An interview with Satomi, Okada, and Kaneko from the official P2EP guidebook published in 2000 regarding the development and themes of Persona 2.
Thanks in advance for reading.
Eternal Punishment: âAdulthood,â âHoroscopes,â and âSelf-Discoveryâ
âSo the previous title was the âJuvenile Arc,â now this title is the âAdult Arc.â Was there anything specific you focused on during production?
Kaneko: We discussed what it means to âbe an adult.â
Satomi: Iâm already 30 years old. Iâm feeling pretty blue. I thought the peak of my life was at 27.
Kaneko: When the first Persona title released.
Satomi: Now Iâm thinking, âis this it for me?â
Kaneko: Donât say that. (laughs)
Okada: People your age just say âyeah, Iâm thirty,â you know.
Satomi: Well, itâs a huge wall.
âDid you just turn 30, Satomi-san?
Satomi: In May.
Kaneko: Youâre a Taurus? Whatâs your animal sign? Iâm a monkey.
Satomi: Iâm a sheep.
Okada: Deer. (all laugh)
âYou really know yourself, donât you?
Okada: Canât be saying that now, can we?
Kaneko: What do they have now? Sushi horoscopes? Insect horoscopes?
âI think thereâs actually home appliance horoscopes.
Satomi: Yeah, like where your sign is a word processor or a vacuum. Did you hear about the Yamanote Line horoscopes? And the bread horoscopes. Iâm white bread.
âYouâre very knowledgeable.
Satomi: No, I just delved pretty deep into it is all.
Okada & Kaneko: And so, we did a game about horoscopes.
âWhere did that idea come from?
Okada: First, we pictured an adult, then an adult womanâŚ
Kaneko: Theyâre really into that stuff like blood types, arenât they? Theyâre practically controlled by those things.
Satomi: So the idea started from the belief that adults would be more particular over those things.
âAnd why do adults tend to be more particular over those things?
Okada: I feel like Iâm in a state where Iâm starting to lose sight of myself. Like when I watch those horoscope programs in the morning before going out. Entrusting myself to something like the dayâs fortune. Children arenât really affected by that. Nowadays, I feel like Iâm steadily losing myself, and tend to leave things up to all sorts of factors. And maybe horoscopes are a symbol of that. When someone tells me âthis is how it is,â Iâll just accept it like âyeah, okay.â I connected this state Iâm in to the situation in the game where rumors you would never have imagined become reality.
âAs soon as the TV announced that those who performed the âJoker Curseâ would turn into Jokers themselves, and the Joker transformation immediately started happening, it felt quite realistic and scary.
Okada: Ever since âInnocent Sin,â weâve talked about how mass media has a huge influence. Even though internet users are increasing, television still has the most influence. Once something becomes a hot topic there, everyone immediately flocks to it. I wanted to incorporate that into the story. Itâs interesting since it symbolizes modern Japan.
Satomi: We also talked about how people donât feel secure unless they fit everything into a mold. Realistically speaking, not everything fits perfectly, but they donât feel secure unless it at least fits into said mold. Making a decision takes a lot of courage and a lot of power. In this society, you donât feel secure unless someone tells you âthis is who you are!â or something like that⌠And so it led to us discussing that perhaps horoscopes would be a good idea.
âSo does becoming an adult simply mean forcing yourself into the mold of an adult?
Satomi: Iâve thought about if there really is something as a ârealâ adult, and it just got more and more confusing. Even though we say âwe create our own destiny,â thereâs still things out of our control, right? Like a typhoon. Okada once told me âaccept and adapt.â I donât think you can just view things in a one-dimensional way. Like this is âgood,â thatâs âevil.â This is âjoy,â and this is âsadness.â It all depends on how you look at it. Therefore, I came to the conclusion that being an adult means being able to overcome any situation by viewing it in a way that suits you.
Okada: Itâs not about âtrueâ or âidealâ adults, but rather an ironic portrayal of what adults in modern Japanese society have become. The âadultsâ here that create their Personas have this outlook that they have a âsense of self,â but adults in Japan today are controlled by things like horoscopes and the media. Even in education, adults tell kids to âstudy hardâ and just do the same things with all of them. And then, if children deviate from that path, they end up feeling like failures, which is probably why incidents with them hitting people with bats tend to happen. Japan is a country where people, all to a certain extent, have the freedom to make choices in life and explore their potential. Yet the problem lies in adults trying to use standardized education to force children into these molds. And then it leads to another problem where adults who âfit the moldâ are being mass-producedâŚ
âHaving too much freedom will make you yearn for structure, though.
Okada: True.
Satomi: I donât know if I can explain this properly. Back in the day, if you were born into a family of farmers, you would take over the farm, and if you were born into a family of samurai, you would become a samurai, right?
