ReFantazio rebalances the Persona series calendar system

Before the launch of Metaphor: ReFantaziomuch of the discussion surrounding the title revolved around how the game would differ from director Katsura Hashino's previous work on Persona franchise. As the first original project from Hashino's new development division, Studio Zero, most people expected it Metaphor: ReFantazio would have at least some parts in common with Persona franchise, and those expectations turned into reality. Rather than resting on its laurels as a fantasy re-skin Personahowever, Metaphor: ReFantazio reimagines and reinvents many of the series' signature elements, including the calendar system that has been the franchise's framework ever since Personas 3.




Starting with Personas 3core of the game Persona franchise has been governed by the calendar system. The calendar system is both a guide to help players manage their time and a driving element behind the everyday life of the protagonist and their allies. The system is a double-edged sword. While there are plenty of players who love the guidance and structure the system provides, there are some who find themselves turned off to the franchise based on the feelings of being under the gun or missing certain elements that the calendar system maintains. While still ubiquitous in Metaphor: ReFantaziobalances the game smartly about it in favor of the player.

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Metaphor: ReFantazio proves that one of Final Fantasy 16's best features is here to stay

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As for how the calendar system works in Metaphor: ReFantazioshould feel instantly familiar to fans of Persona series. Most days begin with the protagonist and their allies discussing strategy before giving way to the first of two player-controlled segments where they are free to pursue any available activity. On special days with story-driven segments or predetermined deadlines, the player has specific, set destinations they must visit or quests that must be completed, giving players a useful guide as to when important events will occur and providing some incentive to ensure the party is sufficient reinforced by these dates.


Where Parable branches out from Persona however, the series has the generous amount of time it gives players to complete activities between major story missions, often weeks or even a full month. Furthermore, large dungeons can be completed in stages and returned to at a later time just like in Personabut smaller dungeons for Bounties and other side quests usually only take a day to visit and explore. Similarly, if players focus on using a day to build bonds with allies or strengthen the royal virtues, they can make meaningful progress in a single day and still not feel like they've missed out on anything important thanks to how necessary both activities are towards developing the archetype tree.

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After their absence from Persona 5the weather events that were included Personas 4s calendar system makes a return in Metaphor: ReFantazio. Not only do these different weather events add a welcome layer of strategy to pre-dungeon planning that extends beyond designing party composition and archetype selection, but they also balance out the extra time Parable gives players by adding a risk/reward mechanic. During bad weather days, enemies deal more damage and players do not earn extra turns for exploiting their weaknesses in battle. The trade-off is that the party gets significantly more experience.

With more player time and the addition of weather events, players have more freedom over where they choose to go and when they choose to do it. If the characters aren't quite capable of facing a particularly challenging set of enemies with extra health and no extra turns, the player can simply choose to spend the day boosting Bonds and the Kingly Virtues, and return to the adventure later when the weather permits without feeling like if they are pressured to make a difficult sacrifice. Parable eliminates some FOMO of Persona series with its implementation of the calendar system, and it's a more accessible experience as a result.


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