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.
There’s a certain expectation that comes with a My Hero Academia game, especially one billed as the “final chapter.” You expect big emotions, loud battles, and characters pushed to their limits. After spending time with My Hero Academia: All’s Justice, it’s clear Bandai Namco isn’t trying to reinvent the arena fighter formula. Instead, it’s refining what fans already know and framing it around the series’ most climactic arc.
Early on, the game feels immediately familiar. If you’ve played previous My Hero Academia console titles, you’ll know exactly what you’re getting into. Combat rhythms, camera angles, and overall pacing don’t drastically change. For casual fighting game players like myself, the differences feel more granular than transformative, but that familiarity makes the game easy to settle into.
One notable addition is the dual control scheme: “Normal” and “Manual.” Normal mode smooths out inputs, lowering the skill floor, while Manual mode is the classic arena fighter setup. Normal works but reduces player agency in ways that feel unusual. Outside of combat, the game also replaces a standard menu with a city-like hub. Playing as Deku, you pull up a smartphone-style menu to access modes, subtly increasing immersion.
Combat and battle system
Combat feels largely unchanged in speed but leans more aerial than expected. Characters spend a lot of time in the air, creating distance and forcing you to think about positioning. Aggressive players may struggle, as patience and smart movement are rewarded more than constant pressure.
Quirks are intuitive, even for newcomers to 3D arena fighters. Visual indicators clearly communicate cooldowns and power states. Some Quirks are tuned for balance, but they still feel faithful to the anime. Ultimate and cinematic moves are satisfying and feel earned, never spammy.
Character variety is a standout. Deku, Bakugo, and Shoto share similar combat prompts, but their Quirks dictate unique movement, attack patterns, and space control. Deku, in particular, feels beginner-friendly, making him a natural starting point.
Roster and character balance
The roster feels large without overwhelming the player. Final-form characters aren’t instantly dominant; the true power spike comes when a character enters a “Rising” state after being the last fighter, gaining buffs across damage and abilities. Villains are just as enjoyable as heroes, with Dabi proving particularly fun to play. Story mode also presents moments of genuine challenge, such as facing multiple opponents at once.
While it’s early to speak on balance issues, the game seems thoughtfully tuned so far. Beginner-friendly characters include Deku, Bakugo, and Shoto, while other fighters may require more experience to master.
Team Up Missions
Team Up Missions offer shorter, varied challenges that feel like playable mini OVAs. While not essential to the main story, they unlock legacy battles and extra content for fans.
AI allies are competent and punish reckless play, which makes team composition matter more than cosmetic choices. While these missions don’t dramatically expand the fantasy of teamwork, they add fun replayable content for single-player fans.
Story and cinematic presentation
Story mode is where All’s Justice shines. Experiencing the Final War interactively delivers the same giddy excitement as watching those moments unfold in the anime. It evokes memories of the Naruto Ninja Storm series, balancing spectacle and fan service. Transitions between gameplay and cutscenes are serviceable—neither jarring nor groundbreaking.
The game assumes familiarity with the story, so newcomers may feel lost without prior anime knowledge. Battles often carry emotional weight, effectively allowing players to relive key moments of the Final War.
Visuals, performance, and audio
The game runs smoothly on PS5, even during effects-heavy fights. Character models are adequate, though not as sharp as hoped, while facial animations during story moments are expressive and well-done. The UI does enough to keep combat readable without distracting from the action.
Audio stands out. Voice acting delivers intensity, hit sounds feel impactful, and music consistently elevates big moments. The game is loud, but in a way that matches the over-the-top energy of the series.
Should you play My Hero Academia: All’s Justice
My Hero Academia: All’s Justice feels like a proper final chapter. It doesn’t overreach but delivers where it matters most. Competitive players will find depth, while anime fans can relive beloved battles interactively.
It may not redefine the genre, but it understands exactly what kind of game it wants to be—and it delivers that confidently.
The combination of familiar combat, a large and varied roster, cinematic story moments, and thoughtful extras like Team Up Missions makes it a satisfying experience for anyone looking to step into the shoes of their favorite heroes and villains.
It’s been a while since GPU companies focused on making chips for consoles. With how the industry is going now, chips feel like they’re destined to end up in the suffocating deluge of AI servers. Now, however, AMD is showing signs of healing by teasing the next-generation Xbox.
In the latest earnings call (via Engadget), AMD CEO Lisa Su teased that the next-gen Xbox, built with a custom AMD SoC, is “progressing well to support a launch in 2027.”
The subtle tease is vague enough to obscure any details about the upcoming console but clear enough to confirm that it’s coming. Since the Xbox Series X|S has been out for several years now, it’s not surprising that Microsoft is thinking about what’s coming next.
However, it’s still intriguing that Microsoft is going for another console. Previous reports have speculated that the company might focus on delivering games, especially through the Game Pass. Lately, both the PlayStation and the Switch have thoroughly dominated the console market ahead of the Xbox. Handheld consoles are likewise impressive, too.
Other reports have speculated that the upcoming generation will focus on delivering both a gaming and a PC experience. With the Steam Machine coming soon, it seems natural that the next consoles will be usable PCs as well.
SEE ALSO: Match Pulse: ROG Xbox Ally X
Gaming
Overwatch reinvents itself with a new story and five new heroes
And it’s not “Overwatch 2” anymore.
Overwatch 2 was not a disaster for the popular multiplayer shooter franchise. It did, however, make the game more polarizing. For 2026, Blizzard is shaking things up once again, starting by dropping the “2” from Overwatch 2.
During its scheduled showcase, the new-and-improved Overwatch will feature annual storylines that will keep the game fresh for years to come. The system will go live on February 10. By then, the year-long event called Reign of Talon will start with Season 1.
As the name suggests, this year will be all about the villain-coded Talon organization, and it’s going to be more story-driven. Right off the bat, a new cinematic sees Vendetta seemingly kill Doomfist and take over the leadership of Talon.
Blizzard says that the year will see ten new characters introduced to the roster. In fact, five of those will already be playable starting in Season 1.
Without a doubt, the highlight character for this round is the formerly cancelled Jetpack Cat. The character was first rumored all the way back in 2017 but will now be fully playable this season. The flying feline hero is a support character that can hook another hero to a location while healing them. Their ultimate reverses this by having them crash land onto enemies and then hooking one to, ideally, drop them off the map.
Jetpack Cat will join four other heroes. Anran, who is also affiliated with the Overwatch faction, deals fire damage. Domina, who, along with the next three heroes, works with Talon, is a shield-based tank. Emre imagines an evil version of Soldier: 76. Finally, Mizuki is a Talon-affiliated healer.
Besides a new story and heroes, Overwatch will feature new game modes and improvements across the board. The new Season 1 starts on February 10.
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