Since the earliest days of the industry, video games have struggled to establish themselves as a form of fine art. It’s easy to forget now, but it wasn’t too long ago that all we had to go on was a small blob of pixels sliding around a CRT, and back then, the idea seemed absurd. How could such a rudimentary experience, something only ever marketed to children, truly comment on the fundamental human experience? What could they possibly say that hasn’t been said better by paintings and films of the past?
Well, with the passage of time, things have begun to change. Technology developed, creatives honed their skills, and we saw the release of some truly inspiring games. It’s no longer a question of whether they can do it, but how they can do it, and few games show this better than Metaphor: ReFantazio.
With its provocative and engrossing story, striking visual style, and engaging two-way gameplay system, there are few titles that compare in terms of executing an artistic vision. This is a game that has something to say, and everything about its design aids in creating a tight, cohesive experience that gets the player thinking. It may have a few growing pains as the first of a new series, but even with them, this still stands as a true piece of gaming high art.
At the onset, the kingdom of Euchronia is engulfed in a political upheaval. With their king assassinated and prince presumed dead, a leadership hole has opened that many wish to fill. However, crowning a new ruler will be no simple matter. A special magic has been placed by the now-deceased king allowing only the one with the most public support to take the throne, and only after a full season of vigorous campaigning. No assassinations, no seizing power, only an election that anyone can win. The player assumes the role of an upstart candidate running on behalf of the prince, who is still alive but only by a thread. With ambitious rivals everywhere and a kingdom full of deep-seated problems, it’s an uphill battle right from the start.
Once the stage is set, the rest writes itself: travel the world completing challenges to gain public favor, including both turn-based RPG battles and choice-driven social interactions, and take the top spot before time runs out. It’s a genius premise for a game of this genre, taking the multifaceted formula creators Atlus are known for and providing an excellent story justification for it. An election is a perfect scenario to gather a wild and eccentric cast of characters, and as a participant in a very medieval-styled political system, there are countless reasons to both talk and fight throughout the game.
It’s easy to get engrossed in the intricacies of the world, from the interplay between the games’ many races to the emotion-based magic system and its mysterious origins. Everything feels unusually well thought-out for the first game in a series, and continually impressed with the depth and care put into each aspect.
This is especially true for the main and side characters. Each is a joy to discover and learn about, from the idealistic diplomat Strohl contemplating his family’s fallen house to the fun-loving Gallica’s journey to self-acceptance. Personalities are grounded to suit the more serious setting, but contain a sprinkling of more lighthearted elements that maintain levity and charm.
To compliment this, the English voice cast are all solid and well suited to their roles. Special mention goes to Kristin Atherton as Hulkenberg and Joseph Tweedale as Louis; the quality and range of emotion they bring are especially appreciated. There are a few instances where a voice is very obviously reused for multiple characters, but thankfully, those cases are few and far between.
Though if there is one thing that really lets this game stand apart, it’s in its masterful theming. In many ways, Metaphor: ReFantazio is the antithesis of the “fantasy” that is its namesake. Where other games would shy away from real-world topics in their search for easy, pure-hearted escapism, Metaphor instead weaves them into the core of its identity.
Much like we create stories about mystical heroes in fantastical settings, it is revealed that this world has tales about us; the way we live, the way we interact, and how we ideally function as a civilization. A forbidden book the protagonist carries is referenced for this, and getting the character’s thoughts on topics like democracy and civil rights has a surprising amount of novelty. The questions of “how” and “why” our world works as it does is continually framed through the squabbles of theirs, and it never fails to be both entertaining and thought-provoking.
If I had to pick an issue in terms of story, I would say that there are some points where the game feels overextended. There was clearly a lot of content left on the cutting room floor, and that especially shows in the later sections. A few plot reveals aren’t quite earned, and one particular chapter feels like three others quickly stitched together. Thankfully, these aren’t deal-breakers by any stretch, but even for a game that takes 80+ hours to finish, they do demonstrate an overly ambitious scope.
