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SYMBOLIC ANALYSIS

PERSONA SERIES: Gnostic Rebellion and the Quest for Jungian Apotheosis

SUMMARY


The popular video game series Persona, which has become one of the most recognizable franchises in role playing games worldwide, is drenched in esoteric and occult metaphysics.

Its stories involve a rebellion against a false deity that embodies the worst flaws and passions of humanity, with the protagonist, the avatar of the player, living during the course of the game a process of spiritual awakening symbolized by the Major Arcana of the Tarot (Hermeticism) and expressed in Jungian psychoanalytical terminology.

In a clear Gnostic context, the protagonist must face his Shadow and reach his personal Apotheosis through the integration of the opposites present in his psyche, the death of his mundane ego, and the awakening of his true Divine Self.

In the world of Persona, each of the many deities present is nothing more than the personification of an archetype contained in the human Collective Unconscious, capable of creating the illusory consensual reality in which we all live. True reality, therefore, is implied to be pure Universal Consciousness (impersonal Monism), equivalent to our true Self.

SUMMARY OF SYMBOLS, CONCEPTS AND WORLDVIEWS

The most important symbols and metaphysical doctrines present in this work. Does it promote a certain worldview?

The Metaphysical Compass book banner three.

SUMMARY


The popular video game series Persona, which has become one of the most recognizable franchises in role playing games worldwide, is drenched in esoteric and occult metaphysics.

Its stories involve a rebellion against a false deity that embodies the worst flaws and passions of humanity, with the protagonist, the avatar of the player, living during the course of the game a process of spiritual awakening symbolized by the Major Arcana of the Tarot (Hermeticism) and expressed in Jungian psychoanalytical terminology.

In a clear Gnostic context, the protagonist must face his Shadow and reach his personal Apotheosis through the integration of the opposites present in his psyche, the death of his mundane ego, and the awakening of his true Divine Self.

In the world of Persona, each of the many deities present is nothing more than the personification of an archetype contained in the human Collective Unconscious, capable of creating the illusory consensual reality in which we all live. True reality, therefore, is implied to be pure Universal Consciousness (impersonal Monism), equivalent to our true Self.

SUMMARY OF SYMBOLS, CONCEPTS AND WORLDVIEWS

The most important symbols and metaphysical doctrines present in this work. Does it promote a certain worldview?

The Metaphysical Compass book banner one.
SymbolismVideo GamesPERSONA SERIES: Gnostic Rebellion and the Quest for Jungian Apotheosis
Befriending Death. Persona and its parent franchise, Shin Megami Tensei, are the video game series with the greatest esoteric and metaphysical content. Their narratives follow the structure of a classical initiation (e.g., death and resurrection), in which the protagonists manage, by their own means, to transcend death through self-knowledge, will and the awakening of their true spiritual Self.


1. Introduction: Teenage Urban Esotericism

Persona (1996-Ongoing) is currently one of the most recognizable and famous role-playing video game franchises worldwide. Originally a spin-off from Atlus´ parent Shin Megami Tensei brand1The title, formerly Revelations, means “True Goddess Metempsychosis“, thus emphasizing the concept of reincarnation.

The series is loosely based on the Digital Devil Story novels by Aya Nishitani.
, it has now surpassed its progenitor in popularity2As of November 2022, the series has sold over 16 million copies worldwide and generated over $350 million in revenue.
[“Top Brand Licensing Agents 2023”. License Global. April 4, 2023, p. 3. Registering required].
, spawning numerous adaptations, such as anime series, films, novelizations, mangas, stage plays, radio dramas and musical concerts.

One of the main characteristics of Persona, as well as of its parent franchise, is that its stories take place in a contemporary urban setting, far removed from the fantasy or futuristic worlds of most modern role-playing games.

This allows it to address topics of current relevance, such as the influence of technological advances (e.g., mobile phones and social networks) on human behaviour, also delving deep into other complex sociological, psychological, philosophical and theological themes.

Persona´s storytelling, in addition, is characterized by how the occult and the monotony of the daily life of a group of Japanese students intertwine, with the main characters discovering that paranormal forces and entities with different agendas hide behind everyday reality.

