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Metaphor: ReFantazio aimed to reignite passion for turn-based combat, but its development nearly pushed the game to its limits.

A thing about me is I live according to bushidō, tempering the iron of my will against any enemy the world sends my way. At all times I am sharpening myself on the whetstone of my foes, fashioning my body into a missile which I can launch at the bourgeoisie. My entire life is agōgē, especially the bit where I spend eight hours a day writing about videogames for money. Seven, discounting lunch.

But not everyone has my dedication to martial asceticism. Some people just want to get on with things, and that’s why Atlus—the guys who make Persona and Metaphor: ReFantazio—has been finding new ways to make its combat a little less of a chore in its recent games. In Metaphor, that experimentation took the form of a combat system that alternated between real-time and turn-based—letting you easily clear out low-level mooks but dropping you into a more traditional, RPG-esque squad combat mode for tougher enemies (Persona 5 had a similar system, mind).


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