Kinda started this on a whim so Idk how to format this so whatever, there'll be a spoiler blockade for both metaphor and digital devil saga 2 when I enter the story but honestly just go and play metaphor refantazio it's a really fun game
I just recently finished Metaphor Refantazio and I have to say having played Digital Devil Saga 2 after it, it helps me appreciate how far atlus has come but also low-key kinda disappointed with how they've regressed in certain aspects
Let's start with the pros: The mantra system came back from DDS ( how I will refer to digital devil saga from now on ), in which you simply picked a certain path to obtain skills by selecting mantras at the cost of money, and could freely change between the mantras at save points
Metaphor overhauls this by letting you change at any time, and having the mantras ( now called archetypes ) change your resistances, while also increasing your stats in the proficiency for that archetype, like giving extra magic if you use the mage archetype
I love this way of dealing with skills, especially the part where the game allows you to change archetypes for your party members, I also like how if you just already decided your party, you can have the excess party members on their maxed out archetype so they can give you archetype XP towards your main party
I love the press turn combat system, I think it's brilliant, I was a bit disappointed that they didn't put as much emphasis on skills that change resistances to make you stronger against your weakness like in digital devil saga but it was kinda overpowered to begin with, I do think that inflicting weaknesses is a bad decision as there's no point to inflict weaknesses when almighty exists, maybe if they removed almighty skills there would be a point to them but I didn't find any use for them really
Buffs and Debuffs/healing didn't seem to have much relevance until the literal last dungeons as I got past most of the game without healing or buffing much, that could be due to me being an "experienced player" however and the fact that I played on normal mode
Speaking of difficulty options, it's interesting how the harder options make enemies get more turns, but also I wish that was something I could toggle off because enemies get a ridiculous amount of turns either way, there's a boss that has 4 turns, and a high CRIT rate move, allowing him to get 8 potential turns, he can then use a move to give himself 8 extra half turns, for a maximum of 8 + 7 ( a turn used to get the half turns ) 15 turns, so adding in the extra turn would lead to 17 whole turns! It's too absurd for me to have even considered so I just played the game on normal
Cooking has been TREMENDOUSLY buffed from what I can gather, I didn't bother with making coffee in persona 5 as I didn't find a point to it really, you can literally cook an item that gives you 4 extra half turns in metaphor from what I've seen other players do ( I assumed the cooking was just as useless as persona 5 coffee so I didn't actually use it ), everything else is the same too and I didn't really feel like going out of my way to get cooking ingredients, I did dabble after getting a follower ( what social links are called ) ability that allows you to cook without spending time but I didn't even use the stuff I cooked most of the time
The social management part has been made easier for better or worse, you no longer need to choose the correct answers really, I was able to do every side quest and confidant ( I'll just call the followers confidants from now on ) on the last day and that's only due to me accidentally having to waste a few extra days because I didn't cook a certain item for a specific quest, if I had better managed my time I probably could've finished with 10 days to spare
The monster design for humans is superb- although it's not really original as they just took Hieronymus Bosch designs 1-1 so I can't really give atlus credit for that, I can still commend them for choosing them out as they are really cool
Now to start with the cons: which are unfortunately the spoiler part as I really hated the story lmao
First of all FIRE THE GODDAMN ANIMATORS ALREADY, I HATE THE ANIME SCENES SO MUCH, THEY LOOK SO BAD COMPARED TO EVERYTHING ELSE
"bro that's people's jobs-" yeah cool their job sucks, get the 3D animators in on this they did a better job and I could see the goddamn models clipping from time to time, you shouldn't let someone whose job is to mop the floor, who doesn't mop the floor, keep his job, and god damn is the 2D animation really bad ( this doesn't include portraits or menu animations those are still gorgeous I'm referring to pre rendered anime scenes )
The writing is still atlus tier mid, with the story never going as deep as you'd ever assume, and always baiting the reader
For example: the main character is the prince's friend, and he is part of the most minority race in the world completely overrun by racism and tribal tensions, you are trying to assist your good pal to get on the throne by undoing his curse first, but across the way, plot details occur that make it impossible to undo the curse, due to magically enforced democracy occuring so you end up having to run as a candidate to then give the prince his spot on the throne
Sounds a bit icky to us but different perspectives and whatever and we are to assume that due to the more historical setting, they never knew democracy so this is just perfectly fine to them
I thought during near the endgame that, our character had been training his royal virtues this entire time, he got the support of the people, he is the one that is chosen by the masses, surely there's gonna be some conflict between the main character and the pri-
