Persona 4 has not yet been officially confirmed to receive a remake, but it remains one of the most speculated possibilities following the release of Persona 3 Reload. Atlus has proven willing to revisit and reimagine its legacy titles, and Persona 4, with its beloved characters and enduring popularity, is a natural next step. If that remake does happen, there’s one modern shift it should adopt: giving the protagonist a voice.

Traditionally, Persona protagonists have been mostly silent outside of battle cries or short affirmations. The idea was to let players project themselves onto the hero. But Metaphor: ReFantazio, also developed by Atlus, makes a compelling case for a middle ground—its protagonist, the Traveler known as "Will," has voiced lines that build character while still allowing for personal interpretation. If a Persona 4 remake adopted this strategy, it could enhance storytelling without compromising player agency.

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A Persona 4 Remake Should Feature Voiced Dialogue

One of the most understated strengths of Metaphor: ReFantazio is how the protagonist’s voice adds dimension to even mundane interactions. When Will responds to party members, there’s a distinct tone—respectful, sarcastic, doubtful—that subtly colors the scene. That kind of emotional context could make a world of difference in Persona 4, especially during pivotal moments like the team’s tense discussions after discovering new information about the Midnight Channel.

Yu NarukamiPersona 4’s lead— could react audibly when Yosuke makes an insensitive comment, or when Nanako asks him why people lie. A small, thoughtfully voiced line like, “That’s not okay, Yosuke,” or a softly spoken, “I wish I could tell you, Nanako,” could amplify emotional impact. These responses don't need to dominate the scene; they just need to exist. Players still choose what Yu says, but now they hear how he says it.

This doesn’t mean the character should be overwritten. Persona 3 Reload already proved that a silent protagonist can gain more presence with just a few well-placed voiced responses. During SEES’ missions and personal moments, the added voice lines helped establish the protagonist as a real figure within the world, not just a vessel.

Dialogue Makes Storytelling More Cinematic in Persona 4

Adding voice acting for Yu could transform Persona 4’s scenes into something more dynamic and cinematic. The game’s mystery-heavy plot thrives on tension and emotional stakes, both of which are heightened by human voices. A voiced reaction to Teddie’s revelation about his true identity, or to the looming dread of the fog consuming the town, could intensify these narrative beats.

More voiced lines could even affect the infamous confrontation with Namatame in the hospital. As it stands, Yu is mostly silent while the rest of the team spirals into chaos. A few voiced lines could flip that dynamic. “We’re not killers,” spoken with conviction, would ground the scene in a moral core. Or if the player chooses a more aggressive path, “He doesn’t deserve mercy,” could signal Yu’s own unraveling.

There’s also an opportunity here to address one of the criticisms sometimes leveled at Persona 4: that the player character feels passive in the story’s most critical moments. A voice doesn’t just make the character more lifelike—it makes them active, engaged, and central to the drama unfolding around them.

Metaphor’s Approach Gives Players More Agency

Critics of voiced protagonists often raise concerns about self-insertion, fearing that a spoken line might not reflect what the player intended. But Metaphor: ReFantazio offers a clever solution. By giving players the chance to select dialogue that aligns with multiple tones—defiant, empathetic, analytical—the game lets players define Will’s personality through choice, not silence.

If Persona 4 included a toggle at the start for limited versus full voice lines, that would accommodate both sides of the debate. Those who prefer a traditional silent protagonist could keep that immersion, while others could opt for the Metaphor-style experience.

Moreover, voiced dialogue helps in shaping a protagonist’s beliefs more clearly. In Persona 4, key scenes like the school cultural festival or Yukiko’s Shadow confrontation would hit harder with a more expressive protagonist. When Yukiko breaks down, Yu could respond with calm encouragement, “It’s okay to want more,” or stunned silence broken by a whispered, “I didn’t know you felt this way.”

A Persona 4 remake doesn’t need to abandon tradition entirely, but it shouldn’t be afraid to evolve. Metaphor: ReFantazio proves that it’s possible to voice a protagonist without compromising the freedom players value. By adding a few more lines—just enough to convey emotional tone and personal stakes—Atlus could make Yu Narukami feel less like a placeholder and more like the quiet but powerful heart of Persona 4’s story.

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JRPG
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Top Critic Avg: 88 /100 Critics Rec: 95%
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Released
December 9, 2008
ESRB
M For Mature 17+ due to Alcohol Reference, Animated Blood, Language, Partial Nudity, Sexual Themes, Violence
Developer(s)
Atlus
Publisher(s)
Atlus
Engine
RenderWare
Franchise
Persona
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SUBSCRIPTION
DIGITAL
PHYSICAL
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Genre(s)
JRPG