Okada: But thatâs all in the past now. (laughs)
Satomi: Social status is essentially a mold, isnât it? In this day and age, thereâs all this talk about being free and equal, but on the contrary it makes people unsure on what to do. Thatâs probably why people yearn for a mold. I imagine itâs very hard to find yourself and what you really want to do under these circumstances. And I believe thatâs why all kinds of problems and strains are occurring.
Okada: I havenât really talked about it openly until now, but a theme Iâve been working on is âself-discovery.â
âHave you been working on it since âInnocent Sinâ?
Okada: Yeah. In âInnocent Sin,â it was about self-discovery from a studentâs perspective. This time, despite carrying various burdens and having grown into adults, the adults still hadnât truly found themselves. They grow throughout the story and heal their past traumas. I wanted to convey this message: that people continue to search for themselves even as adults, and that I hope people will continue to search for themselves even after they become adults.
âEven after resolution of âInnocent Sin,â we face new problems again. So thereâs the implication of repeating cycles, right?
Okada: Yes.
Cause and Effect, âSin and Punishmentâ
âJun and everyone else are depicted as a fusion of what had occurred in âInnocent Sin.â So whatâs their state in the world of âInnocent Sinâ?
Satomi: I have a conclusion in mind, but I think itâs better not to discuss it. It canât be explained in a simple way. And yet, people would want it to fit into a mold. Thatâs why I feel that I shouldnât present a clear conclusion. I want people to think about what they felt when they watched the ending.
Okada: Weâre doing it the usual âMegatenâ way, leaving it up to the player.
Satomi: People ask, âwas this good? Was this bad?â And then there are those who try their hardest to interpret it in their own way and then go from there. Life isnât just about the good. Thereâs bad things, painful things, many unbearable partings, and youâll have to live carrying those things forever. I donât think they can be determined as just âgoodâ or âbad,â though.
Okada: People these days have a tendency to completely ignore their past, as if they had pressed a reset button. Itâs fine to change your mindset so you can move forward, but I donât think itâs right to erase the past entirely. I want people to carry their pastâthe good and the badâand move forward with it all.
Satomi: With them creating the world of âEternal Punishmentâ from âInnocent Sin,â it can be seen as a means of escape, or as a favorable, yet painful decision to save everyone. Itâs easy to say âdonât run away,â but I think itâs okay to run if itâs extremely painful. Take skipping school, for example. Only that student can understand their own pain. But running always comes back to bite you later. You have to pay the price. Thatâs what I also wanted to convey in âEternal Punishment.â
Okada: The word âpunishmentâ carries a negative connotation, but thatâs not always the case. In the game, itâs the result from causing a âsin.â Itâs a word that establishes causality.
Satomi: I used to think everything about being alive was sin and punishment.
Okada: At first, Satomi was thinking about touching on more serious topics like nuclear plants and politics. (laughs)
Knowing PainââPersonaâ
âWas the name of the fortune-teller changed to âSumaru Genieâ due to ethical regulations?
Okada: Yeah. But it wasnât just about the term, I deliberately pushed the boundaries as a way to challenge various aspects. To make people think more seriously about ethics and the impact it has on children. I read in the newspaper that if you have a child who plays video games for more than three hours a day draw a picture, theyâll draw something unrealistic like a person flying in the sky, and that video games are âbadâ for them. Like itâs wrong to have a fantastical imagination.
Kaneko: They shouldnât have called them âbad.â
âOn the contrary, people have said they lack imagination.
Okada: Right.
Satomi: Thatâs a âmoldâ too, isnât it?
Okada: Even if there are expressions that raise ethical concerns, itâs not my intention to encourage bad behavior. Itâs posing the question, âWhat do you make of this?â I think itâs necessary to raise questions and awareness on social and ethical issues through these works.
âWhether someone can understand anotherâs pain is an important factor, such as Ulala getting involved with Joker.
Okada: âPersonaâ also address issues with the heart and expression. Like with violence, if youâve ever been hit, then youâll understand how someone will feel if you hit them. Weâve talked about how people may resort to hitting others with a bat or stabbing them with a knife precisely because they donât understand, they donât know the feeling firsthand and therefore act very recklessly. So when it comes to words, I think thereâs a major difference between using words that you know will hurt someone versus using them without realizing that.
âWhen Makimura was caught and Katsuya was about to hit him, Baofu hit him instead. I feel that Baofu could hit him because he understands pain, but Katsuya wouldnât have been able to hit him even if Baofu hadnât stepped in.
Okada: And itâs fine for everyone to have their own take on it. Thereâs no single, right answer. Iâd appreciate it if people would perceive these things in various situations and think about them in their own way.
