ReFantazio Developer’s Comments, I Get How Turn-Based JRPGs Can Still Win Fans

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Metaphor: ReFantazio‘s lead battle planner recently discussed his thoughts on turn-based combat, and he painted a clear picture of how to keep it engaging. As more RPGs have seemingly moved away from this style of combat, it’s understandable why designers would feel the pressure to keep it fresh. Some might see the idea of turn-based combat, especially one without any form of tactical movement, as somewhat antiquated. However, it’s clear from Metaphor: ReFantazio‘s example that this doesn’t have to be the case.

As a huge fan of the Persona series, Final Fantasy, and Pokémon, I didn’t necessarily have to be swayed by the appeal of turn-based combat. That said, I am glad that developers are conscious of how to keep it interesting in a way that appeals to newer fans. Metaphor: ReFantazio is a good example of how to make turn-based combat feel just as exciting as an action game, and this is due in large part to the game’s unique sense of style.

Metaphor: ReFantazio Uses Its Visuals And Music To Enhance Combat

In a recent interview with GamesRadar+, Kenichi Goto, Metaphor: ReFantazio‘s lead battle planner, discussed his approach to making turn-based combat more engaging. In it, Goto focused on two main aspects: difficulty and style. Difficulty is definitely a major factor, because you don’t want to feel like you’re just clicking through a battle that you already know you’re going to win, because that’s boring. On the flip side, having to restart a more difficult battle too many times can get frustrating or even force players to grind levels, which isn’t exactly exciting.

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Metaphor: ReFantazio does a good job presenting challenging battles where your decisions matter, but which are also fairly balanced and won’t frustrate you. Perhaps the best decision the game made was to allow players to take out weaker enemies during exploration using hack-and-slash style combat without even having to enter turn-based combat. This prevents you from having to slog through lengthy combat animations just to finish a fight you already know the outcome of.

Goto also points to how Metaphor: ReFantazio utilizes its camera work and visuals to make its turn-based combat feel more exciting. Looking at something like the Samurai’s Raging Edge attack is a good example of how Metaphor: ReFantazio uses camera movements, cuts, and its visual effects to convey the impact of an attack and keep things visually interesting. I would also argue that music is a key element to helping turn-based combat feel more exciting. While I’ll admit I’m partial to composer Shoji Meguro’s work on the Persona series, Metaphor: ReFantazio‘s unique soundtrack adds serious weight and tension to battles.

Turn-Based Combat Doesn’t Need To Feel Static

Turn-Based Combat Can Use Mechanics That Keep The Pace Up

Metaphor ReFantazio player attacking zorba.
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Aside from style choices, Metaphor: ReFantazio‘s mechanical choices also help keep the combat fun and fast-paced. Targeting weaknesses to score another hit can help you deal some serious damage in a turn. Because there isn’t just one good attack to use against every enemy, you’re also constantly having to make strategic decisions about how to use your turn. This keeps battles engaging even when a character isn’t actively performing an attack, because your mind is working to come up with the best move for a given situation.

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Certain combat mechanics also help keep the pace up. I love that Metaphor: ReFantazio allows me to skip a character’s turn and attack with the next one so long as I have the actions for it. If I know the next character has a move that will end the battle, I don’t have to sit through a functionally useless attack by the preceding character just to get to it.

Metaphor: ReFantazio‘s party mechanics also go a long way towards improving turn-based combat. By allowing you to mix and match classes between characters, the game allows you to fully customize your party’s combat abilities. You can also swap between classes on the fly, allowing you to create the right party composition for any given battle. By letting you pre-plan for big battles, you can ensure that you’ll be able to win more quickly. You also have the comfort of knowing you can simply respec your party after a defeat and try again, instead of just having to go grind levels.

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More broadly, other games with turn-based combat have found similar ways to keep it from feeling too static. The Baton Pass mechanic from Persona 5 Royal lets you cycle between characters out of turn order so you can hit each enemy’s weakness and string together more attacks. In ideal scenarios, this can even lead to an all-out attack that finishes up combat more quickly. This type of mechanic feels satisfying, and the quick transition between characters feels slick and stylish thanks to the game’s transition animations.

Both JRPG Combat Styles Can Learn From Each Other

Combining Action And Turn-Based Elements Can Create Unique Blended Styles

Cloud facing an Ogre Radier at a Pirate Grotto in Final Fantasy 7 Rebirth

While JRPGs like the Persona series have been trying to spice up turn-based combat, other franchises have moved away from it altogether. For example, Final Fantasy 16 was basically an action RPG with real-time combat. However, Metaphor: ReFantazio and recent games like Final Fantasy 7 Rebirth prove that blending aspects of both styles can create fun and engaging combat systems.

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Being able to skip turn-based combat against weaker enemies in Metaphor: ReFantazio is a good example of how blending styles can work well. This added element from action games helps keep the pace up while still letting you farm low-level creatures for experience. Final Fantasy 7 Rebirth, on the other hand, allows you to pause its fast-paced combat and choose powerful abilities or spells. This lets the game incorporate the classic ATB gauge from older Final Fantasy titles, and allows you some breathing room in combat to make strategic decisions, while also keeping fights fast-paced.

Although I like both action games and turn-based games, I am excited to see what a continued collaboration between the two genres will produce. Metaphor: ReFantazio and Final Fantasy 7 Rebirth were two of my favorite recent RPGs, and that’s in part thanks to their inventive combat system. I also hope that these types of innovations in turn-based combat can win over some new fans who might not have enjoyed the mechanic in its original form.

Source: GamesRadar+


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Metaphor: ReFantazio

Systems

9/10

Released

October 11, 2024

ESRB

T For Teen // Blood, Language, Mild Suggestive Themes, Use of Alcohol, Violence

Developer(s)

Studio Zero

Publisher(s)

Atlus

Engine

GFD

Number of Players

1

Steam Deck Compatibility

Playable



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