
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 game is really good. it has some solid foundations and some really fun aspects but there are just somethings that really grinded my gears as I kept playing. There were massive difficulty spikes at times that wouldn't stump me for hours but would definitely irritate me. I don't want the game to be easy but thanks to the press turn system it became a lot more difficult to deal with some inherent issues against enemies. This game also continues to perpetuate the phys skill supremacy making magic skills near useless in comparison and having most enemies counter magic (despite magic being possibly the weakest archytpes to invest into) I wanted to enjoy this game and I really did but it just kept going on with 30 minute wars of attrition that just drained my enjoyment. if you like this game all power to ya but I don't.
I've attempted to play all the other persona games to which I will get back to, but it may be because this game was not a high school setting that made it much more fun to me. The story was amazing and the overall themes were great. I loved all the characters and the visuals too. For all of Atlus' games I've always came back to this one to finish and I'm glad I did. I hope all of you can get the chance to play this and enjoy it like I have :))
一口气玩了7个小时,好玩。进游戏后你就能感觉到满满的阿特拉斯的味道,跟P系列差不多的迷宫、coop、五维、另一种形式的人格面具,真是依旧戳中了我的点!!!剧情就是一般的王道剧情,虽然槽点不少,但是主角团觉醒的时候还是让我起了鸡皮疙瘩,可能我就爱吃这一套吧。人物立绘比P系列我感觉好看不少,暗喻的游戏画风依旧阿特拉斯独特的审美,华丽炫酷,但我觉得却有点太光污染了。总之,目前玩起来超级对胃口,喜欢JRPG的,可以试试。
Sendo um dos RPGs mais aclamados de 2024, e vindo da Atlus, já tinha esse jogo há um tempo na wishlist, e o comprei sem ver nenhuma review e sem nenhuma espectativa, e mesmo assim, o resultado é muito surpreendente. Metaphor: ReFantazio trás em si muitos elementos de Persona de forma reimaginada, e apesar de, na minha opinião, não ser melhor de que nenhum de seus títulos, para um primeiro jogo de uma nova franquia, se saiu surpreendentemente bem. O jogo tem muitas atividades no mundo aberto, social links, missões, virtudes, dugeons e outras atividades, as músicas como sempre muito boas, os personagens carismáticos (apesar de não se comparar a Persona) e uma História boa, que vale ressaltar, no começo é um pouco ambígua e lenta, porém ao decorrer do jogo passa a se estabilizar. As últimas 20 horas de jogo são extremamente superiores ao restante em narrativa, missões e dungeons, além de muitos plots MUITO bons mostrando o crescimento do Protagonista e desmascarando uma boa parte da "Turminha do Amor" do universo kk, como [spoiler] O protagonista percebendo que o "mundo ideal" do livro, que é literalmente o mundo real, não era um mundo ideal [/spoiler] , o que deixou desproporcionalmente melhor que o restante do jogo. Resumidamente, não espere um nível de qualidade de Persona, o jogo é um pouco difícil de se entrar no ritimo por ser muito lento principalmente no começo, mas ao se desenrolar, se torna um jogo muito bom mesmo. Nota: 9/10 (Pra um primeiro título de uma possível franquia, excelente.)
makoto yuki with heterophobia got isekai'd and now he's experiencing medieval racism great game atlus cooked
メタファー:リファンタジオ』は、僕のゲーム人生の中で一番、心の琴線に優しく触れてくる作品だった。分断や対立、憎しみがあふれる今の時代だからこそ、このまっすぐに理想を追い求める叫びが宝物のように深く突き刺さる。 [i]※ストーリーのネタバレを含みます。[/i] システム面において、[b]WEAK[/b] を突いたときのボーナスや、[b]Block[/b] / [b]Reflect[/b] / [b]Miss[/b] による手番のペナルティなど、コマンドバトルの戦略性はアトラス作品の中でも最高峰だと感じた。「パス」の選択が重要な戦術になり、味方全体の [b]MP[/b] 管理を含めて非常にダイナミックな駆け引きが楽しめる。アーキタイプを組み合わせて必要な [b]BUFF[/b] などを継承させるシステムも奥深い。 その一方で、物語後半のボス戦(「全ての人の魂を喰らう者」やルイ最終形態など)が急に「超高[b]HP[/b]+超火力」のゴリ押しバランスになる点は気になった。こちらのターンで [b]BUFF[/b] を盛り敵に [b]DEBUFF[/b] を叩き込み、特定の確率スキルで手番を増やして数ターンで秒殺するしかなく、理不尽なセーブ&ロードを強いられる場面が多かったのは少し勿体ない。 