THE MAIN CHARACTER IS ACTUALLY THE PRINCE
WILL OF THE MASSES? MAGICALLY ENFORCED DEMOCRACY? NAH WE JUST GONNA HAVE THE ONE WHOSE BIRTHRIGHT TO BE KING BECOME KING
The grander plot was the most interesting part of the story, especially how the game asks for you, the player, to give your name, and then there was a big theme going on with reality and fiction that I wanted to know how it was going to revolve around, especially how whenever you died the screen would say "Fiction is Dead", I thought for sure there would be some meta fourth wall breaking things going on- nope it was just used for online functionality probably, I played the game offline so I wouldn't know
The main villain is a Griffith copy in every way possible that I will refuse to refer to him as anything other than Griffith for the rest of this review because atlus knows what they did when they were designing this character
Also the main characters are actually just straight up bullies, they have the power of the archetype, the only people in the entire world to have that power, and they just... Use it on your average guard???? Like fr??? Like I get this is a matter of life and death but little girl furby who was just out here tryna sell her big ass vehicles got hit with the UNFILTERED RAY OF GOD for daring to fight the main character
Everyone else needs to use a magic staff which according to game logic can only use one spell at a time (or at least that's how the staffs that you can buy work others can use more than one) and also required more magic, your archetypes can use MORE magic, require LESS effort, and can give PERMANENT ENHANCEMENTS OUTSIDE OF THE ARCHETYPE USAGE and also depending on the archetype can just STRAIGHT UP FLY???? ( I may have misunderstood something with the flying part )
Like in persona or digital devil saga 1 and 2, whenever you fought enemies, they would be other shadows so it would be equal footing, whenever you fought humans, 99% of the time they would have the ability to use personas/turn into demons
But in metaphor refantazio? HOHOHO NO! Only the before the final boss can use an archetype, everyone else is just a regular ass human which is absolutely crazy, it feels like genuine bullying dealing with everyone, like I would consider the easier difficulty ( ignoring devourer of stars ) an intentional choice if it weren't for the devs voicing lines that clearly meant that they didn't intend for me to OTK the enemy boss by having injured dialogue
Speaking of gameplay cons, I didn't have to grind for most of the game really until I reached the optional boss devourer of stars, he would always critically strike me and the ailments were such a pain in the ass that I grinded my entire party to be immune to critical strikes and ailments by leveling up a certain archetype lineage, that took such long amount of time I went from level 50 something to about 70, I wish there was a way to turn off the party XP, I was able to do that in bravely default iirc and it let me grind out my characters to get specific skills without worrying about overleveling
But then again I think this just really sucked, I knew exactly how to beat the boss, I just needed a few specific skills, I don't know how to fix this issue as you kinda need a way to limit the player from having access to everything right off the bat, but also having to grind for sooo long just to get a few skills is a bit unreasonable,
An idea I have is maybe make it so you get everything by buying the archetype, and design the skills less as a linear progression of like Light, Medium, then Heavy arrack, and instead give unique properties to them ( besides elements! Persona 5 had an interesting idea with technical attacks albeit twas a bit broken ) so that even if you have the skills unlocked it won't really change much as you aren't getting access to some "severe damage" skills and instead are maybe getting access to "3-5 wind damage with a chance of stealing money", damage this way would instead be scaled by the respective offensive stat which would probably lead to minmaxed builds being a bit more broken, but metaphor kinda already solved that by instead of giving you several skill points to allocate, you only got one skill point to allocate
Devourer of stars was a boss I had a love hate relationship with, he reminded me of Library of Ruina where you would prepare your characters by editing their passive attributes to deal with whatever enemy you're about to face, but the problem is that the grind to get to that in metaphor was absurd, and also the reward was too good, after I was immune to critical strikes and ailments the boss was just done for, it would probably be better to instead have the "evade" things as the passives you could input ( although that has its problem of still being an RNG-fest that would, when benefitting the player, cheat the boss out of 2 turns per whiff )
So while I do feel more bosses should be like the devourer of stars, I do think that the grind was absurd ( and almighty attacks should either be removed or reworked because you can either waste your time with one time weaknesses or do a really strong almighty attack that doesn't need much to prepare )
Also there were issues with translations I assume? Like for example the Charge/Concentrate skills were claimed to be only usable once per battle but were usable many times, meanwhile a secret skill at the end which was claimed to be usable once per battle could actually only be used once per battle.
