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"I am thou... And thou art I."
Arc Words for the entire series

Persona, or Shin Megami Tensei: Persona as it was formerly known in the West, is a long-running Spin-Off series of Atlus's Shin Megami Tensei franchise, consisting of multiple video games, animated works, comic books, light novels, stage plays, and more.

Unlike the Post-Apocalyptic Cyberpunk worlds of the main SMT series, Persona takes place in a contemporary Urban Fantasy high school setting that utilizes Anthropomorphic Personifications of Carl Jung's persona and shadow concepts as its central motif: Characters in the series use the eponymous Persona, manifestations of their own personalities, to combat Shadows and various other representations of the collective darkness in the heart of humanity. The games also employ Tarot Motifs, with Personas, Shadows and most characters divided into the 22 Major Arcana of the standard deck. Despite these differences from mainline SMT, the series still employs numerous elements from its forebear: Personas take the form of various mythological figures from numerous cultures, the games use the main series's Fusion Dance and Elemental Power systems, and entries from Persona 3 onward have variations of the Press Turn battle system from Shin Megami Tensei III: Nocturne.

Most of the games are Dungeon Crawlers where players obtain various Personas to fight on their behalf. Persona 3 also introduced numerous social/life simulator aspects to the franchise, mostly notably the "Social Links" system, which added Visual Novel-esque vignettes that enhance combat abilities as the protagonist gets to know other characters better.

Most of the games are generally Lighter and Softer and a fair bit easier than the mainline Shin Megami Tensei games, though they still aren't afraid to kick your ass gameplay-wise, or emotionally for that matter. And be warned: these are long games, so you better have some free time.


Games in the series:

Other works bearing the Persona name:

Crossovers


This series contains examples of:

