Metaphor ReFantazio: A Must-Play Fantastical Adventure

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Why did Atlus name their new RPG Metaphor: ReFantazio?

This was a top question at a recent press event in New York where media, including GameSpot, got to play five hours of the game and talk with the developers. The answer is simple: the whole game is a metaphor, said producer Junichi Yoshizawa. It might sound odd, but it soon made sense to me.

Unlike many fantasy worlds that are sort of like ours, Metaphor: ReFantazio starts by asking you for your own name and how you see fantasy. The main character often reads a book about a high-tech world similar to ours, making the game’s meta theme clear. This could have felt preachy or cheesy, but it didn’t.

After playing for almost five hours, I was hooked by the characters, story, and gameplay. The game’s metaphor was also very engaging. Despite my worries about the main party and some reused story ideas, I’m excited to play more—like, 60+ hours more. This is my most anticipated game for the fall.

During the demo, I experienced both the beginning of the game and a part that was nine hours in. The game starts with the hero, fully voiced unlike Persona’s silent protagonists, traveling with strangers to the Royal Capital. But soon, their vehicle is attacked, splitting the hero and his pixie friend Gallica from the group, forcing them to walk to the city. We learn they need to join the royal military to find a friend and deliver an important message. As the story unfolds, we discover the hero’s mysterious background and his link to the prince. This setup introduces us to exploration and combat.

We all love it when games surprise us.

The combat is a mix of flashy Persona battles and Shin Megami Tensei’s strategic moves but with fresh elements that make Metaphor unique. It uses real-time combat bonuses, like hitting enemies on the field to reduce their health before the battle starts. This speeds up fights, especially with weaker foes.

Another new feature is the Archetype system, which works differently from Persona’s summons. Archetypes act as job classes unlocked through the story and bonds with characters, with around 40 to try out. All party members can change classes, but only outside of battle in a place called Akademia. Some classes offer unique advantages, like the Merchant class that can stun money-hungry enemies by throwing money at them. I was a bit disappointed that changing classes doesn’t come with cool outfit changes, but that’s a minor gripe.

Outside of combat, Metaphor shows its similarities to Persona with three familiar systems: Royal Virtues (like Social Stats), Followers (similar to Social Links), and an in-game calendar. The game’s main goal is to become king, so forming connections with both main characters and the general population is crucial. The calendar system adds a layer of anxiety, as you can’t do everything in one playthrough, making choices feel precious.

In the second demo part, I had more freedom and chose to explore a crypt instead of heading straight for the main objective. This led to a boss fight, a dark artifact, and a new bond with a shady character. It also showed that each dungeon is uniquely designed, unlike the procedural ones in earlier Persona games. This makes dungeons feel like important objectives rather than filler content.

Exploring Metaphor’s world was a joy. Locations were beautiful and felt alive, like the old castle town of Martira with its worn streets and Bavarian homes. I met various characters in the town’s alleys and around its central fountain, adding to the world’s richness.

Even though my time in Martira was short, I felt I understood its history and culture, which is impressive given P-Studio’s previous titles set in real-world Japan. The fantasy setting allows for more creative freedom but can feel familiar if you’ve played other fantasy JRPGs like Final Fantasy or Xenoblade Chronicles.

Despite this, I loved the game’s unique metanarrative, emphasizing how video games and fantasy are inspired by and can inspire the real world. Metaphor is a political game, addressing social issues like prejudice and inequality. While some themes felt superficial in the demo, I hope the full game will delve deeper.

I’m hopeful but cautious about the characters. So far, they feel a bit one-dimensional. For example, Strohl’s discovery of his Archetype was thrilling, but his personality and backstory seemed familiar. The same goes for the mentor character, Grius. Atlus is great at creating interesting characters, so I hope to see more depth as I play on.

Atlus always excels in art and music. The characters have the signature Atlus style with a fantasy twist, and the monsters are creative and dark. The game features more blood than Persona, adding a darker tone. Metaphor’s visual style contrasts its dark theme with a colorful UI, and the music, composed by Shoji Meguro, is dramatic and intense, with operatic voices in Latin.

The best thing I can say about a preview is that I didn’t want to stop playing, and that’s true for Metaphor: ReFantazio. I’m excited to learn more about the characters, the connection between Euchronia and our world, and the game’s themes. I can’t wait for October 11 when it releases on PlayStation 5, PlayStation 4, Xbox Series X|S, and PC.

Sam Gordon
Sam Gordon
Gordon serves as a freelance writer for GamerInbox while also pursuing his studies in Games Design and acting as a Video Game Ambassador. He has been contributing to GamerInbox for more than 5 months.

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