Character Creation
âYou can feel the unpleasant sides of women from UlalaâŚ
Kaneko: Maybe it came from firsthand experience?
Satomi: No answer. (laughs) Uhhh. Well, you know. Iâve had some bad experiences, but⌠overall, Ulala is the character I can relate to the most.
Kaneko: Oh yes, do tell. (laughs)
Satomi: Oh, man. Honestly, Iâve seriously considered getting psychotherapy. Lately, Iâve been feeling like Iâm going through some kind of trauma⌠(unfortunately, this part has been omitted)
â(After a bunch of laughter and sighs) âŚEveryone has their own story, huh? By the way, how did you create the characters?
Kaneko: Doesnât really take much. Satomi comes up with an outline to express the scenarioâs theme, and then I add ideas for the artwork from there. I think the gap between those two steps is where things get interesting. Ulala was meant to be a character for office ladies who like listening to Toko Furuuichiâs music. We didnât need to include so many jokes about her being flat-chested, did we? (laughs)
Satomi: Well, when I created her, thatâs just how it turned out.
Kaneko: Oh, come on!
âA lot of the characters have trauma, donât they?
Okada: Making the story interesting is a given, but I wanted to express that everyone carries baggage with them.
Kaneko: Specifically, with âInnocent Sinâ and âEternal Punishmentâ: âInnocent Sinâ is the characters undergoing the process, and âEternal Punishmentâ is the characters dealing with the aftermath. I think we should clarify that part as well.
âAnd the visuals?
Kaneko: âInnocent Sinâ was about expressing individuality within uniformity, hence all the uniforms, but âEternal Punishmentâ was about adulthood. Since adultâs hobbies tend to be fixed, I tried to make all of them well-defined. But if you make them look too mature, itâs hard to bring out their individuality. A guy in just a suit looks cool, but he wonât be a captivating character. He needs a touch of mischief somewhere. But then that will make him seem childish⌠I really agonized over it.
âWhat was the concept for Baofuâs design?
Kaneko: We wanted him to have a cool, bad boy vibe, someone jazzy and puffing on a cigarette. I personally wanted him to have a golden image. I also wanted to convey that heâs assertive but tries to keep a low profile. Those types of characters are easy to create. But Maya was definitely the hardest for me to work with.
Okada: We actually discussed changing her outfit.
Kaneko: Ulalaâs a lady whoâs like a spiderweb. You think sheâs letting you into her good graces, then you slowly realize you canât escape. (all laugh)
Okada: Sheâs pretty gloomy at heart, though.
âWhat about the redesigns for some characters?
Kaneko: Oh yeah, like Kandori. Itâs kind of a touchy subject. Me personally, Iâd rather not bring back my previous characters. I interpret him as a figment created by Nyarlathotep, but Satomi might have a different interpretation.
Satomi: Created/revived by rumors.
Kaneko: Itâs not the real Kandori though, right? I feel like itâd be disrespectful to those who played the last installment to not think that way. Kandori then had a certain aesthetic, and thereâs no way heâd go through the trouble of coming back. In terms of design though, thereâs differences like his lack of eyes. I really donât want to bring back any previous characters, but thereâs also the fun of changing and rearranging them, itâs kind of tricky.
âTatsuyaâs demeanor has slightly changed.
Kaneko: I wanted to give Tatsuya a futuristic look. Like someone out of a Takashi Mayumura novel. Thatâs why heâs wearing that red getup.
Okada: Yeah, he really stands out. (laughs)
Kaneko: Yeah, especially walking around with that Japanese sword and troubled look on his face. (all laugh)
The Future of âPersonaâ
âHow did you end up choosing the theme song?
Okada: We were coming up with the song and decided on an R&B, but we couldnât find an artist. While we were feeling stuck, I had met a Western music producer. When I asked him for advice, he mentioned Elisha, so I asked if we could use her and he told me he was her producer. It just so happened that this producer was also a fan of âMegatenâ and had been playing it, so he said, âIâll write a new song for you.â I gave him a few keywords from Satomi, and he wrote the song specifically for âEternal Punishment.â âChange Your Wayââa song about how changing yourself can lead to a more positive outcome. Itâs really great. They also took our requests regarding the songâs sound into consideration. It became the main title track of the album released in March, and a maxi-single was released to coincide with the gameâs release in June.
âYou canât really grasp the meaning of those lyrics just by listening, can you?
Okada: We shouldâve included them in the manual.
Satomi: Right. Once I read them I thought, âthatâs exactly what I was trying to say! Iâm a failure!â (all laugh)
âLooking back on âInnocent Sinâ and âEternal Punishment,â what does the future hold for âPersonaâ?