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  • 20 Minutes into the Future:
    • Persona 3 was released in 2006, but takes place in 2009.
    • Persona 4 takes place in 2011, but the game was released in 2008.
    • Subverted with Persona 5, which takes place in 2016 and early 2017 (but is referred to in-game as 20XX). The game was supposed to be released in 2014, but ended up in Development Hell until the real 2016, thus narrowly missing the pattern. Another possible reason for only referring to it as 20XX in the final game is perhaps to do with the 2016 US presidential election, which considering that the game tackles corrupted politicians as a main central plot-point, it might cause problems for the game if they were to still leave it as 2016.
  • Abstract Apotheosis:
    • In Persona 3, the Main Character sacrifices his/her life to become the Great Seal — a barrier which prevents Nyx, a Cosmic Entity who represents Death itself, from being contacted by Erebus, the Anthropomorphic Personification of humanity's desires for death — thus becoming the ultimate representation of hope in the Persona universe, and visualized as a massive golden gate with the protagonist's soul keeping it closed. On that note, Pharos who later becomes Ryoji is also a manifestation of Death.
    • Persona 4 has a metaphorical example: Goddess Izanami wants to test mankind's potential, so she gives three people power and names them embodiments of a concept - Hope, Despair, and Emptiness - with the intention of acting based on which representative has the most success.
    • Persona 5 has the heroes attempting to invoke the trope, by making their Phantom Thieves group a symbol of hope and encouragement for anyone trampled upon by societal corruption, rather than a couple of high school kids. In the Final Battle, the heroes transform this belief into a massive Guardian Entity, that in turn destroys the Eldritch Abomination Big Bad attempting to "free" humanity of The Evils of Free Will.
  • Academy of Adventure: There's always something supernatural going on with high schools in this series.
    • St. Hermelin High in Persona has a traditional play which involves an evil mask that eventually kills everyone who wears it, with an avatar of a deity trapped inside that can possess people. And then the school gets caught up in a zombie/demon apocalypse.
    • Seven Sisters High in Persona 2 hosts a magical stone that opens the door to a magic river that leads to the flying disk of the Ancient Astronauts. And from the same game, the Bomb Shelter underneath Kasugayama High is infested with demons. Subverted in that all this is the result of rumor curse and there's nothing truly special with the schools themselves.
    • Gekkougan High in Persona 3, when the clock strikes midnight, transforms into an Evil Tower of Ominousness and Eldritch Location rolled into one. There's even a school club dedicated to defeating any abomination that may crawl out of it.
    • Averted in Persona 4. The only special thing in Yasogami High are the quirky teachers.
    • Subverted in Persona 5; the school may be the site of a Palace - a plane in the Metaverse warped by cognition and distorted desires - but the building has nothing to do with it. Nothing metaphysical manifests in the real world, and the moment the person responsible leaves, the distortion goes with him.
  • Actually Four Mooks: From Persona 3 onwards, you have to collide with an on-map feature-less shadow to initiate battle with it. And yes, it's perfectly possible to end up fighting four mooks without warning.
  • Adults Are Useless: Zigzagged. While most of the heroes in this franchise are teenagers that take this view (justifiably so, given what some of the adult antagonists do), there are adults that are helpful (such as the Social Links), and in the Persona 2 duology, are even party members, with Eternal Punishment having all but one adult playable character as the entire party.
  • All There in the Manual:
    • Certain details and lore, especially about Personas and other beings from the collective unconsciousness are only clarified in manuals and side materials of each game, most prominently Persona World Guidance for the original Persona and Persona 2 duology, and Persona 3 Club Book.
    • All the personal information - such as character birthdays - of the party members are usually only ever mentioned in manuals or side materials. This is especially true for the first two games.
    • From Persona 3 onwards, on many occasions you are asked to answer questions at school to check your knowledge. The problem is, the games assume that you actually learned the answers at school and thus don't really provide hints or an explanation. Made even worse for international releases, as these questions remain unchanged, and there's no way for a western player to know the answers even if they are acing school. In those cases, a guide is very much needed.
  • Alternate Continuity: Of the main Shin Megami Tensei games. This continuity includes Shin Megami Tensei if..., and some version of the events of the Devil Summoner games.
  • Apocalypse Cult: Persona 2 (both games) and 3 have several groups either trying to bring the Apocalypse, or preach that the end is nigh.
  • Apocalypse How: Once per game, though the heroes manage to prevent it. Usually.
    • Persona 1 has planetary total extinction of the human race via mass brainwashing (SEBEC route) or freezing (Snow Queen Quest).
    • Persona 2 Innocent Sin has planetary physical annihilation and almost total extinction of human and animal life at least. And there is nothing you can do about it.
    • Persona 2 Eternal Punishment has universal metaphysical annihilation to worry about. Justified because the EP reality is a whole new universe, and the Big Bad wants to destroy it so the doomed world of IS can be brought back.
    • Persona 3 has societal collapse at least in the surrounding area, and you narrowly avoid the total extinction of all life.
    • Persona 4 also has societal collapse - or at least disruption - as an effect of the mist coming from the Midnight Channel.
    • Persona 5 starts with societal disruption due to the psychotic breakdowns, and it reaches nothing short of metaphysical annihilation of the human mind. In Royal, this is averted twice. A similar end is halted in Strikers.
  • Arbitrary Headcount Limit: In each game.
    • In Persona 1, you could only have 5 party members (including the protagonist) at the time even though there are 9 playable characters. In addition, certain party members are available only in specific routes; Mark, Maki and Reiji can only be used in the SEBEC route, while Yukino only joins as a permanent party member in the Snow Queen Quest. The only time you can have more than five party members is if you go with the SEBEC route but not recruit Reiji; in that case, he joins you for a boss fight, bringing the party up to six.
    • Persona 2 ensures that there are only five party members available at the time. When a sixth party member is introduced, a previous one leaves the party for the rest of the game.
    • From Persona 3 onwards, you can have up to four members including the protagonist in the party at the time, even though there are a lot more playable characters available. The games allow to switch around party members between fights.
  • Arc Words: "I am thou, thou art I" (I am you, you are me), which is the entire concept of what a Persona is in a nutshell. Many Personas say this upon awakening, and it's also stated every time you start a Social Link / Confidant.
  • As Long as There Is Evil: Several deities in the franchise threaten that they'll make their return as long as humans have self-destructive tendencies or even powerful desires.
  • Atomic Superpower: Persona has a Nuclear element, which is represented by the Frei line of spells.
    • Persona mixed Nuclear and Almighty together, as the typically Almighty Megido line was turned to Nuclear. While they're not unblockable, Nuclear spells tend to deal more damage than average. The resident specialist is Yukino Mayuzumi.
    • In Persona 2, Nuclear skills are almost always used in tandem with Fire skills. Unlike most spells that only target one enemy (unless they have the Ma- prefix), these ones target multiple enemies by default. The specialists, other than the returning Yukino, are brothers Tatsuya and Katsuya Suou, who are also Fire users.
    • The Frei line returns in Persona 5, now independent from any other elements. While they now lack their high-damage, multiple target properties (now they need the Ma- prefix for the latter), they have the ability to deal Technical damage to any target suffering from a status effect, once again setting them apart from other element types. The party's specialist is Makoto Nijima.
  • Axes at School: And each game has a different justification for it.
    • Persona 1: Masao Inaba literally brought an axe at school, and Yukino has razors. Justified in her case as she is a former delinquent, but the only conceivable reason why Masao would need an axe was to break into buildings for his graffiti art. The rest of the party members contend either with brooms or school club equipment. Afterwards, they have to rely on random encounter drops for the rest of the melee weapons. As for the guns, they're only sold in the Alternative Mikage-cho specifically for defeating demons.
    • In Persona 2 Innocent Sin, you have to spread rumours to even be able to get the weapons in the first place. They do go to school carrying them, but they go there to fight rather than to attend class.
    • Averted in Persona 3 where they only need their weapons during the Dark Hour, so there's no reason for them to carry them to school.
    • Played straight in Persona 4 where they all hide their weapons under their uniforms so they can go to the TV world after school.
    • Subverted in Persona 5 as the "weapons" are actually models.
  • Bag of Spilling: If any characters return in sequels or spinoffs, they can expect to have their power levels reset and their Ultimate Personas discarded in favor of their Initial Personas. This is especially noticeable with the appearances of Yukino, Kei, and Eriko in the Persona 2 duology, which takes place three years later and after the three of them saved the world in the first game. That said, they do join at a bit higher of a level than the rest of the party is at to reflect their previous adventures and expertise. However, there are some justified examples:
    • Persona 2: Eternal Punishment justifies this with Maya, who is effectively a different individual than Innocent Sin's Maya due to the timeline reset at the end of that game, and outright averts this with Tatsuya, who joins you at a very high level with his Ultimate Persona Apollo equipped (he can even pick up right where he left off in Innocent Sin with an Old Save Bonus).
    • Persona 4 Arena and Persona 4 Arena Ultimax avert this with the former members of S.E.E.S., who have formed a government organization called the Shadow Operatives and retain their Ultimate Personas throughout the events of the games.
  • Befriending the Enemy: In the Updated Rereleases of P3, P4, and P5, you can form Social Links / Confidants with certain specific antagonists.
  • Big Bad Ensemble: Each game has several antagonists running around and operating simultaneously.
    • P1 has Kandori, the Harem Queen, Aki who briefly works for Kandori and then sides with the other Big Bad Pandora, and finally Neyarlathotep who never appears in person but is pulling on the strings. At the same time the Snow Queen is also operating.
    • Innocent Sin has the Masked circle and the Last Battalion. In fact, you walk just in time to a confrontation between the leaders of the two groups. Then the aliens show up (It Makes Sense in Context). And finally it's revealed that all of that was simply part of Nyarlathotep's plan.
    • Eternal Punishment has a Serial Killer trying to recreate the Masked Circle, the brainwashed serial killers that pop up in his wake, and the New World Order, which is made up of several cooperating factions. And then it's revealed that Nyarlathotep was once again manipulating everyone.
    • P3 has STREGA and Ikutsuki as well as Nyx.
    • P4 has a serial killer, a copycat killer, a guy tricked by the serial killer, and Izanami who decided to use the serial killer as a test subject.
    • P5 mostly has Arc Villains, but the overreaching ones are Shido (who is responsible for many bad things that happen in the game), the Black Mask who works for Shido just so he can backstab him, and Yaldabaoth who was pulling everyone's strings.
  • Big Bad Friend: Since Persona 3, there is at least one character that can be ratted out as a traitor or even a Big Bad just by spotting several habits of that person. If said person fills at least two of these traits, it's a surefire giveaway that they aren't like what they seem, or have other motives in their mind:
    • At least one food-based conversation at one point during the game, usually right at the first encounter.
    • Seems to be overtly and overly friendly and innocent unlike other antagonists. Sometimes it's genuine, other times it isn't.
    • You can usually start a social link or at least hang out with them. If not, then there could be several friendly gameplay-based interactions with the traitor.
    • Character vanishes after several appearances doing absolutely nothing despite being (usually) featured as a main character with a portrait.
