Metaphor: ReFantazio

Metaphor: ReFantazio Gets New Story Trailer

Atlus and developer Studio Zero have released a Story trailer for Metaphor: ReFantazio. The trailer details the narrative, highlights several characters, and shows some gameplay segments and bosses. Metaphor: ReFantazio will launch on October 11 for PlayStation 5, Xbox Series X/S, PlayStation 4, and PC via Steam and Microsoft Store. The game’s story “takes place in a nation consisting of three countries populated by eight tribes called the United Kingdom of Euchronia.”

The game’s details via Atlus:

Story

A mysterious and exciting story unfolds in a world where people must fight their own anxiety. Join Atlus on an immersive journey that promises hours of captivating exploration and discovery.

Art and Sound

Unique character design populates a vast, beautiful world against a fantastical backdrop. The stylish UI, inspired by Western paintings, creates unique and fun interactions.

The sound design, based on an interpretation of various religious music, combines orchestra, folk music, chorus and sutra in a style players have never experienced.

Game Mechanics

A unique battle system that seamlessly combines real time action and turn based commands, players will find exhilaration and strategy at every turn. Party customization through “Archetypes” provides players the freedom to personalize their adventure.

In an evolution of the Persona series’ calendar system, you’ll embark on a journey to change the world in your party’s gauntlet runner, bringing the sensation of travel to life.

 

Where Fantasy Meets Reality

The story takes place in a nation consisting of three countries populated by eight tribes called the United Kingdom of Euchronia. For the player, it is a world of fantasy, but those living in this fantasy world naturally have their own “fantasies.”

“In this world, there is only one tribe. All people accept each other, and no soul is born into discrimination. In such a world, there is no need for sorcery. A megapolis is built through learning and labour. Towers of glass that reach the heavens. Safe nights with no dark shadows. Busy streets well travelled. And in the laws of these emotionally satisfied people, it reads: All lives are equal.”

A fantasy envisioned by people living in a fantasy world, dreaming of a world not so unlike your own. Both the player and the world’s inhabitants think of each other’s worlds as impossible—mere stories.

But is it truly impossible? What is it that makes us think we can’t change that?

“Anxiety:” A simple concept and yet a complex emotion that the game will explore.

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