ビジュアル面は極上のアートスタイルで、技術的な解像度は粗いが、手書きスケッチ風のアートとインクが滲むようなUIアニメーションは完璧な組み合わせだ。敵への不意打ち成功から流れるような演出と爽快感は素晴らしい。モンスター(ニンゲン)のデザインが絵画『快楽の園』へのオマージュなのも、物語のテーマと深く結びついている。 また、今作は「旅」そのものが特効薬になっている。完全オリジナルのファンタジー世界で、様々な街や現地のグルメを巡る楽しさがある。現実の旅行が終わった後の虚脱感(ゲームへのモチベ低下)に悩まされていた僕の心を、完璧に癒やして引き戻してくれた。 新王となった主人公が再び仲間と旅立ち、「世界のすべてを見に行こう!」と叫ぶエンディングや、瞳を輝かせるマリアの姿に心の底から共感した(当方30代だが、16〜20歳の少年の物語に一番没入できる)。僕自身がINFPタイプということもあり、「不安に立ち向かい、変化を信じて一歩を踏み出す」という今作の理想主義の解釈には強烈に共鳴した。自由がある限り分断や衝突は消えないけれど、だからといって絶対的な秩序に逃げ込むべきではないのだ。 本作のラストを締めくくる、あの言葉。 [b]「この幻なる旅の記憶が、あなたの生きる現実においても、眩い希望の光とならんことを。」[/b] ――このゲームは、それを本当に成し遂げてくれた。一本のゲームを遊び終えて、ここまで前を向く元気が湧いてくる感覚になったのは初めてだ。間違いなく、僕の思想の一部になった傑作。
挺不错的游戏,其他游戏玩不进去这个游戏居然能让我玩进去了。
let me preface with this: This game sucks if youre a fan of SMT/Persona, which I am the combat is fun and i like that you get what is basically ryujis instant kill on enemies lower level than you, and the ability to reset an encounter is pretty neat the story (i never finished the floating castle dungeon for reasons i will get to) is fine so far but the "rushed" parts of it stick out so bad (i.e. the butterfly girl being the big bad for like 10 ingame seconds) the archetypes, while cool and unique at the start, get so ♥♥♥♥♥♥♥ exhausting to deal with past the midgame because you get overwhelmed with them, and to get the "super" archetypes on each character you have to max out archetypes you would probably never go out of your way to use normally, also grinding levels feels so unintuitive spell casting is expensive and i felt inclined to NEVER use spells in combat and i was underlevelled despite going out of my way to grind for levels for maybe 2 ingame dungeons. travelling taking 1-5 ingame days was alright with me as a gimmick until they introduced the ability to teleport between major POIs, completely killing the whole gimmick strohl is the only character whos name i could remember off the top of my head. tldr if youre expecting an smt/persona styled game it sorta is that but its a mix of both worlds, persona mechanics like the calendar system and relationships, and the harsh unforgiving combat from SMT where every turn matters. but thats where the similarities end, it becomes less and less fun as the story reaches its end just wait til atlus does what they do best and rerelease the game in like 5 years to fix all the issues the original release had
不修改不看攻略就是摇骰子坐牢是吧。。。学魂搞初见杀是吧。。。哦,你重新打还消耗日期?还不如魂呢。。。 买DLC服装,然后平时跑路都只能看默认,迷宫外想随时预览基本不可能,你装备界面UI设计的可真好啊。。。第一次看到mod帮官方卖货的 阿特拉斯我知道你要搞终极年度黄金reloadretrivevengeance。。。但是在游戏系统和UI上砍功能是不是有点过分了? 预测xxx版(如果还有)添加的功能,DLC衣物日常可见,怪物图鉴(任何形式的),快捷大地图传送,战斗中切换职业(这些都是目前没有的) 《暗喻幻想》的初见体验太别扭了。它把战前情报、职业配置、MP 管理、日期限制和弱点行动经济全绑在一起,最后让玩家觉得自己不是在和敌人战斗,而是在和系统藏起来的答案表战斗。 游戏极度依赖弱点克制。打中弱点可以获得额外行动,打不中就会变成低效磨血;如果敌人反过来打中你的弱点,还可能直接滚雪球。但非 NG+ 初见流程里,游戏并没有给玩家一个稳定、好用、通用的侦察技能或道具。你经常不知道敌人的弱点,只能用行动、MP 和血量去猜。 更糟的是,游戏又采用 Archetype 职业系统,但战斗中不能切换 Archetype。进战前职业配错了,进战后基本只能硬打。前期你只有三个队友,覆盖面本来就窄;队伍人数不到 5 人之前(50%进度左右),连战斗中换人都做不到。系统一边要求你精准打弱点,一边又不给你足够的临场调整空间,这不是策略深度,而是强迫玩家提前知道答案。 Retry 看似是补救,实际也很有限。它只是让你用同一套配置回到第一回合,并不能让你换职业、换装备、换队伍。如果你的配置里本来就没有正确答案,Retry 只是让你用错误配置再来一次。前期队友数量不多的时候尤其严重,制作组基于给xxx版留配置的想法,又有点担心自己的阴德余额,给了个半成品后悔药,偷窃和其他一回合上debuff的流派搭了顺风车 迷宫系统进一步放大了这个问题。游戏有日期限制,主线 Boss 必须在期限前解决;迷宫里不能随时存档,休息点也不能回蓝,回蓝道具又稀缺。于是一个正常的、不查攻略、不联网抄别人队伍配置的玩家,最合理的玩法反而变成:迷宫前存档,进去试错,记住敌人弱点和 Boss 机制,发现配置或 MP 不够,再读档重新打一次迷宫。 这比真正的轮回系统还差。轮回游戏至少会把失败做成完整机制,让玩家带着成长、资源或新选择重新挑战;《暗喻幻想》则更像是把失败伪装成侦察,把读档重打伪装成学习曲线。游戏内所谓看其他玩家队伍配置的联网功能,本质上也只是内置攻略,不是正常的战斗侦察。 所以我不认为 Normal 是正常难度。Normal 更像是“你已经知道敌人弱点、Boss 机制、迷宫配置之后”的难度。对初见玩家来说,它考验的不是临场判断,而是你愿不愿意交信息税。 给新玩家的建议: 能接受的话,直接用 NG+ 存档开始,至少弱点和系统信息压力会小很多。而且这游戏貌似没有xxx版了,你就当NG+存档是终极版 初见建议选 Beginner。Normal 不是普通玩家初见的 Normal,而是“有信息的 Normal”。 修改器 不想折腾Mod的不要买任何服装DLC,cutsense里没有,平时跑路也看不到
我当年居然没给这游戏写评测。真的真的太垃圾了。只有前20小时有新鲜感的时候好玩。作为jrpg居然剧情拉人设也拉,画面还差,牛逼了。而且还能上年度游戏提名。jrpg是个错误