Metaphor: ReFantazio Combat Gameplay Explained

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Metaphor: ReFantazio, Katsura Hashino's Studio Zero's newest and most ambitious title yet with Atlus, boasts a lot of new and exciting innovations from the game's travel in the Gauntlet Runners, an engaging plat, an interesting fantasy world, and so much more. But instead what I want to talk about today are the game's Archetype's (which serve as a job system) and its combat system as a whole. While on the surface it appears to be very similar to the combat system found within the Persona and Shin Megami Tensei titles, upon further inspection it is much deeper and more nuanced than we ever could have hoped. So I'm going to explain everything about the combat and archetype systems from Archetype stats, weapon stats, loadouts, action combat, squad-based combat, to even what the crystals and the moon at the top of the screen are meant to do.

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Metaphor: ReFantazio Trailer
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