I also may have missed a tutorial because I don't recall a single place mentioning that physical magic skills like one of the skills you get super late for the main character on the prince archetype can scale with either magic or strength, I kept leveling up my strength after being a magic whore the entire run just to be able to use the almighty physical skill he gets at the end not knowing it scales with magic too
I rattled on enough about gameplay let's go back to the story
The story is balls but specifically in the confidants I swear they just go and follow the same formula as every other fucking persona game
The hulkenberg confidant in specific feels very similar to the ryuji confidant, I just wish they had more creativity with the confidants and unironically less stakes, I already have my stakes in the main story, can't I just get to know the character outside of that? Like personally know them, not hear their tragic backstory about how they were a human experiment, but genuinely just talk to them as people, go hang out at the fucking tavern, actually have back and forth communication-
Oh yeah I held on this for too long
So basically, our good main character Will, is a silent protagonist, who was given a voice actor
But kanshoutoko I hear you say! How can you be a silent protagonist while having a voice actor?
Even though Will has a few lines here and there, the game still suffers from "you're our leader!" While proceeding to let someone else plan everything out and say everything, it's gotten to the point where your first party member is the one giving speeches in your fucking place like chat- this just sucks, why did you even give him a voice actor, why did you go the political debate/democracy route if you're not gonna have the main character act like a true Democratic candidate
You can go to do debates in game which basically amount to
Candidate: I think we should all worship shoes! They are very cool!
Main Character: Shoes are to be worn!
Audience: he said shoes are to be worn? Does that mean that he intends to "wear" down the corrupt church? Is he going to save the world from this endless corruption? I trust this man to be our king!
This is an exaggeration but it very much feels like the crowd is the one making up your speech because atlus refuses to let the main character actually speak more than one sentence at a time except for the ending I guess, but beyond that, you have for example this fucking fairy Gallica, who acts as the Morgana of this game, completely removing the main characters thoughts, which I absolutely hate, her only use in the plot was 2 things
1. Play the main character music and that is not a joke
2. Spy on the enemy that one time
You may claim that Junah/Grius recognized Gallica but honestly there are a million ways that Junah and Grius could've joined the party or recognized Will as someone on the side of the Prince, I only listed out those 2 as those are the essential tasks that nobody else could've done, but even if I'm generous and add the recognition, that's still only 4 things in this very large JRPG, her existence only hampers and doesn't add anything.
Also there was supposedly a racism plotline between the party members but the story immediately forgot about it and only brought it up for one line near the end
The game feels like a continuous "Oh my God something is gonna happen?!!????" And then nothing happens gg go fuck yourself
I want to reiterate I still like the game and am feeling very frustrated after finishing that I was done and kept seeking a similar feeling which is why I played DDS2 right after, at a certain point you already expect with atlus the bad story telling but it wasn't always this way?
Like don't get me wrong DDS1 and 2 are really badly written for reasons that you assume to be intentional but really aren't, but if you excuse the fact that they were incredibly rushed, the game took some risks by having you for example play through an entire dungeon without your main character, constantly having to use party members you may not be used to using ( which is shitty considering there is no innate party share ), it may not have been well implemented but there certainly was a risk
Meanwhile metaphor has to somehow be an even safer game than persona 4, their literal safest game yet, like you really made a whole new IP just to take the safest route in every single decision when making the game?
All in all Metaphor is still my favorite game made by atlus so far, but atlus can do so much more story wise I feel, and gameplay wise I feel like they are getting close to getting a "perfection" of the formula, I have hopes for them gameplay wise but I have given up on them making an interesting story with interesting characters, doesn't mean I still won't complain about it but it is something to not have hopes for at this point
Anyway I hope whoever reads this liked this, there's honestly more to say but I wrote this before going to bed so yeah, expect infrequent releases as I still need to finish something to review it ( and I'm not reviewing something I played a while ago out of memory )