better and better prominence over these final two, three many years — extra relevance, extra relevance in several elements of the world. How has it modified the way you all create video games?
KAZUHISA WADA: This 12 months marks the thirtieth anniversary of the Persona collection, a serious milestone, and I’m actually grateful that it has continued to be beloved by so many individuals for thus a few years. Personally, I’ve been concerned with the collection for greater than 20 years, relationship again to Persona 2 Everlasting Punishment, and I’ve been within the place of Common Producer of Persona 5 Royal. To see it develop right into a franchise embraced by gamers all around the world fills me with each satisfaction and gratitude. We’ve been lucky to obtain an unimaginable response to every new announcement, not solely from followers in Japan, however from gamers across the globe. It’s one thing that jogs my memory on daily basis that Persona has reached individuals throughout international locations and cultures. On the identical time, our philosophy for making these video games has by no means modified. On the coronary heart of our growth is a dedication to rigorously crafting tales that stick with gamers, memorable characters, and gameplay experiences that actually draw individuals in. In fact, at the moment we additionally develop our titles with a simultaneous worldwide launch in thoughts, so we’ve better emphasis than ever on localization, high quality assurance, and our general growth construction. That stated, our objective has by no means been merely to make video games for the worldwide market. As a substitute, we’ve all the time believed in creating the video games that we ourselves genuinely discover thrilling. The truth that this method has resonated with gamers around the globe is what makes us happiest.
JEFF RUBENSTEIN: It very a lot has. I’d wish to ask you a few quote from earlier this summer time the place you described your objective as giving gamers one thing like a poison that leaves a robust impression, one thing that shakes individuals’s values or provides them one thing to consider. Persona 4 was all the time the sunny and heat entry within the collection. I’m curious, the place’s the poison hiding underneath Inaba’s small-town allure, and the way does Revival sharpen it?
KAZUHISA WADA: After I beforehand spoke in regards to the “poison of Persona,” I wasn’t referring to shock worth or provocative content material. What I meant is one thing that lingers with you lengthy after you end the sport, one thing that makes you marvel, what did that basically imply, or what would I’ve accomplished in that scenario? If it encourages gamers to mirror on themselves, then that’s the form of poison that lies on the coronary heart of the Persona collection. Among the many video games within the collection, Persona 4 is commonly remembered as one of many brightest, due to the bonds between its characters and the nice and cozy, welcoming ambiance of Inaba. Beneath that heat are themes that ask basic questions: How can we confront the elements of ourselves we’d reasonably not see? Can we glance past public notion and rumors to find the reality in our true selves? I consider these themes resonate much more strongly at the moment than they did when the unique recreation was launched. We stay in an age the place data is in every single place. It’s straightforward to type judgments based mostly solely on appearances or what we simply see. Due to that, I really feel these themes have develop into much more significant over time. With Persona 4 Revival, our objective was by no means to vary these themes or make them extra sensational. As a substitute, we needed to protect the guts of the unique whereas enhancing the visuals, presentation, and general sense of immersion so gamers can interact with its themes on a deeper stage. If, consequently, the poison that has all the time been a part of Persona 4 leaves an much more pure and lasting impression on gamers, then I might be very glad.
JEFF RUBENSTEIN: Nicely, nice. We’ve bought loads of issues to speak about in that realm. Taking a look at Persona 4 Revival, you really simply launched a trailer breakdown, which was very informative. One factor I hoped is that we might speak slightly bit extra in regards to the visuals, since they’re actually very gorgeous and fairly a dramatic leap. After I first performed Persona 4, it was on the PS Vita, on Persona 4 Golden. In fact, tech has come a good distance since that point, so let’s begin with the characters. Anybody who’s performed Persona 4, Persona 4 Golden, Area Ultimax, and Dancing All Night time, goes to know these characters very, very nicely. How do you make modifications to those beloved characters for Persona 4 Revival, however nonetheless keep their unique spirit that individuals love?