Okada: Iâve had this idea for a while of expressing a studentâs perspective and an adultâs perspective within a single work. And now that weâve completed âInnocent Sinâ and âEternal Punishment,â I feel that Iâve finally achieved that. Having released three âPersonaâ titles, the characters and themes have become firmly established, and Iâd like to explore them even further. I donât want to simply continue what weâve done, I want to take an even bigger leap forward.
Kaneko: It took a long time to put it all together. For the visuals, I tried making them stand out by having them look like something youâd see on a poster, so Iâd be happy if you checked those out as well. I left a lot of parts intentionally unfinished, so I hope youâll use your imagination and complete them in your own image. As a designer, I feel that my works have been a bit over-designed lately, so I hope to do something a little simpler next time.
Okada: Well, itâs just the standard for you, Kaneko. Like donât get me wrong, but even âMaken Xâ is pretty standard for you. (all laugh)
Satomi: I believe âPersonaâ is about humanity itself. Iâm hoping everyone will take the themes to heart, return to the real world from the game, and keep advancing. Iâve put nothing but positive messages in it, and nothing would make me happier if people would pick up on them. I hope youâll reflect on the endings the characters chose, draw strength from them, and move forward. That said, itâs not my intention to dismiss any pure emotions like sadness or anger, because for some people, itâs the right response. You have to find the right answer for yourself.
âThereâs no winning or losing, you mean?
Satomi: âWinningâ or âlosingâ all comes down to you. Itâs about how you perceive it.
Okada: Itâs all up to you.
Satomi: Thatâs right. Itâs probably why I actually like losing. (all laugh) That feeling of âugh, damn it!â is what drives me.
âIâm not sure if thatâs positive or negative. (laughs)
Satomi: Havenât you ever felt that way? Like, âI failed this time, but just you wait, dammit!â
Kaneko: I have.
Okada: Me too.
âSo youâll deliberately put yourself in a losing situation to bring out your best?
Okada: Yeah, Satomiâs a positive guy. No one takes criticism as well as he can. Weâll be working on a story and Iâll say to him âthat wonât work, it should be like this,â and most people would probably get discouraged, but he just keeps pushing forward. Heâs incredibly positive and a pleasure to work with. I think itâs why we were able to get this far. There, I gave you your flowers in the end. (laughs)
Kaneko: That oughta boost morale. (laughs)
âFrom what youâve all shared, itâs clear that âPersonaâ is filled with all kinds of positive thinking. I look forward to seeing more of your âletâs think positiveâ efforts in the future. Thank you very much for today.
Love seeing what stats you get from reading each of the books about your teammatesâ Personas because I like to think it gives you a little more insight into what theyâre strong in and what their awakening helped them improve:
Arsène- Knowledge (Jokerâs awakening was about him deciding to take action, which he does mostly by gathering information and learning various new skills and maximizing his advantages)
Captain Kidd- Guts (Ryujiâs is pretty straightforward; he just decided to be less apologetic about who he is and take risks to help others)
Zorro- Kindness (we donât see Morganaâs awakening, which makes me kind of sad tbh, but we do know he is very much about acting the gentleman, and his arc has a lot to do with letting go of his insecurities related to his very pragmatic way of viewing relationships and opening himself up to being a true part of a team and a family)
Carmen- Charm (again, very straightforward. Ann takes back her beauty and sexuality and uses it to inspire others and find her own strength)
Goemon- Guts (Yusuke had averted his eyes from the truth for so long because of his precarious situation and because it hurt him. his choice to stand up to Madarame took a tremendous amount of courage, as does his ability to keep forging onwards through his doubts about his art)
Johanna- Kindness (Makoto is all about coming out of her role as model student and attempting to learn how to relate to her classmates and friends so she can support others better)
Necronomicon- Guts (Futaba is very similar to Yusuke - she faces her fear head on and finds the truth she buried, and is also training herself to overcome her fears in the real world as well)
Milady- Proficiency (havenât gotten very far with Haruâs SL yet but it does seem like sheâs now in control of the company so sheâs going to have to learn how to be quite skillful. She has a very finicky hobby (gardening), her persona is great for technical damage, and what I love most about Haru being associated with proficiency is that it directly flies in the face of her father treating her like an object with no value other than family business ties. Haru is skilled as hell. Fuck you)
Cendrillon- Charm (I donât currently know what to make of this yet. Kasumiâs awakening was really weird in the first place. I guess itâs because all eyes are on her and she has a lot of expectations - her routines are about grace and strength and flexibility)
Robin Hood- Guts (tbh I donât know what to do with this either. I thought for sure Akechi was going to be knowledge like Joker⌠but apparently not. I guess detective boy is gutsy.)