The protagonist, a silent character who represents the player, is forced to begin a path of self-discovery and spiritual self-development, represented by the Major Arcana of the Tarot. His quest culminates with his awakening and transcendence, a key aspect for the group of protagonists to dethrone the hidden spiritual oppressors that limit human growth.

Strongly based on Jungian psychoanalysis, the protagonists use Personas in their fight against “the other side” and its human minions, the former being mythologized representations of each character’s true Self. They are obtained after facing their particular inner demons and integrating them into the totality of their conscious personality.

The world of Persona shows that behind the mundane lies a colorful spiritual reality densely populated by entities from all imaginable mythological/religious pantheons (Perennialism) that are, however, creations of mankind´s Collective Unconscious (psychological reductionism).

Starting from a melting pot of disparate metaphysical ideas and concepts, Persona masterfully crafts coherent and impactful stories within a predominantly Gnostic background.

Nowadays, mainstream productions can hardly reach such levels of depth without alienating the majority of their consumers. Persona, however, can claim to be one of the few who does, being one of the main transmitters of esoteric concepts for young adults today.

Image 1. Killing Yourself so You Can Be Born. Persona is characterized by the fact that its protagonists are able to awaken their true spiritual selves hiding behind their everyday personalities or egos. Persona 3, by playing with the idea of a metaphorical suicide, is the most drastic and explicit in its representation of this esoteric concept, here transformed into a game mechanic.


2. Game Mechanics with Symbolic and Metaphysical Significance


a. Summoning Personas by Facing Oneself and Killing the Ego

One of the main defining aspects of the series is the summoning of Personas, the psycho-physical manifestation of a person’s partially awakened true Self.

Depending on the game, they are represented by ancient deities from different pantheons (e.g., Greco-Roman mythology in Persona 3, Japanese Shintoist deities in Persona 4) or by famous fictional characters symbolizing a certain theme or idea, such as tricksters and outlaws in Persona 5.

Even though the process of summoning a Persona varies in each game, it is always a representation of the same core idea of being awakened. For example:

  • In Persona 3 the protagonists simulate suicide through an “evoker”, symbolizing the esoteric notion of killing our common ego to let our true Self emerge.
  • In Persona 4 the cast uses Tarot cards to conjure their Personas, the main symbol of this entry being the glasses that the protagonists put on to see the true reality behind the fog of confusion that clouds our vision in our mundane day-to-day lives.
  • Persona 5, on the other hand, resorts to the removal of masks (the true meaning of the Latin term Persona) that are fused to the faces of the protagonists. They are used to symbolize that our everyday personality is nothing more than a mere façade which, after tearing it off with effort and suffering, allows us to release the archetypal “god” within us.

a1. Gnostic Elitism and Contempt for the Masses

Persona does not hold back when it comes to classifying people according to their potential to achieve spiritual awakening.

Its general worldview is that we live in a world largely populated by masses of sleeping people (in Persona 3 literally symbolized as “undead” ones sleeping inside a coffin), sprinkled with a handful of individuals capable of actualizing their true potential.

Among the latter, obviously, we find the cast of protagonists, who oppose those who have succumbed to the influences of the other side or who manipulate the spirit world selfishly in order to obtain material gains.

Among this group of young protagonists, however, only the main character who represents the player is capable of achieving absolute transcendence during the game.

This approach, together with the interactivity and immersion allowed by video games, makes the players feel that they are in the middle of an initiation process in which the secrets of the Universe as well as the method to achieve self-transcendence are being taught to them, at the same time avoiding the spiritual pitfalls that led the main antagonists to their eventual downfall.

The above-mentioned way of classifying people is reminiscent of the classic Gnostic scheme speaking of:

  • Hylics: material beings, unable to achieve liberation (general non-playable characters [NPC´s]).
  • Psychics: who are able to self-liberate with effort (secondary playable characters and other members of the cast).
  • Pneumatics or Spiritual beings: destined to free themselves and to attain the highest levels of existence (the character representing the player).
Image 2. Persona 5 represents our common ego as a mask that must be ripped off. Persona 4, on the other hand, symbolizes the protagonists as capable, through their spiritual vision, of navigating the spiritual world and freeing themselves.
Image 3. Persona 3, in turn, depicts the common person as a “living dead”, someone who during the day lives normally but on the spiritual plane sleeps lethargically in his coffin.


b. The Wild Card of the Fool Destined to Become Whole


Image 4. A Fool´s Journey. The narratives of Persona serve as an initiatory psychodrama in which the player represents the Fool of the Tarot on his journey of self-transcendence.
.

