
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
The most comprehensive Atlus' JRPG. So far it has been a 10/10 experience, now I do agree that it should've won 2024 GOTY. As of writing this review I've been playing for at least 30 hours of this game. STORY : it's basically a reverse isekai, where the world we live and breathe is a fantasy to the characters in the game. The narrative construct is rather similar to P3-P5 and it's been really good so far. COMBAT : Now, this is where this game truly shines, the combat basically is a combination of Megami Tensei greatest hits. The press turn mechanic of SMT, Archetype being based of Digital Devil Saga (not really Persona despite what noobs of the series would say), real time combat of Raidou Kuzunoha games before phasing into the classic SMT/Persona combat system. This combat system is the one that really hooks me up to the game. VISUAL : Visual presentation is close to that of Persona 5, a bit too busy for my liking but still easy to navigate and quick. hoping to see this continue in Persona 6 or DDS3 maybe (Atlus pls). OTHER : I do like the life sim aspects of Persona returning, Social Links in this game are very compelling compared to the one in Persona though and the music especially battle music really goes hard in this game.
美术很厉害,但音乐一般,玩法类似于套壳Person系列,总体还行。
[h1] 진여신+페르소나+세계수 [/h1] 진여신 시리즈의 프레스턴 배틀 페르소나 시리즈의 커뮤 시스템 세계수의 미궁의 던전 탐색과 FOE(인간) ATLAS사의 대표작 3개를 버무린 게임 설명만 들으면 굉장한 갓겜이 나올 조합이지만, 안타깝게도 여러모로 아쉬운 작품이 되었다. 육성은 잡체인지 시스템을 도입하여 다양한 조합을 만들 수 있을 것 같아 첫 인상이 좋았으나 "로열 아키타이프(캐릭터 고유 최종 직업)"의 존재로 인해 육성 방향과 최종 세팅이 고정되어 버린다. 전투는 다른 아틀라스 게임처럼 물리공격과 마법공격의 차이가 심하지만, 스트롤의 개사기급 성능과 주나의 마스커레이드 차지(아군 전체 차지)의 존재로 인해 물리 마법 성능 차이가 너무 심하다. 스토리도 중반부까지는 흥미로웠으나 후반부 루이와 본격적으로 대적하면서 급전개로 날아가고, 캐릭터들도 페르소나 시리즈랑 비교하기가 민망할 정도로 매력이 없다. 그나마 호평 할만한게 마리아인데 이것도 페르소나4를 한 나에겐 나나코 하위호환 느낌이었다. 던전 탐색 부분도 자사 게임인 세계수 시리즈의 던전구조와 기믹들을 가지고 왔는데 세계수 시리즈는 던전을 나누어서 탐색할 수 있으나, 날짜 시스템이 존재하는 이 게임 특성상 하루만에 던전을 미는 것이 가장 효과적이기 때문에 넓고 다양한 기믹이 있는 던전이 재미보다는 스트레스로 다가온다. 귀모양 인간(FOE, 강적)도 DRPG였던 세계수 시리즈는 신중하게 한칸 한칸을 탐색하게 만드는 기믹이었으나, 실시간 이동인 이 게임에선 그닥 위협적이지도 않고 귀찮기만한 기믹이 되어버렸다. 종합적으로 나쁘지 않고 평작 이상 수작 이하는 되는 작품이지만, 전투와 육성은 진여신, 스토리 캐릭터는 페르소나, 탐색은 세계수 시리즈의 하위호환이라 얘네들을 한회차 더 돌리는게 낫지않을까 라는 생각이 든다.
Super adictivo, aun que los temas que tocan llegan a ser sumamente repetitivos, es increible lo entretenido que es el juego. La estetica es muy buena y me hubiera gustado que hubiera mas dialogos con la voz, y que no te repitieran demasiado que hay rasismo, en lugar de todo eso me gustaria que lo mostraran no que te lo recordaran a cada rato...
Louis is goated bro's got INSANE aura. 10/10
Um Persona melhor de espadinha medieval.
The height of the game makers art. I loved it.
