{"id":993633,"date":"2026-01-08T04:34:24","date_gmt":"2026-01-08T04:34:24","guid":{"rendered":"https:\/\/www.polygon.com\/?p=461096"},"modified":"2026-01-08T04:34:24","modified_gmt":"2026-01-08T04:34:24","slug":"we-dont-need-persona-6-yet-metaphor-refantazio-is-right-here","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/we-dont-need-persona-6-yet-metaphor-refantazio-is-right-here\/","title":{"rendered":"We don\u2019t need Persona 6 yet. Metaphor: ReFantazio is right here."},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"The protagonist of Metaphor: ReFantazio is a young man with blue hair and a plaid coat. He walks across a desert with a dirty face and a tired expression\" data-caption=\"\" data-portal-copyright=\"\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/10\/we-dont-need-persona-6-yet-metaphor-refantazio-is-right-here.jpg\" \/><figcaption><\/figcaption><\/figure>\n<p class=\"has-drop-cap has-text-align-none\">There\u2019s a percentage of people who will go absolutely feral at the first confirmation of information about the next Persona game. The runaway success of <em>Persona 5<\/em> converted first-time players into evangelical worshippers at the altar of Altus. (This is even to the chagrin of Shin Megami Tensei fans, who will be quick to remind everyone there was an RPG series before Persona, long before <em>Persona 5<\/em> took the series mainstream.)<\/p>\n<p class=\"has-text-align-none\">But we \u2014 and I include myself among them \u2014 don\u2019t need to keep frothing for <em>Persona 6<\/em>, because <em>Metaphor: ReFantazio<\/em> is the successor worthy of the crown and adoration. It\u2019s a finely crafted triumph that isn\u2019t restricted by trying to be another Persona game. By throwing away those trappings, <em>Metaphor: ReFantazio<\/em> doesn\u2019t have to hew to the same constructions, and its developers can open themselves up a fresh story, instead of another game set in a modern high school in Japan.&nbsp;<\/p>\n<p class=\"has-text-align-none\"><em>Metaphor: ReFantazio<\/em> drops the modern setting, mostly. It\u2019s set in the fantasy kingdom of Euchronia in the year 785. Our first cutscene starts with the king\u2019s assassination and the ensuing chaos because he has no heir. The king\u2019s only son had been killed earlier by a magical curse cast by a mysterious assassin \u2014 or so everyone has been led to believe. In actuality, the prince is still alive, but the malignant curse has put him into a deep sleep. When we first meet our protagonist, he\u2019s on a secret mission, journeying to free the prince from the curse.&nbsp;<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/10\/we-dont-need-persona-6-yet-metaphor-refantazio-is-right-here-1.jpg\" alt=\"Fantastic looking ships with robot legs rest on a dock. The view is out over a balcony of your own ship\" title=\"Fantastic looking ships with robot legs rest on a dock. The view is out over a balcony of your own ship\" data-has-syndication-rights=\"1\" data-caption=\"Gauntlet runners, which have legs often designed from monster parts, are the main fast transport method around the kingdom. | Image: Studio Zero\/Atlus via Polygon\" data-portal-copyright=\"Image: Studio Zero\/Atlus via Polygon\" \/><\/p>\n<p class=\"has-text-align-none\">Unfortunately, there is a lot of table-setting before the game finds its footing, and its weakest section is the first few hours. I learn about the nine tribes of Euchronia: the ruling tribes that include ram-horned Clemar and elf-eared Roussainte, and lower-caste tribes like the dog-eared Paripus, the bat-person hybrid Eugif tribe, or the three-eyed Mustari tribe, who are chastised for their appearance and their refusal to adhere to the state-sponsored religion, Sanctism. My protagonist is a member of the most feared and misunderstood tribe, the Elda, and everyone I meet on city streets is quick to note my tribe and castigate me by association. The Elda are the only tribe without a distinguishing feature, meaning my character looks like a normal anime boy. (His heterochromatic eyes seem to just be a character design choice, and not an Eldan feature.)\u00a0<\/p>\n<p class=\"has-text-align-none\">But thankfully, it only takes four or five hours for <em>Metaphor: ReFantazio<\/em> to kick off. Some ridiculously fantastical things happen that are too good to spoil (and too weird to properly explain!), and we\u2019ve found our plot. There will be an election to replace the king, and anyone can win the throne \u2014 no matter their tribe or station \u2014 as long as they have the greatest support of the people. The tribal divides and attendant prejudices weigh heavily in this election, of course, as many downtrodden hope this is their chance to fix a system rigged against them.<\/p>\n<p class=\"has-text-align-none\">And where <em>Metaphor<\/em> does hew to the Persona franchise is in its larger themes: We are made to feel the divide over and over between these tribes, echoing the Persona series\u2019 larger sense of concern for societal injustice and the anxiety it causes. And of course, only the main character and his party can overcome it all, thanks to the protagonist\u2019s pure heart and overwhelming supernatural magic powers. (Magic exists in this world, but everyone else needs tools to cast it, whereas the hero\u2019s power comes from an older magic reborn.) Thus, to save the prince\u2019s life and hopefully return him to the throne, the protagonist throws his hat into the ring to become king, competing in the (probably fixed) trials set out by the church to earn the people\u2019s favor.