Skip to main content
  1. Home
  2. Gaming
  3. Features

Metaphor: ReFantazio feels more familiar than I expected

Add as a preferred source on Google
The main character in an anime cutscene for Metaphor: ReFantazio.
Atlus
Summer Gaming Marathon Feature Image
This story is part of our Summer Gaming Marathon series.

Heading into my demo of Metaphor: ReFantazio at Summer Game Fest Play Days, I was concerned that I wouldn’t be able to glean much from 45 minutes of playtime. While all of its trailers have been visually striking, I hadn’t really gotten a sense of how it played and wondered if Atlus and Studio Zero had gone too far with visual flair following the positive response to Persona 5’s user interface. Thankfully, Metaphor: ReFantazio felt more familiar than I’d expected.

Metaphor: ReFantazio feels like an unadulterated look at the kind of RPGs Atlus’ best developers would make if they weren’t restricted to the demon-collecting features ingrained into the core of Shin Megami Tensei and Persona. It has all the visual flair, as well as the in-depth RPG systems, of those games, but puts the gameplay focus more on Archetypes, which are essentially character classes, party member positioning, and Synergy abilities. It’s shaping up to be well worth the time of any Atlus RPG fan.

Metaphor: ReFantazio — AWAKEN | Xbox Series X|S, Windows PC

The first part of Metaphor: ReFantazio that I played was an early game slice that familiarized me with the basics of its story and gameplay. The wider narrative is about players competing in something called the Royal Tournament, but these early game exchanges were more thematically driven, hinting that Metaphor: ReFantazio will delve into the anxieties we all feel about our own identities and how societies that often like to portray themselves as utopias are often still filled with political corruption and prejudice against those thought of as different.

Recommended Videos

As an adventure that will likely last upward of 100 hours, I wasn’t able to glean more than that. I did get a good feel for the gameplay, though. Dungeons make their grand return here and feel a bit more expansive and interactive than what’s typical in Atlus RPGs. Players can actually attack enemies and deal some damage before even entering a fight. If the enemies are weak enough, battles can even be avoided altogether.

An archetype attacks in Metaphor: ReFantazio.
Atlus

Once I entered a battle, I found flashy UI, but familiar gameplay. If you’ve ever played a turn-based RPG before, that’s the core of Metaphor: ReFantazio, with the major tweak being that the player can only do a certain number of actions every turn rather than every party member getting one attack. Going to the second part of the demo, I saw the big feature of the game: Archetypes.

Essentially, rather than have players recruit demons or create Personas, Metaphor: ReFantazio has a job system that you would find in a game like Bravely Default. These Archetypes have names like Warrior, Seeker, and Masked Dancer and come with unique passive buffs and abilities. For example, the Seeker is a very support-oriented archetype. On top of that, there are very powerful synthesis attacks that use a lot of turn actions.

Once I got my head around this system, I found that Metaphor: ReFantazio is actually a pretty familiar-feeling RPG, albeit one with a lot of visual flair inspired by anime and European architecture. It won’t do anything to win genre haters over, but the gameplay systems sang as I entered the final part of my demo, a speculator boss fight on the Gauntlet Runner that serves as players’ mobile base of operations.

A battle in Metaphor: ReFantazio.
Atlus

Considering that the Gauntlet Runner will also be home to this game’s version of social links, which improve various “Virtues” of the main character, Persona fans should find a lot of familiarly here as well. It’s great to see the creators of Persona finally get their chance at a new IP. Studio Zero and Atlus take a couple of bold swings, but are still making the kind of game they are best at.

Metaphor: ReFantazio will be released for PC, PlayStation 4, PS5, Xbox One, and Xbox Series X/S will be released on October 11.

Tomas Franzese
Former Digital Trends Contributor
A former Gaming Staff Writer at Digital Trends, Tomas Franzese now reports on and reviews the latest releases and exciting…
Modern Warfare 4 brings Call of Duty back to its glory days. I hope the streak lives.
Infinity Ward’s latest campaign goes back to Call of Duty’s roots and recaptures what made me a fan more than a decade ago.
Call of Duty MW4 menu screen

The Call of Duty franchise has held a special place in my heart ever since I played my first Black Ops game back in 2010. That game's campaign was something else, with twists and turns that culminated in a mind-blowing finale. We can all admit that compared to those older campaigns, the recent CODs have been lackluster at best, and a complete and utter disappointment at worst. The reboot of Modern Warfare did give me some hope, as the first two installments were actually quite good, but the third game left such a bad taste in my mouth that I wasn’t exactly expecting much from Modern Warfare 4.

After recently finishing the campaign, I can say that this installment is nothing like the recent releases and instead feels closer to the franchise’s roots. For the first time in a long while, the campaign comes across as well-crafted rather than rushed to hit a release date. It arrives three years after MW3, and you can see exactly where all that time went. It seems the studio finally made listening to player feedback a priority.

Read more
Epic is throwing $50,000 for vibe-code games. What could possibly go wrong?
Epic is rewarding vibe-coded games with real money
Epic MegaJam 2026

Epic Games has just announced the 2026 Epic AI MegaJam, which is looking to see how much game development can be squeezed into a very short window. This is running from November 12 through November 15.

Participants can work alone or in teams of up to five people, build in Unreal Engine or Unreal Editor for Fortnite, and bring along “as many AI agents as you want.” Epic explicitly encourages coding agents, AI-generated assets, audio tools, writing tools, and other AI systems. The official event page literally says "Vibe your way to $50k.”

Read more
Monster Hunter Outlanders arrives on Android and iOS next week with four-player co-op
The free-to-play spin-off launches October 29 with open-world exploration, mobile-focused combat, and a building system.
Monster Hunter Outlanders poster

It’s turning into a pretty good time to be a Monster Hunter fan who plays on a phone. Capcom has confirmed that Monster Hunter Outlanders will launch on Android and iOS on October 29, giving the series a new mobile-first game just as Monster Hunter Rise is also preparing to make the jump to smartphones through Netflix.

Outlanders is being developed by Tencent subsidiary TiMi Studio Group under license and supervision from Capcom. Unlike Rise, which appears to be the full console and PC game adapted for mobile, Outlanders is a free-to-play survival hunting game made specifically for phones.

Read more