Persona 5 was the game that got me back into gaming outside of the NBA 2K franchise. It felt like a modern take of the late 90s and early 2000s JRPGs that I grew attached to. When I learned that Metaphor: ReFantazio was being developed largely by the same team responsible for the game that brought us the Phantom Thieves, I knew I had to play it.
After spending time with the game, I can say with absolute certainty that it definitely hit that JRPG sweet spot. However, it took a while to get there.
Getting through the early hours
Unlike Persona 5, I wasn’t immediately taken by Metaphor: ReFantazio. That can be attributed to many factors both in-game and in real life.
When the former came out, I was at a very different place in my life. I was certainly yearning for a game and actually had some time and mental space to really immerse myself. Fast forward to seven years later and Metaphor came at a time when I’m more jaded and saddled with more things cluttering my head.
At first, I thought it was just my general disposition that’s preventing me from being completely taken by the game’s early hours. Turns out, it wasn’t just me.
I’d say the first three hours, which are available on the demo, are a bit of a slog. It’s a lengthy tutorial that, while integrated into the story, still took a while to take off.
Even the intense moments revealing a big turning point at the start of the story, while grand, still felt predictable.
However, it only gets better from here. As of writing, the game currently has a Metacritic score of 94 and has had glowing reviews. I’m happy to report that if you can power through the early hours, you’re in for an epic tale, a grand adventure, and a journey that will make you feel nostalgic about JRPGs from a couple of decades ago and beyond.
Euchronia and its fractured people
It’s hard to discuss any bits of the story without touching even minor spoiler territory, so there’s your warning.
Metaphor: ReFantazio is set in the United Kingdom of Euchronia. It’s a kingdom filled with various tribes or clans easily distinguishable through many of their physical features. The ruling class has horns, there are tribes that wear masks all the time, there are those with beast-like ears, and more.
The protagonist belongs to the tribe most looked down upon. So much so that the ruling class deems your mere presence to bring some form of misfortune.
The game begins with the Kingdom being shaken up following the death of their king. What does the protagonist have to do with this? Well, after a string of events, you end up becoming a candidate, among many others, to take the throne by virtue of the king’s magic.
That’s the abridged version and there’s plenty of story that takes place in between. However, it’s that situation that forms the many mechanics of the game.
To say it’s an uphill climb is an understatement. Especially since the majority of the people of Euchronia are extremely racist. Nope, I’m not going to dance around it since the game flat out shows you that anyway.
Persona-like
With Persona 5 being the last Atlus game I played all the way to completion and enjoyed thoroughly; I was immediately familiar with some mechanics of the Metaphor: ReFantazio.
The two games share a Calendar progression. This means you have to plan your activities well in order to level-up the many other aspects of the game all while keeping in mind the next big event that’s marked on the calendar.
Many of the activities include increasing your Virtues, Bonds with characters, and more. Virtues are ideal traits that a king possesses. There’s also a parallel mechanic in Persona called Social Stats. Leveling these up allows you to unlock conversations and quests that otherwise you would have no access to. Some of these conversations lead to increasing Bonds with other characters.
Bonds are like the Social Links in Persona. Increasing Bonds means gaining skills and abilities that will be useful in battle. You increase bonds by spending time with members of your party and other close confidantes.
The beautiful thing about the game is how all of these mechanics play into each other. So, even though it feels like you have limited time until the next big event in the calendar, there’s literally no wasted actions as every single one contributes to leveling up in one aspect or another.
That doesn’t mean you shouldn’t be strategic with your time. You definitely still need to pick and choose wisely to fully optimize your playthrough. But for the most part, just doing any of the activities will yield mostly good results.
Melee and turn-based combat
Other than being a game from the Persona team, the thing that got me curious the most about Metaphor: ReFantazio is its combat. The first time it appeared on my radar, it was said to have a good mix of action and turn-based combat. I wasn’t sure what to expect but what we’re getting, I suppose, is generally an okay mix.
In the overworld as you’re exploring a stage or dungeon, you encounter enemies on the prowl. Before approaching, you can hit the Left shoulder button to assess how strong they are in relation to your current level.
Anyone below your level can be eliminated in melee combat. Meanwhile, enemies at your level or stronger than you can be stunned. You then press a button to enter into turn-based combat.
If you were able to deal damage to an enemy stronger or at your level, you enter turn-based combat with an advantage. It can be anything from the enemies being stunned, taking the first turns, or one of your party members launching an attack before your official turn starts to deal extra damage.
Hit’em with your best shot
To keep turn-based combat at a high pace, players are encouraged to end the combat as swiftly as possible. This can be done by exploiting your enemy’s weakness. One way of doing this is by experimenting with different attacks first to log the enemy’s stats and weaknesses, and then pressing L3 or the left thumbstick to start the fight over and deal with your opponent expeditiously.
