
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
makoto yuki with heterophobia got isekai'd and now he's experiencing medieval racism great game atlus cooked
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
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 :))
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.)
하 시발 잘 하다가 드래곤 시련이랑 모든 사람의 혼을 먹는자 에서 하차함 어려운 게임을 나쁘지 않게 생각하는 입장에서 보스마다 세팅 다시 다 맞추고 하는건 혼자서 연구하는 재미도 있을것이고 나만의 공략을 만드는 과정이니까 좋다 생각함 근데 뭐 ㅅㅂ 던전 들어가자마자 면상에 데미지 9999기술 처맞고 게임오버, 어떻게 클리어 하라는거지? 이생각하면서 4시간동안 별의 별짓을 다함 결국 포기하고 찾아보니까 반사신발 끼고 있으면 무조건 저거 쳐맞는다더라 ㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋ 개 씨~발~련~들~아 진짜 정신병자냐? 몹들 디렉팅한 제작자 ♥♥♥♥♥♥♥ tlqkffusdk 이 평가 보면 싸패 테스트 진짜 해봐라 링크 남겨줄게 이런건 알려주든가 찾을수 있도록 해야 되는거 아니냐? 모르면 ㅅㅂ 걍 죽어라 이건가? 처음엔 되게 재밌게 하면서 진행 잘 하다가 어느 시점부터 억까식 던전이 등장함 걍 귀찮아서 딜찍누 하려고 난이도 제일 낮추고 했는데도 저 기술 맞으니까 정 다털리더라 클리어 하려고 연구 ㅈㄴ 하는데도 답 안나와서 바로 삭제함 솔직히 이거외에 나머지 게임성은 좋아서 비추는 못하겠다 사서 해라
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
I fell for it again. I need to stop believing that the hype still has anything to do with how good a game is, as it was in the old days. This game makes me sleepy after 15 minutes. I literally fell asleep for five hours playing it yesterday, two hours after waking up from a good night's sleep. This game is the same as the others in the Persona series (don't @ me, I know), and it's for mass market people. Everything is bland, and it removes everything that could be exciting. It's the elevator music of video games. Tropes, annoyances, factory-quality art and music, tutorials that are hours and hours long, VN text boxes instead of voice actors, almost all items only exist as text... it's ridiculous. It's a bunch of interruptions by text boxes, between characters I have no interest in talking about ♥♥♥♥ I'm not interested in - forever. What happened to video games? Yes, they are more polished, but there is nothing interesting in them anymore. The violence is sanitized, the sexuality practically nonexistent, character conflicts are soap opera level garbage, the stakes are impersonal and boring, and the protagonists are always lazily-shat-out special super-power boys. I'm happy for people who like it, but I most certainly do not. And it's probably the last time I bought anything from ATLUS. I just looked at the list of games they released, and I have to say, I feel stupid. The only thing I have ever liked to come out of their catalogue was the DonPachi series, so I really need to stop buying their games.
[b] this game lacks something fundamental in its design. [/b] by no means am i calling it 'a bad game', it's just that using steam's binary system of either recommending a game or not, unfortunately i cannot bring myself to recommend this one. some things i liked: the art direction, gameplay, some early story parts & some characters with their side-stories. for example, the story part in Martira is actually cool & interesting, Eupha's & Heismay's substories are the ones that touched my heart the most. however, all those nice things never really come together well in the main picture. why? the main story has no point. it is heartbreakingly generic fantasy-adventure. you are sort of a chosen one, and the guy you are fighting is presented as 'le evil', despite once being a promising child. all the twists are either just predictable OR straight up cliches. social links are also less interesting than, for example, in persona. often, they don't focus on character & their internal problems, but rather on social groups & shared people's issues, which... results in most of the 'morale' they deliver being obvious from the very beginning. also, social links are sidetracked from the main plot (again, unlike persona's), which makes them feel more additional & even less impactful. the main villain is also not convincing -- for the first half of the story i, as a player who is supposed to fight him, was struggling to find a solid reason to do so, when somewhere in the second half of the story they casually drop that he 'sort of' wants to just kill everyone alive, which to me felt like a last-minute 'well here you damn go, he IS evil'. all in all, the game has no original idea to deliver. it has no original story to tell. a lot of characters from social links feel as if they were made as 'archetypes' to serve a purpose instead of being a character, resulting in the main hero often feeling quite detached & unneeded for the story of the character they are involved with. underwhelming, but that's to me. i feel as if the first & last most interesting idea for this game's creation was 'let's do a persona type of a game but in fantasy setting' & all the other interesting ideas were either scrapped for some reason or never existed to begin with during the development.
It's not the next evolution of Atlus JRPGs like some people would tell you. It's still using the Persona calendar and social links system with a new coat of paint. Doesn't matter to me, though. There's a reason this formula has been going strong since 2006! Metaphor: ReFantazio mixes some of the best aspects of Persona and the mainline series, Shin Megami Tensei into one satisfying package. The social aspects, the deepened press-turn combat system, and an excellent, heartfelt story. There's plenty of likeable heroes and villains, Louis could easily be considered one of the best villains to appear in an Atlus game, and most of the social links are very likeable, barring a few I didn't like all that much. Visually, the game is stunning, as expected of Atlus' post-Persona 5 games. It might seem cluttered to the untrained eye, but you get used to it after a couple minutes. Even though it also uses an older game engine, and isn't completely up to par with a lot of its fellow anime JRPGs, the art direction makes up for it. One of the most stunning games I've played in a while, and I wish more games now embraced this aesthetic over hyperrealism. Whether you're a newcomer or a veteran to Atlus' SMT-likes, I highly recommend giving Metaphor: ReFantazio a shot.
I TRIED TO GIVE IT A CHANCE BUT WITH THE ENDLESS USELESS DIALOGUE, OUTDATED GAMING MECHANICS, THE CORNBALL PLASTIC CHARACTERS, HOW IN GODS NAME IS THIS GAME AS WELL REVIEWED AS IT IS. IIF THIS GAME WAS MADE TWENTY YEARS AGO, OK, BUT IT WAS RELEASED 2 YRS AGO. I DONT RECCOMEND IT. THIS GAME FLAT OUT DISRESPECTS YOUR TIME WITH ENDLESS DIALOGUE THAT IS NOT IN THE LEAST BIT INTERESTING.