As I scan the current political landscape, I find myself asking: what does it mean to be a leader among men? In the workplace, leadership does not merely encompass the managers and directors and the managing directors. Rather, it’s a quality anyone can possess. Or so tehy would like you to think. But the ability to inspire and empower those around you is not something so easily gained. And when it comes to nation building, much more is needed. From resilience to the courage needed to enact unfavourable change. For those who lead democracies, it means listening to various voices of their constituents and findign a way to thread the needle to a better tomorrow, while also working with outdated systems and ways of thinking.
Released in October 2024, Metaphor: ReFantazio is a game that perfectly encapsulates the anxiety of our current times. It begins with the death of a king. Slain in his bed by the leader of a militia army, Louis Guiabern, once the commanding officer of the state army. Following the king’s death, a grand competition is declared where the next monarch will be determined by the people due to the king not having an heir (the crown prince had been assassinated years ealier. Or so it was believed).

Yes. You read that right, dear reader. In a fantastical world apeing European sensibilities (what kind of name, really, are we to make of the United Kingdom of Euchronia), the late king opted for the next in line to be decided by election. But without ballot papers. Rather, votes are predicated on a magical spell that is able to see into the hearts of the citizens to determine the victor.
Enter our protagonist. A blue-haired boy accompanied by the fairy, Gallica. His objective? To meet with a Resistance contact in the army and work together in surreptitiously bringing down Louis Guiabern by any means necessary.
While the opening moments of Metaphor felt slow and dragged out, I do feel they were imperative in establishing the world. However, those first few hours were also marred by the limited interactions and ability to explore and level up the characters due to the trademark calendar system Atlus usually employs to great effect in the Persona titles. In Metaphor, it felt like an unncessary constraint. And instead of being able to freely explore and undertake side quests, I was forced to rely on an online guide for the sake of efficiency.
From a narrative standpoint, Metaphor follows several tropes. The main character has little knowledge of the world around them, serving as our stand-in as we are bombarded with tidbits of new information. Like almost every role-playing game, he gathers to himself various allies from different walks of life, and he goes from simple errand boy to the saviour of a divided world.
Metaphor, though, does keep it fresh with the themes it wishes to explore. From poverty to racism. However, our protagonists aren’t truly disciples of democracy. In fact, I took great umbrage at how they described themselves as a resistance considering they were trying to prop up the long-thought-dead crown prince of Euchronia. It would have been better to have called their group Royalists or Loyalists. And while they do try to fight against institutional injustices, their main aim is to kill Louis – who for all intents and purposes is also seeking to bring down the establishment. Albeit in a ‘might makes right’ kind of way and anyone who is too weak will be discarded to the wolves.
As with many role-playing games, our protagonist crosses the entire kingdom, solving the many troubles the people face. All the while, they are locked in a race for the throne with the Sanctists (the game’s metaphor for religion – though, if we’re being honest, it’s clearly Christianity) and supporters for Count Louis.
Throughout the game, the protagonist unveils the hidden corruption beneath Sanctism, contend with other candidates for the throne (who are mostly there for their own benefit and chance to wield absolute power) and trying to stop whatever nefarious plans they believe Louis to have. It is social commentary at its finest with Sanctifex Forden seen as the stable forerunner who will maintain the status quo (by the way, it was never made clear if there were any ministers and/ or lords who helped run the country. Did the king have no advisors besides the fictional religion leader and the ousted monarchs of Oceana and Montario?) and Count Louis the firebrand seeking to destroy the establishment.
Admittedly, Louis is far more intelligent and capable than a certain individual causing chaos in our current climes. Yet, despite the potential of change he could have brought to the United Kingdom of Euchronia, Louis cares little for his common man. Misanthropic to the core, he wishes only to concentrate power and burn down the power that turned its back on him. Despite this, by the end of the game, he remains popular. Either garnering support by instilling fear in the citizens or appealing to his fellow malcontents who echo his beliefs.
Rather, it is the protagonist who represents those who yearn for a better future. It is he who is able to address the problems residents of Matira and Eht Ria suffer through. Along the way, he is empowered by the connections he makes and the bonds he forges with other similarly-minded individuals. And it is here I think Metaphor shines.
