TGS 2024 – Atlus Metaphor: ReFantazio finds strength in subverting RPG conventions and the freedom of the fantasy genre

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This interview has been edited for clarity.

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All ideas are planted from a spark, even if reality plays a role in planting the seeds of creativity. An endless supply of alternatives, different observations and encounters, different observations and encounters, such concepts reinforce the inextricable bond between fantasy and real-world elements, even if they seem far from each other in different media.

TGS 2024 ReFantazio metaphor

In the case of the Japanese video game developer and publisher AtlasCreative inspiration has always been rooted in universal human experiences. Role playing and social simulation a personality The series, for example, explores the human psyche and interpersonal relationships, with each game focusing on specific themes such as life and death, facing and accepting fears, defending one's beliefs, and more. Meanwhile, the original series, Shin Megami Tensei (Smt), teeters in more abstract waters by addressing morality, ethics, and the consequences of human actions, issues that are relevant to current society.

The publisher's next adventure Metaphor: rifantasiodeveloped by one of Atlus' internal divisions Studio Zero, will continue in this vein, despite the change in setting. Instead of the familiar high school or post-apocalyptic sci-fi backdrop, the sprawling role-playing game (RPG) takes place in a medieval fantasy world that mirrors the real modern world and represents the team's first venture into the genre. However, amid the new coat of paint, there are echoes of previous works, from the bold and elegant user interface (UI) design to the turn-based mechanics.

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The feeling of familiarity is no accident, shares the director and founder of Studio Zero Katsura Hashino. Speaking to selected media in Southeast Asia at Tokyo Game Show (TGS) 2024revealed that the upcoming release is a culmination of all of Studio Zero's previous game development experiences, sharing: “Instead of trying too hard to create something entirely new, we thought fans would be more appreciative of work that incorporates elements from previous titles.”

TGS 2024 ReFantazio Loan (2)
Game director Katsura Hashino (left) with Koji Isei, lead interface designer (right).

In particular, visceral physical labor in Metaphor: rifantasio Draws an immediate comparison. The long-awaited entry sees characters tearing out their hearts to conjure archetypes, a transformative type of magic that transforms them into a new, more powerful form, similar to how the user's character is summoned in Personality 5 By tearing the mask off their faces. It's brutal and may be uncomfortable to watch, but the message is consistent – ​​only by confronting and overcoming emotions will one become stronger.

“Regarding this title, the main theme is anxiety, and this may be[influenced by]cultural boundaries and may change from country to country, but we were thinking, ‘Okay, where do we feel most anxious?’ And the heart thought.” a personality and Smt The veteran explains. “That's where the idea of ​​grabbing your heart and taking it out and telling it to work hard and do your best came from.”

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The visual representation fits the theme well, with the introductory scene highlighting the suffering and graphic nature of the transformation. There's blood, screaming, and other standard fare one would expect from a character's awakening, conveying the turmoil and excitement that comes with facing down a challenge.

TGS 2024 ReFantazio Loan (3)

“In the game, there's kind of anxiety in the air,” Hashino adds. But in the case of prototyping, it's about turning your anxiety into your own armor, and not having someone else do it for you.

Translate that into Metaphor: rifantasioThe ability to switch between archetypes – essentially a functional system – signals the player's agenda to control their own destiny and fears. where a personality Games typically assign party members to a specific role, and the soon-to-be-released Atlus will allow them to wear multiple hats, including wizard, warrior, knight, scholar, and more.

The result is a liberating and fun affair, as drawn from a 20-minute hands-on demonstration held during TGS 2024. Each archetype has a distinct look that matches the idea of ​​its functions, with the design of a magician, for example, wielding a wand in hand, and a knight riding atop Great horse. As RPG veterans know, individual archetypes have different specializations and different move sets, from restoring health (healer) to boosting stamina stats (knight).

