2. The members of the Commission shall serve in their personal capacity. They shall not be nationals of the States Parties concerned, or of a State not Party to the present Covenant, or of a State Party which has not made a declaration under article 41.
Chidori's personality is like a "gothic-lolita." She has a very soft-sounding voice and loves to draw. Chidori believes that only she can understand her own sketches. She fears attachment because she is afraid of loss and the pain that comes with it. Without a strong reason to live, Chidori is similar to the protagonist in that they are very indifferent to death; Chidori feels all death means is just "not waking up anymore".
Persona 3 The Movie Eng Sub 40
A promotional campaign was launched by Aniplex which also included the release of trailers and merchandise by making use of various mechanisms of the Persona 3 game as they applied to the real world. The film premiered at Tokyo's Shinjuku Wald 9 cinema on November 16, 2013 followed by its release across Japan on November 23, 2013. It made a gross earning of over US$1.9 million at the end of 2013. Critics praised the animation techniques used in the film with focus on its dark visual style. However it was described as being a simple and straightforward movie which lacked a suitable sense of closure. The film was released in Japan on Blu-ray and DVD editions on May 14, 2014, and internationally on imported editions on May 20, 2014. A sequel titled Persona 3 The Movie: #2 Midsummer Knight's Dream was released on June 7, 2014.
"I believe that Persona 3's charm lies within the coolness of the characters, more than anything. We pride ourselves in having made a movie that might just make you want to play the game after watching it..."
An official art book was scheduled to be released for sale by the Famima convenience stores in Japan on August 24, 2013 but the date was pushed back to September 21, 2013.[100] The book contained a cel shaded image and included a general admission movie ticket.[101]
The story of Persona 3 takes place in 2009 and is set in a Japanese city called Iwatodai,[c] built and funded by the Kirijo Corporation. Several experiments carried out ten years ago created the Dark Hour,[d] a period of time that exists between one day and the next.[11] During this time, most people turned into coffins, and they are not aware of the Dark Hour; however, there is a select group of people who are.[11] The Dark Hour bends reality; Gekkoukan High School, where most of the characters attend school during the day, becomes a huge labyrinthine tower called Tartarus, and beasts known as Shadows roam the area, preying on the minds of those still conscious.[7] The Shadows leave their victims in near-catatonic states outside of the Dark Hour.[12] To investigate and learn about the Dark Hour, Shadows, and Tartarus, the "Specialized Extracurricular Execution Squad," or SEES, was created. SEES is a group of high-schoolers capable of summoning beings known as Personas to combat Shadows.[7] The Persona 3 instruction manual describes Persona's being "a second soul that dwells deep within a person's heart. It is an entirely different personality that emerges when a person is confronted with something from outside this world."[11] Persona-users usually summon their Persona by firing a gun-like object called an Evoker at their head.[3] An effect that appears to be broken glass comes from the user's head when the Evoker is used.