  • Big Good: Philemon, the incarnation of humanity's strong will and potential. After he is Demoted to Extra (as in, only implied to be there), the position of the Big Good goes to Igor, while he shifts to Greater-Scope Paragon.
  • Body Horror:
    • Persona started the trend with Kenta Youkichi's Persona and how it's summoned. Said Persona is Mara, and it errupts from his stomach. Then there is the Final Boss of the SEBEC route, who is some kind of bloated yet malnourished insectoid woman with multiple limbs in a birth-giving (or sexual} position with no face save for an oversized mouth with jagged teeth, with a gigantic penis almost the size of her body fully errect, and the tip has Maki's face on it. This somehow went completely uncensored. Then again, it is... almost too horrifying to understand what exactly you're seeing...
    • Persona 2:
      • An animated short in Eternal Punishment shows in detail what exactly the Emblem Curse in the previous game Innocent Sin looked like. We are treated to a close up shot of a girl's face melting off, complete with her eyeball sliding down, all in a matter of seconds and without warning. And this happened to half the student body. No wonder they all wore bandages around their heads, if they had to keep their skin in place...
      • Quite a few enemies - especially the bosses - are Body Horror galore. Bonus Boss Persephone whose body is vertically split in half and led together by blood-like goo? Was Sugawara whose head has been bloated into a twitching incent-like monster while he's still concious and begging you to kill him from the pain despite being immortal? The "stalker" that hunts down Eriko who apparently has no sense of pain and shows up with more injuries and bandages each and every time, not even bothered by his arm breaking? The JOKERS that were physically transformed to demons? How about the Final Boss of Innocent Sin who is a tentacled amalgamation of the fathers of each party member tied up in bondage gear?
    • In Persona 3, the main character's first Persona summoning. When he pulls the trigger on the Evoker to summon his Persona, he has a really creepy smile on his face, complete with glowing eyes. To top it off, shortly after summoning his Persona, it gets ripped apart from the inside by another, far more brutal and powerful Persona, all while the main character is screaming and clutching his head. Turns out later in the game that the Persona that clawed its way out of Orpheus is Thanatos, aka Death, who was sealed inside the main character ten years prior by Aigis. Considering that the main character's first Persona summoning is against one of the 12 major Shadows used to form the Appriser when destroyed, which also includes Death, this makes a lot of sense.
    • In Persona 5, human shaped Shadows bloodily erupt into demons when you start a battle with them. In a number of Palaces, human shaped Shadows will also transform into Humanoid Abominations. Additionally, when characters first awaken to their Personas, they have to rip off masks that are part of their faces, causing blood to erupt as they for all intents and purposes rip their own skin off.
  • Breakout Character: A fair few of the main characters in the franchise have ended up being more recognizable than their respective games due to their particularly fascinating circumstances, quirks, and interesting personalities. Examples include Yukino, Maya, Aigis, Chie, Kanji, Naoto, Ryuji, Futaba, and Akechi.
  • Cast of Snowflakes: Every single character in all the games are unique, with distinct designs and personality traits, and easily recognizable, not only within their own games but in the whole series. Even nameless NPCs are given unique quirks to make them easily recognizable.
  • Cats Are Magic:
    • The Lucky Cat statue in the Kuzunoha detective agency of Persona 2 is actually a means for the Nekomata who hides in the bathroom to take your money.
    • Katsuya's initial Persona Helios is an anthropomorphic cat.
    • Wang Long Chizuru's pet cat in Eternal Punishment turns out to be a Shikigami in disguise.
    • Lieutenant-General Zula in Tatsuya's Scenario is a talking cat, and it guides the heroes through Kadasu Mandala.
    • Morgana, one of your party members in Persona 5, looks like a regular cat out of the Metaverse, and like a cartoon cat while in it.
  • Celestial Paragons and Archangels: The Justice and Judgment Arcanas are full of such entities.
  • Changing of the Guard: Each game puts you in control of a new set of characters, though Persona 2 had the occasional Guest-Star Party Member from a previous game.
  • Character Portrait: In every single game. Each character has a few portraits to match their current mood.
  • Combination Attack:
    • Fusion spells in 2 require at least two party members.
    • From 3 onwards, when an enemy gets knocked down, your entire party can unleash an All Out Attack against it. The power of the attack depends on the number of party members.
  • Coming of Age Story: This role of Social Links/Confidants in games past the Persona 3, especially if it involves characters who are at the same age group with the protagonists. Through their interaction with the protagonists, these characters undergo some Character Development, learning how to cherish those around them, putting the past behind them, moving on with their lives. It is through these events that the Protagonists themselves undergo their own development, which turns their Arcana from the Fool to the World and evolving their Personas to their Ultimate form which allows them to defeat the Final Boss.
  • Continuity Snarl: The later games are supposedly set in the same continuity as the early ones, but there's vast differences in the lore regarding Personae and Shadows. Some of these are explained in side materials, such as Persona World Guidance and Persona 3 Club Book, but some of these remain unexplained:
    • In the early games, every character could wield multiple Personae by visiting the Velvet Room. Furthermore, the Velvet Room was not even exclusive to Persona users, as a song composer visits it in his dreams, and all of its inhabitants are implied to be former humans (sans Igor who is a doll) searching for themselves. In the later games, wielding multiple Personae is stated to be a rare power only available to those who possess the "Wild Card", who are also the only ones who can enter the Velvet Room. The only original denizen of the Velvet Room is Igor, his assistants being instead the "Velvet Siblings" (Elizabeth, Margaret, Theodore, and Lavenza), who appear to be non-humans who have never been in the real world.
    • In the early games, Philemon and Nyarlathotep were the Big Good and Big Bad respectively, but they disappeared after Eternal Punishment. Word of God claims that the blue butterfly seen in later games is Philemon and said butterfly turning Aigis into a Wild Card in The Answer is similar to how he worked in the previous games. However, Igor seems to run the Velvet Room by himself and no longer mentions his "master".
    • Persona 2 had the concept of "Persona aura" which allowed Persona users to immediately identify other Persona users as such. It even played a small part in gameplay as an alarm that warns you of an incoming boss fight. This is never mentioned again in later games, and indeed, its presence would ruin the mystery-based plots of 4 and 5 instantly.
    • The later games also have snarls of their own. As mentioned above, 3 depicts Personae as a power which is difficult if not impossible to awaken naturally for those without "the potential" but in 4, it's made clear anyone can obtain a Persona by confronting and accepting their own Shadow, while in 5 even that condition doesn't seem to be necessary. Persona 4 Arena shows the P3 cast can summon their Personae in the real world, while the P4 cast can't. Not even the characters themselves can come up with an explanation for it, though it's assumed the reason is the Evoker which P3 cast use, which assist in Persona summoning.
      • It could be assumed that anyone has the potential to summon a persona when closer to the collective unconscious (whether through the Midnight Channel like in 4 or the Metaverse like in 5), but to be able to access your persona closer to the "real" world requires more inherent talent (and even then requires an Evoker to pull off initially). Notably, while most of the cast of 3 still need their evokers to consistently summon their personas in the real world years later during Arena, they find it much more natural to do in when they find themselves within the Midnight Channel, not needing evokers at all.
    • Shadows in 3 and 4 have strange forms with masks (representing Tarot's major arcana 1-12) and are derived from blob-like "Maya" shadows. In 5, Shadows take different forms depending on where they are encountered in the Mementos, but once that shell is broken they instead take the forms of mythological demons, and the Maya shadows are nowhere to be seen.
  • Contrasting Sequel Antagonist:
    • Persona 1:
      • Takahisa Kandori is an incredibly rich, talented and intelligent scientist and businessman who believes that the existence of humanity is a blemish to the world and must be wiped out, and he tries to achieve godhood to achieve this. In fact, he does achieve it. However, he has no hard feelings towards his illegitimate relative (who is trying to kill him), shows a surprising ability to grow fond of other people, realizes that it's Lonely at the Top, and goes out via Suicide by Cop. When he returns in Persona 2 Eternal Punishment, he's some sort of Anti-Villain who gives cryptic hints to the heroes and encourages them to stop the chaos they are in, only to still stand in the way because "it's too late for him to change".
      • Pandora is the Enemy Without of party-member Maki, and she wishes to create a paradise made of nothingness to ease her own pain, even if it means Death of Personality.
    • Persona 2:
      • Tatsuya Sudou is an insane serial killer and arsonist who has personal beef with the protagonists, and his ultimate goal is to eliminate his father, and he makes no secret out of it. He also has the need to follow somebody's orders, as in Innocent Sin, he is a minion, and in Eternal Punishment he tries to get his old leader back. Both times he dies long before the end of the game, killed by the protagonists.
      • Unlike all other antagonists here, Joker was Brainwashed and Crazy by the Big Bad, who took advantage of his childhood trauma. He is also very elegant, unlike all other villains here, and is a Well-Intentioned Extremist who genuinely wants to help people.
      • Tatsuzou Sudou is a corrupt minister who's running for Prime Minister, and has several other groups like the Mafia, the police and the media under his thumb. His goal is to eliminate the world of the original sin, though he respects the heroes for trying to stop him. He also tries to get rid of his son by all means possible and keep him far away, is perfectly capable of holding his own in a fight, and eventually is transformed into a monster and killed.
      • The Big Bad Nyarlathotep is an Eldritch Abomination, the incarnation of humanity's tendency towards chaos and destruction (especially for the sense of self), and he's a Magnificent Bastard of epic proportions, as he manipulated all the heroes and villains in both P1 and P2, and had a blast doing it. And in Innocent Sin, he wins, which is more than what other villains can claim.
    • Persona 3:
      • Ikutsuki is an Ax-Crazy maniac with a Devil Complex who wishes to destroy and rule over humanity - much like the other villains here - and has no issue using other people to advance his goals, but he's also the epitome of Affably Evil and a Non-Action Guy.
      • Nyx and her Avatar, Death are the only entities in the series who don't draw power from human belief, as they are older than our species. In fact, they don't seem to care about anything at all, though Death normally only manifests when self-destructive thoughts from humanity are rampant.
      • Erebus, is the manifestation of humanity's desire for death. Unlike other similar beings in the franchise, Erebus is a Generic Doomsday Villain with the single goal of bringing Death to the world.
    • Persona 4:
      • Adachi is a sociopath whose only motivation was that his life was boring, unlike the grand motivations of the other villains, and gets his hands quite dirty. In addition, he has no large group following his orders, unlike the rest. He is also able to form personal connections with people, and comes off as quite the awkward dork from day to day.
      • The other suspects are also quite different. One is an Attention Whore, and the other was a good man tricked into thinking that he's saving people.
      • Izanami seriously thinks that her experiment is for the benefit of humanity, but she operates more on Blue-and-Orange Morality, and is a Horrible Judge of Character (she based her assessment of humans on the spoilered guy above), and is a Graceful Loser.
    • Persona 5:
      • Shido is a corrupt politician who's running for Prime Minister, and has several groups like the Yakuza, the police and the media under his thumb. He has an illegitimate son and he's using the Metaverse to advance his agenda, with no care for how many people die. Sounds familiar? Well, unlike Kandori and Tatsuzou above, this guy has zero respect for the heroes, and instead of remaking this world into a pure one, his goal is to remake it so that he is on top. He also works together with that relative, has no idea that there are people out for his blood, and he doesn't knowingly obey any higher power. Also, he has never put any real effort in his scheme as all the research he's using is stolen and he always acts by proxies.