While the story and characters are certainly front and center, the gameplay on offer is no slouch either. Time is split into segments during which the characters must accomplish a goal; defeat the mad mage, save the village, infiltrate the airship, etc. To do this, the player must prepare themselves before delving into a selection of dungeons. Of course, this involves purchasing equipment and items to fight monsters, but also a system of gaining power through bonds with other characters.
These “social links” are a core part of the gameplay loop, and provide new layers of choice-driven story in which responding to questions correctly yields a special in-game currency. On top of this, special abilities are awarded for certain milestones that correspond with the character whose story you’re following. They require in-game days to complete, which takes time away from each looming deadline, but the rewards are very often worth it. In this way, being able to choose what activity will best suit your goals is very empowering.
Dungeon crawling, on the other hand, is a rather simple affair. As you progress, each social link will provide you with an equipable “archetype” to use in battle, including options like “the warrior” and “the thief,” and each will grant unique attacks, skills, spells, and healing options. As you fight monsters, you gain experience, increase your archetype’s level and skills, and gain points with which to purchase new archetypes that can benefit from your current archetype’s skills. Combine this with “synergy” attacks that mix actions together and you’ve got a recipe for combat that is both easy to learn and difficult to master.
However, the dungeons themselves are more of a mixed bag. While their design is solid with plenty of fun secrets to find, they all share a small pool of assets between them. Every side area is a slight variation of a forest or cave, and even the major dungeons lack the bold creativity and fun that the rest of the game offers. They aren’t bad by any stretch, but feel slightly dated next to their contemporaries.
And that does bring up one of the games’ few shortcomings: It’s overreliance on studio tradition. As the first new series from Atlus in almost 15 years, expectations were high for what they could accomplish without any of their usual creative restraints. With their renown growing with each new release, it seemed they were ready to create a new tentpole series separate from titles like Shin Megami Tensei and Persona. But sadly, what they went with feels more like a sub-series than an entirely new thing. Aside from the alternative class system, there really isn’t much that makes this fundamentally distinct on a gameplay level.
Of course, this is far from a negative for some. 2020’s Persona 5 Royal is hailed by many as one of the greatest role-playing games ever, and it’s easy to see why they wouldn’t want to mess with a highly successful system. But considering how innovative this team has proven to be, it’s a shame they didn’t stray even further from the norm.
Even viewed through a more critical lens, it was admittedly very fun to see the tweaks and improvements made to the established formula. Traveling between towns, for example, is a welcome addition that makes the world feel more varied and alive. Some tasks and social links can only be triggered while traveling, and the special events that occasionally pop up are always a treat.
The visuals, while sharing Persona’s pension for color and flair, are another solid variation. No matter how many times you open the main menu or hop into battle, the images that greet you are always vivid and full of tonal gravitas. Character and enemy designs take inspiration from the work of 16th century painter Hieronymous Bosch, giving them and the world a unique and often foreboding presence. Placed alongside a distinct orchestral score by composer Shoji Meguro, the presentation is a treat for both the eyes and ears. I wouldn’t say that either of these quite reach the peaks that Persona does, but a more subdued aesthetic fits the setting overall.
Verdict
As should be clear by the length of this review, there is a lot to think about with a game like Metaphor. The story, the gameplay, the tone and style, everything has depth and purpose behind its design. The story’s focus on leadership, ethics, and human bonds are all demonstrated through both sides of its gameplay, which then play into the lore of the world and the message it’s trying to convey. Very few games can so effectively tie their ideas together, and I believe that’s what truly makes Metaphor stand above the rest.
Though I’ve tried my best to avoid it, there’s no denying the connection between this and the Persona series, and no matter how much I love this game, that will always be an unfavorable comparison. It’s just a bit too derivative to be considered wholly original. However, in this one aspect, even the iconic Persona 5 Royal cannot compete. It’s that impressive an achievement.
Without a doubt, I can say that this is an experience that will stick with me for a long time to come. It feels tailor-made with a highly specific creative vision, and executes on its ideas almost perfectly. With finely honed gameplay, top-notch sense of style, and fantastic depth in story, characters, and themes, you’re unlikely to find a better game released in 2024. It’s very rare these days to see a game that feels completely uncompromised, and yet Metaphor: ReFantazio has managed to do it. When viewed as pieces of art, this is what all video games should strive to become.