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From the creative minds of the Persona series – Metaphor: ReFantazio marks ATLUS’ first ever, full-scale fantasy RPG, brought to you by director Katsura Hashino, character designer Shigenori Soejima, and composer Shoji Meguro. Write your destiny and rise above fear as you step into a fantasy world unlike anything you’ve seen before. Fraught with unsettling mystery, the kingdom stands on a precipice. Now, you must embark on a journey, overcoming obstacles and forging bonds with friends.
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im comin back to this
98 hours
In my top five grreatest games of all time. In my top five pieces of art that impacted my life.
Simplesmente muito foda era pra ter ganhado goty de 2024 se nao fosse o roubo do astro bot, game fantástico atlus inovou muito e espero uma continuação
dropei do game, não é meu estilo mesmo, talvez tente dnv depois. Mas com a gamepass a R$120 já cancelei e não tenho o game mais
120 hours
so good top ten jrpg
Been meaning to replay with the new game + trophy left to get, now got 100%!
peak
117 hours
Might new game+ in the future.
This was a gorgeous Atlus experience for me. Quite a step away from Persona and SMT. It took a bit for me to adjust, but once I was pulled in with the story I was hooked. There's enough difference in the combat style and tone for it to not feel like "just another SMT like". The music is great and memorable, just don't expect the funky energetic tunes you get from Persona in a medieval fantasy setting! The enemy designs are awesome as always and I loved the twists and turns of the story. I did everything there is to do in this game and didn't even feel sick or it after 200 hours. One of my favorite modern game experiences so far.
98 hours
Metaphor: ReFantazio was announced as Project Re Fantasy in 2016, in 2024 it properly released, an at least 8 year (probably) development cycle created one of the best games of that year.
Metaphor's gameplay is a kind of marriage of their Shin Megami Tensei and Persona series', with combat using a slightly modified version of SMT's press turn battle system, with the weather system implemented in Persona 5 Royale, topped off with a customizable job system echoing Digital Devil Saga while also paying homage to the OG Job Systems of Dragon Quest and Final Fantasy.
While combat is an important part of the dungeon crawling experience, Atlus has added a new layer which has really changed my expectations for games of this type. Lots of JRPGs have forgone the random encounter model by having enemies walking around in dungeons that you can choose to engage with to give players a bit more control, with this new system if players a higher enough level than enemies they can kill them on the overworld without having enter the turn based system. This is a fantastic addition which really improves the dungeon crawling experience.
While the foundation for combat is incredibly solid, unfortunately it isn't without its tripping points. One of the biggest issues is something I'm going to call "XP Route", where if you progress through the game at a regular pace doing all the quests and dungeons you'll still end up short 10 or so level at the final dungeon. Speaking of, once you're at that point of the game you have access to a series of bosses that lead to a super boss, (which could be considered super bosses themselves) a JRPG classic. I beat these three bosses, and they are some of the least fun fights I've undertaken in my JRPG playing career, notably a boss that will instantly kill your party, also a classic, but with no telegraphing, so you just have to guess. Following that another boss that repels every element in the game, sans one that is fairly difficult to come by. Following that were two more bosses that I didn't even bothering giving a serious trying because they just weren't fun to engage with.
Something else that isn't fun to engage with is the weather system ported over from Persona 5 Royale, this is a fairly minor system that you'll generally forget exists until it rears its ugly head. How it works is that if you enter a dungeon while bad weather is active on its tile you will not be allowed to exploit enemies weakness, in exchange for more XP. This doesn't seem like a big issue until you remember that exploiting weaknesses is the main system by which you gain extra turns, the main gameplay mechanic of the combat, this feels absolutely horrible, you've spent however many hours training yourself to always hit weaknesses and then for it to not reward you, its not good.
A final gripe, while not nearly as damning as the rest, a lot of enemies in the late game seem to have wildly inflated HP pools, while they're not particularly difficult to deal with it can get grating to feel like your time and resources are being wasted.
While the dungeon crawling and combat pulls from Atlus' strong combat design in SMT, the other half of the game, the social sim, is almost directly lifted from recent Persona entries, while there will be a few familiar mechanics to those familiar, there have been some changes, notably with your Supporters (this games version of Social Links or Confidants), you cannot give an entirely wrong response, there of course are different amounts of success, but this is shown by the amount of MAG (a resource used to upgrade your Jobs) instead of effecting your narrative.
Moving on to the story, I think Metaphor has a really fantastic narrative, the crux of the story is that the king has been killed in a mysterious assassination, its your mission to track down the assassin and dole out justice. When you finally have the chance the voice of the dead king speaks out and declares that the new king will be decided through a process of each resident of the kingdom voting through the kings magic, all of a sudden you find yourself in the race for the throne instead of taking out simple revenge.
Metaphor is an incredibly political game, and I absolutely adore it, this isn't simply a "oh if you read in between the lines" type story, it looks you directly in the eyes and tells you that racism divides us and nationalism will destroy us. While I really really enjoy this, I think the story does stumble with some of its symbolism and choices that seem to a bit counter to its progressive message, but over all the story is absolutely fantastic, every character is incredible to watch on screen.
Visually Metaphor is inline with Atlus' other work, that is to say, incredibly strong, from the menus and battle UI to the overworld map and the loading screens, the entire game drips with fantasy style. And the designs! Your job designs are incredible, the characters and different races stand out from each other and the final cherry on top is the boss designs, these "humans" pull designs cues from old medieval world guides and the detailed paintings of Hieronymus Bosch, and they're a horror and a treat to behold.
And finally the soundtrack, Metaphor has a beautiful and unique sound to it. Largely its unique sonic identity comes from the decision to have it entirely in Esperanto, a constructed language, while it sometimes fades into the background, it snaps you back with some of the best composed music when it needs to.
Overall Metaphor is a fantastic game, one of the best I've had the joy of playing, I think it should be played by everyone, very very possible that its my game of the year 2024 and possibly a top 3 JRPG
99 hours
Zerado zeradaço muito bom o jogo fiz 95% do jogo e foi na gamepass antes de acaba jogo muito bom o Memagi tensei muito bom
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