      • The illegitimate relative in question is Goro Akechi, who is also a villain. Unlike Tatsuya Sudou, he is perfectly sane, and his revenge towards his father involves a rather complicated plan to ruin his father's reputation which even requires him cooperating with the protagonists; and it works.
      • Unlike the chaos and destruction-inclined deities before, Yaldabaoth is the Persona answer to YHVH; a deity born by people's desire for absolute order, who wishes to rule humanity instead of destroying it.
      • Royal has Maruki. While like P2 Joker he is a Well-Intentioned Extremist with the best interest of the people in mind and a Dark and Troubled Past, he is not manipulated by anyone and instead acts entirely by his own free will.
  • Contrasting Sequel Main Character: It'd be pretty boring if we played with the same person each time, right?
    • The Protagonist of Persona 1 is a blank slate without a name, personality, exhibited characteristics, preferences or a past. There are a few hints of his personality here and there - like how he's a good singer - but those come mostly from comments by the other characters. He's supposedly a surprisingly good leader who keeps his head cool, somewhat underperforming at school, and if you make the right choices to get the good ending, an All-Loving Hero. The manga, which is by far the most popular adaptation of P1, gives him the name Naoya Todou, portrays him as an easy-going guy who's hiding his pain over the death of his twin and a bit of The Gambling Addict.
    • Tatsuya Suou from Persona 2: Innocent Sin is a Deconstruction of the '90s Anti-Hero. He's given a Canon Name from the get-go (though you can change it), he's a third-year student instead of a second year, has noticeable Character Tics, has a well-established and complicated past that's affecting the plot, is playable post his first game, and he's the only canonically LGBTQ protagonist (bisexual). He's an aloof loner with deep childhood trauma who has no future prospects, has a very strained relationship with his family and school - to the point he's been branded a delinquent - and is emotionally dependent on his friends. In Eternal Punishment, where he's actually seen speaking, he's angsting even more, has Unstoppable Rage issues, and an I Work Alone attitude. There's also a lot of side material describing his life in deep detail, like what food he likes.
    • Maya Amano from Persona 2: Eternal Punishment is a standout in all of MegaTen. She is the only canon female protagonist, and the only adult at 23 years old. She's using Guns Akimbo, unlike the close-combat protagonists of the other games, and she's a party member in Innocent Sin before becoming the protagonist of her game. Like Tatsuya, she has a deeply rooted personal history and deep trauma that affects the plot, but unlike him, she is a Genki Girl and a team player who always wants to see the best in everyone and everything. She's also a bit of a Cloudcuckoolander, and there's a lot of side material covering her life as well.
    • The Persona 3 male protagonist is more of a blank slate than his predecessors - nowhere close to P1 level though - but he's acting always cold and emotionally detached. This is especially prominent in the anime and manga adaptations. He's rather feminine in terms of appearance, likes music a lot if his ever-present headphones are any indication, and is a Messianic Archetype. Different adaptations give him different names, but the most well-known ones are Makoto Yuki and Minato Arisato.
    • The female protagonist from the portable version of Persona 3 is the exact opposite of her male counterpart. She comes off as a Genki Girl - and Persona Q2: New Cinema Labyrinth depicts her exactly as such - who gets along with everyone, and is more capable of forming relationships than her male counterpart. Not only she can form Social Links with people that he couldn't, SEES seems to get along better in her version of the game. Finally, her weapon of choice is a Naginata, setting her apart from any other playable character in the series. This whole contrast is lampshaded by the color themes of the two protagonists. The male one is blue-themed, while the female one is pink-themed.
    • The protagonist of Persona 4 is noticeably manlier than the P3 one, has an excellent relationship with his family and friends, genuinely enjoys school and life in general, and in adaptations he's depicted as a Comically Serious Cloudcuckoolander (and you can play him exactly as this in the game itself). Unlike the protagonists of the previous two games, his personal history never affects the game in any way. He also has a few names from various adaptations, but the canon one is Yu Narukami.
    • "Joker", the protagonist of Persona 5, shows the most personality out of everyone save for Tatsuya and Maya. He's been branded a criminal by society and cuts deals with other outcasts to the point of becoming The Fixer. He only goes to school out of obligation, and tries to draw as little attention as possible. But when he's in the Metaverse, he's a Gentleman Thief and a very suave, cocky Large Ham, outright artistic with a knife, and generally a show-off. His dialogue options also indicate that he's a Troll.
  • Cosmic Chess Game: Philemon vs. Nyarlathotep in a nutshell. Their respective domains even have floors that resemble chess boards. And unfortunately for everyone, Nyarly is a cheater.
  • Cosmic Horror Reveal:
    • In every game, the heroes think that they're dealing with corrupt people only to suddenly face whichever deity is truly pulling the strings.
    • Downplayed in Persona 3 where it's obvious that you're dealing with something completely unnatural from the get-go, though not the sheer scale behind it.
  • Cosmic Horror Story: The deities in the series are entities incomprehensible by humanity who usually gain their power from humanity and cannot truly be eliminated no matter what the heroes do.
    • The Persona 2 duology - and by extension, Persona 1 - takes several enemies and villains directly from the Cthulhu Mythos, with Nyarlathotep himself as the Big Bad. Innocent Sin even ends with the bad guy winning and the party having to push the Reset Button to get another shot at saving the world. Even worse, even that is not enough to take him down, and he promises that he'll return with a As Long as There Is Evil speech. The human race itself guarantees his existence. Better yet, in the PSP remake of Eternal Punishment (the last of the three games), he throws an army of entities straight out of the Mythos at Tatsuya, and sure enough, it is acknowledged that their forms would drive anyone mad. Tatsuya tries his best to describe them but he makes no sense, and Ulala just gives up and calls them impossibly ugly. And that's before the Dreamlands and the Cult of Cthulhu are mentioned by Igor.
    • The events of Persona 3 ultimately lead to The End of the World as We Know It, complete with a doomsday cult and brain-dead people uttering prophetic warnings. This is all due to the subtle influence of Nyx, a vast and ancient entity being called down to the earth. It causes people to explode into puddles of black ooze and organs. Oh, and in all likelihood, Nyx likely doesn't particularly care, as she is mainly summoned by the Anthropomorphic Personification of all deathwish in the hearts of humanity. Despite your best efforts, the best action taken was a reverse seal; the protagonist makes a Heroic Sacrifice to keep said incarnation of deathwish away from Nyx.
  • Damsel out of Distress: Multiple, who both take over as Mission Control:
    • Persona 3: Fuuka Yamagishi, before getting her Persona, survives several days stuck in Tartarus avoiding Shadows, and then awakens to her Persona (Lucia).
    • Persona 4: Rise Kujikawa is the one who needs less time to rest and recover after the battle against her Shadow, and immediately takes Teddie's Mission Control spot with her Persona, Himiko.
  • Dating Sim: From Persona 3 onwards, part of the game is to manage your potential romantic relationships with the female party members / Social Links / Confidants.
  • Deity of Mortal Creation: This applies to most deities in the series. Within the Collective Unconscious, humanity's desires and thoughts give life to several archetypes of gods. Because they are born of subconscious thoughts, however, their understanding of humanity and reality is often incredibly skewed.
  • Demonic Possession: Everyone who loses control of their Persona will have it turn against them, with this trope as the usual result. Artificial Persona users from Persona 3 subvert this, as their Personas instead attempt to physically kill their users if not consistently suppressed.
  • Developers' Desired Date: Starting with the third game, the MC gets the option to form a romantic relationship with most female Social Links, though each one still introduces one option that's pushed harder than the others.
    • While Persona 3 has you automatically hook up with any compatible character you reach a high enough rank with, the overtones are more obvious with Aigis. She has Undying Loyalty towards you, can be romanced regardless of gender, and is so single-mindedly dedicated to you that if Yu gets her as his destined partner during Persona Q: Shadow of the Labyrinth's Group Date Cafe dungeon, she'll continue to insist that the MC is her most important person. Alternately, Yukari is a big contender. She is the first female teammate to join the party at the start of the game, during the hunt for the Lovers shadow, it attempts to make her and the MC have sex under mind control (which leads to him seeing her in nothing but a towel), she has a special emotional scene with the MC at one point that leads to you being able to start her Social Link (Fuuka, Mitsuru, and Aigis lack any such scene), and in The Answer, she is the most outwardly torn up about the MC's death, willing to come to violence against the rest of SEES if it means a chance to see him again, to maybe save him.
    • Persona 4: Golden added Marie, who while very much hyped up by the game and its animated adaptation, wasn't that much more prominent than other possible love interests in this regard. She gets one scene near the end that's explicitly romantic, but that's about it.
    • Persona 5: Royal continued what Golden started by introducing Kasumi Yoshizawa, real name: Sumire. She's the only romance option to get a Showtime with Joker, actually confesses her feelings to him before the player can choose to make things romantic, and numerous aspects of their designs mirror each other. Ironically, it takes so long for her social link to open up that Joker can only become a couple with her during the final month of the game, and several romantic events like Christmas or Hawaii are completely inaccessible with her.
  • Did You Just Punch Out Cthulhu?: The True Final Boss of every game can qualify as this, as they're definitely eldritch, and you most certainly give them a good beating. Tatsuya in particular has the option to punch Philemon in the face at the end of Innocent Sin, and gets to literally punch out Cthulhu in Tatsuya's Scenario of Eternal Punishment Updated Re Release.
  • Dirty Cop:
    • Persona 2 Eternal Punishment and Persona 5 have almost the entire upper echelon of the police being paid off by and working for a corrupt politician.
    • In Persona 4, the killer is a police officer.
  • The Dog Was the Mastermind: A recurring occurence that happens throughout the series, especially after Persona 3, is that the true culprit (either the Big Bad or the Greater-Scope Villain) is disguised as a random background character or other roles suggesting insignifigance. Usually, this person will also be expecting your arrival to adventure and give you a warm welcome in the first few scenes of the game.
  • Double-Edged Buff:
    • Stagnant Air makes everyone, allies and enemies included, more vulnerable to status effects for several turns.
    • Revolution raises both ally and enemy critical rates.
  • Dueling Messiahs: This trope is a recurring motif, from the third game onwards. All of the true villains are gods manifested or affected by humanity's collective unconscious, and they almost always insist they are helping mankind by fulfilling the most primal wants that people are too afraid to voice (Desire for death, desire for ignorance, desire for safety and leadership, etc.) Even the human True Final Boss of Persona 5 Royal is an altruistic and compassionate man who only wants for everyone in the world to be their happiest even if it requires a planet-spanning Lotus-Eater Machine. Each of them are opposed by teenagers who believe in The Power of Friendship and that self-determination is more meaningful than unconscious yearnings.
  • Dungeon Crawler: All the games, though in P1 and P2 most "dungeons" are real life places (like a mall), and P3 only has one dungeon.
  • Dysfunction Junction: Given that Personas are "a mask to protect your real self while in daily situations", this trope is in full force with each and every playable character. Most of them come from a Dark and Troubled Past and/or are heavily pressured/disappointed by the society around them. The power of the Persona usually activates in a life-or-death situation, which results in several Traumatic Superpower Awakenings in all games. Persona 3 puts it the best.
    Junpei: I mean, you gotta be a little nutty to point a gun at your head and pull the trigger, ya know?

