Compara los precios de Metaphor: ReFantazio en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por ATLUS. Publicado por SEGA. Lanzado el 10/10/2024. Disponible en PC, Xbox. Géneros: Action, Adventure, RPG. Puntuación Metacritic: 92/100.

Atlus's most ambitious RPG yet takes the Persona formula, transplants it into a richly political fantasy kingdom, and dares you to stop playing after hour 40. A genuine contender for the best JRPG of the generation.

I went into Metaphor: ReFantazio half-expecting Studio Zero to play it safe, leaning on Persona nostalgia to coast to a comfortable finish. What I got instead was a 100-plus hour political epic set in the kingdom of Euchronia, where a royal assassination triggers a popular election for the throne, and your party of social misfits decides to run. The setup sounds absurd. It works brilliantly. The combat is where Metaphor earns its hours. At its core is the Press Turn system carried over from Shin Megami Tensei: exploit an enemy's elemental weakness and you bank extra turns; miss or eat a counter and you hand them right back. That tension never gets old. Layered on top is the Archetype system, which functions as a fully fledged job system with over 40 classes available, from the Seeker and Healer in the early game to more exotic roles like the Masked Dancer and Summoner unlocked through Follower bonds. Any party member can equip any Archetype, carry over passive skills from others they've mastered, and you can swap mid-dungeon without penalty. The depth here absolutely holds past hour 40. And the synthesis attacks, where a Knight and Mage combine turns to unleash a single devastating strike, add a cooperative dimension to the turn order that feels genuinely new for the genre. Outside of turn-based encounters, a lightweight real-time layer lets you hack at weaker enemies in the field to either kill them outright or enter the proper battle with initiative. It is functional rather than thrilling, but it keeps dungeon traversal from dragging. The worldbuilding is where Metaphor quietly surpasses its predecessors. The kingdom of Euchronia is built around eight distinct tribes, each visually distinguishable, each occupying a different rung of a stratified caste system. The protagonist belongs to the Elda, a persecuted underclass, and the game commits to that framing: shops refuse to serve you, priests charge higher rates for purification, and access to magic is gatekept behind wealth. It is not subtle, and it is not trying to be. Themes of fear, prejudice, and populist politics run through the narrative in a way that rewards players who engage with the writing. The villain, Louis, is the kind of antagonist you will be thinking about long after the credits roll. The broader cast, including companions Strohl and Hulkenberg, is sharply written throughout. That said, Metaphor is not without real criticisms. The calendar system, which divides days into time slots and forces you to weigh travel, dungeon runs, and Follower bonds against hard deadlines, creates genuine strategic friction early on. But some players report that the combat difficulty curve flattens considerably once the Archetype system opens up, and the later dungeons suffer from enemy variety thin enough that the brilliant class system has less to work against. Pacing in the back half draws the most consistent criticism across reviews: the game does not know when to end a scene, and completionists who skip side stories will miss context that the main questline quietly assumes you have. Filler quests exist. I am contractually obligated to mention I hate them. For anyone who has bounced off JRPGs before because of bloat or inaccessibility, this is actually one of the more approachable entries in the Atlus catalog: fights can be retried, difficulty can be adjusted, and the main questline sustains momentum better than most games at this runtime. For Persona veterans, the familiar social-link DNA is present via the Followers system, minus romance options, with the addition of a road-trip structure aboard the Gauntlet Runner landship that gives the whole thing a satisfying journey feel Persona never quite managed. Atlus have spent eight years on this. Most of those years show. Monika, Scout Team

Metaphor: ReFantazio

Metaphor: ReFantazio

10 oct 2024ATLUSSEGA
GamerScout opina

Atlus's most ambitious RPG yet takes the Persona formula, transplants it into a richly political fantasy kingdom, and dares you to stop playing after hour 40. A genuine contender for the best JRPG of the generation.

