Opinion | Atlus’ new mechanic is too good to leave out
When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
Turn-based combat has remained a video game staple for good reason. In its various forms, the ‘you go, I go’ battle format offers tactical satisfaction that real-time action can’t quite replicate, and drives both experimentation and experience. Besides being a core part of Atlus' ownPersona games, it’s so effective that even theLike a Dragonseries pivoted to being turn-based and was clearly improved thanks to it (but that’s a discussion for another time).
Metaphor: ReFantaziois another strong example of turn-based skirmishing done right, with its press-turn setup both rewarding and punishing in pleasing measure. If you exploit enemy weakness or land a critical hit, you’re rewarded with an extra move in the same turn. If your attack is resisted by the foe, or just plain misses them, then you lose an action. It’s a neat way of emphasising the importance of learning. But familiarity breeds contempt, and Metaphor presents a useful alternative that Atlus should absolutely carry into their next mainline Persona entry.
Turn’s over
Persona fan interested in Metaphor: ReFantazio? Here’s how it’ssimilar to the Atlus series.
Despite my appreciation for going one after the other, I do love real-time combat too, as there’s a different kind of joy to be found in having full control in the moment. Metaphor: ReFantazio may not go down this route, but it clearly understandssomeof the benefits because it has a handy compromise.
While roaming the open areas of Euchronia – where Metaphor: ReFantazio is set – the player is able to engage foes in melee-based scuffles. For tough opponents, this serves as a prelude to a full-on turn-based battle, with our party starting with an advantage if they make use of their initial blows. But if your target is of a low-enough level, you can eliminate them in the opening encounter.
This feature is a huge positive because it means you don’t get bogged down fighting the same old enemies. You can choose to have a turn-based exchange instead, but the speedier melee option still yields rewards like EXP, so you don’t need to suffer through contests you aren’t interested in. The direct result is that traversal feels more fluid and dynamic, with dungeon exploration never being slowed to an uncomfortable pace.
It’s essentially the next evolutionary step in the Persona series’ instant takedown mechanic. In games like Persona 5 Royal, you eventually unlock the ability to basically delete foes at the push of a button, if they’re considered weak enough. Metaphor has taken this feature and removed the lengthy wait time to acquire it.
Weekly digests, tales from the communities you love, and more
To keep staying ahead of the curve, Atlus has to prioritize the player experience above all. There are many ways to do this, such as including multiple protagonists like in Persona 3 Portable. The most obvious, though, is respecting the player’s time, and Metaphor: ReFantazio’s melee combat allows you to be as efficient as you choose. It’s a small change, but it’s a big time save for those of us who don’t always have the gaming hours our youth once offered.
Of course, we’ve no idea when either of these games will come out, but Metaphor: ReFantazio makes it clear that Atlus has the power to improve their systems with each release. So when the time comes for Persona 6, or the Persona 4 remake, this new real-time combat feature should be a vital inclusion.
Want another JRPG to play? Here are thebest JRPGSyou can play right now.
OG FF7 director says thanks to the remake “half of Final Fantasy 7 […] is now owned by the fans”
Final Fantasy 7 Remake director had to swap his inspirations from The Last of Us to The Witcher 3 to make Rebirth’s open world
Cyberpunk 2077 is getting a surprise update a year after its once-final update, even after CDPR moved basically every dev to other games: “Sometimes, you want to do it ONE MORE time!”