Image via Atlus

Hands-on: Metaphor: ReFantazio is a grand culmination of the RPGs that came before it

Engrave thy heart.

Metaphor: ReFantazio has a lot of legacy behind it. Itā€™s a new franchise, sure, but it has Personaā€™s Katsura Hoshino in the directorā€™s chair, with longtime collaborators Shigenori Soejima and Shoji Meguro on-board too.

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It feels inevitable for Metaphor: ReFantazio to draw comparisons to Persona, and by extent, Shin Megami Tensei. In some ways, it feels familiar, like a new branch sprouting from the trunk of Atlus RPGs, but in others, it adds a distinct twist. For as often as Metaphor: Re:Fantazio felt like Persona’s distant cousin, it spent just as much time delivering a fresh re-imagining of what this style of role-playing game could be.

We got an offer to fly out and check out a new demo of Metaphor: ReFantazio, as well as ask its creative leads some questions, ahead of its October 11 release date. My takeaway is that, even with trepidation in places, Metaphor looks like it could be a fascinating new branch of Atlusā€™ RPG tree.

For the king

The first slice of my demo was pretty similar to the opening slice of Metaphor Iā€™d already seen earlier this year at Summer Game Fest, albeit with some extra content on either end. The game opens by questioning what ā€œfantasyā€ means, and whether fantasy can affectā€”maybe even becomeā€”reality. Then, it asks for your name. Not the protagonistā€™s, mind, but your name. Put a pin in that, I guess?

From there, itā€™s a bit of a drip-feed of info and details. You start in the middle of a journey, with a fairy companion named Gallica accompanying your hero. The hero has a voice in this game, which is a pleasant change of pace; hearing them talk to characters in dialogue adds a bit of life to the in-game avatar, and creates some textual distance between player and character in a way I dig.

Your convoy to the city of Grand Trad is soon brought to a halt, though, as bandits demanding ā€œtributeā€ strike. After killing one passenger, Hulkenbergā€”the tall and stoic elven warrior who later joins the partyā€”draws her weapon and coldly delivers the line: ā€œYou drew steel. I take it you are prepared to die by it?ā€ Excellent.

Image via Atlus

Iā€™m going beat-by-beat because, early on, Metaphor has some strange pacing. Its framing shifts pretty rapidly from the jump, between the meta-narrative introduction, the present time with the storyā€™s hero, and flashbacks that inform the heroā€™s past and current quest. You are trying to make contact with someone who can help you take down a foe in the shadows, and so you infiltrate the ranks of the guard to find your man.

Over the course of the opening hours, the plot stirs up slowly, maybe a little shakily, then comes into focus. Itā€™s a compelling setup, though jumping around between flashbacks and the present can make it feel a little erratic.

What carries Metaphor early on is this brilliant fantasy world. In the year 785, the United Kingdom of Euchronia is sitting on the precipice of chaos; the king is dead, and tensions between different classes and races are boiling over. Anxiety, as director Hoshino told previewers in a pre-recorded video, is a core theme of Metaphor: ReFantazio. Where is it born from, how does it ferment, and what kind of cruel monsters does it bring to life? Embroiled in this is your hero, a candidate for the throne among many, as different leaders vie for public attention and causes in a competition for the kingdomā€™s future.

Itā€™s a magical, high fantasy world that feels so easy to get lost in. The first demo introduced me to the setup, but the second half opened up and put me in the midst of what feels like the bulk of Metaphorā€™s classic Atlus loop: deal with time constraints, navigate travel restrictions, and use the calendar to chart a course. Days and nights allow the same distractions as a Persona game might, and different NPCs populate the world during different hours. In the day, I pick up a new side quest from a character thatā€™s likely to become a social link; at night, I spend time speaking with a devout member of a persecuted religion, gaining greater understanding of what matters to them.

Image via Atlus

Shades of Persona and Shin Megami Tensei are obvious to see here. The ā€œroyal virtuesā€ are like personality traits: Courage, Wisdom, Tolerance, Eloquence, and Imagination open up conversation checks. In one case, I deduced the best course of action with a character thanks to my Wisdom. It was nice to see the check openly acknowledged by the game, rather than hidden until Iā€™d picked my conversation choice.

Time after time

There are also ticking clocks. 11 days until an important story event, eight to a deadline, one month to complete a quest. Not everything is time-gated, but the tension of its constant advance as you do things, and erase time off the clock, is ever-present. It takes time to talk to people, to explore dungeons, even to travel from city to city on your quest to become the next king.

Image via Atlus

I could see it easily leading to choice-paralysis, or a worry that youā€™re misspending your time. During a translated Q+A session with the leads behind Metaphor: ReFantazio, another press attendee asked about that stress, and the answer from lead daily system planner Azusa Kido was interesting:

ā€œSo as you play through the game, I do understand that some people might be overwhelmed by the volume,ā€ said Kido. ā€œBut I also think that is the fun and entertainment element as well, where weā€™re traveling to unknown cites and unknown territories, and we are on this journey with limited time, where we do have this mission in mind.ā€

Deciding on what to do each day, and the next day, and the day after, is a style of decision making that can be fun. Each experience with the game can be different. Even at the preview event, I would walk away from the set-up and start talking with other press members, leading to conversations about everything they saw that I didnā€™t see, even within our allocated slice.

Personally, I think it works. Itā€™s an interesting twist on Personaā€™s calendar system, with the added wrinkle of travel and physical distance. Planning and routing became really important; spending a day going to a small town for a rare ingredient wasnā€™t worth it, but if that town sat on the path to a dungeon I wanted to clear, now Iā€™m hitting two birds with one stone.