Reflecting the above, since Persona 3, the character representing the player has a unique ability. Unlike the rest of the main characters, who can only summon the one Persona related to their archetypical personality, the protagonist is capable of summoning all existing spiritual entities. He has the Wild Card ability.

This, in turn, indicates that the player is destined to include them all in himself, to encompass the totality of the “spiritual fragments” of creation inside his person, transcending any particularity and becoming the Absolute (see below).

The fact that this character is a silent one with no defined personality, capable of representing any type of player, reinforces this concept.

As players, we begin our adventure being represented by the first Major Arcana, the Fool. After literally signing a contract with our spiritual guide, whom we meet after our partial awakening at the beginning of the game, and who reminds us that everything that happens to us in our journey will be our responsibility, the process of individuation and self-deification does not conclude until we reach the last Arcana, the World.

This last card represents the Absolute. After attaining the state of being symbolized by it, all existence is implied to be included within ourselves. The microcosm and the macrocosm become one. The player discovers, in a simulated but historically faithful way following major traditional esoteric worldviews, the meaning of life.

At this point, Persona games conclude with the main character performing a miracle that saves the day and brings the story to an end, leaving mankind in a better position to follow in his footsteps in the future.

Image 5. A Prison World (I). The Gnostic template of Persona is characterized by its view of humanity as slaves in a world controlled by antagonistic spiritual entities. Persona 5 directly portrays them as our jailers. True spiritual guides, however, are available to us once duality is surpassed and awakening attained.


c. Deity Fusion: Gotta Catch ´Em All!

Personas are archetypical manifestations of the concepts symbolized by each Major Arcana, ordered in a hierarchical way. This reminds us of the Great Chain of Being.

The players can fuse various deities to obtain “better” ones of a higher level, retracing step by step each link of the chain until they can evoke the greatest one of them all, different in every game, representing the ultimate version of their true Self (e.g., Messiah in Persona3, Satanael in Persona 5).

The game rewards “collecting” all deities, eventually being able to summon them all (this mechanic being the precursor of Pokémon´s one). This seemingly irrelevant little game mechanic makes, curiously enough, a lot of sense in a game that believes in the highest reality as the Absolute, the All, which includes and transcends each minor god in its All-potentiality.

These gods, in turn, behave as impersonal energies, having been created by the human Collective Unconscious to fulfill certain functions. Instead of being complete individuals, they are fragments of the All, which can be fused and used as ingredients of a spiritual recipe that ends when the highest deity is finally evoked.

Image 6. A Prison World (II). The false gods who rule over mankind, however, are born out of the unconscious desires of humanity itself. In the monistic view of Persona, all deities are born from an impersonal totality above and beyond them.


d. Daemon Negotiation

In addition to fusing demons, in some Persona games you can also negotiate and try to convince them to join your party (or, more accurately, to become part of the protagonist’s mind).

The game refers to all types of spiritual entities as demons, including the angels, when in reality the concept it is using is that of Daemon, a general Greek term that designates any spiritual entity or power (harmful ones: Cacodaemon; beneficial ones: Agathodaemon).


e. Bringing Together All the Fragments: The Social Life of a Spiritual Chameleon

The fact that the main character (the Fool) is seen as a future receptacle of the whole of existence also has its consequences in the social relationships that he maintains, through the player’s decisions, with those characters that represent the rest of the Major Arcana. Since Persona 3, this is reflected in the game mechanic known as “Social Links”.

If the player wants to maximize his compatibility with each Social Link/Arcana, he will have to respond accordingly to what each one needs or wants to hear. He who is going to embody the All, as could not be otherwise, has to be everything to everyone. That is, he cannot be himself (seen as a limitation of the common ego) but a spiritual chameleon that adapts his personality according to the needs of the other “fragment” in front of him.

