
After his assassination, the will of the late king decrees the next monarch to be elected by the people. Forge bonds and win over a kingdom divided in this award-winning fantasy RPG with turn-based and action combat, party customization with powerful Archetypes, and hours of exploration.
Most likely between $29.2M and $82.6M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $69.99 | 90% | approximately $48.6M |
| PlayStation | $69.99 | 94% | — |
| Xbox | $69.99 | 88% | — |
| Nintendo | $39.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1888 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
《暗喻幻想:ReFantazio》是一款质感很扎实的黑暗奇幻JRPG,整体游玩体验均衡耐看,没有夸张的噱头,靠玩法和剧情质感留住玩家。本作最大的亮点是融合流畅的即时探索与策略回合战斗,野外遇敌可以先手冲刺破防小怪,直接快速斩杀跳过无效战斗,面对精英强敌则会切入正统回合对战,临场感十足。战斗画面观感出色,各色属性技能特效层次分明,破防、晕厥、连锁追击的联动手感很流畅,需要搭配不同原型职业、契合敌人弱点输出,BOSS战节奏紧凑,既要规避高额必杀,还要把控技能衔接和团队buff,全程需要动脑规划,完全不会无脑碾压。游戏的剧情叙事沉稳厚重,借着奇幻世界观映射权力矛盾、种族隔阂等现实议题,剧情铺垫细腻,群像塑造饱满,整体氛围深沉又治愈。配乐全程贴合场景,战斗曲激昂燃向,探索曲静谧悠远,大幅提升沉浸感。不足之处也比较明显,长线迷宫场景同质化偏高,反复跑图容易疲惫,部分主线剧情节奏偏缓,角色养成流程细碎繁琐,新手上手需要一点适应时间。总体而言,游戏战斗策略性、画面氛围和剧情深度都很在线,小瑕疵不影响整体品质,很适合喜欢慢节奏、重策略、注重剧情沉浸的JRPG爱好者体验。
fun little game.
今のところ非常に面白いです。 個人的には恋愛要素がないのが良いです。 ただ終わったときのゲームロスを考えて終わってない今すでにロスってます。 メタファー2が出ることをただただ願ってます。
Enjoying the game and adapting to the dynamics. It's very reminiscent of gameplay aspects of the Persona series... And the music is awesome.
Coolio
will
It's Persona with EVEN MORE MENU FLAIR if that's possible. Same as Persona 5 it has a cringe-worthy murican dub that makes you want to punch babies (so stick to ♥♥♥ voices unless you like jail) and oodles of social stratification that makes THE HUMANS ARE THE MONSTERS so very very ambiguous. Thanks Atlus. If you're thinking "I like a good story but the fighting vs story balance should be inverted" check out the Utawarerumono franchise.
It's like a Persona, but with more racism, 11/10.
Best Atlus game yet. Easy 8.5/10 from me and an enthusiastic recommendation. It doesn't hit the stratospheric highs of Persona 5 Royal, but it has a much higher average. Metaphor rarely feels like it's being padded or you're slogging through social sim stuff like Persona 5 often does, and combat in Metaphor is *dramatically* better than in Persona 5 and, for the most part, SMT 5 as well. The game's narrative uses "utopia" as its keyword, and it also involves "anxiety" as well. All party members and major NPCs are pretty well fleshed out, and unlike the Persona games, your omnipresent navigator NPC isn't an annoying sex pest and is instead a pretty well designed character in her own right. Gallica is appreciated, rather than grudgingly tolerated. Metaphor doesn't use the dyad fusion gimmick of the other megaten games, instead opting for "archetypes," which are essentially just Final Fantasy jobs with a different name. All characters can perform all jobs (although you need to spend a currency to unlock them), but each character has specific stat growths that mean they'll be better-served performing some tasks rather than others. Affinities are simplified in Metaphor, having only the four classical elements plus light and dark, along with the three physical damage types; no Nuke or anything like that, and no weaknesses or resistances to afflictions. You can instead get resistances or immunities from equipment. Each job has its own set of affinities, often improving as you progress down that job's lineage path from basic to elite, and the Masked Dancer line also inherits affinities based on the mask accessory equipped. Unlike other megaten games, the protagonist being KO'd isn't game over, and Light and Dark skills no longer have an inherent OHKO property. Specific Light and Dark typed skills possess OHKO potential, such as the Thief line's Dark-typed Assassinate skill, but your basic Hama and Mudo skills don't. It still has its fair share of balance and design issues. Casually, Metaphor is probably the best-balanced megaten game I've played, but if you stumble across or learn about "the meta," it might be the worst-balanced. The game uses the typical SMT Press Turn system, and misses cost an additional turn while criticals reward an additional one. Since missing and critting are generally left to blind RNG, this results in combats often being very RNG-heavy, and makes evasion/crit dramatically more valuable than raw ATK/DEF per-point. Certain skills, abilities, and items are obscenely overpowered when combined and you'll find even the hardest bosses to be pushovers if you learn about these combinations or just stumble across them organically. These reasons and more are why the game is "merely" an 8.5 instead of 9 or higher. Atlus has been around long enough, and there has been enough activity in the turn-based RPG and JRPG space that I don't think these flaws are really justifiable anymore. Some balance issues are acceptable but the ones in Metaphor are really, really bad and dramatically alter perceived difficulty if the player becomes aware of them. Some job lines like Mage and Brawler are also drastically weaker than other comparable lines, especially since they are plot-limited in progression whereas the other job lines (which are also just generally stronger!) are limited only by your social stats and how often you want to invest time in that particular social link. All that said, Metaphor does also introduce some very nice QoL changes from P5 and SMT5, and overall the quality of Metaphor has me cautiously optimistic about Persona 6. Granted, P6 is a different team, but I'm assuming that the different Atlus teams *do* communicate with each other and share ideas.
很传统的很俗套的日式rpg,但是现在业内也真的缺少能把俗套剧情讲好做好的游戏。 整体还是很喜欢,BGM和美术风格很优秀。