From this prototype we can say that Persona 3 was supposed to be more similar to Persona 1 and Persona 2. And, console limitations? I don't see anything in this CG prototype that the PS2 couldn't handle.
@damiank94434 жыл бұрын
RAM couldn't handle that.
@notafbiagent4733 жыл бұрын
The PS2 couldn’t do the seamless battle transition
@fesyuki3 жыл бұрын
Remember aside from the memory limitations at the time this was a transitional period the persona team hashino was the lead director now & plans had to be changed luckily for the best
@somecallmesean_ Жыл бұрын
@@notafbiagent473 the snes could why couldn't the ps2
@Chillgamesh Жыл бұрын
@@somecallmesean_ould the snes do seemless 3d transitions with these seemingly high detail models
@grapeluver511 ай бұрын
they really emoted on the shadows 😭
@drcaligaridane11 жыл бұрын
This is kind of cool.
@dhanarizky16579 жыл бұрын
+Ariss nah it's sucks the interface looks boring
@Snowstorm...8 ай бұрын
Watching the characters just beat the shit out of the shadows (demons more likely) with their bare hands is amazing. That kick was real smooth too. Would've loved to see this idea expanded on
@holdenhika5 жыл бұрын
They should've kept this engine and used it for a magami tensei game or something like that
@somelucifrostguy9208 Жыл бұрын
Honestly, the way battle transitions happen in P3RE, I feel like Atlus is finally achieving that seamless transition they originally wanted for P3.
@Eclipsed_Moon2 Жыл бұрын
i can't wait for this game to come out
@takyo828310 ай бұрын
The way they move remeber me of the 3d mobile ads
@BortaMaga10 жыл бұрын
This is the Persona game people knew...
@grymdylan10 жыл бұрын
what
@CereDulce37 Жыл бұрын
What
@LunoueCV9 күн бұрын
wHAT
@speedm2225 жыл бұрын
Looks super cool on paper, but I don’t think this kind of stuff will work well
@insertrandomurlhere11 жыл бұрын
H-how did you even get the footage!? 0.o It's kinda hard to imagine anyone to ask Atlus for this straight up...
@bobrossfreak11 жыл бұрын
Katsura Hashino, the director for P3 and P4, used to run a Japanese blog on game development on Atlus' site years and years ago. I read in an interview back around 2008 that he uploaded this footage somewhere, but it took me until now to finally unearth it after trying a whole lot off and on since, for whatever reason, nobody else bothered to archive it or otherwise disseminate the information online. You're otherwise correct that Japanese companies like Atlus normally aren't keen on just providing this sort of stuff on request, although the existence of that blog in general is something of a pleasant abnormality to begin with. There are definitely underground channels that can be worth pursuing at times, too. I might start looking into such places for future research. But we'll see!
@insertrandomurlhere11 жыл бұрын
Wow...you're really awesome!^^ It's like you're one of those dedicated journalists in movies who dig through mountains of old records to find something for the paper or something! Geez...I wonder why those game companies don't like sharing that kind of stuff?
