
After his assassination, the will of the late king decrees the next monarch to be elected by the people. Forge bonds and win over a kingdom divided in this award-winning fantasy RPG with turn-based and action combat, party customization with powerful Archetypes, and hours of exploration.
Most likely between $29.1M and $82.4M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $27.99 | 90% | approximately $48.5M |
| PlayStation | $69.99 | 94% | — |
| Xbox | $69.99 | 88% | — |
| Nintendo | $39.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1901 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Completely missed the boat back when it came out, so it's been on my backlog for a while. As somebody who considers himself a Persona fan, I couldn't miss out on this studio's most recent project. I didn't want to talk about Persona too much, but what stood out to me is that Metaphor: ReFantazio follows the formula of that series very closely. There's a calendar system with a deadline to finish the current dungeon, there's Social Link system, protagonist attributes (like Wisdom, Courage, etc) that you work on, there are things called "Archetypes" that your party awakens to in moments of distress, there's a Velvet Room-like place with an Igor type figure that helps you with these Archetypes... It's hard not to keep thinking about and comparing it to Persona when the game reminds you of it at every turn. Now, that's not necessarily a bad thing. FromSoftware has been following a template since Demon's Souls and their games are some of the best ever. But ultimately that sort of design makes it more common to compare with what came before, even if the games don't share the same series. This is all to say that I do not like Metaphor: ReFantazio as much as Persona. I simply did not connect with the setting, story and characters as much. None of it is terrible though -- the worldbuilding is solid, the stakes are clear, characters' motivations are done well and Metaphor: ReFantazio does carry a hopeful message about building a better future. It's just that these elements didn't really resonate with me. I wonder if it's the fantasy setting viewed through a Persona lens that didn't quite work for me. Regardless, credits rolled and I just kind of shrugged. But I will say that I really liked Louis. It's interesting to see a villain written the way he is. He's very elegant and polite -- he never loses his temper at the characters once, I think. I thought he was gonna end up a moustache twirling evil guy, but I found his characterization to be better than that, especially when you look back at the Persona villains. I gotta say though, my biggest disappointment with this game was the music. This is, without a doubt, Shoji Meguro's weakest work. There's some good stuff, sure: the two main battle themes are so unique with the vocals by Keisuke Honryo. But that's pretty much it. The rest is just there. I think the fantasy genre did not bring the best out of Meguro's creativity. There's one track here that I actively dislike -- the one that plays where you fight the human monsters. The most generic fantasy battle possible. I actually lost my mind when it played during the 1st phase of the final boss. I only complain about this because, again, what came before is simply generational. Just picking one game - Persona 5 in this case - I can list off several tracks that I still listen to this day: Beneath the Mask, Wake Up Get Out There, Whims Of Fate, Rivers In The Desert, Blooming Villain... Metaphor: ReFantazio doesn't even come close here. But there's one aspect of this game that I think it's better than Persona: combat. I think it's done very well here -- which makes me think I should check out the mainline Shin Megami Tensei games because I'm pretty sure Metaphor shares more similarities to those than Persona. It's all very strategic and challenging, even on the normal difficulty. It was actually crazy playing a JRPG where the hardest fight in the game was the final boss (I didn't fight the secret boss though). I did enjoy my time with Metaphor, despite my complaints. I think the Persona template still works well here. I just felt it was a bit of a stepdown from this studio's previous works.
I like many things in this game. Graphic, sounds, fighting system. But still, cant recomend it, due its chaotic gameplay, and levels. Its really chaotic design overall.
I genuinely loved this game so much. Gameplay is super fun, I loved entire cast from playable characters to NPCs when I usually in persona games (that people compare this game to) dislike few playable characters. I loved the OST, it's phenomenally good. Graphics are high quality (I love character portraits specifically) and I never had any gameplay issues. Louis is definitely one of Atlus best, if not the best, antagonist of all time so far. My only real ripe is that at certain point near end-game, there should've been a dungeon that is rumored to be unused content. [spoiler]I'm talking about mage academy's ruins.[/spoiler] It would've also expanded game's world a lot more considering what this dungeon was. Yes this was a lot of praising, but this was honestly a great game and worth your time, especially if you're someone who likes persona games OR would like to play it but hate the high school daily life simulation in it. I really damn hope for a DLC or even sequel game with same gameplay mechanics.
Clocking out at 120 hours and a 100% run, how did Atlus' new IP fare? Starting with Metaphor's weakest points, the story is full with commonplace tropes and Benetton-ad level of social commentary. Thankfully, the game offers and endearing cast of characters, both principal and secondary, whose at least a couple of stories should appeal to the player. As it is the norm with Atlus games now, the presentation and soundtrack are stellar, but the UI is busy to the point of clutter and the tunes grandiloquent style, while going for an interesting vibe, can get a little annoying on repeat. Definitely not my favorite soundtrack from Shoji Meguro. Where the game shines is with its combat, which is one of the best iterations on the press-turn system, and its challenging and surprisingly old-school dungeon crawling segments which are deeply rooted in the likes of Wizardry or Atlus' own Etrian Odyssey series, but with a good layer of clever QOLs that can make the experience more palatable to less grueling dungeon diving-inclined players. Especially if you're playing on Hard difficulty, the game rewards good team synergies and knowledge of your enemies. You are even enticed to gather intel on the dungeons in town to learn about the bosses strengh and weaknesses, and prepare accordingly. And since the options to restore MPs are few and far between, you shouldn't expect to finish a core dungeon in one go. The calendar system, while not making as much sense as in Persona, elevates the experience even further by adding an additional layer of pressure which forces you to think about carefully, about your next steps and how to best prioritize your objectives. Thanks to the calendar, travel is also a strategic element because reaching a new destination is taking time, and it makes you wonder what a true road-trip Persona would look like. The social links are well implemented and thanks to the archetype system offer really useful upgrades that benefit the whole team, not just the protagonist. A good point, it is possible to complete all of them in one run quite comfortably. All in all, with its simili-Personas (Archetypes), calendar system and social links, the comparison with Atlus' most prominent series was bound to happen but, as someone who dismissed the game as first by thinking that it was just a fantasy Persona clone, I now think that these are a shared ADN of sorts but not its most determining aspects. Metaphor ISN'T Persona and is best approached on its own terms.
其他一切都很好,非常推荐玩!能给到9.8/10 这0.2扣在最后的剧情: [spoiler] 最后主角自己一个人去找路易的时候,感觉就是完全没有抵抗被炮击,感觉以主角之前的坚持和性格,应该不会完全毫无防备的上去找他啊,抵抗也起码用一下阿基态吧,感觉那一段写的就是主角完全毫无防备站在那里被打 [/spoiler] 真的除此之外一切都很好,就是那个龙宫真的跑到怀疑人生,说睡前打完这个地图结果就直接熬夜了(悲 目前正在努力全成就!
Absolutely loved the first 3/4 of the game, I couldn't wait to play more. Then I got to the last segments and it became more of a chore than a game. The time limit is almost pointless, you can finish everything with time to spare as long as you aren't trying to fail on purpose. There are end game unlocks that unless you learn about them prior to playing, you may not be able to achieve without new game plus, which irked me. But, a small stain on an amazing game. Highly recommend.
非常好玩
8/10
I strike to kill
This game is just Persona but worse by nearly ever metric. The story is very predictable, and I never found a character that I actually enjoyed interacting with 30+ hours into the game. Too much handholding and railroading at the beginning, and too many builds and item loadouts that you have to maintain. I guess it's their play on a job system, but I couldn't jive with it. It's personas but worse is what I got out of it.