Metaphor Refantazio Metaphor Refantazio

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Metaphor: ReFantazio Review

Persona but make it high fantasy

Screenshots c/o SEGA x Atlus

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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

Metaphor: ReFantazio

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 

Metaphor: ReFantazio

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

Metaphor: ReFantazio

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

Metaphor: ReFantazio

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

Metaphor Re: Fantazzio

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.

Gaming

The next Elder Scrolls game is called Sentinel

And it will be set in Hammerfell.

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Can you believe that it’s been over eight years since Bethesda announced The Elder Scrolls VI. Since then, we’ve seen neither hide nor hair of the upcoming title. Today, the studio has mercifully revealed a tiny bit more about the game including its title and setting.

Historically, the Elder Scrolls franchise is not known for its numbering. It’s not The Elder Scrolls III, IV, and V; it’s Morrowind, Oblivion, and Skyrim. Now, we know what The Elder Scrolls VI will be called — Sentinel.

The name is also a huge clue as to where the game will take place. Besides being the name of the game itself, Sentinel is also the capital of Hammerfell, a region in northwest Tamriel. The teaser, which shows a sword being uncovered from a pile of sand, confirms this. After all, the Alik’r Desert is one of the region’s highlights.

Now, Hammerfell is not a new region for players. The region, especially the titular Sentinel, was previously featured in The Elder Scrolls II: Daggerfall. Obviously, not a lot of gamers would have played this classic game before, so a return will introduce the region to a lot more modern players.

Unfortunately, despite throwing us a bone with the name and the setting, Bethesda did not reveal when the title is coming. Given that Grand Theft Auto VI is launching very soon, the time is ripe for the launch of another much-awaited title.

SEE ALSO: The Elder Scrolls IV: Oblivion Remastered is out now

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Wild Rift Patch 7.3, celebrates K/DA comeback

K/DA returns with FIRESTARTER

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Riot Games is celebrating the return of virtual K-pop group K/DA with new music, exclusive skins, and major gameplay updates in League of Legends: Wild Rift Patch 7.3.

After a six-year hiatus, K/DA returns with FIRESTARTER, the group’s newest track and the title track of an EP featuring three additional songs. The release marks a new chapter for the virtual group, which brings its latest musical era to the mobile MOBA through the new HEATBRINGER skinline.

To celebrate the comeback, Riot Games hosted FIRE IT UP: The K/DA Comeback Party in the Philippines. The event brought fans together for a listening party featuring music from across Riot Games’ virtual acts, live Wild Rift gameplay, community activities, and exclusive photo opportunities.

Attendees also experienced live AAA ARAM matches featuring gameplay disruptions and augments inspired by Riot Games’ musical universe, including HEARTSTEEL, Pentakill, and TRUE DAMAGE.

K/DA returns with new HEATBRINGER skins

The K/DA comeback introduces the HEATBRINGER skinline, featuring new looks for the group’s four original members: Ahri, Akali, Evelynn, and Kai’Sa.

The skins give the champions a new visual identity inspired by K/DA’s latest musical era, with fiery red and white elements that bring their stage presence to the Rift.

The collection also includes Prestige K/DA HEATBRINGER Evelynn.

The new skins are exclusive to Wild Rift and are scheduled to launch on November 4, 2026.

The comeback extends beyond the cosmetics. With FIRESTARTER and its accompanying EP now available on major music streaming platforms, K/DA’s return brings together Riot Games’ music and gaming communities.

Wild Rift Patch 7.3 overhauls marksmen and item builds

Beyond the K/DA celebration, Patch 7.3 introduces significant gameplay changes that reshape champion builds, jungle strategies, and objective control.

One of the biggest changes targets marksmen, giving critical-strike builds more room to scale. Base critical-strike damage increases from 175% to 200%, while the attack-speed cap rises from 2.5 to 3 attacks per second.

Several marksmen also receive individual adjustments, including Ezreal, Kai’Sa, Twitch, Lucian, Caitlyn, Draven, Miss Fortune, Samira, Zeri, Jinx, Vayne, and Ashe.

The item system gets an overhaul to support these changes. Players can explore new or redesigned options, including Hexoptics, Yun Tal Wildarrows, Fiendhuler Bolts, Stormrazor, Rapid Firecannon, and Immortal Shieldbow.

Lifesteal also receives changes intended to support basic attacks, on-hit damage, and abilities treated as basic attacks.

Support items are part of the update, too. Echoes of Helia is positioned toward offensive supports who want to convert damage into healing, while Ardent Censer, Staff of Flowing Water, and Harmonic Echo also receive changes.

Jungle changes reward efficient farming

Patch 7.3 also changes how junglers approach the early and mid-game.

The updated jungle system rewards consistent camp clearing with bonus gold and introduces a catch-up mechanic for junglers who fall behind. This reduces the pressure to constantly gank and encourages players to balance farming with opportunities to assist their teammates.

Clearing camps also progresses Ecosystem Protection stacks, allowing Smite to scale from 600 to 1,000 and eventually 1,400 true damage.

