![]() In the game, we represented this through Social Links. This concept isn’t anything new, of course, and I think it’s what is at the root of peoples’ desire to feel like they’re still within the circle of warmth when they’re actually departing. You don’t know what you’re missing, and you can’t stand it. I guess it ties into the whole concept of fearing the unknown. It’s not that you can undo that simply by asking everyone else what happened after you left that wouldn’t change the fact that you weren’t there to experience it. You feel strangely isolated.īECAUSE YOU HAVE TO FACE THE FACT THAT IT’S OVER…FOR YOU. I guess an “everyday” example would be when you’re hanging out, drinking with a big group of friends, and you’re the first one who has to leave the outing early. Everyone I know would continue living on in this world, and I alone would be leaving… it’s a deep kind of solitude. If I were on death’s doorstep, I know I’d feel alone and scared. HASHINO: Well, generally speaking, it’s probably due to fear. As you might expect, the answers were just as diverse as the people giving them… but the majority of them did agree on one point: they wished to die surrounded by loved ones. One time, I read a magazine article that discussed the various ways in which people wished to meet their end. HASHINO: The Social Links the Hero establishes with people are a reflection of that Hero’s personal values and philosophy, and do not necessarily hold any particular meaning over the rest of the game. Was there a meaning behind the social links? Did you hide some kind of message regarding life and death in the independent stories the hero cultivated with specific people? Don’t get me wrong… most of us here are in our thirties, and we’ve experienced deaths among our families and friends, but we certainly don’t think we’re in any position to lecture anyone on the meaning of life and death. ![]() ![]() It is my hope that by playing this game and realizing the true inevitability of death, the player will take a moment to think about life and death in the real world after turning the game off. So, by playing the game, the player is sort of experiencing death (by proxy), which is something that we are all going to experience for real someday. The game doesn’t actually state in any clear terms that the Hero dies at the end of the game, but it is safe to say that his story is over and done. At the beginning of the game, you get your legs tied off, and you leap. I suppose you could look at it like a bungee jump. The battle against Nyx is pretty much the battle against death itself, which are the terms of the contract that the player enters into within the scope of “Persona 3.” It’s about challenging the inevitability of death, even if you know full well that you can’t actually beat it. Let’s jump right into the thick of things by talking about the point of a final battle where you are denied a “real” victory. Memento Mori (“Remember your mortality”).The inevitability of death is a major theme of the game, but when considering the absolute nature of death, what do the creators see, think, and wish for? This candid interview offers an unabashed glimpse of the dark shadow that no doubt looms within all of us. “Persona 3” carved out a new frontier for the series.
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