In this manner, it shares much in common with Persona 5, and from what I hear, other modern Atlus games. This helps you keep the game moving and not feel slowed down by turn-based combat which I believe is the reason why most people are not exactly enthusiastic about it.
I loved this approach in Persona 5 and I love it even more here in Metaphor: ReFantazio. There are more nuances to combat but I’ll leave it to you to learn them as you play along.
Archetypes
Combat is even more elevated through Archetypes. If we’re choosing parallels, you can say the Archetypes are the Personas in this game. Although, not quite the exact same.
Archetypes function more like job classes which you can shuffle between party members. I say job classes because the Archetypes do share those names. Some of these that you can unlock are Warrior, Knight, Mage, Healer, and more. Anyone familiar with JRPGs or even just RPGs in general will be familiar with those terms and what they bring to the table.
Each character has their own Archetype. But through the mysterious figure named More, your characters are able to learn multiple Archetypes as soon as they are unlocked. You do need a resource called Magla (MAG) to do any of these.

You gain Magla (MAG) only through battle at first but more options unlock later on in the game. With MAG you can play around with characters and the Archetypes. You can have an Archetype learn a skill from another archetype, and Synthesize Archetypes.
A lot of these mechanics are similar to how you’d handle personas. But here, you’re able to have different characters carry different personas to be most effective depending on the enemies you’re about to face.
Each Archetype has abilities of their own, but in battle they can also pair with other characters’ Archetypes for Synergy attacks that consume more MP or HP but also usually deal more damage or have stronger effects.
Figuring out which Archetypes work best with which character along with making sure you’re equipped with the right ones for a dungeon crawl is part of the whole fun in strategizing for combat.
Audiovisual spectacle
As expected from Atlus, the Metaphor: ReFantazio is an Audiovisual spectacle. Sticking to a cel-shaded, anime-like art style means the developers can also spend a lot of time adding plenty of pizzazz to other parts of the game.
The menu screen, for instance, is dripping with style. Sure, it can seem a lot to take in at first glance. But you’ll soon get used to it and appreciate the art style more as you play along.
In place of the jazzy tracks of Persona 5 are epic orchestral tunes that completely match the vibe of Metaphor’s fantasy world. They’re perfect during high-tension story moments as well as during battle. Although, I did find them out of place in certain parts of the game.
Overall though, Metaphor: ReFantazio is a feast for both the eyes and ears.
Is Metaphor: ReFantazio your GameMatch?
Metaphor: ReFantazio is a must-play for any JPRG fan. It features a refinement of many mechanics that Atlus has implemented over the years in their games in a brand new fantasy world.
The upwards of 60 hours you’ll need to complete the game might turn-off some. But we strongly believe its gameplay loop and overall presentation offer more than enough to keep you engaged until the credits roll.
Metaphor: ReFantazio is out now on PlayStation 5, PC via Steam, and Xbox Series X | S. This game was reviewed on a PS5 with a code provided by the publisher.
An all-in-one device is a pipe dream for many. Imagine a device that can turn into a tablet, a laptop, a phone, and a console with the flip of a switch. As showcased during MWC 2026, Lenovo wants you to stop imagining. A new concept called the Legion Go Fold is an all-around device you can take with you on travels.
On account of the lineup it’s associated with, the Legion Go Fold is, first and foremost, a handheld gaming console. Normally, it’s a sizable 7.7-inch screen you can attach the Legion Go’s recognizable controllers to.
However, as the “Fold” in its name is hinting, the screen can be unfolded into a much larger screen. At its quirkiest, the concept looks like a vertical tablet with controllers attached to either side. Lenovo says that this is best used in split-screen mode where you can split the display between a game and other media such as a walkthrough video.
Alternatively, you can just rotate the screen horizontally and attach the controllers to play with the maxed out 11.6-inch display.
Finally, the Legion Go Fold can be used as a laptop via the detached screen and an included wireless keyboard. Like the other devices in the Legion Go lineup, the right controller can be used as a makeshift mouse.
Because it’s a concept, the Legion Go Fold isn’t close to being released yet. However, it’s a good evolution of what the Legion Go can already do. As we said in previous reviews, the lineup can technically be a work laptop in a pinch. This just makes it easier.
Automotive
Xiaomi Vision Gran Turismo makes global debut at MWC 2026
Tech giant becomes first technology brand in Vision GT program
Xiaomi has unveiled the full-scale concept model of the Xiaomi Vision Gran Turismo or Xiaomi Vision GT at MWC 2026 in Barcelona, Spain. This marks the company’s official entry into the elite Vision Gran Turismo project.
Created for the legendary Gran Turismo franchise, the electric hypercar concept represents the first time a technology company has been invited to participate in the Vision GT program. Xiaomi now joins a select group of global automakers, becoming the 36th brand to take part and the creator of the 51st Vision Gran Turismo concept overall.
