Persona 2 Eternal Punishment
Developer - Atlus
Publisher - Atlus
Release date - December 22, 2000
Persona 2: Eternal Punishment is a role-playing video game developed by Atlus, and chronologically the third installment in the Persona series, a subseries of the Megami Tensei franchise. It was originally published in 2000 by Atlus in Japan and North America for the PlayStation. The game was later remade by Atlus for the PlayStation Portable. This version, released in Japan in 2012, did not receive an overseas release. In response to this, the PlayStation version was released on PlayStation Network in 2013.
Story
Set a few months after the ending of Persona 2: Innocent Sin, Eternal Punishment takes place in 1999 in Sumaru (珠閒瑠?), a fictional seaside city in Japan with a population of 1.28 million, its own television stations, and a structure leftover from its foundations during the Warring States period. Many of the characters come from two high schools in Sumaru: Seven Sisters (七姉妹学園?), a prestigious school that is the setting of Innocent Sin, and the less-prestigious Kasugayama (春日山?). All the protagonists wield Personas, manifestations of their personalities. The ability to wield Personas was granted to them by Philemon, a benevolent personification of humanity's Collective Unconscious. The events of Innocent Sin are said to stem from a contest between Philemon and his opposite Nyarlathotep to see if humans could find a higher purpose in life despite embracing contradictory emotions. During the events of Innocent Sin, Nyarlathotep influenced events in his favor and all the world except Sumaru City was destroyed. In order to reset events, the party used the power of the Collective Unconscious to will the key event that caused the events of Innocent Sin out of existence in exchange for their memories of those events: this created an alternate timeline, with the Innocent Sin timeline existing as a separate "Other Side". A key element to the story of Eternal Punishment is Kegare, a negative energy that can possess humans and trigger rises in crime and the perpetuation of more Kegare.
Persona 2: Eternal Punishment is a role-playing video game developed by Atlus, and chronologically the third installment in the Persona series, a subseries of the Megami Tensei franchise. It was originally published in 2000 by Atlus in Japan and North America for the PlayStation. The game was later remade by Atlus for the PlayStation Portable. This version, released in Japan in 2012, did not receive an overseas release. In response to this, the PlayStation version was released on PlayStation Network in 2013.
Story
Set a few months after the ending of Persona 2: Innocent Sin, Eternal Punishment takes place in 1999 in Sumaru (珠閒瑠?), a fictional seaside city in Japan with a population of 1.28 million, its own television stations, and a structure leftover from its foundations during the Warring States period. Many of the characters come from two high schools in Sumaru: Seven Sisters (七姉妹学園?), a prestigious school that is the setting of Innocent Sin, and the less-prestigious Kasugayama (春日山?). All the protagonists wield Personas, manifestations of their personalities. The ability to wield Personas was granted to them by Philemon, a benevolent personification of humanity's Collective Unconscious. The events of Innocent Sin are said to stem from a contest between Philemon and his opposite Nyarlathotep to see if humans could find a higher purpose in life despite embracing contradictory emotions. During the events of Innocent Sin, Nyarlathotep influenced events in his favor and all the world except Sumaru City was destroyed. In order to reset events, the party used the power of the Collective Unconscious to will the key event that caused the events of Innocent Sin out of existence in exchange for their memories of those events: this created an alternate timeline, with the Innocent Sin timeline existing as a separate "Other Side". A key element to the story of Eternal Punishment is Kegare, a negative energy that can possess humans and trigger rises in crime and the perpetuation of more Kegare.
The main protagonist of Eternal Punishment is Maya
Amano, a reporter for teen magazine "Coolest" who was a playable
character in Innocent Sin. She is joined on her adventure by others, including
people who were involved in the events of Innocent Sin: Tatsuya Suou, a student
at Seven Sisters and the main protagonist of Innocent Sin; Ulala Serizawa, a
school friend of Maya's an aspiring fashion designer; Baofu, a former
prosecuting attorney out for revenge against the Taiwanese Mafia; and Katsuya
Suou, Tatsuya's older brother and a sergeant in the Sumaru City Police
Department. Returning antagonists include Tatsuya Sudou, a madman who was
involved in the incident that precipitated the events of Innocent Sin; and
Takahisa Kandori, a former servant of Nyarlathotep and the main antagonist of
Revelations: Persona who is resurrected through the power of Kotodama. Kandori
in turn serves Tatsuzou Sudou, Tatsuya Sudou's father. Two other central
characters from Revelations: Persona, Kei Nanjō and Eriko Kirishima, act as
supporting characters and optional playable characters. The other protagonists
of Innocent Sin (Eikichi "Michel" Mishina, Lisa "Ginko"
Silverman, Jun Kashihara) play minor supporting roles.