The concept of individuals as personifications of concepts or partial spiritual realities instead of particularized unique totalities (e.g., like the Christian notion of a person) is predominant not just in Persona, but in most Japanese media (e.g., Neon Genesis Evangelion). [Click HERE for a further discussion on the presuppositions and consequences of these incompatible views].

This game mechanic allows us to delve deeper into the meaning of each Major Arcana from a human perspective, which in turn unlocks the possibility of evoking more powerful deities under the sign of the metaphysical principles they represent.

Image 7. A Prison World (III). Mankind´s ruler, explicitly defined as the Gnostic Demiurge in Persona 5, is also equated with Fate. This fight against Destiny is very common in Japanese media (e.g., Final Fantasy, especially in its most recent entries [1][2]). All deities, eventually, go back to the primordial void.


3. Setting and Themes

a. Urban Occultism

What makes Persona unique and especially interesting is that it can be defined as an urban supernatural fantasy based on real mystical and esoteric schools. 

This franchise contains so many references and influences derived from occult and metaphysical traditions that it is impossible to name them all. The most represented, however, would be: Jungian psychoanalysis and Gnosticism (as previously mentioned), Hermeticism (e.g., Alchemy, Theurgy), Kabbalah and Western esotericism (Tarot).

In addition, all mythological pantheons find representation here (e.g., Greek, Nordic, Hindu, Mesopotamian). All deities, however, are just symbolic representations of the same doctrines taught by the worldviews just mentioned, such as: the unity of opposites, solar deities who partake in a cycle of death and rebirth, reptilian creatures that represent primordial Chaos, mother-like figures representing fertility and the feminine, and personifications of Destiny.


b. A Jungian Hero’s Quest

The protagonists must confront their Jungian Shadow, the repressed aspects of their personality found in the unconscious layers of their mind, and incorporate them into their conscious personality. This confrontation marks their initial awakening in the quest towards self-transcendence. The main antagonists, on the other hand, are those who have succumbed to their Shadow, which possesses them and wreaks havoc on society through their actions.

During the game, each character continues to develop psychologically until they reach a point where the personal conflict that defines their character’s arc is resolved. At this moment, their Personas evolve and transform into their final version, representing the character’s true ultimate Self.

Such a process of integrating the opposite aspects of the personality, Jung believed, is analogous to the internal work of the alchemists3What Jung did and Persona follows, however, is to reduce the spiritual realities found in traditions such as Alchemy into symbols of mere psychological realities.

In his autobiography, however, it is implied that he believed them to be more than that, which obviously could not be acknowledged in the academic writings of the time without putting at risk his professional career.
. This work (Magnum Opus), in turn, was characterized by three sequential stages:

  • Nigredo (blackness): the dissolving of the superficial personality (ego) of the adept. It is analogous to the “dark night of the soul” in other traditions, the first step always being a difficult one symbolized by dissolution and death.
  • Albedo (whiteness): the purification stage, which allows the cleaned vessel to attain internal illumination. This step is called catharsis in any other tradition which follows a regime of spiritual exercises.4Sometimes the stage of Cititrinitas (yellowness) is mentioned as an intermediate step between Albedo and Rubedo, symbolizing the attainment of the previously mentioned illumination prior to the re-integration taking place in the next stage.
  • Rubedo (redness): the final stage of re-integration of the Self (in a spiritual sense) into a whole that contains all opposites in their purified form and transcends its parts. The adept has finished the work and is now able to return to the world, becoming a catalyst of change.

    This stage is represented by a multitude of symbols, including: the Ouroboros, the Hieros Gamos (Sacred Marriage) of the Red King and White Queen, the Rebis, the Philosopher´s Stone and the Azoth.

Image 8. Sowing the Seeds of Rebellion. Spiritual awakening, rather than being an end in itself, is seen as the necessary precondition for dethroning the tyrant god of our world. The characteristic phrase “I am thou, thou art I…“, in turn, is an echo of the famous Upanishadic saying “Thou art that” (Tat Tvam Asi).


c. Dreams and Archetypes

Dreams, for Jung, constituted one of the main windows to the archetypal world that symbolized this program of self-development, giving us clues about our situation in our ongoing process of individuation. These archetypes are analogous to the deities depicted in Persona, since both are seen as emanations of the human Collective Unconscious.

