This is not to say that Persona 5's original concept is better than what came in the final release. Now imagine that same phenomenon on a much grander scale across the world, ranging from European to South American to Middle Eastern to North American cultures. But at the same time, these examples are framed in a way where players can come to understand these differences and gain a new perspective on lives outside of their own. Playing through Persona 5 from the perspective of an American, or any region other than Japan, there are several instances and differences that can instill culture shock. It'd be interesting to see characters tackle cultural and political problems all across the world, whilst shining a light on the problems that plague all walks of life. Envisioning a Persona game taking place in numerous places around the world would be a serious departure from the series' norm. That core concept has yet to be broken in a numbered entry in the franchise, but Hashino's original concept could've been the first to break that tradition. Most of which have taken place in Japan or fictitious versions of Japan, despite differences in localizations changing the setting occasionally. Practically every Persona game has involved high schoolers in various coming-of-age stories in their respective regions. Many of these themes were retained in Persona 5's final product despite bringing the setting closer to home, but there's still the lingering desire to see what a globe-trotting Persona adventure might look like. Going around the world to experience different walks of life, other countries' versions of oppression and prejudice, and defeating the enemies of world culture through the framing of the Gentleman Thief motif. Players would take on the role of a young adult on a backpacking trip, with the main story concepts focused on an adventure themed by self-discovery, coming-of-age, and identity. In the beginning concepts of Persona 5, Hashino and the development team were envisioning a far-reaching adventure that extended beyond the walls of a high school. Remnants of that desire can be seen in the real-world recreation of Japan and Shibuya, full of various locales that players could visit with confidants in Persona 5. Rather than exploring the interior of human's distorted desires, keywords during the initial planning were "self-discovery" and "journey," where players would spend the story exploring outside of school. Before the Tohoku natural disaster inspired Hashino to refocus the project's story, Persona 5 was intended to be a more globe-trotting adventure. In the planning stages of Persona 5's development, director Katsura Hashino had envisioned a completely different concept for the game compared to what players got in 2017.
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