Gameplay
Persona 2: Eternal Punishment is a role-playing game where the player takes control of a group of characters exploring the fictional city of Sumaru. The camera follows the party from an adjustable angled overhead perspective. The city in general is navigated using an overworld map. A key element to the story and gameplay is the Rumor system: after the characters hear a rumor, they can spread that rumor around the city using certain characters, and those rumors can grant the characters special items or other positive or negative effects.
Gameplay
Persona 2: Eternal Punishment is a role-playing game where the player takes control of a group of characters exploring the fictional city of Sumaru. The camera follows the party from an adjustable angled overhead perspective. The city in general is navigated using an overworld map. A key element to the story and gameplay is the Rumor system: after the characters hear a rumor, they can spread that rumor around the city using certain characters, and those rumors can grant the characters special items or other positive or negative effects.
Battles consist of both story-related boss fights
and random encounters with standard enemies. Battles are turn-based, with the
player characters and enemies moving around a small battle arena to perform
actions. Once the player has laid out their strategy in the battle menu, the
characters perform their assigned actions until the battle ends with victory
for one side or the player pauses the action to change strategies. Instead of
the grid-based battle system from the original Persona, party members and enemy
units act in the same phase of a turn, rather than being restricted by their
placement on the field.
During battle, players cast spells using an assigned
Persona: each spell drains a character's Spell Point meter. Each Persona has
different elemental strengths and weaknesses, and different Personas can be
used for defense, healing or elemental attacks. While a Persona is originally
quite weak, if it is used enough, it will achieve a higher rank, with Rank 8
being the highest possible. As the Persona's rank is raised, that Persona is
able to cast more powerful spells. In addition to individual actions, the
player can align characters to trigger a Fusion Spell: when two or more party
members use a certain sequence of spells, they will automatically summon
multiple Personas to generate a powerful attack. During battles, both
characters and Personas earn experience points. The player has the option to
activate an Auto-battle option, having combat play out without player
interaction.
During battle, the player can converse with enemies,
though they are restricted to a single set of dialogue options instead of four
as in the original Persona. If the player succeeds in talking with the enemy
using the right character, it both causes the enemy to leave the battlefield
and gains a spell card (a Tarot card linked to one of the Arcanum or family of
Personas), which can be used to create Personas in a location called the Velvet
Room. In the Velvet Room, the player can summon a new Persona that belongs to a
spell card's particular Persona family group. As a character gains experience
levels, more powerful Personas from a spell card's group become available. In
addition to pre-set spell cards, the player can also obtain blank skill cards
by forming contracts with enemies through the right conversation. These blank
skill cards can be tailored to fit a chosen Persona family.
Development
The concept for Eternal Punishment emerged during the writing for Persona 2: Innocent Sin. Halfway through writing the latter's script, Tadashi Satomi felt that the draft gave him the impression of needing an alternate point of view to that of the main hero. This concept formed the basis for Eternal Punishment's plot. To foreshadow this, the team showed the main characters from Eternal Punishment through minor roles in Innocent Sin. Eternal Punishment began full development after the release of Innocent Sin. Innocent Sin and Eternal Punishment both used the same game engine and structure. Kouji Okada, Innocent Sin's producer, returned in the same role. When developing Eternal Punishment, the development team took what they learned from Innocent Sin and used it to improve the gameplay and the Rumor system. One of the biggest concerns when making Eternal Punishment was how much the development staff wanted to include, which went well beyond their original plans.
The overarching theme of Eternal Punishment, as with
Persona and Innocent Sin, was exploration of the human psyche and the main
characters discovering their true selves. While Innocent Sin focused on the
protagonists as teenagers, Eternal Punishment looked at the protagonists as
adults: for its central character theme, Eternal Punishment focused on how
people realize their true selves as adults faced with reality. A theme carried
over from Innocent Sin was the "power of Kotodama", the Japanese
belief that words can influence the physical and spiritual world, with this
power manifesting through the spreading of rumors. Terms and concepts used in
the games, including Persona, Shadows and the character Philemon, were drawn
from Jungian psychology and archetypes. The character of Nyarlathotep, who had
made a cameo appearance as a Persona in the original game, was inspired by the
character of the same name from H. P. Lovecraft's Cthulhu Mythos. Other
antagonists and enemy creatures in the games were also drawn from the Cthulhu
Mythos and played a key role in the narrative.
The main characters were designed by Kazuma Kaneko,
while secondary characters were designed by Shigenori Soejima. The protagonists
of Eternal Punishment were adults and so could not be given a single
standardized outfit as the high school protagonists of Innocent Sin had been.
While designing the outfits for Eternal Punishment, Kaneko tried to keep an
image of normal adults in mind, but in doing so was restricted when trying to
portray the characters' heroism. In the end, he designed the characters to look
normal while having a "different feeling" from other people. One of
the characters that helped drive this style home was Ulala, who was a minor
character in Innocent Sin and a main protagonist in Eternal Punishment. The
Joker character from Innocent Sin was carried over into Eternal Punishment: the
new Joker's actions were made increasingly murderous, creating a contrast between
the two incarnations.
