"What is the problem with Metaphor and why do I love it despite it's myriad issues?" this is the main question I've been contemplating having finished the game a couple of days ago after clocking 90+ hours, did every sidequest/hunt, completed the coliseum, all virtues/followers maxed, all beetles found, all guide-free. It's an important question because, as much as I enjoyed my time with it, I feel it could have/should have been a lot more. This has been a *massive* year for JRPG's with Rebirth undeniably being the biggest (and best, it's so damn good despite it's own flaws) to the point where Metaphor's metacritic score seems suspect... but that's a topic for another day!
I believe Metaphor's biggest problem is it's decision to be shackled to the Persona formula and the restrictive calendar system in particular. In the context/setting of Persona the calendar is a brilliant idea, going through a school year and all it entails with a group of ragtag students who ultimately band together to fight evil when they aren't studying for exams and hanging out. Metaphor was an opportunity for Hashino's team to truly break free and create something more befitting a grand adventure. I'll always give credit where it's due, they definitely tried in one way: enter the Gauntlet Runner.
The Gauntlet Runner is ingenious, I'm in love with it. What an fantastic way to instill a sense of scope and scale when you're just moving from point A to B on a flat 2D map. It serves as both a traversal mechanic and a story-telling device, the wonderful narrator fleshing out the world around you. Going up on deck and seeing the ever-changing landscape whiz by never got old and fostering relationships with my crew made the Runner feel like a home, a simpler version of something like the Normandy in Mass Effect. Alas, I wonder how much further they could have taken it but I appreciate what's there.
Of course, the wholesale copying of Persona doesn't end there (I wrote about it in my demo thoughts) but Metaphor's saving grace is it (mostly) improves upon those systems. SL's automatically move up a level so there is no time wasted, virtues are precisely tracked. Archetypes are a more streamlined but ultimately superior system to Personas with one big caveat: I miss the unique, character specific Personas for each character, made them feel special and hearing Ryuji yell out "Captain Kid!" in the middle of battle for example was just *cool*. While we get Royal Archetypes here they are essentially faceless avatars and come way late in the game to really feel exceptional.
Another big flaw is Metaphor's visuals and copy/paste dungeon design. I said it before but I'll say it again, more often than not this looks like a PS3 game and it's visuals are inferior to P5 vanilla, a game that came out a little over 8 years ago, let that sink in. Bland dungeon design that often repeats itself throughout the campaign doesn't do Metaphor any favours either, it's mostly just uninspired and boring. I don't need a game to be a cutting edge, visual powerhouse with production values off the charts, I play everything from AAA to lo-fi Indy. I *do* expect each successive game from tne same studio to push things forward though and that really didn't happen here.
Unicorn Overlord is a great example of a game that is drop dead gorgeous without having a Rebirth style budget. A final point mentioned in my previous post but bears repeating: the artistic choice to have Magla schizophrenically spazzing across the screen at all times is one of the worst decisions I've seen in my nearly 40 years of gaming, it's jaw-droppingly ugly and distracting. Also doesn't help that framerates couldn't stay consistent, would have expected that at the very least.
Clearly I have myriad criticisms with Metaphor but it shines where it matters most in a JRPG: narrative and characters. This is one of my favourite casts in the history of the genre, not one weak link, every character voiced to perfection, each individual with their own compelling background I got fully invested in. The central narrative likewise delivers the goods with the masterly premise of garnering favour with the public to win an election, this is as non-cliche as it gets and it subverts the trope of doing random, menial tasks for the inconsequential NPC while trying to save the world. Here it makes perfect sense that you're delivering magical water to Thelonius McDougall the Third, you need his vote after all!
When the twists eventually come they come hot and heavy, I'll forever remember those foreboding days in September... The main villain is a good one, not the best but one that's well written and whose motivations make sense however wrong we innately know they are. I also appreciated the overall world-building with nine different "races", the social hierarchy, the inherent prejudices etc, it's well thought out and brings Euchronia to life.
I agree with what many have posted about the game getting way too talky, it can get tedious and kill the flow. Ditto the frequent cutscenes for the simplest things like opening a door, Metaphor often gets in it's own way. However, the idea of "skipping dialogue" is fundamentally antithetical to this genre of game so I listened to every conversation and indeed would revisit towns after big story events to see what the common Paripus had to say about unfolding events, his voice mattered to me! It's fair to say I got the FULL Metaphor experience.
The OST is heavenly, I love it and just wish there was *more* of it. Impossible to pick a favourite track, this one is incredibly stirring, wistful, achingly beautiful:
And when the strings kick in on this track it's nothing less than majestic:
During the final battle one of the best tracks in the game gets reworked and taken to it's absolute pinnacle. To say it's spectacular is an understatement, a fitting, operatic finale to close out our grand adventure.
Combat is another place where Metaphor shines, the press turn system opening up layers of strategy though it becomes very easy to "break" the game with OP builds/combinations deeper into the adventure. Being able to finish certain battles without Squad engagement was a brilliant (and I'd say necessary) idea. While I appreciated the synchronization system none of the attacks had the same visual flair/sense of impact as PS5's Showtime attacks for example, this is something they *should* have borrowed more from. Overall though it felt great across dozens of hours of dungeon crawling and that's what matters most.
Metaphor was one of my most anticipated games of 2024, a game I was on media blackout for almost a year until the demo and a game I had the special edition pre-ordered for. It mostly delivered, it's in my top 10 for 2024 in what has been a very strong year. We can love something and still be critical of it (and should be!) but I'll always be there day 1 for whatever this team puts out, would love to see something completely out of left field like Catherine, one of my favourites from the PS3 era.
I wanted to talk about Metaphor's strange reliance on Hieronymus Bosch's artwork to inform much of it's creature design but that's a whole other topic so I'll leave it there for now. Can't wait to finally here P6 news and I hope we Metaphor continues despite my criticisms, there is so much here I adore
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