Metaphor: ReFantazio needed to repair the JRPG grinding drawback, however Atlus went too far at one level and unintentionally broke the entire fight system
One in all Metaphor: ReFantazio‘s finest additions to the Atlus method was real-time motion fight that allow you to stun enemies and even utterly take out lower-level beasties with out ever stepping foot in a turn-based enviornment to keep away from the grinding drawback that is all too widespread within the style. However Atlus unintentionally went too far with the motion fight throughout growth and nearly misplaced “our method.”
In a panel from the Recreation Developer’s Convention 2025, Atlus veteran Kenichi Goto, who’s deliberate the battle programs for the whole lot from Persona and Shin Megami Tensei to Digital Satan Saga, defined that the crew needed to “scale back the variety of battles the place the results of who would win was apparent from the start” in its latest fantasy epic Metaphor: ReFantazio.