Across the world, we look to singular individual for salvation. Yet in every instance, a prime minister or a presidential candidate will always be found wanting. None of them are ‘good’ enough. But if I’m being honest, how can we expect change to happen overnight? Peace and the best possible outcomes for all the people in the world is not something that can be wrought instantaneously.
Change takes time. A message Metaphor also spruiks.
But more than that, change takes many hands. People need to come together. And while improvements cannot rest solely on the public, it’s a concerted effort to ensure legislation and policy can be implemented to the betterment of all.
Will there still be detractors? Of course.
Will we always be able to bear witness to the future we seek? Not always.
Yet that does not mean we can give up. The world as we know it can improve but it needs fellow like-minded inviduals to come together and work together, shouldering the burdens of our collective hopes and dreams in order to bring it to fruition.
When it comes to gameplay, Metaphor: ReFantazio keeps it simple. For those familiar with the Persona or Shin Megami Tensei franchise, many of the spells will be familiar. And for those who play other turn-based role-playing games, there are still more similarities than differences: from elemental spells to buffs. Then there are the archetypes each of the playable characters can embody. Essentially a job system by another name, the flexibility for characters to jump between (and inherit skills) ensures your party is able to deal with any and all foes.
I suppose my only gripe is that enemies often lack diversity. Most of the things your party fights in the dungeons often feel like reskins with perhaps a new element or two to contend with as a means of shaking it up. Unfortunately, after trying to max out my archetypes in the Dragon Temple, I found I was almost always overlevelled for many of the foes I faced and ended up taking them out in the overworld (a quality of life improvment of being able to defeat enemies without having to enter a Squad Battle).
Dungeons, too, aren’t particularly exciting though I did find the Dragon Temple somewhat tedious to venture through considering the many floors to it and the various areas nooks and crannies open for exploration. I also felt the Royal Palace and even the initial dungeon under Matira unnecssary lengthy (though this may have been due to the fact I was at-level and was often forced into a wide range of battles).
Unlike other games, there’s a distinct lack of meaningful minigames in Metaphor. That said, the game does play a lot of emphasis on levelling up ‘Royal Virtues (essential Social Stats from the Persona series)’ through side activities and increasing social bonds with important members of the main protagonist’s party.
I very much enjoyed these chats with the various different characters as they often led to tangible benefits like unlocking new abilities or the ability to upgrade the 14 basic archetypes. More importantly, they also shed light on the characters and even the wider world in the game. Were some events a little hamfisted? Sure. But this is an anime-style game. Who am I to question the logic of the world?
While Metaphor did not immediately win me over, it slowly managed to earn my trust. In my personal opinion, I feel like Atlus could have changed some of the mechanics to better fit the setting. But perhaps the reason they chose not to was to ensure it still felt like an Atlus game. Certainly, without the time management quantity, Metaphor: ReFantazio might have felt too similar to other role-playing games from recent times. It does not help when many of their characters fall into specific ‘archetypes’ of their own (get it, because archetypes are the jobs…you know what, forget it). From how Maria reminded me of Marlene Wallace of Final Fantasy VII fame, to how Junah’s determination to be a sacrifice echoed Yuna from Final Fantasy X.
That said, Metaphor also had the paripus. And how could I not love a game that have characters with animal ears and tails?
(I swear I’m not a furry but can I say Basilio and Catherina were looking FINE!)
I also liked the design for the Eugief and the Nidia tribe also had some interesting lore attached to it. Then, of course, there’s the Ishkia (though their wings are decorative rather than practical. A sore point to me and them both).
As I wrapped up my 100-hour playthrough of Metaphor: ReFantazio, I cannot shake the importance of its messaging and the salient points it makes to the human condition. Given how dire our current political climate is, the optimist in me hopes we can return to a time where the people can have frank discourse over important matters and not be dismissed or ignored simply for offering a differing point of view. Yet the pessimist in me is certain people will continue to ignore the truths and evidence before their eyes for the lies predicated on soothing their fears of the great unknown.
On a side note, the designs for the HUMANS were absolutely terrifying.








