Playing Metaphor: ReFantazio!
Yes, a non-Switch game! Since this is from the Persona team and had very positive reviews I was quite interested in the game, but I’m so disconnected from the Playstation/Xbox world nowadays that I assumed this was only out for the PS5! 😆 But I learned that it has a PS4 version and even a physical and multi-language version in Japan, so I dusted off my old PS4 Pro, got the laser which I knew was broken since earlier this year fixed, and decided to give this one a try.
I came into this mostly blind and was expecting a more traditional JRPG, so I was surprised when I saw all the classic Persona elements like calendar system, social stats and social links. But it does provide some very welcome changes - the calendar is very compact, with only 5 months in-universe, the social links are shorter and no longer need “grinding” affection levels, each day is better used with events on the night from the beginning, social stats grow faster.
There’s plenty more to love in this game. The art and music are fantastic, though the UI is too busy and can be distracting. They’ve definitely crafted an interesting world, so much that I even spent time reading in the in-game encyclopedia to learn more about the different races and places. I also love the way they incorporated travel into the story with campfire events, beautiful locations where they just stop for a short breather, random encounters at night - all of this adds a lot to the feeling of adventure.
That being said, there’s also some pretty massive flaws in the game, with the biggest ones being related to dungeons and combat mechanics. The dungeons are a slog - they are boring, stupidly long, full of enemies that have tons of HP even on normal. It’s clear that the developers wanted to make it harder for players to complete them in a single day, but they took the worst possible approach here.
There’s also issues with the combat mechanics. It uses a similar system to Trails though Daybreak where you start battles using action combat to kill weak enemies or stun stronger ones then move into turn-based. But this time enemies can also get advantage over you if you don’t dodge properly, and the action combat is very clunky so this ends up happening way too often, with the difference between who gets the advantage being potentially as big as “win without taking damage” vs “getting a full party wipe”. They also start using Repel/Drain effects way too early in the game, and this is a Press Turn system game which makes these incredibly punishing, plus for some reason they decided to not include items or skills to scan enemies for vulnerabilities, all of which leads to frustrating trial-and-error gameplay where you can accidentally hit a Drain and lose your entire turn.
Finally, the UI definitely could use improvements. There’s a lot of QOL features that could and should have been added for better inventory and skill management - both very important things in a game where you’re juggling 10+ weapon types and 20+ jobs with different skills.
I know I spent a lot of time on negatives, so I just want to emphasize that despite those problems I’ve been playing this game non-stop and having a good time. But there’s a ton of frustration mixed in because I think this game could’ve been one my all-time favorites with a bit more polish.
Playing If My Heart Had Wings!
Slow progress between holidays and Metaphor. I’m enjoying Aoi and Kotori’s dynamic quite a bit now, but it definitely feels more sibling-like instead of romantic. Twins still haven’t joined and I’m curious to see how they are so maybe I’ll give this one a push during the weekend.
Playing Crimzon Clover - World EXplosion!
Attempting to get a 1CC on Novice, so far I made it to the stage 4 boss.
Hopefully so. This is the first Atlus RPG in a long time where I feel a fixed/improved version is necessary.