Having played a bit of the Persona and SMT series, it feels like Metaphor tries to achieve a sort of middle ground in terms of gameplay and difficulty. While there is more room for experimentation than in Persona (at least not only the main character can change classes), it is not as customizable as SMT. I played it on Hard and it felt more challenging than Persona, but not as much as SMT. For me this was the sweet spot in terms of customization, but those used to SMT may find it a bit restrictive. The story was overall interesting, although it fell flat at the end. It also gets kinda dragged with the "final" boss fights. I thought like 3 times I was on the final fight only for it to be yet another one. It feels like they are trying to say "wait, it can be even more epic!", and while I do not dislike, the quality did not match the rest of the game. I particularly enjoyed the royal selection idea, and the world building was also well executed and explained. The portrayed discrimination from the dominant tribes to the poorer ones felt quite real and it gave a darker tone to the game. Towards the end they threw this dark tone a bit out of the window though. Side characters and team members are quite charming and the side stories let the player bond with their struggles and dreams for the future. Not all of them were interesting but most of them. They all follow the same formula though, to the point I could tell exactly on which bond level the "problem" would occur for each follower due to sheer repetition of this formula. I would have liked some more skits where team members interact with each other, since it was mostly team members interacting with the protagonist and not as much among themselves. Dungeons and such are mostly repetitive and uninspired, but honestly it's not like Atlus excels at this in most of their games, so my expectations were not high on this particular topic in the first place. So if you are hoping for some exciting exploration and breathtaking caves/dungeons, look somewhere else. These are just serviceable enough. Music was good, but not on the same level as Persona. There are a few good tracks that are barely used, while most of them are decent but not memorable. Menus are, of course, top notch. While in most games menus are just a utility, Atlus really knows how to make them into pieces of art. And in this installment they took it a step further compared to Persona and SMT. Combat was probably the highlight of this game. As in SMT I really like how the extra turns and lost turns when dodged/blocked are implemented. There's also a front row and back row during fights, were front row characters deal more melee damage but they also take more damage, adding some more strategy to the mix. Trying different builds and skills was also quite fun, and the synthesis skills were pretty cool. Adding some real time combat for ambushes and to quickly dispatch weak enemies is a good QoL feature, which they have used in the past for other games. Overall I had a great time and could barely put the game down until I finished it, but there are some aspects that could certainly have been better due to either lack of time or resources. I had a better time than with SMT5 but not as good as P5R.
Persona 5'ten sonra bu oyunu oynadım ve Persona 5'ten katbekat daha iyi bir oyun çıkarmışlar. Sadece müzikler konusunda Persona 5'i geçemez; geri kalan her noktada çok daha iyiydi. Hikâyesi ve oynanışı gayet eğlenceli. Özellikle dövüş sisteminde, sıra tabanlı savaşa geçmeden önce düşmanları öldürebilmek çok iyi bir fikir olmuş. Kesinlikle oynanması gereken bir oyun. **10/9,5**
Fiz questão de platinar o jogo na 2a vez que joguei, porque tem mais conteúdos que não consegui realizar na 1a gameplay e não me arrependo! Jogão, 208 horas de entretenimento. Os links sociais tão muito mais fáceis de concluir e a única coisa roubada de difícil é uma conquista que tu acessa se zerar uma vez e recomeçar. Melhor história dos Personas, mesmo que não tão emocional quanto o P3R, mas tu não consegue adivinhar tão fácil e não tem dlc à parte pra gastar fortunas, só cosmético que não muda nada. É GOTY pra mim e não precisa de muito processamento, carregou liso no meu notebook. Tem mecânica nova de RPG em turnos que adiciona novas cenas de ataques, bem customizável e se tu não treinar, pode ser bem difícil de zerar com poucas estratégias disponíveis (pra mim foi assim). Meio anime mas não tem aqueles gritos exagerados, com toques cômicos. Só é caro pra brasileiro, já vi por volta de 100 reais, mas entrega o que tu gastar. Se tu jogou algum Persona ou SMT, vai gostar