Playing Metaphor: ReFantazio after Dragon Age: The Veilguard clearly highlighted the differences between the two games. What's even more remarkable is how these differences stem from their similarities. Both are party RPGs that attempt to modernize their approach while offering complex world-building, but only Metaphor is able to deliver this fully. and therefore So it often makes you feel like you're role-playing even when you're not.
Strolling through the urban environment in Metaphor makes you feel a little like you're playing Dragon Age: Origins. The world is atrocious. It's a texture created by background chatter and rationalized racism. As Elda, you will be looked down upon by those around you. Tribes are clearly divided into 'little' groups, sharply following your surroundings. But it's willing to make you uncomfortable. Something Dragon Age: Veilguard, on the other hand, is afraid.
The Veiled Guardian does not offer individuals subject to options.
Veilguard has received a lot of criticism for its lack of roleplaying. And for the most part, they deserve it. Aside from choosing if your character is transgender. Nothing in the game is very different. Distrust and discrimination of various races The gray political intrigue (Dragon Age's imagination was once so great) has been removed to provide a more comfortable experience.
This, coupled with the action combat, feels like a lack of trust from the audience. As a Mass Effect fan, I still enjoy this direction of combat. But I understand why it's not suitable for everyone. and how it summarizes the guidelines How is the game's 'broad, boundless appeal' holding it back? BioWare's steadfast rejection of blood magic in the months leading up to its development made me wary. And this diluted approach is best seen through Tevinter's depiction in the finished game.
This comes down to the game's dialogue. Although I don't personally care about the wheels. But I know it's an old-fashioned approach. Locking in a specific personality in each question is made worse when all the options are just the same answer and have different tones. and a rude tone cannot present itself as mean. Even if you decide on a few. (Which city to save, by punching the First Warden?) The game's inherent decision-making is also undercut by the dialogue wheel's failure to live up to its end of the bargain.
Metaphor's dialogue I'm more interested in for this point. It changes almost nothing in the game. In fact There are some important conversations where choosing the wrong option results in Gallica interrupting you and redirecting you back to the correct answer. The only time it seems to matter at all is when you devote time to activities that increase morality or engagement. And there are 'better' answers with bigger rewards.
Metaphor is a role-playing game because it has a deep class system that you can customize throughout your adventure. By organizing the best party for each situation. There is enough depth to qualify. Especially when you add in different types of equipment as well, but you don't play much of a role. The mold has been cast. You go through this linear story and how little you do will change anything. but through conversation You will feel like you have more control than you do.
It doesn't change whether you decide your character likes weird foods like Hulkenberg does or makes them feel uncomfortable like Strohl. I chose to tell Louis' henchmen that the reason I was helping them was because I was in love with Ju. Nah But aside from saying “Ha, you and I are both younger brothers,” the conversation continued as planned.
Characters are more than their decisions.
But these things are important too. Giving your characters personality is the best way to feel connected to them. In the reality of the game My character is a foodie who enjoys the flavors he gets. It is thanks to his position as Elda that he is able to appreciate a culture that is looked down on. That's my own little principle. For Junah, I decided it was partially true. (She whispered sweetly in his ear in an earlier scene.) But I'm in disguise. TRUE The truth (that I am helping the prince) without an answer
I can spit out food. Tell Louis' gang that I don't have to answer like them. and thwart any attempt In the communication Junah made with me None of this really changes what happens to my character. But it would make me feel differently about the trip. And about my own character. In the end What struck me was the main purpose of playing video games.
Dialogue in Dragon Age is technically more important. You choose binary Change approval rating Unlock new outfits But it rarely feels meaningful because the choices in Metaphor seem to dictate more of your character. They are not stock characters with different shades of beauty. Feeling like your decision is important is often more effective than what actually matters. I hope many RPGs learn from this in the future.
From the creative minds behind Persona 3, 4, and 5 comes Metaphor: ReFantazio, a unique fantasy world. Where your protagonist will travel with his fairy friend Gallica to lift the curse from the kingdom's lost prince.
Control your destiny face fear and awaken the master magic power hidden in your heart. When awakening to the master You'll unlock the power to channel and combine unique class abilities. Strengthen your relationships and build your party to defeat powerful enemies and discover the true nature of the kingdom.
- OpenCritic
- Top review scores:93/100
- Released
- October 11, 2024
- Developer
- Studio Zero