Metaphor: ReFantazio wanted to fix the JRPG grinding problem, but Atlus went too far at one point and accidentally broke the whole combat system

Metaphor: ReFantazio wanted to fix the JRPG grinding problem, but Atlus went too far at one point and accidentally broke the whole combat system

Comics

Products You May Like

One of Metaphor: ReFantazio‘s best additions to the Atlus formula was real-time action combat that let you stun enemies or even completely take out lower-level beasties without ever stepping foot in a turn-based arena to avoid the grinding problem that’s all too common in the genre. But Atlus accidentally went too far with the action combat during development and almost lost “our way.”

In a panel from the Game Developer’s Conference 2025, Atlus veteran Kenichi Goto, who’s planned the battle systems for everything from Persona and Shin Megami Tensei to Digital Devil Saga, explained that the team wanted to “reduce the number of battles where the result of who would win was obvious from the beginning” in its newest fantasy epic Metaphor: ReFantazio.

View original source here.

Products You May Like

Articles You May Like

2D Horror Game Brought to Life with Live Action Cinematics
My Chemical Romance share fiery unreleased song ‘Someone Out There Loves You’ ahead of ‘The Black Parade’ 20th anniversary reissue
‘You Can See Everything’, ‘La Bola Negra’
Epic Games’ Unannounced Marvel And Star Wars Shooter Delayed As Company Goes All-In On AI Development
‘A Few Good Men’ Broadway Revival Sells Out First Week