These changes make efficient farming more important when preparing to secure major objectives such as Baron Nashor, Rift Herald, and Dragons.

Epic monsters also adjust to the pace of each match, scaling according to the average player level rather than simply growing stronger as time passes.

Turrets receive substantial changes as well. Plating now extends to outer, inner, and inhibitor turrets and remains permanently. The new Crystalline Overgrowth mechanic lets turrets accumulate crystals that champions can detonate with their first basic attack.

Together, these changes place greater emphasis on lane pressure, defensive positioning, and coordinated pushes. Winning team fights remains important, but teams must also turn their advantages into meaningful objective damage.

Hwei, Sylas, and Rek’Sai join the roster

Patch 7.3 expands the champion roster with three additions: Hwei, Sylas, and Rek’Sai.

Hwei, the Visionary, brings a flexible set of abilities to the mid lane. His Subject: Disaster, Subject: Serenity, and Subject: Torment ability groups give him tools for dealing damage, supporting allies, and controlling opponents.

Sylas offers explosive damage and crowd control. His kit includes an ability that pulls enemies into a stun-to-knock-up combination, while Kingslayer restores health based on his missing health. His ultimate lets him steal an enemy champion’s ultimate ability.

Rek’Sai brings another approach to initiating team fights. Her Unburrow ability knocks up nearby champions, while her ultimate helps her track nearby enemies before striking.

These additions give players more options for adapting their team compositions and strategies.

Ranked play and game modes get updates

Competitive players also get changes to Ranked and Legendary Ranked.

The S/A and MVP scoring systems now evaluate performance according to a player’s lane and champion role instead of relying on a single universal metric. Strong performances can also yield more Ranked energy.

Legendary Ranked receives adjustments to its seasonal entry requirements for former Grand Masters, alongside a new trial format designed to help top performers advance from Legendary Commander Rank.

Players looking for something different can also try Rift Rumble, a new 3v3 mode played on a symmetrical map. Teams battle for kills and compete to capture ultimate stones that can change how their champions secure eliminations.

Meanwhile, AAA Realm continues to evolve with a music-themed season and new augment cards. These include Sonic Waves, which draws inspiration from Riot Games’ musical acts, including HEARTSTEEL, Pentakill, and TRUE DAMAGE.

A new era for K/DA and Wild Rift

With FIRESTARTER, the HEATBRINGER skins, and a sweeping gameplay update, Patch 7.3 connects Riot Games’ music and gaming communities through a shared celebration.

K/DA’s return gives fans a new soundtrack and fresh looks for their favorite champions, while the gameplay changes introduce new ways to approach champion builds, jungle farming, and map control.

Players can follow Wild Rift Philippines’ official social media channels for updates on the latest patch, champion releases, and in-game content.

K/DA returns with FIRESTARTER.

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Gaming

Petit Planet launches December 4

HoYoverse’s cozy life sim arrives soon

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Petit Planet

HoYoverse will launch Petit Planet, its first cozy galactic life simulation game, on December 4, 2026. The game will be available on PC, iOS, and Android, with a Nintendo Switch 2 release planned for 2027.

The announcement was made during the Petit Planet Pre-Launch Special Program on November 1. HoYoverse also revealed more details about the game’s characters, gameplay features, and launch events.

Build a planet and meet new Neighbors

In Petit Planet, players take on the role of Planet Tenders who travel across the Starsea with Oumuamua, a Starsea Spirit said to listen to people’s wishes.

Each player starts with their own planet, where they plant a Luca Seed that grows into a Luca Arbor. This tree gradually shapes the planet’s landscape, seasons, and ecosystem.

Players will also meet various Neighbors, including Planet Coordinator Mobai and Starsea Racer Elsasani. Getting to know these characters allows players to develop friendships and discover their individual stories.

Beyond their home planets, players can explore scattered Islets across the Starsea. They can also visit the Galactic Bazaar to play games, participate in auctions, and share their creations with others.

Launch events offer free rewards

HoYoverse has prepared several events to celebrate the game’s launch.

Players can enter a pre-registration lucky draw through the official website for a chance to win prizes. Regular gameplay will also offer more than 1,000 clothing and furniture items for free.

The Besties, Made to Match! event rewards players who invite two friends to pre-register. Each participant will receive an exclusive clothing item.

Starting November 1, the Launch a Planet event will let players design their own planets through the official event website. Participants will also have a chance to win surprise grand prizes.

The first Petit Planet Seasonal Creation Event will begin alongside the game’s launch. Selected fan creations can win cash prizes, in-game rewards, and official merchandise.

Players can also visit the game’s official X account after the special program to receive a Moving Guide and join a giveaway featuring a suitcase, gift cards, and an exclusive luggage tag.

Pre-register for Petit Planet

Petit Planet is now available for pre-registration on the Apple App Store, Google Play Store, and Epic Games Store. Players can search for the game on these platforms to pre-register and receive a notification when it launches.

The game arrives globally on December 4, 2026, for PC, iOS, and Android. A Nintendo Switch 2 version is scheduled for 2027.

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