Persona 3 Reload Interview Discusses Etrian Odyssey Producer, Original Switch Plans, Persona 4 Revival

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The Sega / Atlus booth at this year’s Tokyo Game Show 2025 featured a playable version of Persona 3 Reload on the Nintendo Switch 2, scheduled for release on October 23rd.

At TGS 2025, 4Gamer conducted an interview with P Studio general producer Kazuhisa Wada and the director of this game Shigeo Komori discussing the upcoming Switch 2 port.

Shigeo Komori (left) and Kazuhisa Wada (right)

Thank you for your time today. First, I’d like to ask about P3R. The versions released to other platforms in 2024 were very well received, earning  various nominations and awards. How does that response make you feel?

Wada: I’m really happy that P3R has been so well received and has garnered such high praise from so many people. For us, it was especially important to create something that people who played the original P3 would enjoy, so their early support meant a lot. The initial reaction helped build momentum, and I feel like it gradually spread to people who got into the series after Persona 5 and those who recently started playing games.

Lately, I feel like there are also more and more people who begin playing after watching streams of gameplay videos.

I see. As I recall you mentioned before, Atlus has recently been following the “simultaneous global releases across platforms” strategy. It seems like being able to play the game at the same time worldwide and share that experience without those delays and barriers is a big factor in its success.

Wada: That’s correct. Previously, our titles tended to be driven more by their initial sales. The idea was to get the games in the hands of passionate gamers and series fans first and foremost. But lately, there’s been more cases where sales gradually increase over time. Since making simultaneous releases the standard, we’ve really started to feel that sense of excitement building at the same time worldwide.

Persona 3 Reload was our (P Studio’s) first major title released simultaneously globally, and it’s been great to see how it’s helped expand the game’s reach.

As a mainline title in the Persona series, I imagine the expectations and pressure were high.

Wada: As I mentioned earlier, we received a lot of positive feedback from users who had already played the original version, particularly for the way we approached the remake. They appreciated where we focused our efforts. On the other hand, new players enjoyed it as “a fresh new game.”

We also received enthusiastic feedback from those who finished the game, making me really glad we decided to remake this.

What were your thoughts upon announcing the Switch 2 version?

Wada: We’ve been receiving requests from fans to play this game on Nintendo hardware for a long time. So it was great to be able to make a proper announcement during the Nintendo Direct.

We were very happy to see such positive reactions both domestivally and internationally.

Could you tell us the background behind the development of the Switch 2 version?

Wada: We’ve had the desire to bring it to Nintendo hardware from the start, but simultaneous development was simply too difficult at the time.

After the Switch 2 was announced, we thought, “We want to get our hands on developments kits as soon as possible and bring this to those who want to play on Switch 2,” and that’s when we stated moving forward.

Why did you choose to make it exclusively for the Switch 2?

Wada: The main reason is simple: we wanted to deliver the game to everyone as soon as possible. We aimed to release it as fast as we could, without any significant delay from the other versions.

We considered releasing it for both the Switch and Switch 2, but we realized that doing so would delay the release by at least a year more than originally planned.

Komori: When we tested it on the Switch, we realized that a direct port would be challenging performance-wise.

To achieve the same comfortable controls and graphics that matched the hardware, we would have to completely rebuild the UI and art assets. That would push the release back by at least a year.

Wada: So with our desire to deliver the game as quickly as possible, we made the decision to focus exclusively on Switch 2.

Originally, we were planning for a release early next year, but thanks to smooth development progress, we were able to release it this October.

We’re really happy to be able to release it earlier than originally planned.

Director Komori-san, this is your first appearance in an interview for 4Gamer, so could you please introduce yourself and explain how you came to be the director?

Komori: Ah, yes, nice to meet you all (laughs). I joined Atlus right after graduating, and I’ve been involved in game development for almost 20 years now.

However, I actually haven’t been deeply involved with the Persona series up until now. My only previous connection was in an unusual way—helping with the English lyrics for “Burn My Dread.”

I personally associate you with the Etrian Odyssey series.

Komori: That’s right. I’ve been the lead programmer on most of the series’ titles.

I’ve also worked on Shin Megami Tensei: Devil Survivor, Shin Megami Tensei: Strange Journey Redux, and Shin Megami Tensei V, which were all Nintendo hardware titles.

Most recently, I worked as a sub-director on Shin Megami Tensei V: Vengeance, managing the overall development, implementing patches, and directing the demo.

I see. So, was it your experience with Nintendo hardware that led to you being chosen to direct the Switch 2 version of P3R?

I admit, my first thought when I saw your name as the director was, “Since Komori worked on Etrian Odyssey, maybe he was chosen for his experience creating RPGs on Nintendo hardware.”

