I feel like people in this thread should at least understand the process of localization and the costs:
Translating an AAA game from english to japanese costs about 75k(300000 words), while translating it to spanish goes on about 60k for the same amount of words. Once you choose spanish you must select the target audience, if you go for europe you'll have to add french, german and maybe italian, so you'll end up spending 4 times that amount, and if you go for LATAM you'll maybe need to translate it to portuguese, since the brazilian market is pretty huge, double costs...
Also for a proper translation you'd need a professional that(ideally) has spanish as their native language and japanese as their second, for an indie game, for an AAA game you need a full team, and a goddamn good editor, so they can even out each of the translators texts. This is goddamn hard to find, so i'd bet translating from spanish to japanese it'd be a bit more pricey... the game's fonts have to allow for characters like ñ and ¡ and honestly a lot of fonts can't handle it, and some game codes won't allow that kind of characters in a friendly manner at all...
Indie games need the translations for a bigger reach, but they also have community members handling it, or are made with localization in mind, if you look at
Paper's Please log for localization, Pope literally bent the whole code of the game for that to work, that's much harder to do on an AAA game if you didn't plan to localizing it. Not to mention Persona 5 is pretty art heavy, so you'll have that cost added too.
Atlus can't spend that much money in a localization, bamco and square are much bigger than Atlus so they can afford spending over 100k for localizations, but for P5 that would probably be way over 10% of the game budget xO
Honestly, bamco couldn't even afford english translations sometime ago, seeing how Vesperia was an xbox 360 exclusive because Microsoft dealt with localization costs>_>
*iirc these values are for subs