    E to R 
  • Early-Installment Weirdness: The games before and after Persona 3 are nearly unrecognizable as part of the same series, apart from the Jungian and tarot themes.
    • The original games were fairly straightforward dungeon-crawling JRPGs. Persona 3 introduced the series' iconic social sim aspects, including a Wake Up, Go to School & Save the World plot structure and Social Links/Confidants.
    • In the original games, the Judgement and World arcanas were just regular old arcanas, while the Fool was near impossible to get (either Fusion accident or getting insanely lucky in negotiations). From Persona 3 onward, the Fool is invariably associated with The Hero, Judgement always represents a plot-critical ally whose advancement is required to reach the true ending, and the World is the Infinity +1 Sword.
    • In the original games, everyone could wield multiple Personas pretty much at will, though how effectively they could use them was restricted by affinities. From Persona 3 onward, the protagonists can use anything in the game with equal ease and are known as the Wild Card, while the party members are restricted to one Persona only.
    • The "One More!" and "All Out Attack" system was only introduced from Persona 3 onwards, though it should be noted that similar overhauls of the battle system happened in the main series around the same time.
    • Persona 1 and 2 boast far more elements and damage types than their successors.
    • In Persona 1 and 2, all users could summon their Personas in the real world without any help. In later games, they either need an Evoker to summon, or can only do it in mental realms.
    • In Persona 1 and 2, the characters had various shadow selves (with the most prominent being Maki, who had four versions of herself running around), and they could wield Personas on their own, often fought as late-game bosses. After being absent in Persona 3, Persona 4 and 5 made it so that the characters obtain their Persona by accepting their shadow, and that Persona users don't have Shadows at all.
    • In P1 and P2, all skills had a set SP cost depending on the Persona. From Persona 3 onwards, physical skills are paid in HP, and each magic skill has its own cost regardless of which Persona has it.
    • In P1 and 2, the strengths and weaknesses of each enemy would be recorded by the system upon defeating said enemy, and in a following battle analysing would reveal all their stats. This is not the case from P3 onwards, as revealing strengths and weaknesses is a matter of trial and error over the course of several fights, and there's no enemy compendium to check later.
    • Extending from the above, the introduction of Navigators. They are non-combative Persona-users with abilities that are solely focused on analysing enemies and support skills, like buffs.
    • P1 and 2 use Random Encounters, but the following games have enemy stand-ins appear on the map, and you have to come in contact with them to trigger the battle.
    • P1 and 2 have five party members that cannot be changed except at certain moments in the game, while the following games have four which can be changed at any time.
  • Eldritch Location: The world of Persona is defined by one of these: the Collective Unconsciousness, also known as Sea of Hearts or Sea of Souls. While some form of collective conscious is often implied to exist in other Shin Megami Tensei games, here it is the central source of almost all supernatural forces, with both protagonists and antagonists deriving their power (and in some cases, their very existence) to it. It is described as a "plane of information" which coexists with reality, formed from the collective psyches of all life on Earth, but especially shaped and stirred by humans, who have the most complex psyches. The plane possesses countless layers and realms, which constantly expand and multiply, and capable of affecting the real world in the right (or wrong) circumstances. The forms with which the collective unconscious can take form across its layers are continuously explored with each subsequent game.
    • The Velvet Room is a location aptly described by Igor as existing between dream and reality, mind and matter. As the description implies, it connects both to the physical world and to the realms of unconscious, manifesting as a room saturated in velvet blue. It serves as a base of power for those chosen by Philemon, offering Persona fusion as a service. In the earlier games, the Demon Painter implies humans who are "attuned" to the world of unconscious can wander here and become residents, with himself having entered the Room an unspecified amount of decades prior to Persona 2. The Velvet Room is also implied to predate Persona users (who first appeared during Carl Jung's lifetime), with the Nameless pianist stating it has been "90,000 and 155 nights" since he covered his eyes to play music. From Persona 3 and onward, the Velvet Room also becomes an instrument to measure the hearts of its Guest: metaphorically changing its form to give a shape to their Journey, categorizing the bonds they make as Social Links (Confidants in Persona 5), recording the Personas they acquire, in addition to assisting Persona fusions.
    • Persona eventually reveals Mikage-Cho as a whole has been dragged into Maki's inner world, as a result of her being connected to the DEVA System. The machine itself is technology meant to connect an individual's ego with the world of unconscious, implied to be invented by Nyarlathotep — one of the two masters of the collective unconscious.
    • Persona 2 Innocent Sin has Xibalba, while Eternal Punishment has Ameno Torifune, both of which are mystical ships which spawn as a result of rumors becoming reality in Sumeru City. Both are actually entrances to a realm located deep in the collective unconscious: Monado Mandala. It appears similar to outer space filled with stars and nebulae, with a network of portals and shrines floating at the center. The 'stars' in the distance are in reality human souls, as this is the realm where human souls rise from and return to upon death. This is also where the unconscious, primal expressions of the mind gather, as Philemon and Nyarlathotep — entities embodying humanity's creative potential and existential contradictions — reside here, the shrines being their personal domains.
    • The Updated Re Release of Eternal Punishment introduces Kadath Mandala, also known as the Dreamlands by the first few Persona users in history. It also appears as an abyss with portals and shrines, but it exists one level above Monado, where "archetypes" as Jungian psychology defines them are formed. It contains memories from all which have lived, and thus also every single identity ever conceived by humankind (including multiple interpretations of any entity), the blueprints which give rise to gods and demons — and by extension, Personas. The Shadow Self/Persona within every human resonates with an appropriate identity from here, one which reflects the human's own experiences, which is why they usually take the form and powers of gods and demons. The realm is guarded by all manners of entities, but especially Umr-At-Tawil (an avatar of the incarnation of boundaries within all minds), as well as Philemon and Nyarlathotep. Normally, a human can only enter this realm (and implicitly, Monado) with assistance from one of these entities, but it is stated a sufficiently trained master of Persona could reach this realm through dreaming, while one person — Randolph Carter — is the only known person in all of history who can physically open a gate to the Kadath and enable others to enter it.
    • Persona 3's Tartarus doesn't exactly arise from the collective unconscious, instead being an Alternate Dimension and a Place Beyond Time formed as a result of dimensional distortions caused by a sufficient amount of Shadows roaming the real world. However, like the Velvet Room it serves as a pathway to the unconscious and allows for more Shadows to emerge from its depths and into reality. Being space-time anomalies, Tartarus isn't actually much of a physical place as it destroys and reconstructs itself to exist for about 1 hour in stopped time every midnight. It serves as a metaphorical "antenna" for Shadows and Death to call down their "mother" in the Moon. The Updated Re Release's Abyss of Time is in many ways its inversion: distortions of space-time creates metaphorical "gaps" in space-time to form near Tartarus, as a literal Abyss. These gaps existing outside of regular space-time make it possible to observe the past, and if sufficient amount of energy is concentrated, even time reversal.
    • Persona 4: Arena introduces a domain around the deepest portions of the Sea of Souls, a region which existed before life took form and became sentient. Elizabeth describes it as a realm where the very concepts of 'up' and 'down' become fluid, and filled only with "the darkness of death and the radiance of life". This is where Erebus, the incarnation of humanity's wish for death, forms and tries to awaken the spirit of Nyx, the maternal entity who influenced Earth lifeforms to evolve the collective unconscious itself, currently dormant at its deepest depth. The protagonist of Persona 3 sets themself up as the Great Seal here, barring Erebus from calling to Nyx, so the latter wouldn't awaken to cause the Fall.
    • In the same game, Elizabeth elaborates the Sea of Souls also contain "the innumerable faces" of the world, various realms created by cognitions and thoughts, as well as by entities of the collective unconscious. The Midnight Channel from Persona 4 and Mementos from Persona 5 can be considered examples of these, each one created from a specific real world region's inhabitants and further shaped by a specific deity born from the collective unconscious.
  • Elemental Powers: A staple of the franchise. Each playable character is associated with an element in their game, though in the early titles some characters have massive elemental shifts.
    • The ever-present ones are:
      • An Ice Person: Bufu.
      • Blow You Away: Garu. P1 also had Zan, which was referred as Blast magic.
      • Casting a Shadow: Mudo and Eiha, which are referred as Dark or Curse skills. Persona 1 breaks them down to Death and Curse skills.
      • Light 'em Up: The Hama and Kouga spells, called Light, Holy or Bless skills. Persona 1 breaks them down to Expel and Miracle skills.
      • Playing with Fire: Agi.
      • Shock and Awe: Zio, which is called either Lightning or Electricity.
      • Non-Elemental: Almighty, the unblockable type of magic. Typically, that's the Megido line, though in P1 they are Nuclear spells and treated like all other types, and in P2 "Almighty" and "Non-Elemental" are treated as two different types, with the former being a normal element, and includes Zan and Gry in them.
    • As for the rest of the elements...
  • Elemental Rock-Paper-Scissors: Combat in the series is done by using your elemental skills to target the enemies' elemental weaknesses, though the exact strength-weakness chart varies by game and Persona.
  • Enemy Within:
    • The Shadow Selves, who want to kill the real ones.
    • STREGA has their own Personas to deal with. Ditto Shinjiro, who actually killed an innocent bystander when he lost control of it.
  • Extra Turn: The "One More" system allows a character who hits a weakness and/or knocks down an enemy to act again.
  • Fantasy Kitchen Sink: The demons and Personas out there can be from just about any mythology possible. From most of the Ars Goetia to obscure African and Mayan deities, to Europian folk tales, there's no limit to what you can summon to fight alongside you.
  • Fighting Spirit: How the Personas function.
  • Four-Temperament Ensemble:
    • Persona 3:
      • Sanguine: Junpei Iori, the immature, optimistic, and reckless Class Clown, and Yukari Takeba, the cheerful Plucky Girl.
      • Choleric: Akihiko Sanada, a serious, determined, and somewhat aggressive young man, and Mitsuru Kirijo, the confident, strict Student Council President.
      • Melancholic: Ken Amada, a mature, polite, and vengeful boy, and Aigis, who is outwardly emotionless and socially awkward, but also caring and loyal.
      • Phlegmatic: Makoto Yuki, an apathetic, quiet, and levelheaded young man, and Fuuka Yamagishi, a Shy, kind, and very forgiving young woman.
    • The main cast of Persona 4 fits this perfectly.
      • Sanguine: Teddie, a carefree, childish, and compassionate being, and Rise Kujikawa, a cocky, jovial, and kind young woman.
      • Choleric: Kanji Tatsumi, a decisive, easily angered, and impulsive young man, and Chie Satonaka, an extroverted, temperamental, and outspoken young woman.
      • Melancholic: Yu Narukami, the stoic, intelligent leader, and Naoto Shirogane an analytical, resolute, and self-conscious young woman.
      • Phlegmatic: Yosuke Hanamura, an easily bored and perceptive young man who is something of a pushover, and Yukiko Amagi a courteous, dependable, and proper young woman.
    • Persona 5:
      • Sanguine: Morgana, an arrogant, snarky, and feisty being, and Ann Takamaki, a friendly, happy-go-lucky, and sympathetic young woman.
      • Choleric: Ryuji Sakamoto, a proud, aggressive, and blunt young man, and Makoto Niijima, a judgmental, irritable, and overbearing young woman.
      • Melancholic: Yusuke Kitagawa, an artistic, sensitive, and critical young man, and Futaba Sakura, an anxious, straightforward, and reclusive young woman.
      • Phlegmatic: Ren Amamiya, an indifferent, teasing, and stubborn young man, and Haru Okumura, a gentle, benevolent, and reserved young woman.
  • Franchise Codifier: Persona 3 was the first game in the series to use full 3D, and it was the entry that first mixed life sim elements, such as managing your character's everyday life, as well as the iconic Social Links of the series. Games prior to Persona 3 were more akin to "regular" JRPGs with high school students and psychological themes. It was also the first game to introduce the concept of the Wild Card, the unique ability for the protagonists to utilize multiple Personas at once. Prior to the third game, all party members could switch Personas at will.
  • Friendship Trinket:
    • In both Persona 3 and Persona 4, you get one of this for every Social Link you complete. They allow you to fuse the ultimate Persona of the Arcana.
    • Persona 5: In your last day in town, any character whose Level-Up at Intimacy 5 "Confidant" side-quest you have maxed out will give you an item to remember them by. These items also automatically unlock late-game bonuses from their side-quest if you start a New Game Plus.
  • Functional Magic: A truly complex mixture.
    • Fundamentally, all lifeforms on Earth of the Persona universe are different from other continuities in Shin Megami Tensei — they all possess innate Psychic Powers due to the influence of a Cosmic Entity which crashed onto the Earth back when life was still at its earliest stages and could barely even be called life at all. The collective consciousness was formed by the combined psyche of all life in Earth — not just humans, but humans are the main factors which stir and fill it up due to their complex psychology. Thus, Inherent Gift.
    • As the ancient humans invent gods and spirits in their minds to explain phenomenons, those exact entities come to life in the collective conscious, complete with the power to manipulate said phenomenons. They are born without any conscious control from humanity itself, hence a mix of Wild Magic and Theurgy.
    • Gods and demons born from the sea of hearts, as well as humans who can tap into their hidden potential and utilize them, are able to harness the collective consciousness for their own use. Essentially, Force Magic.
    • The first humans who realize their supernatural powers spent generations to learn the intricacy of their powers, and even now they keep studying new and newer ways to utilize them. Arcane magic, demon summoning, and the like all have rules which both expand and limit the perception with which magic can manifest. The most significant of them all however, is the invention of the concept Persona by Carl Jung, which is the most prominent form of Rule Magic in this series.
    • The awakening of Persona is to reach deep into the heart and call forth the Shadow Self — the other self who dwells in the collective consciousness, alongside gods and demons — and use its power as your own. The method with which one can awaken it wildly varies — the denizens of Velvet Room Belladonna and Nameless use Magic Music, while Demon Painter, Igor and his Attendants use Device Magic in different forms ranging from a phone which calls to the depths of the soul, to Tarot cards. Exceptional humans can awaken Persona in the real world with sheer force of will (example: Mitsuru and Maruki) but most require external assistance (from beings of the collective consciousness like Philemon and Nyarlathotep) or the use of Evoker, a type of Device Magic which harnesses Plumes of Dusk — minuscule fragments of the Cosmic Entity which influenced life on Earth to begin with. Inside cognitive realms in the collective consciousness however, Force Magic is in full effect and humans have a much easier time awakening their Persona.
  • Fusion Dance: With the exception of Persona 2, you can fuse different personas to create new ones, usually with the extra benefit of passing down skills and gaining EXP for doing it.
