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Persona Q2: New Cinema Labyrinth producer discusses how the game came to be

by rawmeatcowboy
12 August 2018
GN Version 5.0

Persona Q2 has been in the works for quite some time, and was planned for 3DS-only from the start. In an interview with Famitsu (translated by NintendoEverything), producer Daisuke Kanada explains how the sequel got off the ground.

When the previous game was released, I was able to garner a great deal of feedback from it, thankfully. I was really happy that people enjoyed the crossover between Persona 3 and Persona 4, the chibi-style characters, and the Persona-esque mechanics and story. PQ2’s development began relatively soon after Persona 5’s development had ended; since characters from both Persona 3 and 4 appeared in the last Persona Q game, I had basically decided from the very beginning that I wanted the full Persona 5 cast to appear in the next game. On the other hand, though, a lot of players said the “horror-like” atmosphere came from the amount of difficulty spikes – and I will admit, the dungeons might have had level thresholds that were too high. This time around, though, I can assure you that we spent a great deal of time making sure that you can play through to the end of the game easily and comfortably.

[Link]