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Metaphor: ReFantaziodevelopers were also not clear about why they were inclined towards developing a fantasy RPG in the first place and that too one that caters to the Japanese as well as the Western audience.

Metaphor: ReFantazio’s cover image

However, that very reason fueled their curiosity to dig deeper and figure out what the game was about to become a few years later. It was released on 11th October 2024.

Metaphor: ReFantazio Developers Sat With Just A Blank Page

Metaphor: ReFantaziohas been shaping up to be a great game that is not only for the Japanese but the Western audience as well. This is a whole new IP from Atlas created from the ground up. The beginning of the ideation process sparked curiosity amongst the developers to know more about the fantasy RPG genre since they had no clue what they wanted to make.

“It’s part of the realism of the setting”: Metaphor: ReFantazio’s Main Difference to Persona Explained by Director Katsura Hashino

During an interview with GameCentral, Katsura Hashino opened up about the team’s approach during the initial days of ideating the game. He talked about how being unaware of what they wanted and why they liked the fantasy genre in the first place sparked their curiosity. Hesaid:

When I first asked the team members what kind of RPG they wanted to make, they all said they wanted to make a fantasy RPG, a genre they were familiar with from long ago. When we got into a deeper discussion about why they liked fantasy, no one had a clear answer, even though they had liked it for a long time. That was very interesting, and I remember being curious about why the world of fantasy unconsciously attracted us.

Metaphor: ReFantazio’s in-game

The quest to find out what made the fantasy genre appeal so much to the team led them to createMetaphor: ReFantazio. The game offers a lot more than meets the eye and delves into more interactive storytelling by balancing between cut scenes and gameplay elements.

Metaphor: ReFantazio Strikes Perfect Balance Between Interactive And Non-Interactive Storytelling

After the criticism faced byPersonagames that tend to go very long with minimum input from the players, the developers decided to take a different approach this time around.

7 Beginner Tips to Make Metaphor: ReFantazio’s Early Game a Walk in the Park

The key was to strike a perfect balance between interactive and non-interactive storytelling so players feel more immersed in the game, especially the Western audience, who are accustomed to this form of storytelling in games.

Metaphor: ReFantaziofocuses more onstrategy as opposed to real-time combat, giving players the time to stand back and find creative ways to approach the battle. It works well with the theme of the game. It was a conscious decision by the developers to go for turn-based as opposed to real-time combat. What do you think about it? Let us know in the comments below.

“It’s part of the realism of the setting”: Metaphor: ReFantazio’s Main Difference to Persona Explained by Director Katsura Hashino

Anupam Lamba

Articles Published :574

Anupam Lamba is an avid gamer and film lover. After completing his bachelors in Mass Communication he started working as a writer in the Indian film industry before his love for gaming made him venture into the lanes of Fandomwire and he started working as a gaming writer here.

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AtlusMetaphor: ReFantazio

Metaphor: ReFantazio’s in-game

7 Beginner Tips to Make Metaphor: ReFantazio’s Early Game a Walk in the Park