Image via Atlus

Travel feels like a major part of Metaphor, another fresh layer to the formula. As a candidate for the throne, you have a gauntlet runner, a giant ship that literally uses mechanical limbs to ā€œrunā€ across the ground. Despite looking a bit strange, itā€™s quite a bit faster than walking, and it allows candidates to move freely and (mostly) safely between locales. Even while youā€™re traveling, you can still spend time with comrades, gaining extra points in your Royal Virtues. You can even cook for some bonuses, which leads to some really fun dialogues with characters like Hulkenberg and Strohl.

Take heart

When it comes to combat, a lot of what I said in my previous preview stands here. The nuts and bolts of it feel very Shin Megami Tensei, with characters identifying weaknesses and striking for a Press Turn-style system. Though some of the elements might be here or missing, the basics will feel immediately familiar.

Image via Atlus

What really surprised me were the ways Atlus found new room to expand this combat set-up, especially in coordination with the Archetypes, which function as ā€œjobsā€ for each character. In one fight, I was taking on a giant treasure-hoarding fiend, and I had learned through an informant back in town that itā€™s distracted by gold. If I went in with the Merchant class, I could use one of its abilities to scatter cash and make the beast lose actions.

Thereā€™s a lot happening in concert there thatā€™s interesting: an informant that provides hints about upcoming boss fights, for a price; jobs and abilities that donā€™t rely on just elemental advantages; and encounter-specific mechanics that, again, donā€™t rely on basic weaknesses and resistances. A front and back row system reminded me of Final Fantasy VI, and one bout even had me dancing my party members between rows to dodge certain attacks.

Image via Atlus

Metaphor showed some decent variety in the slice I saw. In one fight, I had to take out two boss enemies at the same time, or one could revive the other, forcing me to vary up my usual single-target tactics. In another, I noticed one of my characters had an ability specifically meant for dealing with type resistances, opening up new avenues of attack. In all these ways, it feels like Metaphor: ReFantazio is going to feel very familiar, but not like a full-on repeat.

Real-life anxieties

Of course, the climate that Metaphor is launching in is hard to ignore. Itā€™s a game about a heated election contest between candidates, amid a pretty eventful election year in the United States. This isnā€™t even me making a fresh observation; itā€™s something that the development team actively called attention to. In a pre-recorded video shown to previewers, Metaphor director Katsura Hashino said that when the team started, they didnā€™t realize it would overlap with real-life events like it has. ā€œWe continue to be surprised by the strange similarities between our real world and the world of Metaphor.ā€

Still, Metaphor: ReFantazio does deal with issues of race, class, and more. It might be pure coincidence that the timing lined up as it did, but Metaphorā€™s story is certainly grappling with recognizable areas of historical conflict and friction between people. Anxieties, you might call them.

ā€œOne of the themes of this title is anxiety,ā€ said Hashino. ā€œAs we considered ideas and themes, we realized we wanted to explore the idea of people realizing their inner strength, as well as finding their anxieties and fears by finding common ground with others.ā€

Image via Atlus

Of course, Atlus grappling with these topics will surely draw real-world comparisons, same as any conflict where one could draw parallels to real-life. Producer Junichi Yoshizawa stressed that there ā€œarenā€™t any specific real-life eventsā€ that impacted or inspired this game. But when looking at the anxieties of this world, lead scenario planner Yuichiro Tanaka said the team tried to dig into what brings about clashes in the world, and put the focus on peopleā€™s minds, hearts, and the anxiety surrounding it.

When addressing the themes of Metaphor, Hashino says you might call the game a ā€œculminationā€ of the development teamā€™s experience. It does certainly have a heart-changing vibe to it. You campaign for your cause, and help those in need. When you transform into your Archetype, the unlocking cutscene shows a character tearing their heart out of their chest and screaming into it like a microphone, amplifying their beliefs and principles. It owns.

To a new world

With this round of previews, it feels like Iā€™ve gained a solid grasp on what Metaphor: ReFantazio will play like in the moment-to-moment gameplay. There are certainly obvious shades of its Atlus predecessors, and even hints of other franchises and broader high fantasy tropes. It all melts together in the big pot labeled Metaphor.

It would feel silly to start out saying this isnā€™t just a high fantasy Persona, only to end this piece still drawing comparisons. Hell, at one point I compared Metaphor‘s relationship to SMT with the Ivalice spin-offs of Final Fantasy. But what Iā€™ve found is Metaphor: ReFantazio both draws on a lot of legacy, and forges its own design path forward. Time constraints are here, but with a fresh twist. Battles are still familiar but have their own flavor, with a set of mechanics that feels old and new, but all its own. Even having the main character form bonds, but not lock into any dating or romance, is a novel twist.

In a year where the high fantasy genre is well-served, Metaphor: ReFantazio could end up being a standard-bearer. Everything feels like itā€™s in place, and I left my preview feeling like Metaphor was now easily my most anticipated game of the fall season.

Thereā€™s still a lot of this world left to see, but Iā€™m certainly eager to hop in a Gauntlet Runner and go find it. Metaphor: ReFantazio will be out for Xbox, PlayStation, and PC on October 11, 2024.

[Travel and lodging for this preview were provided by the publisher.]


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Author
Image of Eric Van Allen
Eric Van Allen
Senior Editor - While Eric's been writing about games since 2014, he's been playing them for a lot longer. Usually found grinding RPG battles, digging into an indie gem, or hanging out around the Limsa Aethryte.