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Atlus addresses difficulties with porting Persona 3 Portable and Persona 4 Golden

 Atsushi Nomura and Daisuke Yajima, commercial producer, and director of Persona respectively talk about the challenges presented by aspects such as the increase in resolution or 60 fps.

Atlus addresses difficulties with porting Persona 3 Portable and Persona 4 Golden

Atsushi Nomura, commercial producer of Persona, and Daisuke Yajima, director of Persona, have addressed in a recent interview exclusively granted to Famitsu the challenges and difficulties that the Atlus team experienced when transferring Persona 3 Portable and Persona 4 Golden to computers, Xbox Series X/S, Xbox One, Nintendo Switch and PlayStation 4.


On the technical side, Yajima explains, "There was a lot of high-resolution raw data available for artwork and other 2D materials, but for 3D data, like CGI models, we had to tweak the textures and optimize the data to fit the needs ." specifications of modern consoles. In particular, the resolution of P3P is much higher than the original version, so it took us a long time to modify all the data."


In relation to the same subject, Nomura details that "we have worked with a development company called Preapp Partners, who also helped us with the Steam version of P4G. They worked with us on elements that did not exist in the original high-resolution data or that had retouching, which was a very difficult and painstaking process. When we projected the game screen onto a large TV in the conference room to check out the finished product, the characters and field backgrounds were very well done, and everyone present They couldn't help but be impressed."


Both developers comment that the team had to make "detailed corrections" with reference to the original character and stage illustrations to make them look good in high resolution.


About the frame rate per second

Yajima comments, as one might suspect, that adapting the title to 60 frames per second was quite a challenge. "The original version was based on 30fps, but it wasn't a simple matter of doubling the frame rate to get to 60fps. For example, in event scenes, movement and scaling often didn't match... For To be honest, we considered making concessions in the event scenes, where the focus is on seeing the dialogue, as the feel wouldn't change much if we kept the original 30fps. Still, I was determined not to skimp on the remastered version of" , Explain.

Nomura adds that "we made the Steam version of P4G compatible with 60fps, and we worked on P3P all the way. It might be hard to tell in conversation scenes, but in battles and dungeon exploration, you'll notice that movement is more fluid than in the original version". Have you noticed the improvements they talk about?

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