The project began at the GT World Series in London, where series producer Kazunori Yamauchi personally invited Xiaomi to design its own Vision GT car. For Xiaomi’s global EV design team, the opportunity meant rethinking hypercar development from a technology-first perspective, blending advanced aerodynamics with AI-driven intelligence.
Sculpted by the wind
At the core of Xiaomi Vision Gran Turismo is aerodynamic balance. Instead of chasing extreme low drag or maximum downforce alone, Xiaomi pursued efficiency between the two.
The concept follows a “Sculpted by the Wind” philosophy. Its teardrop cockpit silhouette, integrated air ducts, and airfoil-shaped structural elements guide airflow seamlessly from front to rear. The body avoids excessive add-ons, relying instead on built-in aerodynamic solutions.
Signature design elements serve dual purposes. Cross-shaped headlights integrate into the airflow system, while the halo-shaped taillight sits within a massive rear air outlet. An Active Wake Control System surrounds the rear with micro-perforations that manage turbulent air using real-time speed and angle data.
The Accretion Rims feature vortex-style wheel covers that remain visually stationary while the car is in motion, reducing drag from rotating surfaces. Internal turbine fins help cool the brakes during operation.
Through iterative simulation testing, Xiaomi says the concept achieves a drag coefficient of 0.29, downforce of negative 1.2, and an aerodynamic efficiency rating of 4.1 — figures that highlight balance rather than extremes.
A “sofa racer” interior
Inside, Xiaomi departs from the rigid, track-focused cabins typical of hypercars. The “Sofa Racer” concept emphasizes comfort without sacrificing control.
A ring-shaped cockpit architecture wraps around the driver, blending dashboard, doors, and seats into one continuous structure. Breathable 3D-knitted fabric materials aim to provide both support and warmth.
At the center is Xiaomi Pulse, an intelligent assistant integrated into the dashboard. Working alongside Xiaomi HyperVision and the company’s HyperOS platform, the system adapts displays and interactions based on driving mode and environmental data. Physical controls remain tactile and precise, including an infinite-shaped steer-by-wire wheel.
The concept also integrates into Xiaomi’s broader “Human × Car × Home” ecosystem. Powered by XiaoAi AI Assistant and the Xiaomi MiMo foundational model, the car connects with personal devices and smart home products, positioning itself as part of a unified digital lifestyle.
Xiaomi has also envisioned a companion driving simulator designed as furniture for the home, extending the Vision Gran Turismo experience beyond the vehicle itself.
Yamauchi praised the project, noting how the design successfully resolves the tension between low drag and high downforce. Further details about the car’s arrival in Gran Turismo 7 will be announced at a later date.
With its Vision Gran Turismo debut, Xiaomi signals a broader ambition: redefining the electric hypercar through AI integration, ecosystem connectivity, and aerodynamic precision.
Resident Evil Requiem is now available worldwide, marking the ninth mainline entry in Capcom’s long-running survival horror franchise.
The game launches today on PlayStation 5, Nintendo Switch 2, Xbox Series X|S, Steam, Epic Games Store, and GeForce NOW. Set 30 years after the Raccoon City Incident, the story returns players to the ruins of a city that defined the series’ legacy.
This time, players follow two protagonists: newcomer Grace Ashcroft, an FBI intelligence analyst investigating a string of mysterious deaths tied to her mother’s murder, and returning fan favorite Leon S. Kennedy. As their paths converge at the center of a new outbreak, both must confront the lingering trauma of Raccoon City and uncover the truth behind the incident that changed the world.
First-person or third-person
For the first time in the series, players can freely switch between first-person and third-person perspectives, blending immersive horror with more dynamic action. Multiple difficulty settings are available, including a Casual mode with aim assist and a Standard (Classic) mode that reintroduces the Ink Ribbon save system while playing as Grace.
Editions available
Resident Evil Requiem is available in Standard and Deluxe editions. The Deluxe edition includes five costumes, four weapon skins, two screen filters, two charms, and additional bonus content. A Premium Steelbook Edition bundles the Deluxe content with a limited-edition lenticular card, available while supplies last.
Capcom is also celebrating the launch with a slate of collaborations and collectibles. These include a themed Nintendo Switch 2 Pro Controller, the franchise’s first-ever amiibo figures of Grace and Leon arriving July 30, 2026, limited-edition watches designed with Hamilton, a one-of-a-kind Porsche Cayenne Turbo GT created as Leon’s in-game vehicle, and 1/6 scale collectible figures launching this fall.
Resident Evil Symphony of Legacy
To mark the series’ 30th anniversary, the Resident Evil Symphony of Legacy orchestral concert series will tour Japan, North America, and Europe later this year. Meanwhile, Resident Evil 7 biohazard Gold Edition and Resident Evil Village Gold Edition also arrive on Nintendo Switch 2 today, alongside a Generation Pack bundle exclusive to the platform.
With a return to Raccoon City and a new chapter in survival horror underway, Resident Evil Requiem ushers in what Capcom calls a new era for the iconic franchise.
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