  • Gameplay and Story Segregation: Carried over from Shin Megami Tensei, a common point across all Persona games is that the gameplay elements of Personas used by player characters and party members don't necessarily reflect their abilities and traits in the story. A prominent example is how an in-game Persona can only carry a limited number of skills (usually 8), when in lore they carry a lot more abilities than that. The original game and especially Persona 2 emphasize Persona users can use the abilities and traits displayed by the mythical beings they are using as a Persona note , though which one and how much they can draw out depends on both the user and the Persona in question.
  • Genre Mashup: The Persona series are Urban Fantasy Role Playing Games with a few Science Fiction elements and Big Bads of the Cosmic Horror Genre - as they are incomprehensible entities that obtain their power from humanity and cannot truly be defeated - and simultaneously they are high school simulators with an extra Dating Sim function.
  • God and Satan Are Both Jerks: Philemon and Nyarlathotep. Nyarlathotep is a classical villain who wants to see humanity destroy itself, but even Philemon, who gives humans their Personas to fight back, does little more than observe. He wouldn't want to lose a bet over something small like helping an entire species, after all. You can punch him for his attitude.
  • Gods Need Prayer Badly:
    • The various deities in the series all gain their power from the secret desires of the people as a whole. They only seek to destroy the world because humanity secretly wants them to. The only exceptions are Nyx and entities derived directly from her, such as Death, introduced in Persona 3.
    • A very interesting variant of this happens in Persona 5. The people's faith switched from Yaldabaoth to the Phantom Thieves, enabling Joker to unleash his Ultimate Persona and defeat the deity once and for all... And then Royal has the Phantom Thieves put their faith in Maruki, giving him god-like power. The Thieves are quite stunned to hear that the entire reason for Maruki being this powerful is that they trusted him.
  • Good Colors, Evil Colors: From Persona 3 onwards, your party members generate blue Battle Auras when summoning their Personas, while hostile Persona users such as Strega, the Killer, and Black Mask generate red ones.
  • Graceful Landing, Clumsy Landing:
    • Persona 4: A new scene exclusive to Golden has the Investigation Team perform in a concert at the Junes Supermarket. When the crowd demands an encore, Teddie goes Crowd Surfing, with the other guys agreeing to join in, only for the crowd to move away as they do so. Yu is able to land in a cool pose while Kanji and Yosuke fall flat on their faces.
    • Persona Q: Shadow of the Labyrinth: In a scene exclusive to the Persona 4 team's side of the story, the guys in the Investigation Team shrink themselves in order to go through a small door to get a key on the other side. They form a Human Ladder to reach it, but just as they manage to get it loose, they topple over. Yu, again manages to land gracefully, but Teddie ends up squashed flat under the key while Yosuke falls on top of Kanji, leading to an Accidental Kiss between them as they fall unconscious. Yu decides not to mention this to anyone.
    • Persona 5: All of the Phantom Thieves drop from the sky and gracefully stick the landing after finishing an All-Out Attack. The only exception is Butt-Monkey and self-admitted Dumb Muscle Ryuji, who lands flat on his face before jumping to his feet to pose for the victory card.
  • Guide Dang It!: There are so many mechanics and sidequests that are so convoluted and completely unexplained in how to work them out, especially when Values Dissonanceinvoked comes into play for non-Japanese players, that this franchise has its own page.
  • Harder Than Hard: Persona 3 Portable was the game that introduced the "Maniac" difficulty to the franchise as a whole. Keep in mind, that's the subtitle of Nocturne's Updated Re-release, so prepare to be punished.
  • Healing Magic Is the Hardest: Implied. The original Persona shows Healing Hands Dia line of spells used by the party members, while effective on fellow Persona users and other supernatural entities, don't really work on people who have yet to awaken the Persona. At one point, the party attempts to heal a schoolmate, and they find that healing spells only give an effect comparable to massaging. Persona 3 has Chidori being able to heal dead flowers back to life, but she does so with her unique Empathic Healer ability rather than the standard Healing Hands spells. The same game also implies Persona users who are rendered unable or unwilling to evoke their Personas are also difficult to heal with ordinary healing, as Shinjiro and Junpei can attest to. Persona 4 also has the Investigation Team cannot do anything to help Nanako recover when in the TV world, as she is not a Persona user. The reason it is this trope is because entities other than human Persona users (Igor, Philemon, Trish) can use healing magic on ordinary humans just fine, showcasing a disparity between ordinary Persona users and actual practitioners of magic.
  • Hello, [Insert Name Here]: With the exception of Maya Amano, who was introduced in an earlier game, you can choose the name of every protagonist.
  • Heroes Prefer Swords: All the protagonists of this series with the exception of Maya Amano, P3's Female Protagonist, and P5's Joker use swords. There are also some other party members who use them, like Nanjo, Junpei, Yusuke, and Zenkichi.
  • Heroic Mime: While this trope is a MegaTen staple, the Persona series plays it in interesting ways.
    • First, all the protagonists have as many voiced lines for combat and negotiation as the other party members.
    • Second, in the games where they appear but are not the protagonist, they'll talk like normal. A standout example are the Persona 2 games, where in Innocent Sin protagonist Tatsuya was silent and party member Maya was talkative, while in Eternal Punishment their roles are reversed, and now Tatsuya is the one who talks and Maya is the silent protagonist.
    • Third, the characters' Inner Monologue is perfectly visible to the player.
    • If the protagonist has a Shadow self, then that self can also talk just fine.
    • Subverted in Persona 5 where Joker talks during animated cut-scenes, though not very much.
  • Humanity on Trial: The real plot of P2 and P4. In fact, in P2 the resident deities made a bet out of the result.
  • Infinity +1 Sword:
    • The Fusion Spell Armageddon in P2 and P3 is essentially an "I win" button. It kills everything bar the Superbosses of each game: Philemon in Eternal Punishment, Elizabeth/Theodore in P3, and the Faceless God in Tatsuya Scenario Updated Re Release of Eternal Punishment.
    • Each playable character in the series has a more conventional ultimate weapon, but actually obtaining them requires a lot of time, money, investment in Fusion, sidequests, or a combination of all the above.
    • There are also a few uber-powerful Personas that are only available on New Game Plus, but by the point you get them they're more Bragging Rights Reward than anything.
  • In Spite of a Nail:
    • Life between the two sides of the Earth in Persona 2 is not that different, with the only major differences being that in Eternal Punishment, there is now a sixth ward (Narumi), and the home lives of Eikichi, Lisa, and especially Jun are far better than they were in Innocent Sin.
    • Persona 3 Portable has a female option to see what would happen if the quiet and introverted male protagonist were a bright and optimistic girl instead. The answer? Possibly aside from Shinji's life being extended some (he would still die shortly thanks to the suppressants), not much of anything.
  • It Is Beyond Saving: Like in the main series, most villains believe that humanity is irredeemable.
  • Justified Save Point: The one enabling you to save the game is Philemon. That's why he serves as the Game-Over Man in P1 and P2, and why the save points in later games are blue butterflies.
  • Kick Them While They Are Down: All Out Attacks are the games' method to get in free damage while the enemies are knocked down.
  • Legacy Boss Battle:
    • Kandori, a boss in Persona 1 makes his return in Eternal Punishment.
    • Tatsuya Sudou, Ginji Sasaki, and Shadow Maya are fought both in Innocent Sin and Eternal Punishment.
    • The Big Bad Nyarlathotep is fought as a Final Boss in both Persona 2 games, but another form of his is also fought in Persona 1.
    • The Sleeping Table from Persona 3 makes its return in Persona 4 as a late-game boss.
    • The Reaper is a Superboss in P3, P4 and P5. In P3 and P5 it appears if you linger in one place for too long, while in P4 it's a New Game Plus-exclusive Chest Monster (though it thankfully has a Boss Warning Siren so it won't catch players off guard).
  • Level-Up at Intimacy 5: How the Social Links / Confidants work. Interacting with each character allows you to unlock more Personas of their respective Arcana, as well as gain EXP and additional abilities (the party members may also gain extra abilities). Generally, the series downplays the "intimacy" part of the trope as most of these relationships are platonic, but Persona 3 forces you to enter romantic relationships with the opposite sex and juggle them all together.
  • Lighter and Softer: In comparison to its parent series. Here, the heroes fight along with their loyal friends and succeed in defeating their enemies, and the world is restored to peaceful normality before the damage becomes too excessive. That said...
    • Innocent Sin is an infamous aversion, as it's considered dark even by MegaTen standards. The game's only ending essentially forces the heroes to reenact the plot of Shin Megami Tensei III: Nocturne. Even worse, it is revealed that all their efforts to prevent the disaster were All According to Plan, and that they were the pawns in a Cosmic Chess Game, and that they have been manipulated ever since they were little kids. In that ending, Maya, one of your party members, is murdered, The Bad Guy Wins, and there's no choice but to push the Reset Button.
    • Persona 3 is not at Innocent Sin level of dark, but with its theme being the inevitability of death and the hero dying to stop The End of the World as We Know It, it's a pretty good contestant.
    • Played very straight with Persona 4, which, despite having some dark moments and revolving around trying to catch a Serial Killer, is largely very upbeat, happy, and idealistic throughout - and in the Golden Ending, Everybody Lives.
    • Persona 5 lies somewhere inbetween 3 and 4 - it's Bloodier and Gorier, has some very dark subject matter that even 3 didn't touch, the heroes are more morally ambiguous, and most of the characters go through absolute hell, but it still retains the idealistic tone and happy ending.
  • Logical Weakness: While Personas provide Super-Empowering when exerting influence on the user, giving superhuman physical prowess and Functional Magic among other things, Persona users are fundamentally still humans. If caught off guard when the Persona isn't present, a Persona user is just as vulnerable to injuries and death as any normal human. Even with their Personas present, Tatsuya notes they can still die from something as mundane as suffocation.
  • Long Runner:
    • The series started in 1996 (1995 if you include If...) with no signs of stopping.
    • An In-Universe example is the Show Within a Show Phoenix Ranger Featherman R, which is shown to have already been popular in 1989, and even in 2016 (Persona 5) it's still extremely famous.
  • Lost in Translation: Arguably more prominent here than in Megami Tensei in general. The Updated Re Release of the earlier games generally fail to translate Japanese words which denote important concepts related to Jungian psychology, Japanese Buddhism or other religious concepts. For an example, Philemon and Nyarlathotep's explanations at the end of Innocent Sin lost so many meanings from the original Japanese that it actually paints Philemon as even more Stupid Good than he really is. While games post Persona 3 are generally better about this, certain elements and references to Japanese culture simply can't be translated and must be changed — particularly prominent for class quizes and tests.
  • The Man Behind the Man: The human villain(s) of each game almost always turn out to be manipulated one way or another by a higher force. Not that this excuses most of them. The only exception is the third semester antagonist of Persona 5 Royal, Takuto Maruki, who actually is acting of their own free will.
  • Memento MacGuffin: Quite a few.
    • Many characters in Persona and Persona 2 have such items: Maki's compact, Yamaoka's glasses, Jun's lighter, Maya's plushies, etc. They serve to awaken Ultimate Personas, as regular MacGuffins, or Tragic Keepsakes.
    • In Persona 3 and Persona 4 when maxing out a social link you receive an item of some importance to the character you maxed out the link with. It's needed in order to prove to Igor that you can fuse the strongest Persona for the arcana of the link in question.
    • In Persona 5, at the Playable Epilogue, each of your maxed out confidants gives you a trinket to take back with you in your hometown.
  • Mental World:
    • Most of Persona takes place inside Maki's mental world, which looks very similar to the real world with some key changes that are for either pleasure or symbolism (for example, some teachers act nicer, and some locations have been swapped out due to unpleasant circumstances).
    • The dungeons in Persona 4 are created from the subconscious of people who are kidnapped and thrown into the TV World. The ending reveals that the TV World itself is a reflection of humanity's collective unconsciousness.
    • Similarly, the Palaces in Persona 5 are created from the distorted views of the world of the people the Phantom Thieves targets (the Jerkass gym teacher who abuses his students sees the school as a castle where everyone else is his slave, the art mentor who steals his students' artwork and passes it off as his own sees the shack he keeps his students in as an art museum where the students are nothing more than exhibitions to be shown off, the greedy Mafia boss who blackmails high school students sees Shibuya as a giant bank and everyone is an ATM that he can drain of money, etc.) Like in 4, the alternate world the Palaces are located in, the Metaverse, is itself formed by humanity's collective will.
  • Merging Mistake: Fusion Accidents; when the result it NOT what you want or should reasonably expect.
  • Modesty Shorts:
  • Monster Compendium: The Persona Compendium.
  • Multiple Endings: With the exception of Persona 2, each game has many different endings, all depending on player choices.
    • Persona 1 has four endings total. Two for the main quest (the bad and the good ending), and two for the Snow Queen Quest. The endings depend on choices made throughout the whole game.
    • In Persona 3, at a specific moment a character basically tells you what is to come and gives you a choice. Depending on what you choose, you get either the bad ending right there and then, or the game progresses further to the Bittersweet Ending.
    • Persona 4 is complicated. During an extremely tense part of the game, the player must identify the correct murderer depending on what hints the game provides. Not getting the right guy can lead to three different bad (but very similar) endings, getting the guy leads to the regular ending, and sticking around long enough afterwards to learn the truth behind the Midnight Channel leads to the golden ending. Golden adds the "Accomplice" ending; you get the right guy, but choose to cooperate with them. It also adds an extension on the golden ending.
    • Persona 5 also has multiple endings. First, there are several "false" endings in case you fail to meet some deadlines (though since the game is told In Medias Res, those don't fool anyone). Then there's the bad ending you get if you sell out your friends to the person you're telling the story to. If you make it past this part, there's another "Accomplice" ending, and a true ending. Royal adds a few more endings post the true ending of the vanilla version: a third accomplice ending that's actually surprisingly happy and a new true ending.
  • The Multiverse: Mentioned, but doesn't play an important role for most of the games. Persona 2 shows the Sea of Souls can create a whole new universe under certain conditions, which the protagonists of Innocent Sin facilitate in an effort to overwrite their current one. However, due to a mistake, the overwriting failed and the two become parallel universes; during the events of Eternal Punishment the old reality, called the Other Side, threatens to overwrite the newer one, but by the end of the game both now exist independently of each other. Persona 4: Arena and Persona Q2: New Cinema Labyrinth implicitly show, while the Sea of Souls can create different universes and serve as a means of connection between them, it doesn't appear to be a singular expanse shared across dimensions — it is shown only one Great Seal is present in the deepest depths of the Sea of Souls which Elizabeth visits in Arena, while Q2 shows there is another universe in which the female Alternate Self of P3 Hero undergoes a Journey which would also end with her becoming Great Seal, which wouldn't happen if the two universes share the same Sea of Souls.
  • Mythical Motifs: Present in every game.
