ThePersonaseries is well known for its unique mix of JRPG gameplay and social simulation mechanics, but the franchise is similarly notable for its recurring plot structure. The final bosses ofPersona 3,Persona 4, andPersona 5all involve the party facing a godlike figure that intends to destroy the world in some way while claiming to be fulfilling the will of humanity. While this structure has become a big trademark of the series, the mysterious, upcomingPersona 6presents an opportunity for Atlus to examine this cyclical aspect of the franchise and even explore the reasoning behind it.
Persona 3was a fresh take on theShin Megami Tenseispin-off series with its dramatic conclusion against the Nyx Avatar boss, a celestial force driven by humanity’s own self-destructive desires.Persona 4would continue an uncannily similar thematic trend with Izanami representing human insecurities years later, andPersona 5featured Yaldabaoth the Demiurge, representing humanity’s need for control years after that. While these iconicfinal bosses inPersonaall shared a similar godlike figure trope,Persona 5 Royalbroke away from this trend with Takuto Maruki and his Personas serving as the game’s final bosses for a much more personal conclusion.
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Looking into the Past of the Series Could Be the Key to Pushing Persona 6 Forward
This experimentation in the last entry shows some willingness on Atlus’ part to branch out from the formula it has stuck to for so long. When discussingPersona’s JRPG series, most gamers are likely to think ofPersona 3throughPersona 5. These entries are the most popular and prolific in the series and inShin Megami Tenseias a whole. However, to truly understand the narrative potential ofPersona 6, it is essential to look back at the series' history.
Legendary designer Kazuma Kaneko was the lead of the franchise up untilPersona 3, when he passed the mantle to his protege Shigenori Soejima. Soejima’s signature style has led to a highly recognizable, somewhat homogenized feeling inPersona 3throughPersona 5, while earlierPersonatitles are much closer to theShin Megami Tenseimainline roots. By tapping into the overlookedgames inPersona’s past, Atlus has the opportunity to create a fresh approach for the franchise.Persona 1andPersona 2both featured a more traditional turn-based combat system and a darker tone than the more recent entries.
However, one of the most interesting aspects of thePersona 2duology was the game’s themes of destiny, fate, and the cyclical nature of time. The two games are interconnected, with the second game,Eternal Punishment, taking place in a timeline where the events ofInnocent Sindid not occur. The protagonist ofEternal Punishmentmust travel between parallel universes to prevent the events ofInnocent Sinfrom happening in her timeline.
This theme of cyclical time and multiple realities could be a valuable addition toPersona 6, particularly if it is used to examine why the cycle of rebellion against godlike figures keeps happening in the series. Withspin-offs such asPersona 4 Arena Ultimaxcommonly featuring crossovers between casts of separate games, there is even a precedent for connecting the timelines of previous entries to potentially create a broader meta-narrative.
Another major interesting aspect of thePersona 2duology was the way the game approached its characters and story, being closer tothe mainlineShin Megami Tenseistyle. The games featured a more diverse cast of characters with a larger range of personalities and motivations, and the story explored darker themes related to redemption, forgiveness, and the consequences of actions. These themes are still present in the more recentPersonagames, but the approach to character development and storytelling has become more streamlined.
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Instead of the standard formula of the party discovering the godlike villain’s plot late in the game and rushing to stop them,Persona 6could introduce the villain and their motivations from the beginning. Themassively popularPersona 5 Royalalready showed a willingness to approach the antagonist in this way, with Takuto Maruki being present in the story long before the true final boss. Continuing forward with this style would allow the game to delve deeper into the reasons behind the villain’s actions and examine the tension between the party and society in greater detail.
Another way thatPersona 6could differentiate itself from its predecessors is by exploring more mature themes and concepts.Persona 3,Persona 4, andPersona 5all dealt with the idea of teenagers rebelling against oppressive adults, butPersona 6could examine different themes by taking a page out ofPersona 2:Eternal Punishment’s book and focusing on anadultPersonapartydealing with their own complex moralities.
By re-introducing these ideas and themes, Atlus could ensure thatPersona 6feels fresh and exciting while honoring the original fans with callbacks. Following that approach, the game could focus on breaking down the entire cycle of rebellion itself to examine the tension between the player’s party and society as a whole.
Atlus could potentially introduce the concept of a god-like figure likePersona 3’s Nyx Avatarmuch earlier in the game and explore why these figures continue to arise in the first place. The party could even struggle with whether to challenge the new godlike figure or accept their supposed “will of humanity.” This could create a more nuanced story that explores the grey area between rebellion and obedience, and is directly in line withPersona’s focus on player choice and multiple routes.
Atlus’Persona 6hasn’t been revealed yet, but it has the potential to break away from the series' established formula and create a unique, fresh approach to the franchise. By looking back at the overlooked history ofPersonagames, Atlus can tap into the series' past to create a game that feels both familiar and new. By exploring themes of cyclical time and examining why the cycle of rebellion keeps happening on a meta-level,Persona 6can offer a deeper, more nuanced story that pushes the franchise forward for years to come.