KAZUHISA WADA: When refining the characters, our highest precedence wasn’t to make them really feel new. It was to precise what makes every character uniquely themselves in a richer, extra genuine approach. The characters of Persona 4 have been beloved by followers for a few years. Due to that, reasonably than dramatically altering their appearances, we targeted on preserving the picture gamers have already got of them, whereas enabling us to painting their expressions, gestures, and mannerisms with better nuance and naturalism. Take Yosuke Hanamura, for instance. We intentionally retained the defining parts that make him immediately recognizable, comparable to his silhouette and colour palette. On the identical time, we’ve refined particulars comparable to the feel of his hair and his faculty uniform, in addition to the best way lighting interacts with them, in order that the allure of the unique illustrations interprets naturally into 3D. In story scenes, we’ve additionally put nice care into his efficiency and facial animation. Past his trademark vitality and easygoing character, we’re now in a position to convey extra severe expressions and delicate feelings he reveals in quieter moments with a lot better constancy. Our objective wasn’t to create a brand new Yosuke. It was to painting the Yosuke everybody is aware of and loves with a stage of richness and element that’s solely potential with at the moment’s know-how. Now, since we’ve the chance, I’d additionally wish to introduce the newly revealed visuals for Teddie, Kanji Tatsumi, and Naote Shiragane. Teddie is, in fact, beloved for his allure as a playful mascot, however he’s additionally a personality with surprisingly delicate feelings. Whereas preserving his acquainted, lovable silhouette, we’ve expanded the vary of his facial expressions and animations in order that each his cuteness and his barely mysterious presence come throughout extra vividly. For Kanji Tatsumi, we needed gamers to see not solely his intimidating look, but in addition the kindness and awkward sincerity that outline who he’s. His highly effective physique and imposing stance stay intact, whereas delicate refinements to his expressions and physique language permit his humanity and inside conflicts to return via extra naturally. As for Naote Shiragane, we had been cautious to protect the clever, composed impression that makes the character so distinctive, whereas additionally revealing the vulnerability and sensitivity acceptable to somebody Naote’s age. The sharp silhouette and calm demeanor stay unchanged, however via extra nuanced eye motion and facial efficiency, we’re in a position to convey the emotional complexity beneath the floor in a way more pure approach. By means of numerous refinements like these, we’ve been in a position to deepen every character’s presence with out essentially altering who they’re. I believe gamers will discover every of them extra lifelike and extra compelling than ever earlier than.
JEFF RUBENSTEIN: Yeah, it’s actually cool seeing how these characters have developed, however in fact these modifications and updates, they prolong far past simply the characters. What are you able to inform us in regards to the general visible path and artwork type for the sport? What was the objective when visually presenting a recreation in a world, once more, so acquainted to so many individuals, but in addition introducing it to a brand-new viewers as nicely?
KAZUHISA WADA: Our general visible objective for Persona 4 Revival was to make gamers really feel as if they had been actually spending a whole 12 months dwelling within the city of Inaba. That doesn’t imply our goal was merely to pursue realism for its personal sake. As a substitute, we requested ourselves how we might faithfully recreate the heat and delicate sense of nostalgia that outline Persona 4, whereas, in fact, expressing them naturally via at the moment’s know-how. That grew to become one of many guiding rules for the complete growth workforce. Inaba isn’t a big city, however its purchasing district, faculty, riverbank, and delightful night surroundings are all integral to its identification. These on a regular basis areas are a part of what makes Persona 4 so memorable, so preserving these emotions gamers affiliate with them was one among our highest priorities. On the identical time, we’ve utterly reworked the lighting, environmental rendering, materials textures, and atmospheric results from the bottom up. The city now modifications naturally, relying on the time of day and the climate, serving to gamers really feel that the characters are actually dwelling their every day lives inside this world. We pay shut consideration to even the smallest particulars to create that sense of immersion. We’ve additionally preserved the colourful colours and distinctive visible kinds which might be so attribute of Persona 4. Reasonably than merely rising the extent of graphical element, it’s extra correct to say that we’ve refined each facet of the presentation to precise the sport’s distinctive identification extra richly and authentically. For longtime followers, I hope it instantly appears like, sure, that is the Inaba I bear in mind. For these experiencing Persona 4 for the primary time, I hope they’ll naturally benefit from the unforgettable 12 months they spend on this city.