Komori: I see what you mean (laughs). But that actually wasn’t the case, it was more about my experience with Shin Megami Tensei V: Vengeance. Working with Unreal Engine on the Switch was a key experience, and that knowledge proved valuable when working on this project.

Wada: Komori had a lot of Switch-related expertise, so when it came time to develop and test for the Switch 2, we decided that he and his team in Production 1 (Creative Department 1st Production) would be the best fit for the job.

The Switch 2 has unique characteristics compared to PCs and other consoles. What aspects of the hardware did you focus on during development?

Wada: The hardware’s unique features were definitely the biggest factor. We thought that players who didn’t have access to other versions of the game and were picking up P3R on the Switch 2 for the first time would want to play it both in handheld mode—during commutes or at school—and docked while relaxing at home on a big TV screen.

We made sure to focus on creating a seamless experience for both modes, while also ensuring the graphics were sharp and visually appealing.

It really makes you appreciate the things we can take for granted. Since P3R supports so many different playstyles, do you have any recommended ways to play for the Switch 2?

Wada: Of course, I’d like everyone to play however they prefer—but for an example, I’d probably use handheld mode during my commute for grinding or leveling up, and then switch to TV mode at home when I want to seriously progress the story.

I do the same, so I get it. For RPG fans, it’s kind of standard at this point—gathering materials or grinding on the go, and then settling in front of the TV for the story-heavy parts.

Wada: Also, since a lot of people play the Switch 2 with their families, even though this is a single-player game, I think there’s that playstyle where someone watches along and enjoys the game with you.

You mentioned streaming earlier too. Beyond just playing, there’s also the joy of sharing the experience, isn’t there?

Wada: Absolutely. If watching leads someone to become interested, then each family member can make their own save data and enjoy the game individually.

If someone who’s never experienced the game before starts playing because of that kind of exposure, that’s something that makes us, as developers, truly happy.

Actually, something similar happened to me. I was playing the PS5 version on the PS Portal, and my kid got curious. We ended up playing together, with me explaining things as they watched beside me. And for scenes I felt weren’t appropriate yet, I’d quickly cover the screen and say, “You can’t see this part.” We’re now enjoying it together as a parent and child.

Now my kid’s completely into it. They’re saying, “Jack Frost is so cute!”

Wada: Ah, I love hearing about that kind of experience. That’s exactly the kind of reach we hope for.

We’re just about out of time, but after the Switch 2 version of P3R, we have the remake Persona 4 Revival next in line. Since its development was only recently announced, I imagine you can’t share many details yet, but could you give us a few words?

Wada: Let’s see… Persona 4 already packed a ton of content in Persona 4 Golden, so when it comes to creating the next “R,” it’s not just about adding more—we have to create an experience that’s enjoyable in a new and different way. And this includes the sheer volume of content, so to be honest, it’s a tough challenge. But it’s shaping up nicely!

You probably can’t say anything about the release date or content yet, but is it safe to say we can look forward to it?

Wada: Absolutely! We’re working hard to make it a game that lives up to everyone’s expectations!

While we can’t announce a release window yet, we’d really like everyone to focus on the Switch 2 version of P3R first. We’ve got several projects in development, including P4R, so please look forward to them!

Also, this is a bit of a tangent, but 2026 will mark the Persona series’ 30th anniversary. We hope to make it a year where fans can enjoy the series even more.

Lastly, could you share a message for those who played the original version of P3 but haven’t tried P3R on other platforms yet and are thinking of picking it up for the first time on the Switch 2?

Wada: When we set out to remake P3, we focused on usability and graphics. We incorporated UI effects and systems that have evolved throughout the series, while making sure to retain P3’s unique essence.

A good example would be the Social Link system. It’s no longer as strict as it used to be and it’s a lot more accessible now. That said, rest assured. The game hasn’t become overly easy or lost its challenge.

This isn’t specific to the Switch 2 version, but we do have a demo available. So if you’re even slightly curious, I’d recommend starting there. No matter how much someone tells you about a game, you really won’t get it until you play it yourself (laughs).

That’s true (laughs)! Once you play it, you’ll notice things like “Oh, this is how they’ve changed this,” or “This part’s much smoother now.” Could you also leave a message for newcomers experiencing the game for the first time?

Wada: I think many were introduced to the Persona series through P5, but P3R offers a completely different tone and flavor from P5. If the Persona series has piqued your interest, I’d love for you to give P3R a try as well.

Even though it’s a 19-year-old game, it doesn’t feel outdated. I think it can be enjoyed as a completely new, modern title.

Meeting characters in the game and growing together with them… If that experience gives you even small insights that enrich your own life, then as a developer, there’s nothing that would make me happier.

Thank you very much.

4Gamer