GamingReFantazio Review-A Great RPG From The Persona Studio

Aria Lane2 weeks ago980 min


Throughout Metaphor: ReFantazio’s roughly 80 hours, the RPG’s protagonist carries a novel with him as he travels through the fantastical world of the United Kingdom of Euchronia. The book depicts an idealized metropolis of skyscrapers where equality is written into law. It’s clear this story envisions a pristine vision of our own world, and as our hero reads through its pages, he’s filled with a drive to try and make his world a place that mirrors the fantasy the author created. I’m no stranger to throwing my heart and soul into the stories I devour in fiction, so Metaphor: ReFantazio had me by the throat in mere minutes.

The latest game from the minds behind the Persona series has a lot to say, and it does so in a way that’s refreshingly full-throated and without a modicum of subtlety. Metaphor takes the foundations of Atlus’ beloved life sim RPGs and manages to do and say almost everything it sets out to more eloquently than the games it builds upon. It’s not flawless like the utopia in the novel, but it’s a relief to get a game from Atlus that I can recommend without the same caveats I typically have to attach to Persona games, which gives me hope for the company’s future projects, both in and out of this new, rich world it’s created.

The prince says "So I can't give up. In my ideal world, people can believe in their future. Their birth doesn't matter."

Screenshot: Atlus / Kotaku

Despite what Atlus would like you to believe, Metaphor: ReFantazio is a dense, overtly political tale, and the happenings within the United Kingdom of Euchronia serve as an allegory for the injustices and prejudices of the real world. This universe’s people are made up of eight “tribes,” each a different humanoid race with its own cultures, traditions, and stereotypes that play into their perceived roles in society. The protagonist, an Elda, is a perfect centerpiece for illustrating this, as his tribe is one that has historically been put down under the current world order.

Metaphor is heavy-handed as it draws attention to the power dynamics of its world. As I enter the capital city of Grand Trad, I see a beast-like Paripus begging for their life as they’re executed on the town square without trial. No one believes a paripus when they say they didn’t commit a crime, and no one with the power to execute them cares enough to look a little harder when an easy scapegoat is right in front of them. To the horn-sporting Clemar and the elf-like Roussainte that watch, it’s merely entertainment. As an Elda, the most despised tribe in all the land and the one blamed for the monstrous “human” creatures that threaten the safety of their betters, it’s a reminder that one perceived step out of line could lead to a quick, uncaring end.

Atlus has never been one for mincing wor as it creates, well, metaphors for real-world plights. However, instead of using the supernatural as it does in Persona, in Metaphor it creates a dystopian fantasy that mirrors reality. A recurring motif throughout the game sees the protagonist reading the novel he carries with him, as it illustrates a vision of what the world could be, powerfully contrasted with the reality of how it is. Of course, moving closer to a utopian reality is hardly a simple matter, and anyone who lives in this hellscape we all share has probably considered that achieving lofty ideals of a world without prejudice and injustice, where humanity is “one tribe” truly devoid of discrimination and oppression, would likely also mean erasing foundational cultural history. Metaphor doesn’t seem blind to this, and characters sometimes point out this conundrum. When I showed the book to the Eugief Heismay, for instance, he pointed out that the novel’s vision of what a utopia would look like seemed doomed to fail and full of blind spots. But can we still aspire to it? That’s the goal.



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