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Persona 5 Strikers

Action role-playing game combining real-time hack-and-slash combat with Persona-style RPG systems.

Joker and another Phantom Thief attack an enemy in a city street.
Persona 5 Strikers · Game artwork

About Persona 5 Strikers

Persona 5 Strikers follows the Phantom Thieves on a summer road trip that turns into an investigation of strange cases across Japan. The group enters Jails in the Metaverse, where they battle Shadows and confront the distorted forces behind the crisis in a real-time action role-playing adventure.

Set after the events of Persona 5, the story brings the Phantom Thieves back together during their summer break. Their planned reunion becomes a journey across Japan when a series of strange incidents pulls them into a new investigation. A Kyoto detective, Zenkichi Hasegawa, enlists the group’s help and threatens to arrest Joker if they refuse. The cases lead the team back into the Metaverse, a realm where distorted desires take physical form. There, people are imprisoned by the will of a ruler, and the Thieves work to uncover what connects the incidents and free those caught in the crisis. The returning group includes Joker, Morgana, Ryuji, Ann, Yusuke, Makoto, Haru and Futaba, while Sophia and Zenkichi join the wider adventure. The team travels, investigates and fights together while the campaign gradually reveals how the cases connect.

The road trip gives the campaign a different rhythm from Persona 5’s school-year routine. The Phantom Thieves visit six cities around Japan, using their camper van as a mobile hideout between investigations. In each stop, the player can move through public areas, speak with people, browse local shops and see optional interactions among the group. Stops give the journey a sense of place as the team crosses the country rather than returning to one neighbourhood. Requests arrive as side tasks during the trip, and some ask the Thieves to revisit a Jail while others involve finding items or helping people in the real world.

The supernatural dungeons are called Jails. Each is a distorted space connected to the desires of a ruler, and the Phantom Thieves enter it to investigate, fight Shadows and reach the source of the crisis. Exploration combines direct movement through large areas with jumps, platforms, interactive objects and opportunities to approach enemies before a fight. An ambush can give the party an advantageous opening when the Shadows have not spotted them. Unlike the Palaces in Persona 5, completed Jails remain available for return visits; leaving one to recover does not advance the real-world calendar. That distinction shapes how the player handles longer excursions: the route is still a sequence of spaces and encounters, but the party can withdraw, replenish supplies or change its setup and then resume. Requests can also send the group back into a previously visited Jail to complete a focused objective.

Joker and another Phantom Thief attack an enemy in a city street.
Joker and another Phantom Thief attack an enemy in a city street. Official game screenshot; copyright belongs to its respective owners.

Combat replaces Persona 5’s turn-by-turn menu exchanges with real-time fights against groups of Shadows. The player controls one active Phantom Thief directly, chaining normal attacks, jumps, dodges and character-specific actions while the rest of the party assists. The action is interrupted when Joker selects a Persona skill, giving time to choose a target or reposition before the spell resolves. Elemental affinities remain central: striking a weakness can stagger an enemy and create a One More follow-up, while knocking down a group opens the way to an All-Out Attack. Larger foes use a shield gauge that must be depleted before an All-Out Attack becomes available, and weakness hits are an efficient way to reduce it. Skills consume SP, so the player has to balance costly magic against ordinary combos and weapon attacks, especially across a series of encounters inside a Jail.

Every playable Thief has a distinct weapon, combat style and set of Persona skills, so party selection changes which openings are available. Joker is the flexible exception: he can switch among several Personas and cover different elemental needs. The other active members are selected from the roster, with Futaba serving as support rather than a direct combatant. Because the game expects the team to face enemies with different affinities, the player can switch party members between battles to bring a useful element or fighting style into the next area. The party’s weapons and guns offer additional ways to pressure enemies, and some arena objects can be activated for environmental attacks that exploit an opening. With continued use, each character learns Master Arts that add new attacks to their combo chains. Damage dealt also builds the Showtime Gauge, which enables a character’s powerful Showtime attack when it fills.

Joker’s Persona collection supplies another layer of progression. He can hold multiple Personas, each with its own attributes, affinities and skills, and select the one that fits the current encounter. In the Velvet Room, Personas can be fused into new ones; the resulting choice is not simply a matter of selecting the highest level, since elemental coverage and the available skills affect how well a Persona fits the team. Unused Personas can be converted into Persona Points, which can then strengthen another Persona. The broader BOND system develops the Phantom Thieves together: story milestones and some side activities award Bond experience that becomes points for unlocking team-wide bonuses. These include stat increases, combat perks and improvements to rewards or items. The player chooses which benefits to purchase, so party growth involves both Joker’s changing Persona stock and upgrades that support the whole group.

A real-time battle shows the party and its combat interface.
A real-time battle shows the party and its combat interface. Official game screenshot; copyright belongs to its respective owners.

Requests, shops and cooking connect the trip’s everyday stops to the next Jail expedition. Requests can reward Bond experience, money, new equipment or other items; some require defeating a particular Shadow, and others send the team to search the real world. Completing certain requests unlocks additional shop stock, giving the player a reason to check the task’s reward before deciding what to do. At the camper van, Joker can cook meals from recipes and ingredients gathered or bought during the journey. The finished dishes become items that restore HP or SP in battle, and learning a recipe for the first time also contributes to BOND growth. Shops have limited stocks that replenish as the story advances, so inventory management matters alongside combat preparation. Together these systems make the loop broader than clearing a Jail: investigate a request, gather or purchase supplies, prepare the team, and then return to the action with new resources or upgrades.

Developer
ATLUS; the game was co-developed with Omega Force (Koei Tecmo).
Genre
Action role-playing game combining real-time hack-and-slash combat with Persona-style RPG systems.