Is Metaphor like Persona?

Metaphor: ReFantazio has been out for a little while now, but one question continues to be up for debate; is Metaphor like Persona?

Well, today I wanted to take a quick moment to explain it to everyone, as the answer really isn't as simple as yes or no. To put it bluntly however, yes, Metaphor: ReFantazio contains elements from the Persona series, but it is not the only ATLUS property the game is influenced by. Metaphor is very much its own game, but Persona fans will feel at home with it.

That being said, here is a quick break down of how the game is similar to the Persona series, and what it borrowed from other games as well; all while also retaining an identity of its own.

The Controls:

Beginning with the basics, the controls of Metaphor is a case of "if it's not broke, don't fix it." Metaphor uses a very similar setup to Persona, and while the controls of a game isn't something I'd normally bring up in a comparison like this, the Persona series uses something unique that Metaphor carried over.

While outside of battle the gameplay is your standard 3D JRPG with full camera controls and a run button, in battle uses the menu system first introduced in Persona 5. Instead of navigating menus to pick your attacks and skills, everything is set to one of the controller's buttons to allow for fast and easy access. Using skills, items, and basic attacks quickly becomes muscle memory, and it feels really nice. Of course other games have since used a similar style (Trails of Cold Steel III is a good example), but Persona 5 is the game that initially kicked this trend off. 

The Style and Menus:

Persona has become known for its style, and Metaphor really is no different. The game uses a 3D cell shaded style with realistic body proportions (which Persona itself didn't use until Persona 4 Dancing All Night), and unique menus that "pop" with each option you choose. Every option in the start menu alters the look and feel of the overall menu, with different background images and styles used to differentiate every single option. It looks great, it adds character to the game, and is something fans will always remember. 

Time Management:


Okay now that the "basics" are out of the way, the first major feature is none other than the Time Management system.

Beginning with Persona 3, the Persona series has been part life sim, and has required players to plan out their days. You have so many actions you are allowed to do each day, and taking part in events will ultimately advance time. Each in game month has specific requirements you must meet to avoid failing, with dungeons or bosses being your ultimate goal. Metaphor uses this very same system, with some additions to it as well. Not only will time advance from triggering one of the available events in the world, but days will also pass when traveling to dungeons or other areas. As with Persona, dungeons or key story points need to be cleared within a specific amount of time, and failing to do so will set you back to try again. You'll lose everything you did between key check points in the plot, but at least you cannot fully fail the game.

Social Links:


The Social Link system is friendship based progression, and plays a major role in Persona 3, 4, 5, and Metaphor. Although it goes under the title of "Followers" here, it functions exactly the same as in Persona.

Throughout the game the main character will gain party members, and meet side characters who will become Followers. Establishing these connections will begin their rank at level 1, but by interacting with them (which takes time) and answering questions the right way, their trust can be built up. With each rank up will come new abilities for the main character to utilize, with a rank of level 10 being the final cap. While Metaphor does not feature romance like Persona, level 10 brings a character to have complete trust and faith in you, and the game rewards you for doing so. Ultimately this is key to surviving the game, as the perks gained are well worth the time and effort.

Social Stats:

Along with gaining Followers, Metaphor features its own social stat system. Called "Royal Virtues," these stats control what the main character can or cannot do.

There are five stats overall, and they can all be increased by taking part in activities during the Time Management part of the game. Different events will upgrade different stats, but which stats you have will also determine which events are available to you. Want to become closer to one of your Followers? Too bad, you need to have more Wisdom. Gain enough Tolerance? Now you can finally partake in the activities you weren't good enough for.

This is the very same Social Stat system that controls your actions in Persona 1-3, and very little has changed with it in Metaphor.

Player Advice:

With so many choices of what to do in the game, Metaphor includes an "advice" system where you can see what other players are doing. By hitting the dedicated button (your console of choice's select button) a menu will pop up showing what your friends and other players are doing. It is helpful when you aren't sure where to spend time, and can give you a nudge in the right direction. Of course there is no right or wrong way to play the game, but sometimes there are events you may not be aware of which other players have found.

This system was first introduced in Persona 4 Golden on the PlayStation Vita, and has been a part of modern Persona ever since.

Dungeons:


The dungeons also play out in a very similar way when compared to the Persona series. Although Persona 3 and 4 featured a more "classic" dungeon crawler experience, Persona 5 introduced unique dungeons, complete with puzzles, and "safe rooms" hidden throughout. This is the very same format Metaphor makes use of in its dungeon designs.

As mentioned before, dungeons must be completed within a set time, and not all dungeons can always be completed within a single visit. The deeper you get into a dungeon, the more resources you will need to use to survive, and safe rooms are some of your few places where you can actually save. These areas also are where team members can discuss current events, which provides additional story content to the dungeons themselves.