The increasing intromission of the archetypical world (the psychic, cognitive or dream world as it is variously referred to) into the normal lives of important characters capable of making a difference in the world (for better or for worse), is one of the main aspects of this franchise. It is especially notorious in the case of the main character representing the player, who has access to the Velvet Room.


c1. The Velvet Room: The Threshold Between Dream and Reality


Image 9. The assistants in the Velvet Room are of the opposite sex to the protagonists and represent their Anima/Animus, as well as the energetic counterpart (or power) of Igor, their spiritual guide.

A recurring location that appears in all the games is the Velvet Room5The Velvet Room is apparently based on the Black Lodge from Twin Peaks. Persona shares with Mark Frost and David Lynch´s franchise its general vision of reality., a place between our conscious world and the unconscious archetypal one, described as the non-material world of dreams. Created by Philemon (see below), this space changes shape depending on the psyche of its current host, implying the increased inter-subjectivity reigning in such a plane of existence.

Its inhabitants, however, are always the enigmatic Igor (the Wise Old Man archetype of Jungian psychoanalysis) and an attendant who represents his energetic aspect. Said attendant takes the opposite gender to that of the protagonist in games that allow the player to select it, indicating that he/she also represents the protagonist´s psychic sexual counterpart (Anima/Animus).

Igor and his attendant both constitute a duality (elder/young; knowledge/power) in the style of other traditions of the “One” (e.g., Shiva/Shakti in Hinduism, Yab-Yum in Tibetan Buddhism).

Both beings, after the previously mentioned contract has been signed, help the player character in perfecting his soul and in unlocking new archetypal powers. They are the psychopomps or spiritual guides of the Fool on his path to becoming the World, understanding the Tarot as an hermetic “manual” of self-transcendence (book of Thoth).


d. Horizontal Integration: Complementary Dualism

Attaining psychic androgyny, a symbol of totality, was both in Alchemy (Rebis) and for Jung (Anima/Animus dichotomy) one of the main objectives to achieve in our path of self-elevation.

We could define this aspect of the work as the integration of the horizontal aspects of being, the masculine/feminine dichotomy, a symbol of the hermetic Principle of Polarity and its derived corollary: the Principle of Gender.

“Everything is dual; everything has poles; everything has its pair of opposites; like and unlike are the same; opposites are identical in nature, but different in degree; extremes meet; all truths are but half-truths; all paradoxes may be reconciled.” 6The Kybalion (1908). Three Initiates, p. 32.

“Gender is in everything; everything has its masculine and feminine principles; gender manifests on all planes.” 7Ibid., p. 39.

The Kybalion (1908)8The Kybalion, however, is not a real original hermetic work, but a modern neo-hermetic example of Western Esotericism, syncretic in its nature. For the few surviving texts of real early Greco-Egyptian Hermeticism, see the Corpus Hermeticum, including the Poimandres.

One of the main differences between the Kybalion and the traditional Hermetica is the former´s anti-theological stance, which is in stark contrast to the latter´s heavy emphasis on theology.

The Kybalion is focused on the practitioner’s path of self-deification through “mental transmutation”, while the Hermetica aims at unification with the divine, which it reveres. In short, the Kybalion is an ultimately atheistic “spiritual but not religious” modification of the predominantly theistic Monism of early Hermeticism.
. Three Initiates.

Image 9. Transcending Death by Becoming It. The union of opposites is an omnipresent concept in Persona. The ultimate deity evoked by the protagonist of Persona 3, for example, is the Messiah (right). It can be obtained only through the fusion of Death (Thanatos, the Freudian death impulse; left) with Orpheus, the true Self of the protagonist (Orphism, as all Mystery Religions, focuses on death and rebirth).

Here, Messiah represents the incorporation of Death into the spirit of the protagonist. By doing this, he becomes analogous to that of the solar gods in their periodic cycles of death and resurrection, such as Apollo in Orphism. In the Christian theology to which it alludes, to the contrary, Death is conquered and destroyed, being the consequence of sin.


e. Vertical Integration: Assimilating the Shadow

The vertical aspects, on the other hand, would be represented by the integration of the Shadow, those parts of ourselves that are not morally acceptable to our conscious personality.