&nbsp;<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/10\/we-dont-need-persona-6-yet-metaphor-refantazio-is-right-here-2.jpg\" alt=\"The protagonist and another candidate (wearing a purple leopard print coat with long purple hair) for the crown take to a small stage in town for a debate.\" title=\"The protagonist and another candidate (wearing a purple leopard print coat with long purple hair) for the crown take to a small stage in town for a debate.\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Studio Zero\/Atlus via Polygon\" \/><\/p>\n<p class=\"has-text-align-none\">The election isn\u2019t the only threat; Euchronia is constantly under attack by monsters, the worst of which are hilariously and bizarrely called Humans \u2014 despite looking nothing like the humans we know in our world. All monster designs in<em> Metaphor<\/em> are detailed, but the Humans are downright horrifying, though Most are ripped from the works of 15th-century Dutch painter Hieronymus Bosch. Each Human comes alive in grotesque ways that surely will etch them into the video game monster hall of fame (and weirdly has made me prioritize seeing <em>The Garden of Earthly Delights<\/em> in person as a bucket list item).&nbsp;<\/p>\n<p class=\"has-text-align-none\">Every piece of <em>Metaphor: ReFantazio<\/em>\u2019s art and visual design feels high touch. Characters stride about in brilliant outfits that highlight their tribe\u2019s angel wings or dog tails. There are three styles of character animation \u2014 in-world animation, cel-shaded conversation, then a few fully animated sections to highlight the most show-stopping moments \u2014 and they\u2019re all gorgeous. I\u2019ve taken so many screenshots of a unique character design, or of my favorite l\u2019il guy party member, or the horizon streaming by while my party rides the giant mechanized contraption that takes them around the kingdom.&nbsp;<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/10\/we-dont-need-persona-6-yet-metaphor-refantazio-is-right-here-3.jpg\" alt=\"A huge monster looms above the protagonist in the desert. It looks like a multicolored flower surrounding a horrible human face with extra eyeballs, and a protruding eyeball on a tongue. \" title=\"A huge monster looms above the protagonist in the desert. It looks like a multicolored flower surrounding a horrible human face with extra eyeballs, and a protruding eyeball on a tongue. \" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Studio Zero\/Atlus via Polygon\" \/><\/p>\n<p class=\"has-text-align-none\">There are maximalist menus and transition screens that rip across my display. The party member select menu uses a watercolor style, with close-cropped portraits of each of my party members as I build my squad. Unfortunately that stylish maximalism can sometimes get in the way of figuring out how to change my character\u2019s skills, ability, and loadout. Sometimes the user experience doesn\u2019t quite hit the same high bar, as it feels like too many button presses to jump back after using a healing item. Some information that would have been helpful was also just hard to hunt down, like the type of weapon each character class uses.<\/p>\n<p>But it\u2019s not entirely surprising some UI is jumbled, because <em>Metaphor: ReFantazio<\/em> has so much more going on with its combat than its Persona cousins. The skills in the game\u2019s turn-based combat are assigned by the game\u2019s own twist on a job system, called Archetypes. In my 67 hours of play, which took me a little more than three-fourths through the full game and its side content, I was able to unlock 25, with a few still hidden or out of reach. These Archetypes are some of the fantasy RPG classes you\u2019d expect (Mage, Warrior, Healer) and some that are total wildcards: a Merchant class, which uses money to do damage; a Summoner class, a mana-burner of a class that summons monsters for high-damage, single-attack spells and has its own system of skill acquisition. The most revolutionary trait of this job system is that any of my party members can be assigned any Archetype; there are no affinities that I can discern, so I can choose to build any party I want.<\/p>\n<p class=\"has-text-align-none\">The turn-based combat really clicked for me somewhere in the first big dungeon, when I changed most of my party members\u2019 Archetypes to suit the new enemy type I began encountering. I also noticed benefits in leveling up Archetypes that had strong Synergy skills, which are when two or three characters team up to do a more powerful attack, skill, or heal. (It costs all of these characters\u2019 resources to perform this action, so while these attacks are powerful, they can quickly drain your party\u2019s MP.) As I progressed, I balanced having each party member learn two or three Archetypes, not including that Archetype\u2019s evolved form that unlocks after earning 20 levels. (Archetype XP is earned separately from each character\u2019s XP, and each character retains their own Archetype XP for each role.) Balancing this progression is made easier by the fact I can choose to inherit between one to four skills between Archetypes, so I can always have a favorite skill for a character on deck even when I have them performing a different role.