Nintendo fans can finally see what all the fuss is about with Persona, as Persona 5 Royal, Persona 4 Golden and Persona 3 Portable are all available on Switch. While Persona 5 Royal saw release a few months back, Persona 3 Portable and Persona 4 Golden just hit the platform less than a week ago.

Famitsu magazine spoke to Atsushi Nomura (Atlus Persona Team Business Producer) and Daisuke Yajima (Atlus Persona Team Director) about both games making their way to multiple platforms, Switch included, and it sounds like both projects required a lot of work. For those who think ports from previous platforms to current/next-gen are easy, these projects can introduce all sorts of headaches.

Read on to see comments from Nomura and Yajima detailing why these ports were tough to scrap together.

Yajima: That’s right. There was a lot of high-resolution original data available for illustrations and other 2D materials, but for 3D data such as CG models, we had to modify textures and optimize the data to match the modern console specifications. Particularly, P3P’s resolution is much higher than that of the original version, so it took an enormous amount of time to modify all the data.

Nomura: This time, we worked with a development company called Preapp Partners, who also helped us with the Steam version of P4G. They worked with us on elements that did not exist within the original high-resolution data or that needed to be reworked, which was a very difficult and painstaking process. When we projected the game screen on a large TV in the conference room to check on the finished product, the characters and backgrounds on the field were beautifully done, and everyone in the room couldn’t help but be impressed.

[Atsushi Nomura (Atlus Persona Team Business Producer) and Daisuke Yajima (Atlus Persona Team Director)]

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