The “More is More” of Persona 5’s Interface

Aug 5, 2025

And here I was, talking about “less is more” in the previous post. Now for some contrast: Persona 5 takes the exact opposite route, “more is more,” and still delivers one of the slickest UX experiences out there, both in interaction and interface.

The game’s director even said that designing the UI is a headache. It’s a tough balance, merging functionality and pure style, but somehow they nailed it.

Stylish Menus, Combat Included

If you don’t know, Persona has always had incredible UI—both in its main menus and its turn-based combat system. It’s not just about getting from A to B, it’s an experience. Every transition, every icon, every selection has flair.

To be completely honest though, I didn’t enjoy Persona 5 as much as everyone else did. I liked it, sure, but I just couldn’t join the ranks of hardcore Persona fans. I wanted to, but it didn’t click for me the way it does for so many others.

Still, credit where credit’s due.

It’s a JRPG with a strong “slice of life in Japan” vibe. You play as a transfer student dealing with your own mess of a backstory, and then, plot twist, you gain magical powers that let you change people’s hearts by entering their minds, or “palaces”, and stealing symbolic objects. That’s where the famous line comes in: “Steal Your Heart.”


So Why Am I Even Writing About It?

Because even if the story and gameplay didn’t fully hook me, the menus absolutely did.

If you asked me to name the most iconic game I’ve played based purely on one static screenshot, I’d say Persona 5 without hesitation.

Its UI is bold, loud, and stylized to the max. And somehow, it works. It doesn’t just look cool, it feels like it belongs in the world of the game. It’s full of personality, but still totally functional.

More is More (and That’s Okay)

When you first see Persona 5’s menu, you might think, “Wait, is this just a poster or fan art?” Nope, that’s the actual interface. It’s packed with elements. Fonts flying everywhere. Icons with shadows. Jagged edges. Overlays on overlays.

But in practice, Atlus (the company behind the series) somehow made it work.

It’s not just style over substance, it’s style with substance. The visuals never get in the way of the UX. You know what you’re doing, where you’re going, and it all flows surprisingly smoothly.


And It’s Not a One-Time Thing

Atlus has a pattern of strong visual identity across its games. I mean look at this!

P3 Reload and Metaphor respective.



More is More or Less is More?

So yeah, I love these menus and I’m clearly not the only one. They’ve become iconic for a reason.

But going with a “more is more” approach isn’t easy. It’s risky, loud, and can easily fall apart if you’re not careful. That’s why it works so well here, because Atlus knows exactly what they’re doing.

They understand the rule well enough to break it with purpose, crafting a UI that’s both chaotic and clean, loud but never confusing. It’s proof that sometimes, breaking the rules can lead to something unforgettable.

Made with lots of love (and coffee)

by Arthur Spring

Made with lots of love (and coffee)

by Arthur Spring

Made with lots of love (and coffee)

by Arthur Spring

Made with lots of love (and coffee)

by Arthur Spring

Made with lots of love (and coffee)

by Arthur Spring

Made with lots of love (and coffee)

by Arthur Spring

Location

Zürich, Swiss (04:57 PM)