Ports and localization
Eternal Punishment was first announced in April at the 2000 Tokyo Game Show. During the show, Atlus held a talk spot hosted by Kouji Okada and Kazuma Kaneko, and featuring an appearance by Elisha La'Verne, the singer responsible for the game's theme song. Unlike Innocent Sin, Eternal Punishment was chosen for release in the West. Its localization was significantly different to that done for the original Persona, released in 1996. Persona received numerous alterations for its overseas release, including altering character and location names. For Eternal Punishment and future titles, Atlus decided to remain as faithful as possible to the Japanese version. According to Atlus, the game marks a "halfway point" in their localization history: while more faithful to the Japanese version than the original Persona, it still needed to take that previous localization into account for the naming of returning characters. Its release in the West was officially announced the following month at that year's Electronic Entertainment Expo, with Atlus previously teasing it as a "secret RPG". Eternal Punishment received a limited reprint exclusive to Amazon.com in 2008 to celebrate the release of Shin Megami Tensei: Persona 4.
Eternal Punishment was remade for the PlayStation
Portable. Like the remake of Innocent Sin, it was directed by Shoji Meguro. The
original plan at Altus was to have Innocent Sin and Eternal Punishment released
as a single game, but both could not fit onto a single UMD. Even before the
completion of Innocent Sin's remake, when there were no plans for a remake of
Eternal Punishment, Meguro was keen to make one if the opportunity arose. For
the remake, the team had two points of reference: the original version, and the
remake of Innocent Sin. The team carried over most of the features implemented
Innocent Sin's remake while further simplifying and streamlining the mechanics,
aiming for a "culmination" to Persona 2 as a whole. A large portion
of the initial work was playing through the original version. A new opening
animation was created by anime production company Madhouse. In addition to the
gameplay modifications, a new scenario was added focusing on Tatsuya's
activities before he joined the party. Satomi, after having written the script
for a downloadable quest for Innocent Sin's remake, was asked whether he would
like to write a new scenario for the Eternal Punishment's remake, and accepted
willingly. During the writing process, Satomi suggested giving Maya dialogue,
but this was vetoed as Persona protagonists were silent without exception. The
scenario's new characters were designed by Masayuki Doi.
The remake was announced in February 2012 by
Famitsu. For the packaging, Kaneko was asked to design a new piece of key art.
The artwork features Maya and her initial Persona Maia. The remake was not
released outside Japan due to "unusual circumstances". Game Informer
included the game on its list of "RPGs Released Late In The PSP's Life
Cycle", games that were likely never to see a release due to the flagging
western PSP market. In response to the decision not to localize the remake, the
original version was released on PlayStation Network in 2013. As part of the
announcement, PlayStation Blog released a guide showing which characters had
received name changes in the original localization.Intended to be playable on
PSP, PlayStation Vita and PlayStation 3, a fault at release meant only the PS3
version was playable, with Sony creating a fix for the problem after players
complained about the fault.
Music
The original music for Eternal Punishment was composed by Toshiko Tasaki, Kenichi Tsuchiya and Masaki Kurokawa, the composers for Innocent Sin. As with Innocent Sin, Tsuchiya found the writing process difficult for a number of reasons. Tsuchiya's favorite piece for the score, which was carried over from Innocent Sin, was "Maya's Theme". The tune has remained popular with the Persona fan base: Tsuchiya has attributed its popularity to the enduring nature of the Persona series as a whole, and compared it to a fashionable item of the time that now requires a "certain courage" to wear in later times. The game's theme song, "Change your Way", was written and sung by British singer-songwriter Elisha La'Verne, and the music was composed by T.Kura. La'Verne wrote the song with the premise of Eternal Punishment in mind, and so she wanted the song to sound positive. For inspiration, she drew on her experiences of walking round London and seeing homeless people who appeared unable to improve their status: the song's theme is that there is always a way out of a bad situation and you can change that situation for the better. The title also stemmed from this concept. Together with Innocent Sin, Eternal Punishment is the one of the first entries in the Megami Tensei series to feature voice acting.
For the PSP version, the music was remixed by
Toshiki Konishi, Ryota Kozuka and Atsushi Kitajoh, who also worked on the
remixed music for Innocent Sin's port. The team, while remixing the music, did
not want to destroy the original's foundation. The ruling concept, as defined
by Konishi, was "not to far and not too close to the original". For
the opening animation, Meguro requested Konishi to personally remix the game's
original opening theme. It was the first time he had been put in charge of an
opening theme, and it proved troublesome for him, as he needed to rerecord the
vocals and make sure he did justice to the original version. For Kitajoh, one
of the most notable arrangements he did was for "Maya's Theme":
Meguro, who had previously remixed this track for Persona 3: FES, asked for a
remix with a faster tempo and incorporated hard rock elements. The new scenario
also used remixed music from the original game instead of new tracks.
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