Atlus’s upcoming title, Metaphor: ReFantazio, has taken a different direction in its combat system, following extensive analysis during playtesting. Originally, the game included a brutal battle system inspired by the Japanese role-playing game Shin Megami Tensei 3: Nocturne, where randomness played a crucial role in deciding which character attacked first in a battle. This approach elicited negative reactions from players, who described this mechanic as “irrational” and “not fun”.
The players were not prepared for a mechanic from 20 years ago
Kenichi Goto, principal battle planner of Metaphor: ReFantazio and veteran combat planner of previous Atlus titles, detailed that in the initial design, there was a 30% chance that enemies would get the first turn, regardless of who initiated the combat. However, player feedback led Atlus to reconsider this aspect. Goto mentioned that whether the player or the enemies initiated the battle, the randomness created a sense of unfairness that affected the gaming experience.
As a result, the development team decided to implement a significant change: the player will always get the first turn if they initiate combat. This decision aims to eliminate the frustration caused by the random mechanics and provide a more logical and enjoyable experience during combat.
Additionally, Atlus is trying to solve the grinding problem that has plagued many JRPGs, seeking a balance that allows for a more dynamic and less repetitive gameplay. With these modifications, Metaphor: ReFantazio stands out as a promising addition to the genre, aligning with the trend of developers prioritizing the player experience over elements of arbitrary difficulty.