The main use, however, is to provide a way to access Akademeia.

Welcome to the Library:


Akademeia is a strange location within Metaphor. Ran by the mysterious More, this blue area is where you can unlock new abilities for your party, and learn more about the world. It is a special place, and functions very similarly to that of the Velvet Room in the Persona series. It is accessed via special points within the world, including safe rooms, and is something you return to often. (Although eventually some of its functions become unlocked without it.) Again, this is another type of special area that Persona fans will be familiar with, except this time it looks like a library. The Velvet Room always takes on a different appearance within the Persona series, so seeing a library functioning the same way isn't too surprising.

Influences from Other ATLUS Titles:

Although Metaphor is developed by the same team as Persona, it isn't fully a "Persona game." Yes, it borrows a lot from Persona, but ultimately it is the team doing what they've always done; building on their previous title.

As a whole, Metaphor feels like an ATLUS game (as it should), and uses elements from other titles as well.


The Fantasy Setting:

While Persona is set in modern day, Metaphor uses a fantasy setting. This isn't anything unusual for ATLUS as many of their games go this route. Etrian Odyssey is one of ATLUS' more well known series, which actually crossed over with Persona in the spin offs Persona Q and Q2. These games were Etrian Odyssey titles with a Persona coat, and mixed the gameplay of the two series together. There's also the Shin Megami Tensei spin off Last Bible, which plays more like a traditional fantasy RPG with SMT elements.

There are many, MANY, other examples of ATLUS games being set within a fantasy world, so it really isn't surprising to see Metaphor doing the same. While it doesn't have any direct ties to the game, Radiant Historia also has a similar fantasy setting, with a darker and more mature storyline. 


Turn Press System:

Although Metaphor uses the menu system, and similar battle system to what we see in Persona, it is actually more in line with the classic Turn Press system from Shin Megami Tensei. Of course Persona itself began as a spin off from Shin Megami Tensei IF, so once again it makes sense that Metaphor would go back to the battle system originally introduced in Shin Megami Tensei III: Nocturne.

This fan favorite battle system sees each side of a battle starting with four turns each, and having the ability to extend said turns by hitting weaknesses or landing critical hits. On the flip side, hitting an enemy with an attack they are resistant to will actually take away turns, meaning planning your moves is more important than ever. You can only extend your turns up to four times however, and the extra turns go to the next party member in line. This means if your fourth party member lands a weakness hit on an enemy, the first party member in rotation will be receiving the extra turn. This is different from Persona where the attacker gets to go as many times as they hit weaknesses, and where "knocking down" an entire group of enemies lets you pull off a special attack. Of course specials exist in Metaphor as well, but they are not tied to hitting weaknesses to knock enemies down.

Again, the battle system in Metaphor is the classic version of the Turn Press system, and is identical to what you will find in mainline Shin Megami Tensei games today.


Archetypes, not Persona:

Another major difference is the Archetypes.

Archetypes are special transformations each party member gains access to, and provides them with their skills and abilities. Archetypes are unlocked via the story initially, but most of them are gained from becoming closer to your Followers. They not only act as the class system of the game, but also replace the "Demon" system seen within Shin Megami Tensei and Persona.

Instead of being monsters you capture and train, Archetypes are still the party members they are attached to, but they change up what that party member can or cannot do. Using them will level them up and unlock skills and abilities the same way demons (or persona) do in SMT and Persona, but they not the same.

This system is actually more in line with what is seen in games like Digital Devil Saga. Skills learned by one Archetype can be equip to others, which in return allows you to custom build your party as you see fit. Like in DDS this becomes key in Metaphor, as you cannot simply "capture" or "fuse" a new monster if you become stuck. It is a major core difference between Metaphor and Persona, but it isn't the first time it has been seen within the greater Megami Tensei series.


So is Metaphor like Persona?

To put it simply, yes. Metaphor is very much like Persona. It is a game developed by the same team as Persona, and they built upon their previously established gameplay to create something new. It is not a Persona game, but it makes use of many Persona systems and mechanics, while also putting a new twist on things. Not only that, it makes use of other fan favorite mechanics, such as the Turn Press system, from other ATLUS titles, and has a unique story and setting all its own. Metaphor retains its own identity, while using some of the best aspects of previous ATLUS games. 

Does this mean Persona fans will love Metaphor? No, but they will be familiar with many of the mechanics. And for those who dislike Persona, does that mean Metaphor isn't for them? This is not necessarily the case either. It is important to understand that Metaphor is still its own game, and one should not judge it based upon Persona.

Basically, Metaphor: ReFantazio is to Persona as to what Persona was to Shin Megami Tensei. A new game built upon past ideas.

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