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Metaphor: ReFantazio Review: Modern Fantasy Perfects Persona Formula
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Metaphor: ReFantazio Review: Modern Fantasy Perfects Persona Formula

Metaphor:ReFantazioReview:ModernFantasyPerfectsPersonaFormula

Atlus' experiment to port the modern turn-based RPG formula back into a fantasy setting ends up transcending both.

Posted 7 days ago

Platform reviewed on: PlayStation 5

Pros

  • Deep and versatile Archetype job system
  • Press Turn makes battles strategic
  • Enjoyable and thought-provoking story

Cons

  • MP management may be a struggle for first-timers
  • Performance can vary in some areas

ESRB Age Rating: Teen
ESRB Content Descriptors: Blood, Language, Mild Suggestive Themes, Use of Alcohol, Violence

Review code provided by the publisher.

When Atlus set out to create the Megami Tensei series – the dungeon-crawling RPG from which Persona was spun off – it wanted to see if all the fantasy elements of the genre could be transposed onto modern day urban settings. Now, with Metaphor: ReFantazio, the studio was similarly curious to see if it could bring all the necessary hallmarks of that transformation back across into the fantasy realm. The result is a truly incredible bit of world building, with a winding story of political intrigue, beats that defy expectation, and a fresh take on familiar systems in a style of its own.

The player begins a Squad battle in Metaphor ReFantazio by attacking an enemy in the field

Stun your enemy and you get a flashy chance to gain the upper hand.

©Atlus / Sega

Take the usual Personae – various mythological creatures and demons from different faith structures arranged around a tarot-themed Pokedex – for example. These living weapons are replaced with a magical suit of armor characters can transform into, called Archetypes. The name is apt as each is themed around a job, or class, common in other turn-based RPGs, such as Thief or Healer. And along with the daily structure of building social links (now Bonds) and improving your attributes (now Royal Virtues), this is still very much the Persona formula – with a few concessions and improvements.

Most notably is the flow of battle, where Press Turn is a more versatile turn-based combat system than One More. You can begin turn-based squad battle at any time when you encounter a mob in a dungeon, but you can also try to stun or defeat them out in the field. Attack enough times and you’ll deplete their stun meter, entering battle with an advantage on them. However if they land an attack on you, then you’ll be the one ambushed. And if you’re high enough level above them, then they’ll just be defeated immediately, without having to go through the time-sink of a squad battle.

Each character gets a turn icon, but passing to the next character or hitting the enemy’s weakness only consumes half a turn icon. There are also powerful Synthesis skills, which can only be used if the correct combination of Archetypes are present on the field, but these use two turn icons and MP from each contributing character. If you hit an enemy weakness with those, then it consumes two half icons, leaving two turns still to be used. It’s a quirky system to non-Shin Megami Tensei veterans that eventually becomes second nature in your head as you rattle through menus in the heat of battle.

The Archetype unlock menu in Metaphor: ReFantazio

Unlock and choose which Archetypes you want to fight with and level up.

©Atlus / Sega

There are also entire Archetypes built around increasing your own turn icon counts, or reducing the enemy’s. If either side misses an attack, it consumes double the icons. If an attack is blocked or repelled, your turn is over outright. The turn icon economy becomes an entire separate layer of the battle, outside of health management and attack damage buffing, which can lead you to victory. You can even spec out characters to take advantage of it, giving a tank high evasion skills while taunting enemies into attacking them.

  • The unique style of Metaphor: ReFantazio

    Persona games are perhaps best known for the style that drips from their menus and soundtracks, often a sort of jazz-infused bossa nova vibe. Metaphor instead takes hints from the European renaissance movement, splashing its UI and menus with paint, having an impressionist art style in the game's environments, and using designs from Hieronymous Bosch paintings depicting hell for its boss enemies.

    The soundtrack, too, goes for more traditional inspirations, though composer Shoji Meguro still pulls in influences from modern rhythms as well. The battle music features a monk what can only be described as rapping, and it is the hypest thing I've ever heard.