This represents the internal (microcosmic) version of the hermetic Principle of Correspondence:

As above, so below; as below, so above. […] This principle embodies the truth that there is always a correspondence between the laws and phenomena of the various planes of being and life.” 9Ibid., p. 28. 

The Kybalion (1908). Three Initiates

Altogether, by integrating the vertical and horizontal aspects of our being we would obtain the cross, in the center of which is the Self, which although not explicitly mentioned by Jung is understood as transcending death. The correspondence between macrocosm and microcosm, of transcendence with immanence, is thus realized.

In short, the process of individuation was, according to Jung, analogous to the work of the alchemists to immortalize themselves, as well as the path of the Gnostics to free their pre-existing soul (the Spark of Divinity inside us) from the influence of the rulers of this world (the Archons; alchemical planets [understood as spiritual influences]) and their sovereign, the Demiurge.

Image 11. When it comes to representing Christianity, Persona modifies its basic doctrines in order to fit them into a perennialist framework. The Virgin Mary, for example, becomes merely another representation of the eternal feminine representing fertility, rather than the mother of God (Theotokos).



4. The Source of both Gods and Mankind: Persona´s View on Ultimate Reality

We have discussed how, in Persona, the gods are created by the human Collective Unconscious. Who created mankind, then? What is Persona´s vision of Ultimate Reality?

This question is typically answered with greater detail in Persona´s parent franchise, Shin Megami Tensei. However, due to the Hermeticism prevailing in Persona and the narratives of some of its most popular games, we have enough data to affirm that Persona, like its parent franchise, adheres to a version of impersonal Monism: Panentheism.

First of all, the first and most important “hermetic” principle, as Western esotericism understood it, is the principle of Mentalism:

“The ALL is Mind; the Universe is Mental.”10The Kybalion (1908). Three Initiates, p. 26. 

The Kybalion. Three Initiates

This Panpsychism, in turn, meaning that all life is a thought of the Universal Mind, an Ocean of Being containing all possibility of existence that does not interact personally with its creatures. It is the Absolute, the Monad. Once emanated, these beings, given that they are also part of Universal Consciousness, are thus capable of thinking further existences into being.11This fractal image of creation, however, is orphaned of a God who cares, as in all impersonal Monism.

The Collective Unconscious, then, behaves like a consensus mind formed by the totality of its individual members, capable of thinking into existence different “gods” due to an internal need.

In Persona´s Universe, the two primordial gods emanated this way are Philemon and Nyarlathotep12Nyarlathotep is based on the character of the same name from H. P. Lovecraft‘s Cthulhu mythos, evoking the concept of a primal evil that cannot be understood. Philemon, on the other hand, is the spiritual mentor that C.G. Jung explained seeing in dreams in his autobiography, representing superior knowledge and guidance., the representatives of the positive and negative traits of humanity, respectively.

In other words, from the One derives the Two, complementary opposites that, paradoxically, cannot exist independently from each other (like the Yin-Yang of Taoism).13This is completely opposite to the theology of the Christian Trinity, for example, where no Person (Father, Son and Holy Spirit) is defined by its enmity (dialectic) with another, all three sharing equal co-primacy by being one God and one in will.

[Click HERE for an in-depth discussion of the far-reaching implications derived from this theological difference.]

In Persona 2: Innocent Sin, both complementaries reveal that they have always been involved in a proxy contest over whether mankind can embrace its contradictory tendencies and find a higher purpose before destroying itself.14ペルソナワールドガイダンス [Persona World Guidance](2001; in Japanese). SoftBank Creative.15Farokhmanesh, Megan (2016). “The Persona Series, Explained”. Polygon.

In other words, good and evil are enacting a “good cop, bad cop” dialectic, everything else being born from this tension. The objective of both being to confirm if humanity can integrate within itself the opposites that both poles represent in a balance that does not end in self-defeat16Which implies that “evil” is not truly evil, just a necessary harsher teacher, also part of the One. God, instead of having one Son, had twins instead (Complementary Dualism; see image 17).. This union, in turn, symbolizes a return to the One from which they derive.