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Acerca de Metaphor: ReFantazio

I went into Metaphor: ReFantazio half-expecting Studio Zero to play it safe, leaning on Persona nostalgia to coast to a comfortable finish. What I got instead was a 100-plus hour political epic set in the kingdom of Euchronia, where a royal assassination triggers a popular election for the throne, and your party of social misfits decides to run. The setup sounds absurd. It works brilliantly. The combat is where Metaphor earns its hours. At its core is the Press Turn system carried over from Shin Megami Tensei: exploit an enemy's elemental weakness and you bank extra turns; miss or eat a counter and you hand them right back. That tension never gets old. Layered on top is the Archetype system, which functions as a fully fledged job system with over 40 classes available, from the Seeker and Healer in the early game to more exotic roles like the Masked Dancer and Summoner unlocked through Follower bonds. Any party member can equip any Archetype, carry over passive skills from others they've mastered, and you can swap mid-dungeon without penalty. The depth here absolutely holds past hour 40. And the synthesis attacks, where a Knight and Mage combine turns to unleash a single devastating strike, add a cooperative dimension to the turn order that feels genuinely new for the genre. Outside of turn-based encounters, a lightweight real-time layer lets you hack at weaker enemies in the field to either kill them outright or enter the proper battle with initiative. It is functional rather than thrilling, but it keeps dungeon traversal from dragging. The worldbuilding is where Metaphor quietly surpasses its predecessors. The kingdom of Euchronia is built around eight distinct tribes, each visually distinguishable, each occupying a different rung of a stratified caste system. The protagonist belongs to the Elda, a persecuted underclass, and the game commits to that framing: shops refuse to serve you, priests charge higher rates for purification, and access to magic is gatekept behind wealth. It is not subtle, and it is not trying to be. Themes of fear, prejudice, and populist politics run through the narrative in a way that rewards players who engage with the writing. The villain, Louis, is the kind of antagonist you will be thinking about long after the credits roll. The broader cast, including companions Strohl and Hulkenberg, is sharply written throughout. That said, Metaphor is not without real criticisms. The calendar system, which divides days into time slots and forces you to weigh travel, dungeon runs, and Follower bonds against hard deadlines, creates genuine strategic friction early on. But some players report that the combat difficulty curve flattens considerably once the Archetype system opens up, and the later dungeons suffer from enemy variety thin enough that the brilliant class system has less to work against. Pacing in the back half draws the most consistent criticism across reviews: the game does not know when to end a scene, and completionists who skip side stories will miss context that the main questline quietly assumes you have. Filler quests exist. I am contractually obligated to mention I hate them. For anyone who has bounced off JRPGs before because of bloat or inaccessibility, this is actually one of the more approachable entries in the Atlus catalog: fights can be retried, difficulty can be adjusted, and the main questline sustains momentum better than most games at this runtime. For Persona veterans, the familiar social-link DNA is present via the Followers system, minus romance options, with the addition of a road-trip structure aboard the Gauntlet Runner landship that gives the whole thing a satisfying journey feel Persona never quite managed. Atlus have spent eight years on this. Most of those years show.

Monika
Monika · Scout Team

RPGs

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaPress Turn SystemJob System DepthPolitical NarrativeFollower BondsSynthesis AttacksCalendar ManagementBuild VarietyFantasy WorldSingle Playthrough 100h+

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
6 GB RAM
DirectX
Version 11
Storage
93 GB available space
Graphics
NVIDIA GeForce GTX 750 Ti, 4GB or AMD Radeon R7 360, 4GB or Intel Arc A310, 4GB
Processor
Intel Core i5-3470 or AMD FX-6300

Recomendados

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 11
Storage
93 GB available space
Graphics
NVIDIA GeForce GTX 970, 4GB or AMD Radeon RX 480, 4GB or Intel Arc A380, 6GB
Processor
Intel Core i5-7600 or Ryzen 5 2600

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Reseñas y valoraciones

Metacritic
92

Información del juego

Desarrolladora
ATLUS
Distribuidora
SEGA
Fecha de lanzamiento
10 oct 2024

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¿En qué plataformas está disponible Metaphor: ReFantazio?

Metaphor: ReFantazio está disponible en PC, Xbox.

¿Cuándo se lanzó Metaphor: ReFantazio?

Metaphor: ReFantazio se lanzó el 10 de octubre de 2024.

¿Quién desarrolló Metaphor: ReFantazio?

Metaphor: ReFantazio fue desarrollado por ATLUS y publicado por SEGA.

¿Merece la pena comprar Metaphor: ReFantazio?

Metaphor: ReFantazio tiene una puntuación Metacritic de 92/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.