JEFF RUBENSTEIN: I’ve little doubt about that, and a part of that, I believe, is that over the summer time, you shared extra in regards to the cinematic parts of Persona 4 Revival as nicely, all the pieces from the animated reduce scenes to in-engine scenes, digital camera cuts. All the things’s been fairly considerably enhanced, yeah?
KAZUHISA WADA: The cinematic presentation is among the areas we’ve invested probably the most effort into for Persona 4 Revival. Within the unique recreation, we pushed the {hardware} of its time to ship the strongest cinematic expertise potential. Now, with far better expressive capabilities at our disposal, we’ve been in a position to revisit each occasion scene from the bottom up. That stated, our objective was by no means to easily make the cinematics extra spectacular. What mattered most was permitting gamers to expertise the characters’ feelings and the ambiance of every scene extra naturally. We’ve rigorously refined numerous particulars, from facial animation and eye motion to the gap between characters, their physique language, and even the timing of pauses in dialog. These nuances can utterly change how a scene is perceived, even when the dialogue itself stays the identical. Even when you’ve already performed Persona 4 or Persona 4 Golden, I believe you’ll end up noticing stuff you hadn’t earlier than, comparable to, “so that is the expression they had been sporting in that second”; “so that is what they had been actually feeling as they stated these phrases.” The footage we revealed already contains scenes that symbolize this method. For instance, within the opening scene the place the protagonist first arrives in Inaba, we’ve utterly reimagined the staging and digital camera work. Each shot has been rebuilt to naturally convey the combination of anticipation and quiet uncertainty that comes with getting into an unfamiliar city for the primary time. The story itself hasn’t modified, however I consider the feelings gamers take away from these moments will really feel recent, even for many who know the unique by coronary heart.
JEFF RUBENSTEIN: Within the unique Persona 4, the digital camera angles had been locked, however in Persona 4 Revival, as we’ve seen in these movies, we’re getting to essentially discover the cities and areas like we by no means have earlier than, as we’re right here on the road in Inaba, as a result of now the digital camera is managed by the participant. What sorts of issues had been added to the world that we simply couldn’t see beforehand, and what do they bring about to the expertise?
KAZUHISA WADA: There have been definitely scenes within the unique that labored exactly as a result of they had been framed with fastened digital camera angles. On the identical time, nonetheless, there have been limits to how a lot of the world gamers might really see. Now that gamers can transfer the digital camera freely, I believe you’ll really feel rather more such as you’re actually strolling via the city of Inaba your self. In fact, we didn’t merely change the digital camera. To assist a free digital camera, we’ve rebuilt the environments from the bottom up. Whether or not it’s the storefronts alongside the purchasing district, the on a regular basis particulars of the residential neighborhoods, the hallways and lecture rooms at Yasogami Excessive Faculty, or the depth of surroundings alongside the riverbank, each location has been designed to really feel pure, irrespective of the place you select to look. Giving gamers the liberty to look wherever their curiosity takes them additionally creates alternatives for discovery that occur naturally. Moments the place you assume, “They even went to the difficulty of constructing this.” I consider that’s one of many largest variations within the exploration expertise this time round.
JEFF RUBENSTEIN: I’d love to listen to slightly bit extra about that. As you’re exploring Inaba and the close by Okina Metropolis slightly extra, what are some little particulars that gamers can look forward to finding and see as they traverse these areas, and I’m certain, are all the pieces and spinning that digital camera round?
KAZUHISA WADA: Our objective wasn’t merely so as to add extra visible element. It was to make the city really feel like a spot the place individuals genuinely stay. For instance, the standard of the sunshine modifications naturally all through the day, giving the city a really completely different ambiance within the daytime than it has at evening. The sensation of the atmosphere additionally shifts with the climate, and the temper of the outlets and different areas subtly evolves because the day goes on. With the liberty to go searching, gamers can now admire particulars that had been a lot more durable to note earlier than; for instance, the depth of the buildings, the best way the facet streets open up, and all of the little touches that make the city really feel alive. Okina Metropolis has acquired the identical stage of consideration. Its bustling city vitality and bigger scale now come throughout rather more naturally and supply a transparent distinction to the quieter ambiance of Inaba. Reasonably than serving merely as locations the place the story unfolds, we needed to create areas which might be fulfilling to discover in their very own proper, worlds the place merely strolling round is a part of the expertise.
