Metaphor: ReFantazio feels like a JRPG free from restraint and sanity

Katsura Hashino News

Metaphor: ReFantazio feels like a JRPG free from restraint and sanity
JRPGMetaphorFantasy Races
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Aaron Souppouris has been writing about design, technology, video games and culture for more than a decade. (Like, way more – his first feature was published on Gaming Age in 1998.

y through a weird long video that said very little. Since then, Atlus has swapped the Project for Metaphor and scoured Google Translate to find a cool way to say ‘fantasy.’ It’s also made a giant fantasy JRPG — and after rolling through a demo at Summer Game Fest last weekend, I’m dying to play it.is the first original title by Studio Zero, a relatively new Atlus division headed up by Katsura Hashino .

The game takes place over the course of six months, and you’ll be traveling across Euchronia in a Gauntlet Runner trying to rally support for your entry into the royal tournament. Each town in the game has a tavern where you can grab a bite and gather information, a recruitment center where you can accept quests, various shops and an inn where you can rest.

The interface for all of this is a typically gorgeous menu system and UI that feels more refined than ever. Simple actions are assigned a face button on the controller, which means less time spent in menus. It’s all pretty intuitive, and towards the end of my short demo I was already speeding through the turn-based combat without wondering what button did what. Taken as a whole, the combat system feels like a natural evolution to the classic formula Atlus is known for.

Of all the things Atlus squeezed into the short Summer Game Fest, the human battle was the most memorable. From the lore being drip-fed to fans, it seems like the humans are actually from our world, and are being Isekai’d into Euchronia as these messed-up monsters. Here’s hoping a lot of them made it over., he’s basically been given a blank check.

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