Enter the main character (whom you name), an ally of the long-thought-dead prince of Euchronia. Hidden from the world and afflicted with a curse, the prince has been removed from the board as a potential candidate. It is the main character’s responsibility to free him from his magical curse and bring about peace in a world full of inequality. Through forging bonds with others and awakening to magic long forgotten, the player is taken along for a heartfelt, thought-provoking narrative that brings Euchronia to life in what I think is Atlus’s finest game to date.
Upon booting up the game, I was greeted with a beautifully animated cutscene, introducing Metaphor’s initial conflict and the world that birthed it. From the initial cutscenes until the first moment the main character steps into Gran Trad, I could tell I was in for a treat. The art direction is splendid, immediately drawing me in and giving me a sense of authenticity that I rarely feel that early in a game (especially one this big). Sunlumeo Street and Sunshade Row represent different socioeconomic spheres of the great capital of Gran Trad, but still carry the same heart. And the further you explore, despite the extreme differences of the biomes, Euchronia feels connected and looks fantastic. And let me not forget the special pitstops the gang make throughout their journey, each one postcard-worthy, and each a little piece of the magic that drew me further into an already endearing world.
Exploring the cities and towns is a treat. Anytime a new primary event occurred, I made sure to go around the streets of all the cities to soak in all the information and gossip. This added extra depth to Eucrhonia, making it feel as though the world was moving alongside me instead of remaining static. Because of this, even small, insignificant gossiping characters on the street show a modicum of character growth. Also, the ability to look at the dialogue log is such a blessing (just in case you missed something). With spoken dialogue, you can have the line repeated, which I did multiple times for some of my favorite lines.
I always have to mention the UI design in the more recent Persona games, and Metaphor is no exception. This is undoubtedly the best I’ve seen. Metaphor’s UI is a thing of beauty that kept me staring at the screen. They went quite hard on something that is usually a passing thought in most games and I am all the more grateful for it.
Metaphor gets you into the combat early and blows open the archetype-class-based gameplay, but it continues to expand throughout the entire playthrough. It’s no small wonder that Metaphor is similar to the Persona games regarding its magic and combat systems, considering Studio Zero is made up of many of the developers from P-Studio, including its director, Katsura Hashino. Party characters are capable of embodying archetypes, old magic that is intention manifest, allowing them to summon a powerful being that fulfills a specific purpose toward one’s ideals. Whether that be the archetype of a warrior, knight, or merchant, the archetype system echoes Persona’s system of summoning beings to assist the party in combat, though instead of summoning, the archetype is an embodiment of each character’s willpower. By giving the main character the ability to transfer this focused intent to his companions, they too can achieve different archetypes. This allows Metaphor the freedom of allowing all party members to mix and match archetypes, blowing past Persona to create a more flexible and versatile party utilization system.
Like the Persona games (and most JRPGs), exploiting an enemy’s weakness in this well-crafted turn-based combat is the key to victory. Gems atop the screen show the player how many turns they have against a current enemy. Each gem constitutes one character’s turn. Upon delivering a critical hit or dealing damage with an enemy’s weakness, the player is awarded a half gem, which gives another turn. Exploiting weaknesses gives the player a huge advantage and can turn the tide against strong foes, but equally, missing enemies with an attack or using an ability with an affinity that they are impervious to removes extra gems, relinquishing precious turns. When an enemy increases their agility, it is wise to debuff them, and when they debuff you, it’s a good idea to get back to neutral. In addition, the game introduces Synthesis abilities, which incorporate a mixture of different archetype classes to create a completely different set of abilities that allow party members to work in tandem to take down an enemy. These moves mostly use only two characters, but some use three or four. Depending on the Synthesis skill and number of party members involved, this will take up a gem corresponding to each party member involved. Discovering all the class abilities and Synthesis skills is a treat throughout the entirety of the game. There are so many possibilities to mix and match that the game truly continues to give the player options until the very end (and into a second playthrough).
But Studio Zero decided to go a step further and add action combat. This action combat is how the player character interacts with enemies in the overworld. By knocking an enemy’s stamina to zero, the player character can initiate an ambush on the enemy, allowing an advantage at the beginning of the fight, inducing both stun status and inflicting damage. This works for enemies that are both within level range and that are stronger than the protagonist. For weaker enemies, they are simply killed in overworld combat without having to waste too much time. In this way, it feels like Metaphor respects the player’s time, especially when you have an eighty- to one hundred-hour adventure on your hands. Not only is killing weaker enemies a breeze, it makes grinding much easier (which is totally optional). Metaphor is one of the few games that I found that respects grinding while also retaining its balance. I thought I had saved up so much money with the Merchant class after grinding for quite some time only to find that I didn't have nearly enough to afford all the items I encountered in shops. A million reeve just doesn't go that far these days. Studio Zero built a system that takes into account players who like to grind and those who don’t, and balanced it well. Quite the achievement. While overworld combat is a time saver and mostly satisfying, it's not overly complex by any means. Some class weapons are a little less enjoyable to use than others, so I found that I would sometimes level certain archetype classes with seeds and roots instead of through combat. Turn-based combat is the bread and butter of this game, but it’s nice to have options.