&nbsp;<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/10\/we-dont-need-persona-6-yet-metaphor-refantazio-is-right-here-4.jpg\" alt=\"Metaphor: ReFantazio\u2019s pause menu, with ultra-big bold text for all the options all sprouting from a lovingly illustrated version of the protagonist\u2019s head.\" title=\"Metaphor: ReFantazio\u2019s pause menu, with ultra-big bold text for all the options all sprouting from a lovingly illustrated version of the protagonist\u2019s head.\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Studio Zero\/Atlus via Polygon\" \/><\/p>\n<p class=\"has-text-align-none\">The only real wrinkle I\u2019ve been frustrated by is almost all the Archetype skills, even for physical attacks, use magic. My MP for hard-hitting characters is quickly drained, and my plain Jane physical attacks usually can\u2019t compare. Synergy attacks are often the only way to cast spells that hit every enemy, so they sap my MP bar. Overall I found <em>Metaphor <\/em>stingy with its MP-restoring items. Sometimes the only solution was to stop, rest, and take an additional day to tackle a dungeon.&nbsp;<\/p>\n<p class=\"has-text-align-none\">I\u2019d describe many of <em>Metaphor<\/em>\u2019s bosses as that sweet spot of good challenge, where the solution was simply to restart from the last save and try a different party configuration. There are plenty of side dungeons scattered across the map with unique bosses, and some really are a challenge that I ended up just returning to later once I\u2019d leveled up more. The only times I felt punished by the challenge was when the game\u2019s weather system would take over. Any adverse weather conditions \u2014 rain, snow, extreme heat, sandstorm \u2014 give the frustrating effect of nullifying the weakness system. In normal conditions, hitting an enemy weakness adds a turn to your party\u2019s turn counter. Bad weather cancels that out, but I still had to do just as much damage. It usually meant a bigger mana drain as I used more heals or skills during the extended battle, and the XP boost wasn\u2019t always worth the drain. It meant checking the weather forecast (for a small fee) or changing it (for a larger one) became an essential part of the mid-to-late-game gameplay.&nbsp;<\/p>\n<p class=\"has-text-align-none\">I must counter this combat gripe with a bright spot: <em>Metaphor: ReFantazio<\/em> has one of the better interpretations for how to handle weaker enemies I\u2019ve seen in a turn-based RPG. Any weaker enemies can be taken out in simple overworld, real-time combat. Once my main character takes a few swipes, my party will help, and I also have a dodge roll to avoid taking damage. These fights still provide meaningful enough XP rewards to level my party members and their Archetypes, and sometimes it\u2019s just such a nice break to smash a few weaker enemies. This overworld combat system also means I can soften up some enemies equal to my level before choosing to jump into the turn-based combat, or even knock them out enough to daze them and gain an advantage.&nbsp;<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/10\/we-dont-need-persona-6-yet-metaphor-refantazio-is-right-here-5.jpg\" alt=\"An example of Synergy combat skills, which are pulling from the Warrior and the Brawler to create an attack called Meteoric Fist, which does strike damage to all enemies.\" title=\"An example of Synergy combat skills, which are pulling from the Warrior and the Brawler to create an attack called Meteoric Fist, which does strike damage to all enemies.\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Studio Zero\/Atlus via Polygon\" \/><\/p>\n<p class=\"has-text-align-none\">\u201cBut surely,\u201d you say, \u201cthis is a Persona-like. Where are my friends? Where are the social links? Is it all about punching??\u201d There is absolutely a cast of fantastic, unique characters with tragic backstories ready to have heart-to-heart talks with the protagonist. <em>Metaphor: ReFantazio<\/em> calls them Followers, as they are followers of your character on his road to the election for the throne. All Followers have an associated Archetype, so boosting your relationship unlocks first that Archetype, then more inherited skills, then new levels of that Archetype. Some non-party member Archetypes also provide other in-game benefits; grifter Alonzo provides discounts at magic shops, and the town commander Bardon randomly sends you care packages with supplies. Their stories are all sad, mostly because they\u2019re all surviving in a very tough world, and as each chapter of their stories unfolds, we see more of their struggles and personal growth.