Friday, October 17, 2025
Failing backwards in Metaphor Refantazio
I am 12 hours into Metaphor Refantazio, and it turns out to be another game where I am happy that I am playing on Game Pass, and didn't pay €70 on Steam for it. The game already started badly: In classical JRPG fashion, there is a sort of tutorial to teach you about the world, your place in it, and the basics of gameplay. And that tutorial is 4 hours long, unless you skip all that endless dialogue and exposition. It doesn't help that a good chunk of that time is taken up by black loading screens; they are only a few seconds long, but they happen extremely often. A real throwback to the time of PS2 and PS3 titles.
Finally I got into the city and the real game began with me being introduced to the calendar system. This was new to me, as I haven't played any of the Persona games. I was told that I had 10 days until some calamity struck, so I had to finish a certain dungeon by that time. No problem, I thought, as the preparation before that, including doing city quests to reach Wisdom 2, which opened up the purification feature and a side dungeon quest, only took a few days. So I entered the main dungeon, and was starting to have fun. 8 hours later I had finished both the side dungeon and the main story dungeon before the time limit, when the game decided to slap me in the face and told me that I did it wrong.
You see, these dungeons have "rest" areas called Magla Hollows. But you can't actually rest there, only save the game and do some dialogue. They don't fill up your magic points, which are the main limiting resource in dungeon runs. However, then the game introduced me to the option of using the Magla Hollow or other save points (in the form of a cat) to teleport back to the entrance. From there I could exit back into the city, rest properly in a tavern, and then get back into the dungeon, teleporting right back to the Magla Hollow. Great! Basically exchange a calendar day for a mana refill. Should be fine, as long as I don't need more days than the time limit. Wrong! It turned out after the dungeon that you get any calendar days not used in the dungeon as free days, which you can use to increase your virtues, bonds with other characters, do quests, or grind. These free days are extremely valuable, especially at the start of the game. And I had basically wasted them, by using the outside rest option whenever my mana was a bit low, instead of wringing the maximum out of each magic point.
For me, good game design has failing forward options: If you aren't doing that well, the game should help you along in order to not fail at later, even more difficult challenges. Metaphor Refantazio reminds me of Valkyria Chronicles in as far as these games have failing backwards systems: They make the game easier for you if you played in a specific developer-intended "perfect" way, and punish you if you play casually, try out things, and are "inefficient" by very specific metrics. That is especially galling if you either need knowledge from previous games or guides, or get the information about what you should have done later in the game, and should basically replay parts of it "optimally" to get the best rewards.
So I read some guides and tips about Metaphor Refantazio, and was told something I otherwise would have learned only much later in the game: Each character has an ultimate archetype, but you can only play that one, if you ranked up very specific archetypes throughout the game. If you are again playing casually, and try out a wide variety of archetypes on each character for fun, you might get to a point where you simply don't have the time to still level the archetypes you need high enough to fulfill the conditions for the ultimate archetype. Unless you use a very specific exploit that allows you to farm infinite amounts of archetype xp. So, hey, I'm kind of happy that my Game Pass subscription ends in a week, and I won't be able to reach the end of Metaphor Refantazio anyway. Because if I have the choice of playing a RPG either for maximum fun while trying out a lot of things, or for maximum efficiency, I'll always choose the fun. Even if the game at some point would tell me that now I can't finish the game, due to all the accumulated penalties for not playing perfectly. I call that bad game design.
Apart from the failing backwards design, Metaphor Refantazio is fun enough in a very classical way. It does look a bit old-fashioned, compared to Clair Obscur: Expedition 33, which I just played recently. But the archetype system and the turn-based combat are all very entertaining. The story and world aren't half bad, although again a bit more classical: In my 12 hours I did fight a lot of wolves, goblins, skeletons, and a minotaur, but also a few more original monsters, weirdly called "humans". I am totally fine playing this game for another week, and then stopping somewhere in the middle. I'm just not willing to restart it, and play "optimally" in order to be able to reach some end game goal.
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I'm not sure it's "bad" game design, per se. It's just targeted towards an audience of which you're not really a part and nor, for that matter, am I. I've never played a Persona game, although I did play the demo of Metaphor Refantazio. It's not my jam any more than it's yours but the series and its spin-offs are highly successful and much-loved - and also strongly disliked. Obviously, not by the same people.
There's a pretty large market for games that have to be played in a very specific way and that don't encourage experimentation. And for games that explain almost nothing about how that works. It's not bad game design to cater for that market in the way it demands and expects.
There's a pretty large market for games that have to be played in a very specific way and that don't encourage experimentation. And for games that explain almost nothing about how that works. It's not bad game design to cater for that market in the way it demands and expects.
I suppose one question would be whether you actually need these maxed out spare days and ultimate archetypes. Probably the game is easy enough that it will be more challenging but still winnable if you don't do everything perfectly.
I tried playing this game after Clair Obscur as well and just couldn't get into it. The combat felt so slow and boring in comparison to Clair and I did not care about the not subtle at all story about fictional creatures racism. I dropped it after about 10 hours.
My partner, who is a huge SMT and Persona fan, tore through the game. He did reach a couple of sticking points, but managed well enough and finished the game. As Bhagpuss said, I and probably you are not the target market for the game. I certainly didn't have any desire to play it, but I did enjoy watching him play.
That plot point really builds into something big and surprising toward the end, though. Although I'd figured it out long before they said it explicitly.
Interesting info. I've looked at this one a couple of times in the past, and always "noped" away from it. I've got a very western/realistic RPG mindset, and everything about this screamed "not for you". I also recently dabbled into GamePass in order to try Clair Obscur which I was equally reticent about (yet like). So it was also on my short list of things to try without having to buy them. But I hate time-based pressure/rewards in games, I never even tried Valkyria for that very reason (thanks Tobold). Even balked at the timers in XCOM 2 until assured there were mods to eliminate it. Not sure I ever will after reading this.
Been having fun with Blue Prince for a few weeks, very good puzzle game a la The Witness, but requires "notetaking" via frequent screenshots.
Been having fun with Blue Prince for a few weeks, very good puzzle game a la The Witness, but requires "notetaking" via frequent screenshots.
Interesting.....I guess I'm in the target audience (helps that I have played every Persona game back to the original).
I finally stopped playing around level 30, when the game hit me with another round of endless dialogue and exposition on reaching the third city, Port Brilehaven. While the cutscenes to gameplay ratio wasn't quite as bad as in the first 5 hours, having to click through hours of not particularly interesting narrative before being allowed to actually play again was more than I could bear. And that was with using the fast forward button.
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