    • Persona 1 is the most diverse game in terms of mythology motifs, as the main Personas of the cast come from every corner of the world. However, there's an ever-present Hindu theme in the environment, with several locations having Hindu mythology names like the Mana Castle, Deva Yuga or Avidia world.
    • Persona 2 has several.
      • The Personas of the cast are all taken from Classical Mythology, with the IS cast focusing on the Olympian pantheon, and the EP cast focusing on the Titans.
      • Innocent Sin has a Western Zodiac motif, with the Masked Circle taking their names from the Zodiac signs, as well as their elemental affinities, and even some dungeons.
      • In the same game, there's a Mayan Mythology theme, as that's what they base their conspiracy theories on. Several late-game enemies are taken from that mythology, and then there are stuff like Ixquic, Xibalba and Nahui-Olin.
      • Eternal Punishment replaces the Mayan theme with Feng Sui and Chinese Mythology. Concepts such as Kegare start playing a vital role.
    • Persona 3 goes back to the Greeks. The Personas are minor deities or demigods, and the whole game is one big recreation of the legend of Orpheus. However, it mixes this with some Christian themes, like Messiah.
    • Persona 4 is purely Japanese Mythology. All the Personas, and the deities are Japanese.
    • Persona 5 is almost as varied as P1 in terms of origins, from Zoroastrian to Greek to Japanese, though all the Personas are rebels or outsiders in some fashion. The initial Personas are taken from stories, legends and folk tales from various corners of the world. The enemies on the other hand follow a Gnostic - Abrahamic theme, evoking demons like Asmodeus, Bael and Yaldabaoth.
  • New Kid Stigma:
    • Persona 3: A downplayed example. While not outright ostracized, the protagonist is viewed with a certain amount of envy and jealousy due to having just arrived and yet getting to stay in the same dorm as some of the most popular students in school (in truth, this is to make their Wake Up, Go to School & Save the World activities easier). In addition, his aloof, detached air also makes him difficult to approach, something brought up by some of the Social Link characters. In fact, it's even brought up that bad rumours follow him around because he doesn't socialise and has been seen wandering around seedier parts of town. His female counterpart in Portable however completely averts this (aside from Akihiko's fangirls being jealous of him paying attention to her) by being the kind of bright and bubbly person who gets along with everyone.
    • Persona 5: When the protagonist first arrives at his new school, he's treated coldly by both staff and students. In this case, it's because he's been transferred there after getting into trouble and being expelled from his old school, and so people are wary of him.
  • New Transfer Student: The protagonists of 3, 4 and 5 are transfer students from other towns.
  • New Work, Recycled Graphics:
    • The Persona 2 games are a subversion. While they look identical at first glance, closer inspection reveals that all the sprites look different (particularly the eyes, which are no longer cartoony), many demons and Personas have completely different forms, many Character Portraits are replaced, and there are several reworked animations.
    • Persona 4 was essentially developed the same way one would make a rom hack, based on Persona 3. For example, the protagonist has the same animations with Junpei. In fact, it's possible to find graphics from the previous game in the original release, which were left behind.
    • The two Persona Q games have identical graphics.
  • Non-Human Sidekick: The later games feature plenty of non-human party members.
    • Persona 3 has Koromaru (a dog) and Aigis (a robot). The Answer adds another robot named Metis who is implied to be Aigis' Shadow.
    • Persona 4 has Teddie, who is a sentient Shadow.
    • Persona 5 has Morgana, who looks like a housecat but is a Velvet Room attendant.
    • P5 Strikers, the sequel of the above, not only has Morgana, but it also adds Sophia, an AI.
  • Olympus Mons: All Personas are gods and demons from various mythologies. In fact, the actual Olympic pantheon is featured among them.
  • One-Hit-Point Wonder: Not in the sense Personas are fragile, but Persona 4: Arena shows whenever a Persona is struck by anything which actually causes damage, its projected form is forcefully dispelled and Synchronization transmits the pain to the user's mind. The Persona's Super-Empowering remains when dispelled as long as the user doesn't dismiss it and they can reform instantly again, but if this happens too many times too quickly the Persona would be rendered unable to form for a certain amount of time, denying the user from using certain abilities (this is called Persona Break). Anime adaptations of Persona 3 and 5 display this to a degree, but Persona 4 The Animation instead has Personas taking damage alongside the user (not unlike JoJo's Bizarre Adventure), and displaying static-like effect when they are too damaged.
  • Pieces of God: When Earth was young, a living celestial body collided with the planet — or more precisely, with life itself on the planet, as the entity defies physics and the collision did not have physical momentum (otherwise it would have destroyed Earth from the impact). The entity's psyche was left on Earth while its body became the Moon; and the psyche influenced all life on the planet with its 'waves'. Lifeforms evolve to seal these energies in their own minds as Shadows, which leads to the evolution of beings with complex psyches — humans. The Shadow within every human develops in accordance to the repressed parts of human ego and self, and these Shadows can be accepted to transform them into Personas. Humanity named this entity Nyx, and the major conflict of Persona 3 is caused by various forces trying to awaken her.
  • Police Are Useless: Zigzagged. Some cops in this franchise are unhelpful or obstructive at best, and others are fully villainous (such as Tohru Adachi in 4 and members of the Tokyo police who are working under Masayoshi Shido in 5). But then there are ones who are either allies (Kurosawa in 3 and Arena), Social Links (Dojima in 4), or even outright party members (Katsuya in 2, Naoto in 4, and Zenkichi in Strikers).
  • Power Glows: Summoning one's Persona is accompanied by blue light.
  • The Power of Friendship: Every single game emphasizes heavily the importance of friends in your life and their mutual contribution to help everyone in their group go through the hard times in their lives and develop as people. From Persona 3 onwards, it turns into a gameplay element through the Social Links / Confidants function.
  • Previous Player-Character Cameo:
    • Tamaki Uchida, the protagonist of Shin Megami Tensei if..., is a fairly important NPC in Persona 1 and both Persona 2 games.
    • In the Persona 2 duology, every playable Persona user that appeared in P1 except Mark and Yuka returns as an NPC - or in Yukino, Nanjo, and Eriko's cases, as party members.
    • In Persona 3, the "Who's Who" show has Trish, the healing fountain fairy from P1 and P2, taking interviews from old party members as a form of "Where Are They Now?" Epilogue.
    • Persona 4: Arena and the Persona Q games are basically "Previous Player-Character Cameo - the Game".
    • Persona 5 has multiple references to older characters - from the various police-associated Persona users appearing in an interview, to Joker being able to obtain a Risette poster and hang it on his wall.
  • Proper Tights with a Skirt:
    • Persona 3 has Fuuka Yamagishi wears white tights and has a polite attitude even towards her bullies.
    • Yukiko Amagi from Persona 4 wears pantyhose with her school uniform. She comes from a very traditional family and tries to carry herself in an elegant manner.
    • Persona 5 has a twofer with Makoto Niijima and Haru Okumura. Makoto wears black leggings and is Shujin High's stern student council president, while Haru wears white, star-patterned tights in winter and is the refined heiress to one of Japan's biggest corporations.
    • The Original Generation from Persona Q2: New Cinema Labyrinth Hikari wears this in-game.
  • Prophecies Are Always Right:
    • Persona 2: Innocent Sin has the Oracle of Maia, a prophecy that dictates the coming end of the world in flowery poetic terms. As is to be expected, it starts coming true. Mostly because the Oracle is actually a Cliff notes version of the Big Bad's plan, part of which involves the plan being released as part of the plan.
    • Persona 4: Igor tells you that you are going to be involved in a 'great mystery'. Guess what happens only a day after you arrive? Mayumi Yamano dies, lighting the spark that leads to the whole world almost being destroyed.
  • Rainbow Speak: Important terms or information tend to be highlighted.
  • Real-Place Background: Despite often using fictional names, the majority of Persona games use real locations in Japan for the design of their settings. The man-made Tatsumi Port Island from P3 for instance is based heavily on the man-made Rokkou Island in Kobe. Inaba in P4 is based on the city of Fuefuki, with Yasoinaba station for instance being a copy of Isawa-Onsen Station there. P5 meanwhile recreates multiple locations around Tokyo, with even the "fictional" Yongenjaya taking its appearance directly from Sangenjaya Station and various back alleys in the area.
  • Recruit Teenagers with Attitude: Roughly 90% of the heroes Philemon/Igor/whoever recruits to save the world are high school students. The only real exception is in Persona 2: Eternal Punishment, where the party consists of working adults and the one teenager among them has a significant personal stake in the game's conflict and has far more Persona-related experience than his companions.
  • Recurring Character:
    • Igor is the Master of the Velvet Room in nearly every single game in the series. The only exceptions are Persona 5 where he appears only at the end of the game, and the Persona Q duology and Persona 5 Strikers, where he's completely absent. Igor is responsible for helping the protagonist - or the whole party, in earlier games - unlock new Personas and master their powers, as well as give cryptic hints.
    • Philemon, Igor's master, made semi-frequent appearances in Persona and Persona 2, while in later titles he takes the form of a blue butterfly to watch over the protagonist (and help you save the game). He is also completely absent in Persona 5, but still appears in Persona Q2 as a butterfly.
  • Recurring Element: Besides having a number of recurring elements from Shin Megami Tensei, the series has some of its own (unless explicitly mentioned otherwise, the below examples refer specifically to installments from Persona 3 onward):
    • Every game since the first Persona features the Velvet Room and Igor, who are the main source of Persona fusion. Additionally, all the games since 3 have Igor assisted by a silver-haired, gold-eyed female attendant dressed in blue - Elizabeth in Persona 3, Margaret in Persona 4, and twins Caroline and Justine in Persona 5 (though said twins are actually two parts of a single personality named Lavenza, having been split apart by the Big Bad). In the female route in the PSP remake of 3, the attendant can instead be a man named Theodore, but other than gender he matches the look of the other attendants. Although the female route is an Alternate Continuity, Theodore canonically exists. The similarities between the attendants aren't a coincidence; they're all siblings.
    • Butterflies have been a recurring motif since the first game. They're usually associated (either explicitly or via Word of God) with Philemon, but other characters, like Aigis in 3 and Lavenza in 5, also have butterfly motifs.
    • Since Persona 2, the games all conclude with a female-sung vocal credits theme, usually sung in Japanese with a few Gratuitous English lines during the refrains and clearly told from the perspective of one of the main characters (the one exception is Persona 2: Eternal Punishment's ending theme, which is performed in English by British singer Elisha La'Verne). This is especially notable as almost all other vocal themes in the series are sung entirely in English.
    • Each game has a female vocalist who sings all the vocal tunes (with the exception of the recurring Velvet Room theme, sung by Haruko Komiya): Yumi Kawamura for 3, Shihoko Hirata for 4, and Lyn for 5. 3 also has the male Lotus Juice, credited as the "MC", who performs the rap themes.
    • There is a primary Color Motif that pervade the game's artwork and UI: Gray for PSP ports of Persona and Persona 2: Eternal Punishment, bright red for PSP port of Persona 2: Innocent Sin and Persona 5, blue for Persona 3 (and pink for the female protagonist in 3s remake), yellow in Persona 4, and purple in Q duology.
    • The main plot begins with the protagonist taking a train into a new town.
    • The background music in the protagonist's place of residence and while exploring the local town/city have vocals, the lyrical content of which usually deals with depressing themes (heartbreak, inability to confess a crush, and Loss of Identity, to give examples).
    • The Battle Theme Music against regular mooks has vocals, while boss themes are (usually) instrumental.
    • One of the first party members is a perverted-yet-friendly classmate of the protagonist that quickly grows to be the protagonist's best friend. He also always has a Vitriolic Best Buds relationship with the first female party member.
    • There is always a Team Pet party member; Koromaru from 3 is a dog, Teddie from 4 is a life-sized teddy bear who eventually gains a human form, and Morgana from 5 is a transforming cat.
    • When the party first forms, their initial navigator will scan any foes the player targets, though their scanning ability has a few weaknesses. Later in the game, a new character joins the party and has stronger scanning abilities than the first navigator. The new character takes over the role of navigator and the previous navigator becomes a full-time combatant (except in 5, where they already were one).
    • Characters associated with the Magician arcana tend to have bad luck with their love interests. From having their love interest being killed (Junpei), having their love go unrequited (Kenji and Morgana), or both (Yosuke).
    • After a lengthy and difficult Final Boss battle, the climax ends with the protagonist, on the verge of defeat, being encouraged via The Power of Friendship, leading to a scripted Post-Final Boss sequence wherein they unleash one final, extremely powerful attack to wipe the enemy out.
    • There are too many blue-haired orphan party members for it to be a coincidence: the male protagonist of 3, Naoto from 4, and Yusuke from 5.
  • Recurring Riff: The Velvet Room theme "Aria of the Soul", also known as "the Poem of Everyone's Souls", has appeared in every single game in the series, and is often remixed into other themes like the Final Boss in Persona 3.
  • Refusing Paradise: Though it's usually paradise in name only and entails the enslavement/destruction of humanity, so the protagonists refuse it by default. That said, Royal has an ending that allow you to avert this trope and said Paradise was for real, although what happens next wouldn't be good.
  • Replay Mode:
    • Persona 2: The Updated Re-release gives you the option to watch the cutscenes through the title screen. Unfortunately, this is only for the cinematic ones, and the striking majority of cutscenes in the game (including most of the plot-significant ones) are rendered with the in-game graphics.
    • Persona 4 Golden: From the TV Listings option on the main menu, you can watch every animated cutscene. Each one has a name and description, plus closed-captioning if you want. You can't watch cutscenes you haven't seen in-game yet, to avoid spoilers.
    • Persona 5 Royal: The theater in the Thieves' Den lets you pay a special currency to unlock cutscenes you've personally encountered in-game. Besides cutscenes, there's also bonus materials such as the game's trailers, the opening and ending of the Persona 5 anime, and recordings of Persona concerts.
  • Reset Button: The ending of Innocent Sin. All the following games take place after that.
  • Ridiculously Human Robots: Aigis, Metis, Labrys and Sophia are all robots (or an AI, in Sophia's case) that develop human emotions.
  • Room Full of Crazy:
    • Tatsuya Sudou's cell at the asylum in Persona 2: Eternal Punishment. The only readable part is a prophecy that was central to Persona 2: Innocent Sin — if you're familiar with that game, it's an early sign of just how bad things really are, and if you're not, it's still ominous.
    • In Persona 4, during your first trip into the other world, you find a room created by the murdered announcer's repressed emotions, plastered with photos of Namatame's wife with her face cut out, and a noose hanging smack in the middle of the room. Also, Yosuke almost peed there.
    • Persona 5: Sae Nijima's palace is a courthouse turned into an elaborate casino. The backrooms are lined with posters saying things like "Victory Addiction" and "Win At All Costs", showing how her desperation to prove herself as a female prosecutor is turning her into an Amoral Attorney.
  • Rule of Symbolism: If a character is associated with an Arcana and/or a Persona, a quick google search should tell you all you need to know about their character, or at least give you a pretty good idea.