JEFF RUBENSTEIN: Thanks for speaking in regards to the visuals right here. I need to speak in regards to the recreation as a complete. Beforehand, you had stated that the problem of creating Revival, you needed to make it new and completely different, and never simply extra. Now that we’re in a time period the place you possibly can actually speak specifics, what’s a change you assume will shock even veteran gamers probably the most?
KAZUHISA WADA: Nicely, it’s tough to decide on only one, however I believe the largest enchantment is the expertise of taking part in a recreation you thought you already knew and discovering it another time with recent eyes. We haven’t modified what lies on the coronary heart of Persona 4, its story, its characters, or the themes that outline the expertise. On the identical time, the best way gamers expertise the sport has developed dramatically via its visuals, cinematic presentation, exploration, and general gameplay really feel. Due to that, even those that performed the unique years in the past will discover themselves considering, “I by no means observed this earlier than,” or “I bear in mind this scene in a different way.” I consider they’ll be capable of immerse themselves within the story with a renewed sense of discovery. Even I, after I performed it as a check participant, skilled this as nicely, and that’s additionally why we selected the title Revival. Our objective wasn’t merely to remake Persona 4. We needed to convey the Persona 4 expertise itself vividly again to life for a brand new era of gamers, whereas permitting long-time followers to expertise it anew. That has been the central imaginative and prescient behind this complete venture.
JEFF RUBENSTEIN: Wada-san, it’s been superior having you on the present thus far. We now have time for one final query, and it is a private one for you. As you stated, you may have been taking part in via the sport, in fact you may have. When Persona 4 Revival releases on February 18, 2027, what are you most excited for gamers to expertise after they first decide up the controller they usually dive again in there for the primary time?
KAZUHISA WADA: What I’m wanting ahead to probably the most is seeing gamers spend one other 12 months in Inaba — or expertise it for the primary time. Whereas Persona 4 is, on the floor, a thriller a few collection of murders, I consider its true enchantment lies within the 12 months you spend with your pals, laughing and having a superb time, dealing with hardships collectively, and sharing the on a regular basis moments that regularly develop into unforgettable recollections. To everybody who has supported this collection over time, I hope this feels just like the Persona 4 I bear in mind has come again. For these experiencing it for the primary time, I hope you’ll uncover firsthand why this recreation has continued to be beloved for thus a few years. Greater than something, when you’ve reached the tip of your journey, and if you end up considering, “I need to return to that city,” then there will likely be nothing extra rewarding for our dev workforce. On February 18, 2027, we will’t wait to welcome you again to Inaba and see every of you create a brand new set of recollections there. Everybody on the event workforce is wanting ahead to sharing that have with you.
JEFF RUBENSTEIN: I can inform you I’ve already carved out a stable hundred hours to be rejoining Inaba subsequent February, and I can’t watch for that, particularly with the look we had at the moment. Wada-san, thanks a lot for becoming a member of us on the present. I discussed on the prime how a lot I really like the Persona collection. It’s been an honor and a privilege to get to take a seat down with you, speak in regards to the recreation, see all this new footage, and like I stated, I simply couldn’t be extra excited to be taking part in early subsequent 12 months, so thanks very a lot.
KAZUHISA WADA: Thanks. I’m actually glad to listen to you say that. Persona 4 is a really particular recreation that has been cherished by so many individuals for thus a few years. It’s an amazing honor for all of us to have the ability to convey it again within the type of Persona 4 Revival. There are nonetheless about six months to go till launch, and we admire your persistence. Till then, we’ll proceed sprucing each facet of the sport to make sure it lives as much as your expectations. We sincerely hope you’ll sit up for its launch. Thanks very a lot for becoming a member of us at the moment.
JEFF RUBENSTEIN: I’ll second that. Due to everybody for watching this episode of the Official XBOX Podcast. We’ll see you on the following one. [ XBOX Sound ]





