Metaphor: ReFantazio Is a Wake Up Call Inside a Great RPG
Metaphor: ReFantazio is forged in perspectives. It’s a motif symbolized in a simple, yet meaningful recurring image: the protagonist’s eyes taking center stage in cutscenes. At times, they express wonder. Others, fear. At the heart of it is a lingering reminder of where we’re witnessing the events of the story from, and why we should keep it in mind throughout the adventure.
“Why is one of your kind here in Grand Trad?” is one of the first things the protagonist hears upon arriving at the capital. As shocking as the bluntness of it is, it’s not like he isn’t warned by the fairy Gallica, his traveling companion, as well as other characters that later become allies. “Just mind yourself, this city ain’t the friendliest to us ‘inferiors,'” Catherina, from the Papirus tribe, tells him.
In Metaphor, the protagonist, part of the Elda tribe, is constantly exposed to all sorts of racial rejection. Grand Trad is built in classism, with tribes that aren’t socially renowned by their lineage or political power deemed inferior. They’re forced to live excluded in a different district with scarce access to resources. As you interact with people from other tribes, you get poignant slices of their lives and the struggles to just exist around other people due to these rooted societary divisions.
Gallica tends to kindly share advice. “Let him say what he wants. Fighting someone like him would just be a waste of energy,” they say on one occasion. “Don’t let it get to you—you’re not to blame,” Gallica reflects sometime later. But when given the chance, the protagonist is also able to express his feelings. “It never gets easier,” reads one of his reactions to seeing and hearing so much prejudice out in the open.
It makes for an interesting premise for the debut title of Studio Zero, the latest talent amalgamation from Atlus, which groups together veteran developers from the Persona series. Initially announced in December 2016, right in between the Japanese and Western release of Persona 5, the project was pitched as the next evolution to the framework of the RPG series, which was originally born from a spin-off of the Shin Megami Tensei franchise, where students fight and recruit demons while dealing with heavy shit inside and outside their classrooms.
Gameplay-wise, Metaphor does everything it was supposed to: refinement over what came before. 2024’s Persona 3 Reload, a remake that ties elements of the original Persona 3 and Persona 3: FES via DLC, also refines its previous conventions. When I reviewed it, I noticed that it did so to the point of oversimplification, while the combat itself suffered from feeling stagnant. In that review, I also dived into how the popularity of Persona 5 turned it into an influential tidal wave that was permeating almost everything that came afterward. Simply put, it was time for something that could contest that homogenization.

In the case of Metaphor, the premise itself already sets it apart, with a presentation based on a fantasy and medieval setting. Instead of capturing people’s hearts, a group of characters has to cruise through a kingdom in the midst of a competition to select the new king after the previous one was murdered. The structure is similar at first glance, with turn-based combat and social activities to increase bonds, and the protagonist’s own stats being the main event still. But there are multiple additions, some big, some small, that help it feel fresh. There’s an active combat system now that takes place before the turn-based sequences, and can give you a vital advantage if you plan accordingly. Instead of collecting Personas, you now study and level up Archetypes—jobs, in essence—with more being unlocked once you meet certain characters in the story. You really need to know what you’re facing up against and think accordingly. The UI is once again gorgeous and painstakingly detailed (like, there are programs dedicated solely to them running in the background), but it immediately sets itself apart from the homogenization that Persona 5 established. It has its own identity, and not just around the overall feel of things.
One can trace some of the elements of Metaphor back to the original Persona 5, which is the last project director Katsura Hashino worked on before moving to Studio Zero. Namely, how everybody treats Persona 5’s protagonist, nicknamed Joker due to his status being on probation, charged for a crime he didn’t commit while trying to defend a woman from a politician forcing himself. As somebody with political influence, especially with the police, it was easy to frame him. There are dozens of other examples of “corrupt adults” that the Phantom Thieves need to face throughout the story. In terms of handling politics, it’s a rough draft in contrast with Metaphor, but a draft all the same.
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