All of that is built on the backbone of the Archetype unlocking system, a sort of job class sphere grid, amalgamating some of the best upgrade and specialism systems from previous turn-based RPGs. Meeting new supporters and followers will expand your repertoire of Archetypes, an ancient magic powered by the strength of one’s convictions, rather than catalyzed by one of the Church’s heavily-regulated Igniters.

Catherina and the protagonist shake hands in Metaphor: ReFantazio

Forge bonds to unlock new Archetypes.

©Atlus / Sega

Any character can channel any Archetype, and level up through their ranks to unlock each class’s skills. You can then inherit those skills while equipping a different Archetype, letting you mix and match to make your ideal party member. And to progress through some Archetype lineages, you’ll need to study another one to a specific level first, encouraging you to experiment with different builds on characters to figure out how they work best.

Unlocking new Archetypes isn’t the only reason to gain new followers though, as they often provide other passive buffs either during battle or things like discounts at stores, or reducing the amount of time you need to spend doing certain activities throughout your days. You also get some of the best side stories in any RPG ever written.

The subtle change of social link conversations no longer rewarding bond increments on dialogue choices, instead giving small amounts of Mag – a currency gained through battle used for unlocking and upgrading Archetypes – means you no longer worry about a conversation going “correctly.” The total removal of romance options also avoids this secondary social anxiety, allowing you to experience the team dynamic as a whole, rather than solely the protagonist’s individual relations with each of them.

That team dynamic feels more natural as well, melding together their diverse backgrounds and uniting them in a common cause in restoring justice to the country. But when each member is given their chance in the spotlight, to explore those backstories in bond conversations, each is a neat arc through that character’s unique personality, and the circumstances surrounding their place in the misfit brigade.

Heismay, a sort of bat creature, stamps on some dough to knead it.

I will be using this technique any time I make bread from this day forward.

©Atlus / Restart

The subject matters are surprisingly nuanced and timeless, though always through an appropriate lens for the game’s medieval world. In one, a team member climbs out of a pit of grief over the loss of a child. In another, one comes to terms with their own successes, despite early opportunities afforded by the privilege of wealth. Modern anxieties through a fantasy lens. The game wears its allegorical nature even on its own box sleeve – it’s called Metaphor, for Closurei’s sake – but amazingly never seems to feel overwrought.

Zorba says "I had thought to gather an unstoppable swell of magla, but... it doesn't matter anymore! Those lordly pigs can drown in their own dread!" beneath a menacing face in the sky carved from a rock floating above them. The party stands ready for battle.

Plenty of good bad guy monologues to hear, as well.

©Atlus / Restart

The overarching story begins with the regicide of the kingdom’s ruler, which sets into motion a magical plan by the king to force the next leader to be chosen not by the hereditary lineage, but by the support each candidate can gain from the wider population. It’s a pretty convoluted way to convert a nation from a monarchy to a democracy, but sets a grand stage for the most interesting popularity contest I’ve ever seen – in fiction, at least.

There are additional complicating factors, our brave protagonist stands in the race in order to restore the rightful prince, whose attempted assassination was foiled years ago but remains in a curse-induced coma until his would-be assassin is killed. There’s also all the other magic-based rules to the world which, in perfect Shōnen anime style, tee-up an exciting underdog story as you build power through battle and forging alliances.

"The whole game begins to feel like a road trip with your friends after a while."

Despite its constituent parts all looking like a grab bag of the best parts of previous Atlus games, everything feels both new and purpose-built to feed into one another. Doing side quests contributes to your popularity, as well as building your war chest for the significantly more difficult main missions. Hanging out with your followers also builds your support, while unlocking new Archetypes and bonuses. Traveling in the Gauntlet Runner to your next campaign stop leaves you with time to fill with improving your Royal Virtues or chatting with teammates.

The whole game begins to feel like a road trip with your friends after a while, before thoughts of the more sobering mission at hand resurface, and refocus your resolve. It perfectly balances its weighty, philosophical pondering on the nature of utopia and social progress, with playful and silly team-building moments with your pals. And the day-to-day game loop of smashing through low-level mobs in dungeons, struggling against higher level challenges, and upgrading your gear and Archetypes for the next hurdle is incredibly moreish. Whoever thought an election season could be so fun?