Exploring the Significance of Shadows in Persona: Why Only Twelve Exist?

As a seasoned fan who has spent countless hours immersed in the enigmatic world of Persona, I find myself captivated by this recent Reddit thread that delves into the intricacies of the series’ twelve shadows. The depth and complexity of the conversation are reminiscent of late-night philosophical debates with my friends, discussing the mysteries of life, death, and existence over steaming bowls of ramen.


In a recent Reddit discussion started by user InuMatte, players delve into a profound analysis about the reason behind having only twelve shadows in the game “Persona”. These shadows mirror the first twelve major arcana of tarot cards, leading to speculation about why the rest are missing. This question leads to a more comprehensive examination of the storytelling and thematic layers hidden within “Persona”, sparking diverse opinions on both the design decisions made by the developers and the philosophical aspects related to life, death, and the unknown.

Why are there only twelve shadows?
byu/InuMatte inPERSoNA

Summary

  • In Persona, twelve shadows correspond to the first twelve Major Arcana, with Nyx symbolizing Death as the transition point.
  • The sentiments reflect deep philosophical questions about life, death, and the perceived meanings of the Major Arcana.
  • Users propose various theories, from budget constraints to narrative symbolism regarding the journey of life.
  • The conversation intertwines gameplay elements with tarot interpretations, illustrating the complexity of Persona’s storytelling.

The Major Arcana and Their Shadows

In the realm of tarot, the Major Arcana symbolizes crucial life lessons and character types, starting with The Fool and concluding with The World. Similarly, in the game Persona, the twelve shadows mirror these characters until reaching Death (or Nyx), a central figure representing themes such as nihilism and deep self-reflection. The notion that each shadow corresponds to a life phase or mentality gives players an intricate narrative to explore. Players have noted that while the first half (from The Fool to The Hanged Man) focuses on individual traits, the latter half (starting with Temperance) delves into broader, external ideas. This division fosters conversations about personal development versus external circumstances, with Nyx’s appearance underlining a shift towards a more introspective and ominous journey.

The Philosophical Undertones

In the chat about the twelve shadows, the topic often shifts from video game creation to deeper philosophical ideas. One participant observed that Death symbolizes a significant point where not just an end occurs, but also the start of a deeper exploration into the mysterious unknown. This dialogue echoes real-world discussions on life after death and what might lie beyond it, examining how various cultures and beliefs interpret these experiences. Some users have suggested that the missing arcana represent a neglect of life’s potentialities after death, as Nyx personifies a perspective without hope or progression. The shadows, in this sense, reflect this outlook, revealing the game’s narrative intentions and encouraging players to ponder over the truth behind such views.

The Role of Budget and Game Design

In a playful yet thought-provoking manner, some gamers jest about budget constraints during game development, even in deep philosophical discussions. For instance, Persona 3’s decision to include only twelve shadows over the course of a year allows for a more focused narrative without overwhelming players. A witty comment suggested, “Kirijo Group ran out of budget for shadows,” which amused the audience and subtly hinted at the practical side of game design. This humor highlights how real-world constraints can shape narrative paths in video games, implying that sometimes, storytelling is a result of limitations as much as it is of unrestricted creative vision.

Final Thoughts on Persona’s Shadows

By delving into the reason behind only twelve playable characters, or “shadows,” in the Persona video game franchise, we uncover a fascinating blend of game mechanics, philosophical ideas, and production factors. These characters are not just game elements; they represent diverse life journeys, sparking deep conversations among players about the game’s narrative decisions. The discarding of later arcana by players offers a platform to challenge or affirm their personal beliefs. A Reddit post by InuMatte has gone beyond critiquing the game design; it has ignited a profound discussion on life, death, and their interpretations. The Persona series stands out not only for its captivating gameplay but also for the thought-provoking conversations it fosters among its enthusiastic community, as it skillfully combines animation, storytelling, and psychology.

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2024-08-14 04:43