Metaphor: ReFantazio Review in Progress - A High Fantasy Journey That Keeps Getting Better
/I’ve spent over 50 hours with Metaphor: ReFantazio, and while I don’t even think I hit the halfway point as of this writing, I can already say this is currently my favorite video game from the Persona developers, as they’ve perfectly translated their tried and true Persona formula into a high fantasy setting that is intriguing both in lore and story. Top that off with a satisfying risk-and-reward combat system with deep character progression, beautiful UI design, a fantastic musical score, and a likable cast of characters, and what you have is a recipe for success, as it’s currently checking all of my boxes towards being one of 2024’s best titles.
Metaphor starts off strong as the player is instantly teleported into a world where their powerful king was murdered in his own home, with his son inflicted with a curse that is slowly taking his life. The protagonist of this story goes on a mission to lift the curse from the prince, and in doing so puts him in a position that requires him to vie for the actual throne, a position he never thought would be possible.
It’s a captivating story with good pacing for it’ s runtime. It tackles various topics that many can relate to in modern society. People are looked down upon or revered depending on their name, social status, and race as what you are born as puts a lot of weight in terms of your position in society from being poor to the opportunities you are given in this world. It’s a gruesome world that the protagonist experiences first-hand as he is an Elda, a tribe (race) that is mostly frowned upon that it’s rare to see them in public. You're joined by characters with equally rich backgrounds, whose stories gradually unfold as you progress.
Developer Studio Zero balances the story’s pace well as the world expands and new characters are introduced, respecting the player’s time while introducing a sense of urgency to the player. Similar to Persona, there’s a time management system, with major plot points advancing on a fixed schedule. However, unlike Persona, these story beats feel more tightly woven into the overarching narrative rather than feeling like isolated arcs.
Metaphor shines in the small details. It’s a journey that slowly opens up from the grim twists to the traits that make every character in your journey worth exploring. I’m enjoying this adventure so far as i’m having a hard time focusing on the game’s main story as every small detour I take never feels like it was time wasted as I'm rewarded one way or another.
Tactical combat that keeps you thinking
Combat weaves perfectly in between all the cutscenes and the banter, as this is a turned-based combat system that can either go perfectly or terribly for your party due to a single choice. Preparation and strategy can be key, as I found myself able to beat enemies 2-5 levels higher than me, but also got caught struggling with foes of equal footing simply because their moves counter my character’s current affinity. In true Persona fashion, exploiting an opponent’s weakness is integral, as it results in more actions for your character and fewer resources used in the long run.
If done correctly, I can deal the right amount of damage in the proper sequence, thus preventing enemies from even damaging the party, which entails extra rewards. You’ll be handsomely rewarded for playing it smart, but don’t think it’s a walk in the park, as your weaknesses can be just as easily exploited. While I’ve had numerous fights that end flawlessly, I’ve witnessed the Game Over screen multiple times, as monsters can trigger a downward spiral that’s hard to stop once it gets going. You can find yourself going from a completely healthy team to being nearly wiped out in the next turn. The combat keeps me on my toes even with the weakest of enemies, making each fight thrilling.
It’s also a battle of attrition as you have to manage each character’s MP, the primary fuel for most in-game skills. MP drains rather quickly if you’re not careful, leaving you high and dry at the tail-end of a dungeon, which typically hosts a boss or some kind of encounter at the end. I found myself picking my fights and preparing unique class compositions to not only be effective in battle, but to have enough resources to complete the dungeon and finish whatever side tasks I had to complete. Returning to town to recuperate seems like a simple solution, but in the world of Metaphor, time is gold, as leaving to rest progresses you to the next day.
Archetypes, and the Character progression tied together with them
Archetypes – Metaphor’s version of character classes, is a system I prefer over the Personas in the Persona series. Each playable character can invoke an Archetype, a class that gives them specific abilities, strengths, weaknesses, and added stats. One can run the mage Archetype to deal elemental damage when needed, or run the Knight Archetype to grab the attention of enemies to keep others safe. The Brawler can deal damage through the cost of health, Merchants can deal damage at the cost of money, the Faker Archetype that debuffs enemies, and so on.
What’s fascinating is how you can mix and match archetypes, leading to unique combinations and synergy-based skills that only unlock when certain classes are present in your party. It’s a system that rewards experimentation, offering endless possibilities for playstyles as I find myself constantly changing Archetypes before, during and after dungeon segments.
Archetypes are simple and easier to swallow when compared to Persona’s many dozens of characters, as I always felt intimidated by that series’ system, especially when merging personas becomes a thing. In Metaphor, you have a respectable amount of classes to juggle around, and how you unlock or strengthen them is also tied to the relationships of the protagonist with the key characters around them, giving you incentives to learn more about Metaphor’s cast.
A Well-Oiled Machine of Story, Strategy, and Time Management
The gameplay loop is incredibly satisfying so far. Just like the Persona games, I’m enjoying the need to plan your day and maximize the time you have before the story moves forward. I’ll decide one day to spend the whole time leveling up at a dungeon, but the next I’ll read a book to improve my Wisdom (one of the personality traits that can open opportunities), and then later I’ll bond with Strohl to learn about his backstory, which in turn strengthens my Warrior Archetype. The story, calendar system, and combat all feed into each other seamlessly, creating a flow that feels engaging and rewarding.
The story bits, the calendar system, and the combat are masterfully woven together like a tapestry, as I’m fully engaged in every aspect of the game with little to no disruptions such as technical hiccups, bugs, or frustration with the game design. Even the game’s soundtrack is growing on me, and while it’s not on the same level as the jazzy and upbeat themes of Persona 5, its high fantasy theme and mellow approach are slowly winning me over the more I play it. From the battle music to the tunes that accompany you as you explore the city streets, Metaphor has a soundtrack that JRPG fans will adore.
Studio Zero’s signature UI flair makes a return, and is just as effective as the UI seen in Persona 5 and Persona 3 Reload. They have become true masters of this style, as the game features a package of impressive visual designs that make combat transitions, game menu navigation, and even transferring from one location to the next a stylish endeavor that never gets old. Overall, the game isn’t a graphical spectacle, as you can make a debate that the game engine is showing its age as animation alone can look stiff at times, especially during combat, but it works once you put all the pieces together to deliver an entrancing visual look that is so unique that it makes up for it.
Thoughts…for now
Atlus and Studio Zero know they struck gold with Persona 5, as what I’m seeing here is them incorporating the winning elements that made Persona 5 so special into Metaphor. So far, every hour of Metaphor feels better than the last, with fresh additions to the combat, new story developments, and evolving challenges that keep things exciting, even after 50 hours.
If you’ve played the generous Metaphor: ReFantazio demo, which covers about the game’s first five hours, and loved what you saw, trust those instincts– it only gets better from there.
Again, with 50 hours logged in, I think I’m halfway through the game, and i’m excited at how the game further evolves as it is reported to take close to 80 hours to finish the main story, and if you spend time on other parts of the game, hitting over 100 hours is very likely.
More about the game next week.
Life is Strange: Double Exposure brings back Max Caulfield with new time-manipulation powers, but struggles to capture the original’s emotional weight. While the dual-timeline mechanic is engaging, the story’s weak twists, forgettable characters, and technical issues hold it back. A nostalgic revisit, but not a standout entry in the series.