    S to Z 
  • Sad Clown:
    • Junpei from Persona 3 makes terrible jokes, has all the sex appeal of a snail, and sometimes displays extremely poor judgment when fighting Shadows. However, all of this is simply an off-shoot of his personal insecurity, as he is fully aware of his own limitations and believes that he will never make anything out of himself in life. Similar to Yukari, he also comes from a one-parent household and lives in the dormitories just so he can get away from his alcoholic father.
    • Persona 4:
      • Yosuke is similar in many ways to Junpei from the previous game, having a bad sense of humor and being an absolute lady-killer. This is to compensate for the fact that people in the town of Inaba don't care for him and his family, his father being the manager of the local Junes store which is blamed for killing off local businesses.
      • Teddie is a pun-spewing Casanova Wannabe and the biggest source of comic relief in the party, but deep down struggles with an existential crisis and worries that his existence has no meaning at all. Notable is that, while most characters' Shadows are Laughably Evil to an extent, Yosuke's and Teddie's are the only ones with no comedic traits whatsoever.
  • Save Point: With the exception of Persona 2 where you can save anywhere, the rest of the games utilize this. Fortunately, they are frequent and easily approachable (except for Persona 1, that is).
  • School Uniforms are the New Black:
    • Persona 1 and Innocent Sin justify it, as the characters were just leaving school when they got caught up in the events.
    • Averted in Eternal Punishment as the party is all adults, and the only school-aged party member has ditched school and is wearing casual clothes.
    • Played straight in Persona 3 even though the exploration of Tartarus happens well after school hours. The justification is that they are technically a school club doing school club activities, so they fight in uniform.
    • Justified in Persona 4 as the party explores the TV World right after school. However, they still wear their uniforms when venturing into the TV World on Sundays and school holidays, with the justification that they're hiding their weapons under their uniforms.
    • Averted in Persona 5 as the Phantom Thieves only wear uniforms during and right after school. On non-school days or the evenings, they wear casual clothes.
  • Science Fiction: While subtle compared to the other elements, there are several pieces of technology that are far too advanced for the year they're set in, or even decades after their release. AIs and robots of Aigis's caliber are hardly present in 2020 (the game was released in 2006, and takes place in 2009), and we certainly don't have teleportation machines like Kandori's "Petit Deva".
  • Screw Destiny:
    • Played straight in Persona 2 Eternal Punishment. The big bad keeps going on about how you can't fight fate. Right before the final battle, Baofu tells him to "Grab that fate of yours and stick it up your ass!" And yes, he said it to Nyarlathotep himself.
    • A major theme in Persona 3, especially since you actually have to choose to adapt a screw destiny approach in order to complete the game. Faced with the revelation that your friend is actually the harbinger of Nyx, the resident Big Bad, you're given the choice to kill him or let him live to become one with Nyx. Killing him erases the cast's memories of the entire adventure, allowing them to live peaceful lives for two months until Nyx arrives and destroys the world. Not killing him means you'll have to fight Nyx... except the story tells us over and over again that you CAN'T fight Nyx, since Nyx is death herself, and thus you're destined to lose. Our heroes choose to ignore this and spend the next month preparing for the final battle with the attitude that destiny can suck it and Nyx is just as killable as anything else. Well, she's not, but you end up winning anyway by reverse sealing her instead (as in, let nothing reach to awaken her), at the cost of the main character's life.
  • Second Year Protagonist: With the exceptions of Tatsuya and Maya, every protagonist is on their second year of highschool.
  • Serial Killer Baiting:
    • Persona 2 Eternal Punishment: In "Tatsuya's Scenario," police officer Shiori Miyashiro calls the JOKER and asks him to kill her, in hopes that she'll be able to arrest him and connect him to a cold case of murders that was also committed by him. Luckily for her, she told Anna about the plan, who in turn calls Tatsuya, and he manages to save her.
    • Persona 4: After Mitsuo Kubo confesses several murders, Naoto Shirogane is still not convinced and decides to lure the murderer out by becoming bait. After she appears on T.V., Naoto is kidnapped and appears on the Midnight Channel. As it turns out, Mitsuo Kubo was indeed a copycat killer only responsible for one of the murders.
  • Shadow Archetype: The Shadow Selves, which are the incarnation of every part of yourself that you want to keep hidden and refuse to admit exists.
  • Shared Universe: The games take place in the same universe as Shin Megami Tensei if... and the Devil Summoner series, which is an alternate timeline to the one Shin Megami Tensei I and II take place in. This is more obvious in the older games, which feature the protagonist of if... as a Previous Player-Character Cameo and, in the 2 duology, a major character from the first two Devil Summoner games is heavily implied to be the if... protagonist's boss.
  • Shout-Out:
    • The series is one huge shout-out to Carl Jung. The term "Persona" as it's used in the game comes from him.
    • Persona 1 and 2 borrow heavily from the Cthulhu Mythos. And so does the third semester in Royal.
    • The attendants of the Velvet Room are all named after Frankenstein characters.
  • Show Within a Show: From Persona 2 onwards, there's a Sentai tv show called Phoenix Ranger Featherman R. It even comes with Excited Title! Two-Part Episode Name!.
  • Soaperizing: From Persona 3 onwards, more than half the game is focused on the personalities and development on the characters in the games, as well as the potential romance the character has with them.
  • So Last Season: 3 introduced the idea of Evokers, devices that are needed to summon Personas. The idea being that they tend to come during emotional stress, such as the feeling of danger; so to consistently create this feeling, Persona users simulate the stress of suicide using evokers loaded with blanks. With 4 and 5, no such concept exists; Persona users are capable of summoning their personas much more casually. This is eventually justified in Arena with the idea that gameplay in 4 and 5 took place closer to the Collective Unconsciousness of humanity compared to 3 which seems to have taken place more within the "real" world. When the cast of 3 find themselves within the Midnight Channel in Arena, they find their personas come to them much more naturally with no need to use evokers.
  • Signature Move: With the exception of Persona 1 and Persona 3, each Ultimate Persona comes with a unique ability available only to the user. And even in those games, the protagonists get unique skills on their own.
  • Superman Stays Out of Gotham:
    • Persona 3: The events of the game is centered around the Kirijo Group and their history of shady activities from the past catching up to them. It is mentioned by Takeharu Kirijo that the Kirijo Group is an offshoot of the Nanjo Group, with both groups still having a close working relationship by the time of the game's events. Yet in no case does the Nanjo Group have any involvement in the game, much less an appearance.
    • Persona 5: It was mentioned in Persona 4: Arena that the Shadow Operatives have become a government agency established to monitor and resolve Shadow activity and other similar supernatural elements. Yet despite the various cases of suspicious mental shutdowns and psychotic breakdowns in Japan's own capital, which would be an obvious red flag, the Shadow Operatives have absolutely no involvement in the plot. The closest thing to justify this is that the mental shutdowns and psychotic breakdowns were all part of a government conspiracy with a politician with enough power to run for Prime Minister as its leader, meaning that there could be some bureaucratic red-tape in play.
  • Supernatural Gold Eyes: The Shadow Selves have the glowing version, and so does Nyarlathotep. Averted with the Persona 2 Shadow Selves, who instead have Red Eyes, Take Warning.
  • Suspiciously Similar Substitute:
    • Yosuke Hanamura from Persona 4 is this to Junpei Iori from Persona 3. They're both of the Magician Arcana, and both the first to join the protagonist's party. They also both transferred to the school the year prior, thus bonding with the New Transfer Student protagonist because they know what it's like being the new guy. And finally, they both are a Loveable Sex Maniac, despite having a canon love interest who dies as part of the storyline.
    • Yusuke Kitagawa from Persona 5 is this to Jun Kurosu from Persona 2. Not only is Yusuke's character design basically a copy of Jun's, but they both have troubled upbringings that involve being abandoned by their mothers, as well as great interest in beauty.
    • Sojiro Sakura from Persona 5 is this to Ryotaro Dojima from Persona 4. Both of them take in the protagonist due to being connected to their parents (respectively as a friend of the protagonist's parents and as the mother's younger brother), have a daughter who factors into the plot, and both represent the Hierophant Arcana.
    • Goro Akechi from Persona 5 calls back to Persona 4's Naoto Shirogane in several ways. He's also an ace detective at a young age, to the point where he's even called the second coming of the Detective Prince (a title originally given to Naoto), is initially at odds with the party, is the last to join, and specializes in light, dark, and almighty spells. Later in the game, his true nature shows that he's pretty similar to Persona 4's Tohru Adachi. He appears to be a detective on the force, only to actually be in league with the bad guys, both are unhinged murderers, and both are also an Evil Counterpart to the protagonist. Their respective Social Link/Confidant also becomes more important in the Updated Re-release as well, and even their names are kinda similar (both starting with a- and ending with -chi).
    • In Persona 5 Strikers, once you reach Kyoto and learn about Zenkichi Hasegawa's personal life, he becomes one for Persona 4's Ryotaro Dojima. Both men are police detectives whose wives were killed in hit and runs, and both men have extremely strained relationships with their young daughters as a result of their inability to catch the culprits. Both young daughters also deeply idolize their respective player characters. Zenkichi is also associated with the Priest arcana, which is the Japanese term for the Thoth deck equivalent of Dojima's Hierophant arcana.
  • Tarot Motifs: Predominant. Every single Persona and enemy in the game are associated with one of the twenty-two major arcana. This also holds true for the Social Links / Confidants. The arcana of each character is symbolic of their personality and character arcs. As Persona 3 puts it...
    Nyx Avatar: The Arcana is the means by which all is revealed.
  • Thematic Series: While every game takes place in the same universe and Igor and the Velvet Room appear in every game, starting from Persona 3, each mainline title features a new cast of characters, a new setting, and a different interpretation of the titular Persona (i.e. in Persona 4, they are the result of the user accepting themselves while in Persona 5, they represent the user's rebellious spirit).
  • Timed Mission:
    • The Snow Queen Quest in P1 (yes, the whole game turns into a timed mission), the Aerospace Museum in P2, the Priestess full moon shadow in P3, and the Shadow Okumura fight in P5.
    • Persona 4 and 5 force you to complete each dungeon before specific deadlines.
  • Timey-Wimey Ball: In Updated Re Release of Persona 2 Eternal Punishment, certain demons and gods from the collective unconscious often make comments which suggest they have existed long before the real world, somehow. It is not made clear if this means the Sea of Souls and its contents exist outside the flow of time itself akin to Akashic Records, or if the fact humans believed demons had existed so long ago (for one, creation deities would logically exist prior to the world) gave demons distortions in their cognitive perceptions of time, such as the backward telescoping effect (perceiving events as occurring even further back in time than they really do). In other words, this trope is either played straight or subverted depending on interpretation.
    • In Persona 4 Golden Mr. Edogawa in one lecture makes a statement which might support either of these interpretations. He explains the collective unconscious as "時と場所を越えつながる" and "生まれた場所はおろか時をも越えて心をつなげている", both of which can be taken to mean the unconscious or human is connected "across" or "beyond" time and place (in English, both descriptions are instead "surpassing time and place" and "transcending space and time"). As Edogawa's lectures is an interpretation of Carl Jung's theory of the collective unconscious being collectively inherited regardless of place of birth and time period, as well as how the Megami Tensei series generally describes timelessness with 超越 ("transcendence"; or as a verb, to transcend), this suggests it is meant to be "connected across time and place", persisting through passage of time rather than existing outside, leaning more toward subversion.
  • Traumatic Superpower Awakening: A much-forgotten lesson: you need to be broken to have a Persona in the first place. It's not a random superpower you can get, it's a shield to protect you. This is nearly literally what Carl Jung writes about. Essentially, a mask to protect oneself is a "persona", and it is used to hide one's true nature. The most common type of people who do these psychological actions and the ones that have the most visible Personas are also the ones who are the most messed-up or out-of-place in the world or the society around them.
    • It's more clearly seen in the Persona 2 duology, where two Personas are forcefully awoken by the Alaya Shrine incident, which involved the attempted murder of the characters.
    • It comes back with a vengeance in Persona 3 - as Junpei notes, you'd have to be a little messed up to fire a gun-like object at your own head. Repeatedly.
    • Even "bright and bubbly" Persona 4 has it as a major element; it's just less obvious than in some other titles (fitting with the game's theme). Everyone appears fine on the surface, but underneath the veneer they're all in an identity or self crisis by the time the protagonist gets involved.
    • In Persona 5, this is the most obvious, as almost everyone who awakened a Persona did it out of extremely messed up situations — usually involving being pushed around, crushed and destroyed by the scum of society. Characters may also awaken them out of sheer will for salvation or self-salvation, or even awaken them to distorted desires.
  • True Companions: Taken to its logical conclusion in the later games, as your party members will take death blows for you and give you actual power.
  • Unconventional Food Usage:
    • In Persona 4, the produce grown in Nanako's garden can have surprising effects in the TV World. For instance, crack wheat can be used to pick the locks on treasure chests, while daikon seedlings can be used to instantly leave a dungeon the way a Goho-M would.
    • Persona 5 continues the trend with Haru's garden. The vegetables grown there can either cast Tetrakarn or Makarakarn or multiply the power of a physical or magical attack by 2.5 times the way Charge or Concentrate would.
    • Persona Q: Shadow of the Labyrinth: In order to escape a F.O.E., Naoto and the Protagonist come up with the idea to mix the meals made by the resident Lethal Chefs and shoot the result at the enemy. The thing that comes out of it is dubbed "Mystery Food X: Final Edition", and Zen calls it a chemical weapon. It also kills the F.O.E. in one shot.
  • Updated Re-release: All the games have received this.
    • Persona 1 was remade for the PSP, with somewhat upgraded graphics (especially the menu), reworked game balance, remade 3D cutscenes and a new soundtrack. The English port took it a step further by including the Snow Queen Quest (which was absent from the original release), retranslating the game from scratch, and adding new voice acting.
    • Persona 2 Innocent Sin also received a PSP port, with upgraded graphics (mostly the menus), remixed soundtrack (and the option to switch between the original and the new version), reworked negotiations, and the Climax Theatre, which includes new sidequests. This was also the first official version of the game outside Japan.
    • The Persona 2 Eternal Punishment PSP port, on top of the graphics and soundtrack work that was also done in IS, added Tatsuya's Scenario, which tells certains events from Tatsuya's POV, heavily expands on certain plot points and lore, introduces new characters, and includes a Bonus Dungeon and several new bosses. That version was never released out of Japan.
    • Persona 3 received two updated versions.
      • FES, unlike most other examples here, is on the same console as the original. It adds an extended playable epilogue called The Answer, with new Tartarus blocks, additional plot, and new bosses.
      • Portable (the PSP port), receives a significant graphics downgrade due to the limitations of the hardware and removes The Answer, but enables you to control your party members (the most criticized aspect of the original), and adds a female protagonist option, with new Social Links and a new soundtrack to go with her.
    • Persona 4 received Golden for the Vita, and later a Windows port in 2020. It adds a new character, new Social Links, a Bonus Dungeon, and two new endings, along with an epilogue.
    • Persona 5 has Royal, for one of its original consoles, and later Windows, Nintendo Switch, PlayStation 5 and Xbox Series X|S. Once again, it introduces new characters, dungeons, new and reworked Confidants, a third semester to the story and two new endings.
  • Urban Fantasy: All the games feature normal people in normal places that have suddenly been laced with the supernatural. The Wake Up, Go to School & Save the World aspect only enforces this.
  • Urban Legend:
  • Vague Stat Values: Attacks have a numerical Power statistic that factors into the damage formulas to determine how much damage they do, but the descriptions for attacks only vaguely refer to them as "light/moderate/heavy/severe [type] damage"
  • Wake Up, Go to School & Save the World: 3, 4 and 5 happen over the course of a year, and most of the playable characters are students. They balance school and daily life with their supernatural activities.
  • We Cannot Go On Without You: From Persona 3 onwards, if the protagonist dies, game over.
  • What If?: How the entire series started. Long story short, the events of the Raidou Kuzunoha games and Shin Megami Tensei if... prevented the events of Shin Megami Tensei I from ever happening.
  • Wind Is Green: Wind spells usually are colored green. Best seen in Persona 2 Innocent Sin where the wind-themed Aquarius Shrine, the Crystal Skull of Wind, the wind-using Aquarius Mask enemies and Queen Aquarius are all green.
  • With This Herring: You start off your adventure to save the world with nothing but the clothes on your back and maybe a cheap weapon if you're lucky. It's justified in Persona 1 and Persona 2 by the fact that the party is suddenly thrust into their adventure with no time to prepare, and in Persona 4 and Persona 5 where you're just a bunch of high school students who have to fund their activities out of their own pockets.


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Alternative Title(s): Shin Megami Tensei Persona

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Yukiko Amagi

In spite of her ladylike and unassuming appearance, Yukiko has a very bizarre sense of humor. All it takes is one random joke to send her into a laughing fit.

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