You would assume, perhaps wisely, that a Persona 4
postmortem would refer to performing an autopsy on a poor soul who died of old age while trying to finish the epically long RPG. But all we've got for you today is the game's creators discussing the highs and lows of development with Gamasutra
As is usual, the "lows" are actually just the difficult parts of designing the game rather than what didn't work about the title, but it's still worth a read to see how Atlus tackled the Herculean task of creating a 100-hour game that at least some
of you lived to see the end of.