Overview
I am thou, thou art I. Persona asked what happens when teenagers confront their shadow selvesโthe Jungian concept made literal through demon summoning. The series evolved from cult SMT spin-off to cultural phenomenon; Persona 3 introduced social links that made relationships mechanically meaningful; Persona 5โs stylish rebellion captured mainstream attention. Identity, friendship, and facing inner darkness define the franchise.
Fast facts
- Developer: Atlus.
- First release: 1996.
- Parent series: Shin Megami Tensei.
- Breakthrough: Persona 3 (2006).
Series evolution
| Entry | Year | Innovation |
|---|
| Revelations: Persona | 1996 | Series debut |
| Persona 2 duology | 1999-2000 | Narrative depth |
| Persona 3 | 2006 | Social links |
| Persona 4 | 2008 | Mystery structure |
| Persona 5 | 2016 | Style revolution |
Social links
| Mechanic | Function |
|---|
| Relationship building | NPC bonds |
| Arcana connection | Persona fusion |
| Time management | Daily choices |
| Stat requirements | Unlock gates |
Jungian themes
| Concept | Implementation |
|---|
| Shadow self | Boss encounters |
| Persona | Psychological mask |
| Collective unconscious | Velvet Room |
| Individuation | Character growth |
Dungeon design
| Game | Approach |
|---|
| P3 | Tartarus tower |
| P4 | TV world dungeons |
| P5 | Palaces (themed) |
Cultural impact
| Achievement | Scale |
|---|
| P5 sales | 10+ million |
| Spin-offs | Dancing, fighting, etc. |
| Anime adaptations | Multiple series |
| Music recognition | Iconic soundtracks |
See also