Persona 4 was my belated introduction to Atlus's Japanese high school RPG series, so it still has a special place in my heart.
The PlayStation 2 original was, however, also usurped by the greatly expanded and far superior Persona 4 Golden, which is where I racked up my New Game+ playthroughs. Even as I have become more time-poor over the years, I would still dip into its subsequent post-Vita ports.
That does, however, present a problem for Persona 4 Revival. When a perfect expanded version of the game already exists and is available on all current platforms, is a $70 modern remake really needed?
The elephant in the room is that this is also a way for Sega to plug the gap for the long-anticipated Persona 6, though given that it was only given the briefest announcement this year, fans will likely have a much longer wait ahead.
But after about an hour of hands-on time with Persona 4 Revival at Gamescom 2026, I can appreciate the different touches that have gone into making this JRPG classic more palatable to modern audiences, while still preserving key elements of the original.
One more remake
Persona 4 Revival's hands-on demo was split into three parts: the first focused on story, the second on its dungeon-based battles, and the last let me choose how to spend several calendar days as a transfer high school student in the rural town of Inaba.
As a remake, it follows a similar approach to Persona 3 Reload. Character models aren't just a huge visual upgrade over their original lower-poly PS2 counterparts; they're even better than Persona 5's and look virtually on par with the character portraits that typically accompany dialogue boxes. Turn-based battles, meanwhile, have been updated to mirror Persona 5's control scheme, where commands are mapped to different buttons rather than scrolling up and down a menu.
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Just like Persona 3 Reload, Persona 4 Revival has also updated its audio with a completely new voice cast and a re-recorded soundtrack, including at least one or two brand-new songs. I don't mind so much the decision to recast the roles, especially as several of the original voice actors have become much higher profile (including Troy Baker, Laura Bailey, and Yuri Lowenthal).
Still, the voice of Teddy takes time to get used to because while some may have found his original voice a tad annoying, now he just sounds a bit too much like another teenager rather than a mysterious being inside a mascot suit.
From what I played, the story seems to unfold virtually beat-for-beat in line with the original. I think that's fine, and given how long the game already was, the script really doesn't need fleshing out in the same way as the Final Fantasy 7 Remake series, for example. But there are still some interesting changes within that.
The most notable is the more interesting camerawork going on, including close-ups, that make extensive cutscenes more engaging to sit through instead of just lengthy dialogue you might be inclined to skip if you can read faster than the characters speak.
The script itself has also undergone some subtle adjustments in the localization process. It might seem very minor, but I picked up on how Yosuke now addresses the other female students like Chie and Yukiko more formally by their family names, which is closer to how real-life Japanese classmates who aren't close friends behave.
I'm still intrigued by how and to what extent Yosuke's character is updated in Persona 4 Revival, as in the original, he behaves like a creep and is pretty insensitive at times. Given there's a moment in the story demo where he gets annoyed with Teddy and pushes him over, my guess is P Studio is still retaining at least some of the more abrasive side of his personality.
Holding on to the past
Persona 4 Revival's visual upgrades apply to the environments too. With a completely free-looking 3D camera, you can appreciate more of the details in the Dojima household, while in the Twisted Shopping District, you can look up and see the strange red and black vortex instead of a sky that indicates you're in the Midnight Channel's parallel dimension.
Nonetheless, the places you go to are still very much as I remember them. Rooms are still separated by loading screens; Inaba's main commercial district has the same businesses, including the item shop that turns into a bar at night. That's also fine for me, as I don't think it would necessarily benefit the game to suddenly expand the real estate.
While seemingly still randomly generated rather than having the bespoke design of Persona 5's palaces, the dungeons you explore have nonetheless been adjusted to be a little less tedious, from having objects you can break to gather resources to a subtle wayfinder if you just want to get to the next floor ASAP. Ironically, I took this as a cue to go the other direction to explore more of the map.
When encountering enemy shadows on the map, the game even clearly indicates whether you've got the drop on them to get a pre-emptive attack. Failing that, Persona 4 Revival also adds the ability to guard against a shadow's attack so that you're less likely to start a turn-based battle at a disadvantage.
During battle, the Baton Pass mechanic has also been passed down from Persona 5 and Persona 3 Reload, which allows you to attack again if you've hit an enemy with their weakness, but pass that turn onto another party member who may have the right attack to exploit a different enemy's weakness.
But whereas Persona 3 Reload was criticized for not being a truly definitive remake, given the lack of an option for a female protagonist like in Persona 3 Portable, Persona 4 Revival at least is confirmed specifically as a remake of Persona 4 Golden. That means it will include that expanded version's additional story content, such as Marie, the mysterious and temperamental guest in the Velvet Room.
Despite those smart updates, I'm still curious why some other elements have been left untouched. For instance, character portraits were used prominently in JRPGs as they were more expressive than in-game models. But when Persona 4 Revival's character models are better animated and expressive, having these portraits seems arbitrary.
Similarly, when you knock down all enemies and trigger an all-out attack, Persona 4 would originally cover the enemies in a cartoon cloud for comical effect, yet the remake opts to keep this visual despite also having party members running in to perform a lot of flashier animations alongside it.
There might be some nostalgic charm to retaining these conventions, but it also feels unnecessary in the context of a modern remake. Similarly, once my hands-on time was up, I came away impressed with what I had played, yet still not convinced why I would drop $70 on it when Persona 4 Golden is right there for a fraction of the price.
Persona 4 Revival releases on February 18, 2027, on Xbox Series X and Series S, PlayStation 5, and PC.
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Alan Wen is a freelance journalist writing about video games in the form of features, interview, previews, reviews and op-eds. His work has appeared in print including Edge, Official Playstation Magazine, GamesMaster, Games TM, Wireframe, Stuff, and online including Kotaku UK, TechRadar, FANDOM, Rock Paper Shotgun, Digital Spy, The Guardian, and The Telegraph.
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