The concept for
Eternal Punishment emerged during the writing for
Innocent Sin. Script writer Tadashi Satomi felt that the draft gave him the impression of needing an alternative point of view to that of the main hero, forming the basis for
Eternal Punishments plot. To foreshadow this, the team showed the main characters from
Eternal Punishment through minor roles in
Innocent Sin.
Eternal Punishment began full development after the release of
Innocent Sin.
Innocent Sin and
Eternal Punishment both used the same
game engine and structure. Kouji Okada,
Innocent Sins producer, returned in the same role. When developing
Eternal Punishment, the development team took what they learned from
Innocent Sin and used it to improve the gameplay and the Rumor system. One of the biggest concerns when making
Eternal Punishment was how much the development staff wanted to include, which went well beyond their original plans. The in-game cutscenes were co-produced by Digital Media Lab and Earthy Productions. The overarching theme of
Eternal Punishment, as with
Persona and
Innocent Sin, was exploration of the human psyche and the main characters discovering their true selves. While
Innocent Sin focused on the protagonists as teenagers,
Eternal Punishment looked at the protagonists as adults: for its central character theme,
Eternal Punishment focused on how people realize their true selves as adults faced with reality. Terms and concepts used in the games, including Persona, Shadows and the character Philemon, were drawn from
Jungian psychology and
archetypes. The character of Nyarlathotep, who had made a cameo appearance as a Persona in the original game, was inspired by the
character of the same name from
H. P. Lovecraft's
Cthulhu Mythos. Other antagonists and enemy creatures in the games were also drawn from the Cthulhu Mythos and played a key role in the narrative. The protagonists of
Eternal Punishment were adults and so could not be given a single standardized outfit as the high school protagonists of
Innocent Sin had been. While designing the outfits for
Eternal Punishment, Kaneko tried to keep an image of normal adults in mind, but in doing so was restricted when trying to portray the characters' heroism. In the end, he designed the characters to look normal while having a "different feeling" from other people. One of the characters that helped drive this style home was Ulala, who was a minor character in
Innocent Sin and a main protagonist in
Eternal Punishment. The Joker character from
Innocent Sin was carried over into
Eternal Punishment: the new Joker's actions were made increasingly murderous, creating a contrast between the two incarnations. Unlike
Innocent Sin,
Eternal Punishment was chosen for release in the West. Its localization was significantly different from that of the original
Persona, released in 1996.
Persona received numerous alterations for its overseas release, including altering character and location names. For
Eternal Punishment and future titles, Atlus decided to remain as faithful as possible to the Japanese version. Its release in the West was officially announced the following month at that year's
Electronic Entertainment Expo, with Atlus previously teasing it as a "secret RPG". The localization was released on December 22, 2000.
Eternal Punishment received a limited reprint exclusive to
Amazon.com in 2008 to celebrate the release of
Persona 4.
Eternal Punishment was remade for the
PlayStation Portable. Like the remake of
Innocent Sin, it was directed by
Shoji Meguro. The original plan at Atlus was to have
Innocent Sin and
Eternal Punishment released as a single game, but both could not fit onto a single
UMD. Even before the completion of
Innocent Sins remake, when there were no plans for a remake of
Eternal Punishment, Meguro was keen to make one if the opportunity arose. For the remake, the team had two points of reference: the original version, and the remake of
Innocent Sin. The team carried over most of the features implemented
Innocent Sins remake while further simplifying and streamlining the mechanics, aiming for a "culmination" to
Persona 2 as a whole. A large portion of the initial work was playing through the original version. A new opening animation was created by anime production company
Madhouse. In addition to the gameplay modifications, a new scenario was added focusing on Tatsuya's activities before he joined the party. Satomi, after having written the script for a downloadable quest for
Innocent Sins remake, was asked whether he would like to write a new scenario for the
Eternal Punishments remake, and accepted willingly. During the writing process, Satomi suggested giving the protagonist Maya dialogue, but this was vetoed as
Persona protagonists were silent without exception. The scenario's new characters were designed by Masayuki Doi. The remake was announced in February 2012 by
Famitsu. The remake was not released outside Japan due to "unusual circumstances". In response to the decision not to localize the remake, the original version was released on
PlayStation Network in 2013. As part of the announcement,
PlayStation Blog released a guide showing which characters had received name changes in the original localization.
Music The original music for
Eternal Punishment was composed by Toshiko Tasaki, Kenichi Tsuchiya and Masaki Kurokawa, the composers for
Innocent Sin. As with
Innocent Sin, Tsuchiya found the writing process difficult for a number of reasons. Tsuchiya's favorite piece for the score, which was carried over from
Innocent Sin, was "Maya's Theme". The tune has remained popular with the
Persona fan base: Tsuchiya has attributed its popularity to the enduring nature of the
Persona series as a whole, and compared it to a fashionable item of the time that now requires a "certain courage" to wear in later times. The game's theme song, "Change your Way", was written and sung by British singer-songwriter Elisha La'Verne, and the music was composed by T.Kura. Together with
Innocent Sin,
Eternal Punishment is one of the first entries in the
Megami Tensei series to feature voice acting. For the PSP version, the music was remixed by Toshiki Konishi, Ryota Kozuka and Atsushi Kitajoh, who also worked on the remixed music for
Innocent Sins port. The team, while remixing the music, did not want to destroy the original's foundation. The ruling concept, as defined by Konishi, was "not too far and not too close to the original". For the opening animation, Meguro requested Konishi to personally remix the game's original opening theme. It was the first time he had been put in charge of an opening theme, and it proved troublesome for him, as he needed to rerecord the vocals and make sure he did justice to the original version. For Kitajoh, one of the most notable arrangements he did was for "Maya's Theme": Meguro, who had previously remixed this track for
Persona 3: FES, asked for a remix with a faster tempo and hard rock elements incorporated. The new scenario also used remixed music from the original game instead of new tracks. ==Reception==