While the primary dungeons are satisfying and large enough to explore and get lost in, some of the side dungeons are a bit basic. It doesn't ruin any of the immersion by any means, but it would have been nice to have a more lived-in feel to some of the side content. I know they’re supposed to be simple side missions, but when the rest of the game feels so high quality, it feels a bit sad that you can run through some of the side dungeons very quickly, though I can see how that would be a benefit for some. With the combat so enticing, I would have happily spent more time encountering enemies in side dungeons.
The combat options in the game expand as the player meets and advances their relationships with their followers. This works like a traditional Persona game, but instead of forcing a player to make the correct dialogue options to move the relationship along, the relationship advances regardless, so long as you take the time to level up your royal virtues (stats that increase through different activities like reading, listening to others, etc.). This is a huge advantage to Metaphor’s benefit. This allows the player to spend more time learning about the world instead of trying to gain someone’s favor over and over because you didn’t pick the perfect dialogue option.
Speaking of followers, this game has the best set of followers (or confidants, as you would see in a Persona game) I’ve come across in an Atlas game. And that’s saying something, considering how much I love the Persona series and its characters. This is probably my favorite group of party members in any JRPG. I loved them all. Some more than others, naturally, but I didn't actively dislike or feel indifferent to any. To watch them all grow and make their choices was an absolute treat, and there wasn't a single character that I didn’t look forward to spending time with. I don’t want to spoil any potential revelations and character growth, but just know, I loved it all. It felt satisfying to reach the end of each arc (except for one—one of my absolute favorites, unfortunately—which was still good, but not quite as good as the rest). You have the twofold benefit of enjoying a story arc while also increasing and expanding combat prowess.
This satisfaction is in huge part the writing, but the English dub voice actors are excellent. Most of them shine, delivering emotional, honest performances. I feel as though the main character, though mostly quiet, is a bit of an exception to this. He’s fine but is outshone by his cohorts. A few other actors are also dubious, but are outside of the main party and don't take up too much screentime. Heismay, Hulkenberg, Strohl, and almost every character throughout the game kept me hooked. Oddly enough, one of the best performances was none other than the primary villain Louis Guiabern (voiced by Joseph Tweedale). His calm, cool, collected, confident delivery is such an allure that he almost pulls you to his side by sheer force of charming magnetism. He steals each scene he’s in and is such a strong part of what makes Metaphor work. The contrast of such strong personalities elevates the game. He is, without a doubt, one of my favorite video game villains. Using his wits and power to remain one step ahead of all adversaries, Louis kept me on my toes all while making it look easy. It’s a thing of beauty to see two groups of people who wish to rid the world of inequality have such different ways to do it. I love each character’s consistency and passion (though I did find a moment or two that stuck out as a counter to that). This was one of the consistent drivers of the game for me. I only wish that all companion interaction were voiced. Sometimes the interactions felt like they could have had increased impact if only they'd had recorded voiceovers for the scene.
While still on the subject of sound, Metaphor’s music is an excellent amplifier to the rest of the game’s quality. The chanting music in combat hyped me up, while the music in the gauntlet runner brought a sense of calm, and oddly enough at the same time, a sense of adventure. When a follower found their purpose, the music filled me with a sense of pride in my companions. As Gallica says, “Music was the first magic this world ever knew, after all. Makes the road a little easier.” And it truly does. The soundtrack is just another piece that fits into this wonderfully large, intricate game.
With the primary story full of twists and turns, like the primary villain himself, it keeps you guessing. Some of the events are lied about early on to create false enmity, which works in the grand scheme of things, but seemed to be a bit of a cheat. Some things are simply unknown. But each revelation seems to fit, odd as some might be, which closes up almost all plot holes that had me wondering how things fit together. In the end, I felt extremely satisfied, even if the final conflict left a bit to be desired plotwise.
Metaphor: ReFantazio is a game that came along at a perfect time. It reflects our world in many ways and is a reminder that belief in an ideal that betters the greater good—however imperfect—is worth pursuing, despite the pain and difficulty endured on the road to its achievement. For all of the inequality that runs deep within the world of Metaphor, it is balanced by the beauty of the world itself and the traditions of its eight contrasting tribes. While the overarching narrative may sometimes seem to drive the point home very strongly, the characters alongside the protagonist consistently bring the nuance and the acknowledgment that the ideals they strive for are not only going to be difficult to achieve but nearly impossible. Nothing is truly sugar-coated when the layers are peeled back, and it’s one of my favorite aspects of the game.
Metaphor is a phenomenal first entry from Studio Zero that enchants, enlightens, excites, and ignites. There is even more that I could say about this game, but I feel like experiencing the game, its world, and its characters is a bit of magic in itself, and I wouldn't want to take that away from anyone. Metaphor is a game that made me want more. Knowing that the clock was ticking and that I was getting close to the end of the game made me genuinely sad, as I didn't want to leave the world or the characters behind, even after a hundred hours.