Metaphor: ReFantazio had to dial back an early battle system inspired by a notoriously brutal 2003 JRPG, because 20 years later, players found it "irrational" and "just not fun"

A screenshot from Metaphor: ReFantazio of Strohl's awakening scene.
(Image credit: Atlus / Sega)

Metaphor: ReFantazio originally had a much more brutal battle system that took notes from the notoriously challenging 2003 JRPG Shin Megami Tensei 3: Nocturne, but thankfully Atlus had mercy on players and dialed it back.

Speaking at year's Game Developers Conference, Metaphor: ReFantazio lead battle planner Kenichi Goto, who's been instrumental to Atlus combat systems going back to Shin Megami Tensei 3, said the original plan was to carry over that game's system of sometimes randomly deciding who goes first in a battle regardless of who initiated the fight.

Jordan Gerblick

After earning an English degree from ASU, I worked as a corporate copy editor while freelancing for places like SFX Magazine, Screen Rant, Game Revolution, and MMORPG on the side. I got my big break here in 2019 with a freelance news gig, and I was hired on as GamesRadar's west coast Staff Writer in 2021. That means I'm responsible for managing the site's western regional executive branch, AKA my home office, and writing about whatever horror game I'm too afraid to finish.

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