Summary

While Atlus has peppered the last few years with JRPGs of varying sizes, the next big-budget title from itsPersonateam is finally in sight. As revealed at the 2023 Game Awards,Metaphor: ReFantaziowill launch in Fall 2024, and it looks like a big shift away from its studio’sPersonagames while still keeping almost everything that made them special. From the maximalist menus and UI to detailed social and calendar systems,Personafans should feel right at home inMetaphor: ReFantazio’s high fantasy world.

Changing to a more openly fantastical setting is not the only difference betweenMetaphor: ReFantazioand the broaderShin Megami Tenseifranchise, however. For all the features they both share,Metaphor’s setting recontextualizes it in similar ways toFinal Fantasy 16’s own trend-bucking fantasy world. The main cast can interact with the public more than the secretivePersonacast, and the Archetype systemMetaphoruses, despite aesthetic similarities, recalls traditional RPG classes more thanPersona’s monster-collecting. However, what separatesMetaphor: ReFantaziofromPersonaandSMTthe most is its decision to add a true action element to its combat.

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Persona Doesn’t Merge Action And RPG Elements Like Metaphor: ReFantazio

Shin Megami Tenseiis no stranger to mild action elements. TheRaidou Kuzunohagames were full action-RPGs and the ability to attack in the overworld followed Raidou into his, or Dante fromDevil May Cry’s, cameo inShin Megami Tensei 3: Nocturne. More recentPersonaandSMTtitles have integrated a first strike system for wandering monsters, andPersona 5added stealth elements on top, befitting its Phantom Thief aesthetic. Still, none of that comes close to whatMetaphor: ReFantaziois doing.

How Metaphor: ReFantazio’s Action Combat Works

Little information exists on its mechanics right now, but the Game Awards trailer showsMetaphor: ReFantazio’s protagonist fighting enemies while outside turn-based combat. Only a single melee combo was shown, but it’s enough to mow down groups of weaker enemies and seemingly stagger larger ones. Like the currentlyJapan-exclusiveThe Legend of Heroes: Trails Through Daybreak, players can choose whether to use the real-time or turn-based battle systems on field enemies, though moderately strong foes will only take scratch damage from field hits. A HUD pop-up after landing a full combo then accompanies the switch to turn-based fighting with enemies starting stunned or damaged.

What Metaphor: ReFantazio Can Do With Its Action Elements

LikeTrails Through Daybreak, action combat will likely be de-emphasized in favor of more detailed turn-based fighting and mandatory turn-based bosses, but there’s enough there forMetaphorto do more with it. Complete with locking-on and a homing dash,Metaphor: ReFantaziogives its players just enough to thrive in either combat system. It also opens up opportunities for brief action-based encounters in its story and side content, something which willsetMetaphorapart from itsPersonapeers.

Real-Time Fighting Distinguishes Metaphor From The Persona Series

Metaphor: ReFantazioandPersona, especiallyPersona 5, will inevitably be compared for their many shared attributes, butMetaphor’s real-time combat will help it establish its own identity. Even as a minor element, it helps keep gameplay flowing while players are passing by weaker enemies, all while letting players feel how strong their characters are. IfMetaphor: ReFantazio’s progression system allows for higher-level characters to defeat field enemies they once had to fight in turn-based combat, it would sell how far the player has come. Though its more simplistic hack-and-slash fights won’t be asappealing asPersona 5 Strikers', they should ensure thatMetaphor: ReFantazioisn’t mistaken for just anotherPersonaspin-off.

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