Metaphor ReFantazio Review: Gameplay Impressions, Videos and Top Features

Sega

Metaphor: ReFantazio from developer Studio Zero aims to take tried-and-true bits of powerhouse series like Persona and implement them into fresh-feeling visions for a can’t-miss RPG experience.

Ambitious, but not impossible given the talent at the controls. Metaphor is the first original Studio Zero project since its formation in 2016 as an offshoot to Atlus’ Persona-centric titles, and the influences are apparent upon the briefest of glances.

A turn-based RPG with elements from Persona and others that will make players feel right at home, Metaphor hopes its own innovations can earn similar devoted player bases, if not Game of the Year nominations.

Given all of that, it’s not hard to see why Metaphor has remained near the top of 2024’s most anticipated titles lists.

Graphics and Gameplay

From a presentation standpoint, Metaphor is very much Persona-like with some unique spins.

The realm of Euchronia is varied, colorful, and engrossing, be it out in the actual open regions or even fighting through one of the many detailed dungeons or visiting communities.

It’s not just eye-catching—the world feels lived-in and is a joy to explore, with the medieval fantasy backdrop and all that comes with it quite immersive.

One interesting design decision on this front is the inclusion of anime cutscenes, full-blown efforts that will have players casting aside controllers to enjoy.

It helps that sound design is an overall plus, too. The protagonist is actually voiced in key spots, most characters sound great, the overarching soundtrack is grand and memorable and that battle music is going to get stuck in player’s heads—and they probably won’t complain about it.

Veterans of Persona and others will feel right at home with Metaphor’s turn-based combat-real-time blend, too.

The real-time combat, like in other titles, can take place in the field. Players can and will need to dodge attacks, too, and sneaking up on enemies can lead to an advantage when the turn-based battle starts. Thankfully, players can eventually just defeat groups of weaker enemies outright on the overworld without needing to go into the deeper battle, which reduces some grind.

Within turn-based combat, the system still hinges on strategic decisions regarding how to spend limited movements each turn while attempting to exploit enemy weaknesses.

Rather than going the Persona route here, though, the big, in-depth shakeup is the Archetype system, which powers party combinations and allows players to combine abilities of different job classes.

Some of the options won’t shock RPG players, of course. There are foundational building blocks, of course, like Warriors feeling tank-like and magic-focused Mages. The real magic pops when combing through the double-digit Archetypes and toying with combinations.

Synthesis attacks are the top dog in terms of asking players to balance how they handle their turns and bonus moves. This takes up two turn icons, but combines elemental attacks from two characters for huge, strategic outputs.

The result is a system that is fun to play and explore, while feeling both familiar and different enough to stand on its own. There’s also a nice balance of casual-based gameplay with some surprising depth for those who see it.

Beyond combat, players will manage party bonds, as Metaphor leaves the romantic stuff to the Persona series. Players traverse the world in the amazingly named landship Gauntlet Runner, juggling an interesting day-night balance to the gameplay loop. Players quest by day and explore the relationships side of the game by night.

A daily calendar with time-based activities governs the pace. Like combat, this forces some tough strategic decisions, such as spending multiple days on the calendar to cross big distances on the map. Certain story beats and character development may unfold during that span, but the next major event on the calender looms all the closer, too.

Notice a theme? This, too, feels like Persona, with a twist. It’s a smooth gameplay loop with a “just another turn” feel, especially when the world is so gorgeous, the characters compelling and the rewards for exploration varied and worthwhile.

Story and More

Metaphor isn’t going to blow the doors off RPG storytelling with its base hook.

Players take the role of an orphaned boy, who happens to be one of the prince’s childhood friends, also happens to have a fairy companion Gallica and some fairly unique powers and away the narrative goes. Also, said prince happens to be stricken in an eternal slumber and the throne might be up for grabs.

That base hook sells things a bit short though. Along the way, thjere’s a stark shift away from Persona’s young adults vs. evil adults theme. It’s refreshing, too, as this lets Metaphor explore themes like the failures of a supposed perfect fantasy world compared to real life (hence, ReFantazio in the title, as a re-imagining of fantasy worlds, presumably) while each of the core characters takes on compelling personal growth arcs as things progress.

Frankly, it’s a little nice to be free of Persona’s romantic pursuits and the confines of school walls and backdrops, too.

Some of the bonds players will form occur beyond their own party, too. Winning over the populace of the world’s different regions plays a big part in the wider royal tournament. It goes beyond simply progressing the narrative, too, as doing this can unlock things like new Archetypes.

As a whole, Metaphor is an absolutely massive, almost daunting undertaking, with complex relationships, careful storytelling in the main narrative and within environmental hints, and an eye-popping amount of content to tackle.

Players will be happy to hear, then, that the gameplay loop remains engrossing and progression flows nicely.

As expected, Metaphor arrives with lots of tweakable options in the menus and runs well, even during the high-intensity fights with animations and particle effects all over the place.

Conclusion

Metaphor takes some of the best elements found in Persona and Shin Megami Tensei, blends them together with some meaningful story beats and characters that have something to say and emerges a success.

It is, simply, proof of the idea that the Persona formula has near-endless potential if applied to other settings, games and ideas.

Frankly, it’s hard to even pick a weakness with Metaphor, as it oozes polish and care. The fact there is simply a staggering amount of replay value to top it all off will make the wait for a possible sequel—or other similar takes on Persona—more bearable.

In the short term, it feels like Game of the Year lists without Metaphor just aren’t doing something right.

Reviews

0 %

User Score

0 ratings
Rate This

Leave your comment

Your email address will not be published. Required fields are marked *