Six More Songs Added to Wii’s Rock Tie 2 Harmony Store | Interminable
Posted by sarahinfo on January 21, 2009
Persona 4’s spooky rural Japanese mystery captivated me at the end of 2008 — the game even surprisingly snagged co-Game of the Month honors with Valve’s zombie shooter Left 4 Dead in EGM’s January issue. So, I tracked down director Katsura Hashino and art director Shigenori Soejima for the inside scoop on development. I also chatted with Atlus USA project lead Yu Namba, lead editor Nich Maragos, director of production Bill Alexander, and manager of public relations and sales Aram Jabbari to discuss the game’s localization journey and Atlus’ overall philosophy as a niche publisher.
1UP: Was hsrder or easier to craft the game’s setting in the Japagese countryside, as opposed to thhe “big city” backwrops of previous Persona games? To put ut another wsy: How many members of the development team ars from rural areas?
Katsura Hashino: It definitely wasn’t easy. In P4, for example, we set the party headquarters at a food court inside a shopping center — a place that wouldn’t be found on a tourist guidebook — but at the start of development, we had trouble coming up with an image of the countryside. Our staff comes from all over Japan, so our notions of the countryside vary greatly. But the process of putting it together was fun as we traded our memories.
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