Metaphor: ReFantazio wanted to fix the JRPG grinding problem, but Atlus went too far at one point and accidentally broke the whole combat system

Metaphor: ReFantazio
(Image credit: Sega / Atlus)

One of Metaphor: ReFantazio's best additions to the Atlus formula was real-time action combat that let you stun enemies or even completely take out lower-level beasties without ever stepping foot in a turn-based arena to avoid the grinding problem that's all too common in the genre. But Atlus accidentally went too far with the action combat during development and almost lost "our way."

In a panel from the Game Developer's Conference 2025, Atlus veteran Kenichi Goto, who's planned the battle systems for everything from Persona and Shin Megami Tensei to Digital Devil Saga, explained that the team wanted to "reduce the number of battles where the result of who would win was obvious from the beginning" in its newest fantasy epic Metaphor: ReFantazio.

Freelance contributor

Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that's vaguely silly. Also has an English Literature and Film Studies degree that he'll soon forget.

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