Metis explains that the purpose of the seal created by the protagonist was not to seal away Nyx herself (who is not inherently evil) but to prevent humanity's despair from calling out to Nyx and bringing about the Fall once more. The subconscious will of humankind to despair and wish for death constantly rebirths a monster called Erebus that summons Nyx to destroy the world; Metis implies that Erebus's contact with Nyx is what caused the Fall (that was prevented by SEES).[49] SEES realizes that the wishes that created Erebus also came from them, and so they fight it and can defeat it.[50] Mitsuru points out that Erebus will return, as humans will never stop wishing for death.[51] After breaking the time skip and exiting through the front door of the dorm with the Final Key, Metis, Aigis, and the rest of SEES are summoned to the Velvet Room, much to Igor's (pleasant) surprise.[52] It is here they learn of Metis's true origins: that she is a manifestation of a part of Aigis's personality. Distraught over the protagonist's death, she no longer wanted to live like a human and wished to return to being a machine.[53] However, after being set free from the Abyss of Time, Aigis changes her mind, deciding to continue to attend school, something she had chosen not to do earlier. Furthermore, the members of SEES decide to make the best out of their lives in order to honor and respect the protagonist's burden.[54]
In an interview with the magazine Play, lead director for Persona 3 Katsura Hashino discussed why the decision was made to have party members be directed by an artificial intelligence: "I think it's more fun to have the party members controlled by their AI, so each member's characteristics and personality are on vivid display. There were no objections raised among the Persona 3 development team, either." He also notes that the system "wasn't well received" by players of the game.[63] Later, the use of AI for the secondary party members was described as a stylistic choice representing the game's theme of conquering the fear of death through "bonds": each character was their own person, and the player could only influence things by interacting with them.[64] Persona 3 does not include the negotiation elements of previous Persona or Megami Tensei games, which allowed players to talk to enemies during a battle to recruit them, earn money, or obtain items. However, the social elements of Persona 3 (and its successor, Persona 4) are considered the equivalent of the negotiation system by the development team. Maragos said in a 1UP.com interview that "negotiation isn't gone...And [it] still factors into Persona Fusion; it's still a big part of the game. I feel like it's disguised, but it's there."[65]
Both protagonists were designed by Shigenori Soejima, who aimed to create ordinary youth who the player could relate to. In Japanese, the male protagonist is voiced by Akira Ishida, while he is voiced in English by Yuri Lowenthal; the female protagonist is voiced in Japanese by Marina Inoue and in English by Laura Bailey, and the male and female protagonists are respectively portrayed by Shouta Aoi and Kana Asumi in the game's stage adaptation, Persona 3: The Weird Masquerade. The male protagonist's character was reworked for the four-part animated film adaptation, where director Noriaki Akitaya explained pressure in giving the silent character his own personality. He is canonically known as Makoto Yuki in Persona 3 Portable and most other appearances.[6][7] In the manga adaptation, he is named Minato Arisato. In The Weird Masquerade, he is given the name Sakuya Shiomi. The female protagonist is canonically known as Kotone Shiomi in Persona 3 Portable.[6][7] Outside of Persona 3 Portable, the female protagonist also appears in Persona Q2: New Cinema Labyrinth and Puzzle & Dragons, where she is named Kotone Shiomi. Critical reception for the character has been generally positive.
The Persona 3 protagonist was the first character Shigenori Soejima designed for the game. Early designs of the character made him look mature and collected since the artist viewed him as a "cliche[d] cool guy."[8] Soejima took longer to design the protagonist than any other character as the game's other characters would be made to complement his design. In Art of Persona 3, Soejima remarked that "Initially, he looked more honest, like an ordinary, handsome young man. But, I worked to achieve greater ambiguity in his expression."[9] He further noted that the character managed to have a "hidden coolness."[10] In retrospect, he found that the character was not ambiguous enough and thus when creating the Persona 4 protagonist, Soejima made Yu Narukami with the idea that his entire personality be decided and portrayed by the player's in-game actions and decisions.[11]
Director Noriaki Akitaya had faced a similar dilemma for his animated film version. He explained that one of his biggest challenges was, "...getting the protagonist, who is the player in the game, and making him into a character named Makoto Yuki for the film, then figuring out how to integrate him [the protagonist] into the story." This led Akitaya to be extremely careful about how he went about constructing the character in terms of his speech, gestures and behavior all the while staying true to what was already established in the game.[12] Akitaya admitted that he would not have been able to meet the expectations of the individual fans of the game since they were able to choose their own unique name and personality for the protagonist.[13] Instead Akitaya took the route of incorporating the most general traits of fan reactions to the protagonist to form Yuki's character.[13]
In the anime film series Persona 3 The Movie and Persona 3: Dancing in Moonlight, he takes the name of Makoto Yuki (結城 理, Yūki Makoto).[37] Makoto is portrayed as an ambivalent individual with an initial neutral viewpoint on the film's theme of life and death, making his growth via new found experiences the focus of the movie.[38]
Suicide was the second leading cause of death among young people aged 15-29 years, after road injury. Among teenagers aged 15-19 years, suicide was the second leading cause of death among girls (after maternal conditions) and the third leading cause of\n death in boys (after road injury and interpersonal violence). 2ff7e9595c
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