@bobrossfreak11 жыл бұрын
テングコッパ Ahaha, once I get my mind set on something when it comes to research, I don't stop until I come up with something I can work with. Mind you, I wasn't constantly spending all those years looking for footage, I'd mostly just try a few times a year, but it is admittedly a relief to finally be able to check this footage off the list. I just like to learn what goes into creating games in general, especially games I'm fond of in general. And that's a good question. I think that answer has changed over the years. Back in the 80s and 90s, the privacy was probably an effort to retain corporate secrets to some degree, much like how a lot of developers were only credited by nicknames in old arcade games so competing companies couldn't headhunt them. You never know when you might go back and reuse an old idea when you're more capable of implementing, so why let the competition have insight into your development processes? Or something along those lines. I wouldn't be surprised if some of that is still true to a degree today, but probably the biggest reason is that a lot of Japanese game companies are notoriously bad at maintaining archives of their development materials, including actual game code, visual assets, etc. It's not unusual for game companies over there to lose track of old material within even just a couple years of releasing a game, which is one of the many reasons why some HD collections have turned out bad in recent years. Game companies in general aren't good about archiving stuff, but Japanese ones in particular just don't tend to give it much thought for whatever reason. It's a shame since it's obvious based on the feedback people like you have been giving me here and elsewhere that there's definitely an interest to examine that history. The one exception to this trend is that it's actually pretty easy to get access to individual developers and talk to them outside of the corporate structure, especially if they're older and aren't as active in the industry anymore. I sometimes work as an interpretor for game journalists and you can get some good information on the backstories of classic games when those people don't have to answer to PR stuff. It's not always as good as just having raw footage or, even better, prototype games to play with, but obviously any data is better than none. There's a lot of politics involved, but honestly working your way through that maze is what makes this work fun for me personally. :)
@insertrandomurlhere11 жыл бұрын
Wow...that's...really impressive! * There are actually no words I can use to REALLY describe how I feel, it's a good thing. I'll tell you that much* Well, I can understand about game companies wanting their privacy when it comes to their games, but...if those game companies easily lose track of the stuff they were protecting, what's the point of locking it up (I think that's the right figurative phrase) in the first place??? o_o;
@Shorinjin-kuniji2347 ай бұрын
the invocation poses were preserved in that lost prototype
@logogogo48724 жыл бұрын
Do you think that someday we could see the full quality version of this with sound?
@orenz.272 Жыл бұрын
No
@looney1023 Жыл бұрын
There is no sound it's just a demo
@insertrandomurlhere11 жыл бұрын
This battle system looks even cooler than the other one! It's too bad that the PS2 couldn't handle it...although it looks like as if that battle was a random encounter oo; As much as I like Shin Megami Tensei, the enemy AI is bad (for me) enough, unavoidable battles (see what I did there? :P) PLUS good AI equals more rage quits than needed (I don't know why I didn't use the signs lol). But maybe they'll do something similar to this for Persona 5? :D Hopefully you can see the enemies before encountering them, though...
@wa7saka2 жыл бұрын
very interesting to see wow
@RadiancePath9363 жыл бұрын
If atlus makes a remake of Persona 1 or 2 I hope they use this engine for it
@HardMODE-10 ай бұрын
That’d be fire
@sainttan10 жыл бұрын
Thank you Bobos and Destructoid.
@pipeds300011 жыл бұрын
hey, I posted a thread about this one on Mayonaka forums...
@bobrossfreak11 жыл бұрын
Deleted my original reply because I didn't realize what you meant at first. Regardless, I'll just say I wasn't aware you had uncovered this stuff before I had and I'm not attempting to claim any credit for being "the first" to find them. I just uploaded these videos here so they'd have another home in the event Atlus took down the source blogs since they're pretty old at this point.
@pipeds300011 жыл бұрын
I do not mean anything about my post. Just want to comment that I also know this thing.
@Hyperion-57442 жыл бұрын
It's very different from the retail version.
@coronelfalk5 жыл бұрын
Was one of MC's partners called Visnu?
@demi-friend5 жыл бұрын
thats a persona
@fuukanumber18763 жыл бұрын
Imagine persona 3 with persona 1 random encounter and persona 2 map
@grymdylan10 жыл бұрын
If hardware limitations are all that prevented this, hopefully Persona 5 is like this. I think Persona 5 is gonna shake things up a lot compared to 3 and 4 so this will be exciting.
@mecky19896 жыл бұрын
Sadly persona 5 isn't like this
@onewingedren22284 жыл бұрын
Thankfully Persona 5 isn't like this
@Venislovas3 жыл бұрын
@@mecky1989 Maybe Persona 6 bit like this, maybe not isometric but some of style of this prototype.
@mitro94782 жыл бұрын
@@Venislovas seamless transition to battle?
@Venislovas2 жыл бұрын
@@mitro9478 Yes
@ender72782 жыл бұрын
Crisp 144p.
@redhood777810 ай бұрын
So P2.
@Spiderbitten12 күн бұрын
I can't believe some of you want this. Having played P1 and P2, I can safely say this wouldn't have gone over well a third time. It's awful.