
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
This game is very special. If you have the time, I'd heavily suggest you play this game.
傻逼迷宫
P5R、P3Rとアトラス作品を遊んでからのメタファー難易度NORMALプレイした感想です。 簡単に言うとドパガキ向けではないのでじっくり腰を据えてゲームをプレイできる人向けです。 以下ネタバレ含みます。 【ストーリー】 ド直球王道RPGです。あまり変則的な感じはなくだいたい予想通りな展開ですが、普通に楽しめました。 個人的に動機が薄いのに仲間になっていくキャラとかは全く愛着がわかなくて辛かったですが、逆にアツイ展開から魅せてくれるシーンもあったのでトータル満足かなって感じでした。 【バトル】 個人的に一番気になったところです。 このゲームはフィールドにモンスターが配置されているシンボルエンカウント形式のゲームです。 配置されているモンスターに一定数攻撃を加えるとバトルに入った際に先制を取れるシステムなのですが、 逆にモンスターに一発殴られると先制を取られた状態で強制戦闘がスタートし、不利な状況に陥ります。 これが起こるとほとんどの場合ほぼパーティが半壊した状態でバトルがスタートしてしまうので避けたいのはやまやまなのですが、フィールドでの攻撃アクションや回避アクションがもっさりしてるせいで攻撃を避けるのが難しい場合があり個人的にとてもストレスでした。 このゲームはバトルに入ってからもバトルの一番最初からやり直すシステムがあるのですが、先制された場合は意味をなさないのでやっててきつさしかなかったです。 レベルが敵モンスターより数レベル上がるとバトルせずにフィールドでの攻撃だけで倒せるようになるのですが、それが快適すぎてわざわざバトルしたくなくなるのでレベリングに時間かけるのが正義という風に感じます。 脳死でレベリングして道中を快適にしたはいいのですが、逆に終盤のアーキタイプ(ジョブ)が強すぎてボスも全く歯ごたえがなかったのもマイナスポイントでした。 サブクエストすべてクリアしてエンディングを迎えましたが、レベリングをしないと苦痛なのにしたらしたで面白くなくなるバトルバランスは好みではなかったです。 【BGM】 個人的にはペルソナからアトラス作品に入ったせいであんまり好みではなかったです。 覚醒シーンのBGMは良かったと思いました。 【総評】 P5R,P3Rが100点だと仮定するとメタファーは70~80点くらいと感じました。 いうて良ゲーだとは思うのでセールの時にでも買ってプレイしてみてください。
The press turn combat system is my favorite turn based system, the visual and music are a banger as always, and the story is pretty interesting. Overall I didn't really enjoy the execution of a lot of the game, however. Trying to raise your appeal is pretty much just tied to the story and nothing much is going on there, I'm not big on the calendar system but I understand how it plays into some mechanics, the weather system taking away your ability to take advantage of weakness is still annoying because it stops you from interacting with the combat system like old SMT bosses having no weaknesses even if you can plan around this, and even playing blind on hard the game felt very forgiving and kinda mindless to run through at times. The dungeons overall felt somewhat bland, not too much was really going on with the ones I experienced besides just some twisty corridors and maybe a vague idea of a puzzle. Archetypes seemed like a cool concept and I enjoy being able to customize my other party members more than something like Persona. Limiting what skills and archetype can hold to their level up set plus only a few more from other archetypes that character has learned from I think is a good way to allow creative expression while limiting the ability to just stack all of the good skills on one character. The fusion skills can be a lil hit or miss, but overall I think it was fine. There are a few places where I feel this system fails, however. The skills that boost attributes based on archetypes of the same lineage on the team are cool in concept, but it just feels bad to include multiple archetypes on the same team due to a large lack of versatility and the skills not doing enough to make up for it in my opinion. The first three characters are than the MC that you get on your team also feel very physical focused so unless you're going to make your MC magic focused you're kind of missing out on that for a good long while. Finally, late game archetype requirements, especially on the royal archetypes, just kind of go and shoehorn people into certain roles or getting a specific handful of archetypes if you really want to use them that goes against the freedom that the system was giving at first. If you like Persona a lot or don't care too much on some of the gameplay gripes I brought up you'll probably enjoy this more, but I just kind of found the game to be boring after so long.
Allegory: ReFiction is a great game and I do hope it becomes another pillar in Atlus' RPG catalogue. Party building reminds me of Final Fantasy 5, which I'd say is one of the strongest qualities it has. However, it definitely feels like they undercooked towards the latter quarter of the game and it's not narratively solid all around (THAT arc and how the party dealt with it was legitimately ridiculous), but it was overall enjoyable from start to finish.
桥野桂小时候回家发现钥匙孔在门内侧开不开,只好钻狗洞进去
Come for checking out the Persona team trying something new, stay for Louis chewing through the scenery.
The real metaphor was the fantasy made along the way
game good yay!
Hunkelberg needs higher standards