In panentheistic systems, this is equivalent to awakening to the fact that we were always the One to begin with.

THE INCREASINGLY GNOSTIC WORDLVIEW OF PERSONA [Click Here]

a. The Collective Unconscious and the Global Shadow of Death

Many of the main antagonists of Persona are just representations of death. Many times, this death is identified with the primordial Chaos before any particular being existed, the cradle of all possibility of existence.

For example, according to the official Persona Club P3 book19ペルソナ倶楽部P3 [Persona Club P3] (2006, in Japanese). Enterbrain, pp. 4–11., the Collective Unconscious was birthed by primitive life on Earth as a means to contain the spiritual essence of the Night (Nyx; Greek maternal goddess symbolizing a return to the womb and, thus, death).

In the human mind, both the life and the death instincts coexist, the latter being described as fragments of the mind of Nyx (the Shadows). This implies that if Nihilism and wishing for death become predominant in the human Collective Unconscious, the night will be evoked, manifesting the will to return everything to the original void.

Ultimately, the narratives of Persona are a representation of the fight against the worst tendencies in the minds of the masses, capable of bringing into existence their particular consensus reality and prone to being manipulated by external powers.

Image 12. The protagonist’s objective is to achieve the transcendence of his human condition, represented by the last Major Arcana, the World, symbolizing the Absolute.

The symbolism used in this card, in turn, includes the tetramorph of Christian art which initially represented the Four Evangelists and pointed to Christ as the totality. He was identified with the Logos that contains and gives to everything its Reason (logoi) for existence [bottom right].

The Absolute of Esotericism, on the other hand [upper right], is an impersonal totality that represents everything that exists. In the Tarot, the four creatures no longer represent the Evangelists pointing to Jesus, but rather the four classical elements 20DeVore, Nicholas (1947). Encyclopedia Of Astrology. Philosophical Library, p. 355..

Note how the symbolism used in Persona includes a central figure, analogous to the hermetic Caduceus (symbol of the Unity of Opposites), with a snake entwined with it (wisdom and unity) [bottom left]. Furthermore, the back of each card focuses on the notion of Complementary Dualism [upper left].

THE AXIOM: ULTIMATE REALITY IN SHIN MEGAMI TENSEI [Click Here]


b. Consensus Reality: Be Careful With What You Wish For

Humanity’s reality-creating power, actualized through the Collective Unconscious, is exemplified differently in the various games in the franchise:

  • Persona 2 focuses on the effect of rumors on the fabric of reality.
  • Persona 3, as mentioned before, discusses how depression and the internal darkness of society as a whole can summon Death itself.
  • Persona 4 focuses on how the media distorts our perception of reality and the Other through mental manipulation.
  • Persona 5 shows how the desire of the masses to free themselves from the responsibility of free will leads the Collective Unconscious to the creation of the Demiurge, the God of Control.

The central theme in all the games, however, is the same:

The intrinsic divinity of our human mind, capable of rewriting reality, with our common personality (ego) being no more than a mere mask (Persona) of the One True God, the Universal Mind.

DIGITAL DEVIL SAGA AND THE REVELATION OF THE METHOD [Click Here]

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  • 1
    The title, formerly Revelations, means “True Goddess Metempsychosis“, thus emphasizing the concept of reincarnation.

    The series is loosely based on the Digital Devil Story novels by Aya Nishitani.
  • 2
    As of November 2022, the series has sold over 16 million copies worldwide and generated over $350 million in revenue.
    [“Top Brand Licensing Agents 2023”. License Global. April 4, 2023, p. 3. Registering required].
  • 3
    What Jung did and Persona follows, however, is to reduce the spiritual realities found in traditions such as Alchemy into symbols of mere psychological realities.