&nbsp;&nbsp;<\/p>\n<p class=\"has-text-align-none\">Some of the more frustrating parts of the Persona social link system feel cleaned up with Followers. <em>Metaphor<\/em> clearly communicates when someone is ready for their next level with me, and I never encountered a situation where I\u2019d have to waste an afternoon talking to someone only to not actually progress the relationship. There are also only eight ranks in a Follower relationship \u2014 instead of Persona\u2019s 10 \u2014 all neatly displayed in a pie chart so it was easy to see where I was at. If a Follower relationship wasn\u2019t ready to progress, I could find that out in menus, with a note that one of my protagonist\u2019s five kingly Royal Virtues wasn\u2019t high enough.&nbsp;<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/10\/we-dont-need-persona-6-yet-metaphor-refantazio-is-right-here-6.jpg\" alt=\"Horned character Strohl and fairy character Gallica look on at something off screen. \" title=\"Horned character Strohl and fairy character Gallica look on at something off screen. \" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Studio Zero\/Atlus via Polygon\" \/><\/p>\n<p class=\"has-text-align-none\">This system of Royal Virtues was also much easier to figure out, as my overworld map clearly showed me spots where I could spend a portion of my day earning more Courage, Wisdom, Tolerance, Eloquence, or Imagination. These Royal Virtue levels seemed to mostly gate Follower interactions, but there were a few merchants who required a certain level of Wisdom to buy their goods.&nbsp;<\/p>\n<p class=\"has-text-align-none\">Persona games have trained a certain level of time pressure into me; I need to max out every available afternoon and evening to level up social connections, build attributes, grind out experience. That doesn\u2019t even include the calendar deadlines for each main quest. While <em>Metaphor: ReFantazio<\/em> has all those elements, there is just a little bit less pressure here. I always felt like I had enough time to do everything. That\u2019s not a problem, though! Instead I don\u2019t feel like I have to complete a main game dungeon in one calendar day. While I still haven\u2019t finished the game, I feel confident enough that I\u2019ll be able to max out my Follower ranks based on the time left, and that\u2019s a huge relief.&nbsp;<\/p>\n<p class=\"has-text-align-none\">Obviously I\u2019ve spent a lot of this review talking about <em>Metaphor: ReFantazio<\/em> in terms of Persona. While that franchise set a high bar, and I think its audience is primed to like this game, <em>Metaphor<\/em>\u2019s biggest achievement is just how different it is, both from the Persona franchise and from many fantasy RPGs that have come before. The way I see it is, Persona walked so <em>Metaphor: ReFantazio<\/em> could extend its gorgeously feathered wings and fly into the sunset.<\/p>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\" \/>\n<p class=\"has-text-align-none\">Metaphor: ReFantazio<em>&nbsp;will be released Oct. 11 on PlayStation 4, PlayStation 5, Windows PC, and Xbox Series X. The game was reviewed on PlayStation 5 using a pre-release download code provided by Sega. Vox Media has affiliate partnerships. These do not influence editorial content, though Vox Media may earn commissions for products purchased via affiliate links. You can find&nbsp;<a href=\"https:\/\/www.polygon.com\/pages\/ethics-statement\">additional information about Polygon\u2019s ethics policy here<\/a>.<\/em><\/p>\n<p><a href=\"https:\/\/www.polygon.com\/review\/461096\/metaphor-refantazio-review-ps5-ps4-xbox-pc\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>There\u2019s a percentage of people who will go absolutely feral at the first confirmation of information about the next Persona game. The runaway success of Persona 5 converted first-time players into evangelical worshippers at the altar of Altus. (This is even to the chagrin of Shin Megami Tensei fans, who will be quick to remind everyone there was an RPG series before Persona, long before Persona 5 took the series mainstream.) But we \u2014 and I include myself among them \u2014 don\u2019t need to keep frothing for Persona 6, because Metaphor: ReFantazio is the successor worthy of the crown and adoration. It\u2019s a finely crafted triumph that isn\u2019t restricted by trying to be another Persona game. By throwing away those trappings, Metaphor: ReFantazio doesn\u2019t have&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/we-dont-need-persona-6-yet-metaphor-refantazio-is-right-here\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":993634,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-993633","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>We don\u2019t need Persona 6 yet. Metaphor: ReFantazio is right here. | Arcader News<\/title>\n<meta name=\"description\" content=\"There\u2019s a percentage of people who will go absolutely feral at the first confirmation of information about the next Persona game. The runaway success of\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/arcader.org\/news\/we-dont-need-persona-6-yet-metaphor-refantazio-is-right-here\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"We don\u2019t need Persona 6 yet. Metaphor: ReFantazio is right here. | Arcader News\" \/>\n<meta property=\"og:description\" content=\"There\u2019s a percentage of people who will go absolutely feral at the first confirmation of information about the next Persona game. 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