TGS 2024 ReFantazio Loan (4)

Accompanied by Strohl and Hulkenberg, associated with Warrior and Knight by default respectively, at the party, the preview was quick to confirm that the archetypes had enough personality to stand out from each other. The difference in gameplay and feel is obvious, while the freedom to change between them proves to be a refreshing change of pace, offering a welcome touch of flexibility. Any party member can equip any archetype once unlocked, but first use requires the use of Magla, which is earned from battles along with money, items, and experience, and unlocks a special animation. A functional system in all but name, this feature provides a new twist on a popular genre element and also plays into the overall narrative.

“What we thought was that oftentimes the jobs aren't fully connected to the story,” Hashino says. “As such, we thought about creating the archetype system with a different angle, so when characters gain the power of that archetype, it's more about what kind of hero they want to be.”

Time is another specific mechanic that sets the game apart from other RPG contemporaries. In my footsteps a personality (once again), Metaphor: rifantasio It includes time-sensitive activities centered around a calendar, such as what types of tasks to accept and which companions to spend time with. The emphasis on daily planning reflects the scarcity of time in reality, with the idea described as “really central” to the core gameplay loop, and taking a more realistic view rather than a journey that “will go on indefinitely”.

Time is passed by participating in side activities, included in the exploration section of the preview. There, players find themselves aboard a ship called the Gauntlet Runner that serves as a hub of sorts, where they can do mundane tasks like showering, hanging out with friends, reading, and more. Travel may also take longer depending on the destination; During the hands-on session, a trip to the dungeon took an in-game time similar to a personalityThe calendar mechanic of, and watching it unfold from the deck in real time makes for a soothing spectacle.

The creation of tribes in the game also has an impact in real life, just like the passage of time. Metaphor: rifantasio It introduces eight main tribes: the Klimar, Rocenti, Ruag, Ischia, Nydia, Baribus, Ogiv, and Mostari, each with different physical features and cultures. Elda, from whom the protagonist descends, belongs to a separate class where her existence is unbelievable, joining the “humans” – the monsters that players encounter throughout their journey (contrary to what the name suggests).

Compared to the modern situation a personalityThe medieval fantasy setting offers a better way to shape these characters. The problems encountered in the first game, Hashino says, are somewhat limited in terms of location and time, because they would be the same problems players can expect to encounter in the real world. However, by turning back the clock, the game is able to examine cultural images that persist to this day, expanding the thematic scope.

Examples cited include individuals who don't really express what they think (“similar to Japanese culture,” he adds), elders who impose values ​​on the younger generation, and old-fashioned people who are considered stuck in their ways. .

“These are the kinds of elements and characters that modern people still enjoy now – we wanted to use them as motifs when designing the tribes, so compared to a more modern story like a personality“(The imaginary setting) was where we had a lot of creative freedom,” Hashino reveals, highlighting the relationship between fantasy and reality.

“We don't create fiction because reality will never change; we create it because it can and will change.

The sense of creative freedom that the genre offers carries over into the environment design, where the team has loosened its grip on accuracy and historical significance. While there was a lot of discussion about various details, such as the size of the glass in the city, as it was a valuable commodity then, and thinking about using nails or screws in the walls, while maintaining the story of Metaphor: rifantasio It took precedence in the end.

Instead, attention was focused on crafting an aesthetic that better suited the medieval world. Instead of Persona's striking and “poppy” (in Hashino's words) design, the upcoming title exudes a sleek, elegant flair that continues to exemplify Atlus' visual creativity. The menu items are a stunning sight, with transition animations carrying a smooth, satisfying quality to them. The combat pieces culminate in a stunning spectacle, accompanied by clear, dynamic gameplay and epic battle music.

It's exactly the kind of joy and fulfillment the team strives to provide, says Hashino, “My goal is for players to have an aftertaste after finishing the game, like feeling like they've gained some kind of power, even if it's something small.”

For the Studio Zero team, this project is not small at all. There are very high expectations for its first original title, and it's a strong and promising debut.

Metaphor: ReFantazio Editions October 11 For PlayStation 4, PS5, PC and Xbox Series





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