    In his autobiography, however, it is implied that he believed them to be more than that, which obviously could not be acknowledged in the academic writings of the time without putting at risk his professional career.
  • 4
    Sometimes the stage of Cititrinitas (yellowness) is mentioned as an intermediate step between Albedo and Rubedo, symbolizing the attainment of the previously mentioned illumination prior to the re-integration taking place in the next stage.
  • 5
    The Velvet Room is apparently based on the Black Lodge from Twin Peaks. Persona shares with Mark Frost and David Lynch´s franchise its general vision of reality.
  • 6
    The Kybalion (1908). Three Initiates, p. 32.
  • 7
    Ibid., p. 39.
  • 8
    The Kybalion, however, is not a real original hermetic work, but a modern neo-hermetic example of Western Esotericism, syncretic in its nature. For the few surviving texts of real early Greco-Egyptian Hermeticism, see the Corpus Hermeticum, including the Poimandres.

    One of the main differences between the Kybalion and the traditional Hermetica is the former´s anti-theological stance, which is in stark contrast to the latter´s heavy emphasis on theology.

    The Kybalion is focused on the practitioner’s path of self-deification through “mental transmutation”, while the Hermetica aims at unification with the divine, which it reveres. In short, the Kybalion is an ultimately atheistic “spiritual but not religious” modification of the predominantly theistic Monism of early Hermeticism.
  • 9
    Ibid., p. 28.
  • 10
    The Kybalion (1908). Three Initiates, p. 26.
  • 11
    This fractal image of creation, however, is orphaned of a God who cares, as in all impersonal Monism.
  • 12
    Nyarlathotep is based on the character of the same name from H. P. Lovecraft‘s Cthulhu mythos, evoking the concept of a primal evil that cannot be understood. Philemon, on the other hand, is the spiritual mentor that C.G. Jung explained seeing in dreams in his autobiography, representing superior knowledge and guidance.
  • 13
    This is completely opposite to the theology of the Christian Trinity, for example, where no Person (Father, Son and Holy Spirit) is defined by its enmity (dialectic) with another, all three sharing equal co-primacy by being one God and one in will.

    [Click HERE for an in-depth discussion of the far-reaching implications derived from this theological difference.]
  • 14
    ペルソナワールドガイダンス [Persona World Guidance](2001; in Japanese). SoftBank Creative.
  • 15
    Farokhmanesh, Megan (2016). “The Persona Series, Explained”. Polygon.
  • 16
    Which implies that “evil” is not truly evil, just a necessary harsher teacher, also part of the One. God, instead of having one Son, had twins instead (Complementary Dualism; see image 17).
  • 17
    For Satanael´s origins in Judaism, see: Orlov, Andrei (2011). Dark Mirrors: Azazel and Satanael in Early Jewish Demonology. SUNY Press.
  • 18
    The date on which Catholic and Protestant (and some Orthodox) Christians celebrate the Incarnation of God.
  • 19
    ペルソナ倶楽部P3 [Persona Club P3] (2006, in Japanese). Enterbrain, pp. 4–11.
  • 20
    DeVore, Nicholas (1947). Encyclopedia Of Astrology. Philosophical Library, p. 355.
  • 21
    The Axiom is the origin of the Multiverse, but at the same time, as in all panentheistic views, it transcends it.
  • 22
    This time, however, using mostly Hindu concepts and symbolism (Advaita Vedanta and Tantra) in order to convey the doctrines of Panentheism (the One)/Non-Dualism.

Symbolism

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<br> The popular video game series Persona, which has become one of the most recognizable franchises in role playing games worldwide, is drenched in esoteric and occult metaphysics. <br><br> Its stories involve a rebellion against a false deity that embodies the worst flaws and passions of humanity, with the protagonist, the avatar of the player, living during the course of the game a process of spiritual awakening symbolized by the Major Arcana of the Tarot (Hermeticism) and expressed in Jungian psychoanalytical terminology. <br><br> In a clear Gnostic context, the protagonist must face his Shadow and reach his personal Apotheosis through the integration of the opposites present in his psyche, the death of his mundane ego, and the awakening of his true Divine Self. <br><br> In the world of Persona, each of the many deities present is nothing more than the personification of an archetype contained in the human Collective Unconscious, capable of creating the illusory consensual reality in which we all live. True reality, therefore, is implied to be pure Universal Consciousness (impersonal Monism), equivalent to our true Self. PERSONA SERIES: Gnostic Rebellion and the Quest for Jungian Apotheosis