V\/\>Noctis</\/V
Donkey Kong
- 30/8/09
- 348
- 48
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- Coming to PS5/PS4 and Steam in addition to Series X/S and Windows Store.
- Simultaneous worldwide launch in 2024.
- Currently in the polish stage according to Meguro.
- Language of the game's world is in Esperanto, ReFantazio part of the title and song lyrics are also derived from it.
- "Their fantasy, their utopia, was our reality" is the slogan on the key art and website.
- Calling ReFantazio fantasy won't be doing it justice.
- Game is centered around travelling the world in an armored tank to gather supporters for an election to become king. If they refuse, you do stuff to get them on your side.
- Archetypes derived from Jung theory just like Personas, but they aren't just simply Personas this time around. Way more than that. Deeper meaning of changing yourself (alluding to the transformations in the trailer).
- Aspects of the game will reflect the real world, that's the main idea behind the title Metaphor. This main theme informs everything, from the characters, the stories, to even the final climax.
- Game originally had a more western medieval look but they wanted to give it a unique twist. They looked at the modern world and wondered what they could bring to make it more unique (i.e maybe some fashion trends in the 60s that could blend well with a more fantastical world).
- Key concept explored in Metaphor is "facing your fears" (anxiety of interacting with other people for example) whereas Persona is about "facing your inner self".
- Game's art style is meant to look like a painting with a little bit of darkness. Core reason is because they wanted to capture the fantastical nature of this world.
- Being positioned as the third pillar of Atlus alongside Persona and SMT.
- Atlus focused on modern stories in their games because they felt fantasy RPGs were too common.
- Soejima feels Atlus' creative identity has been cemented with the Persona series, that it was a core part of why people enjoyed those games and that they want to live up to those expectations with Metaphor.
- Meguro says Metaphor was a chance to make music he's never made before.
- Core concept of the scoring is music used in religion according to Meguro. How that'll work in an RPG, and how they can give it a unique twist. A spirtual music style that also evokes a classical fantasy feel. They hired a Buddhist to rap in Esperanto for the trailer BGM for example.
- Fairy's name in the key art is Gallica, Soejima gave her a more modern design. Working on her informed him on how to design the rest of the characters. Didn't want to be beholden to existing design conventions in the fantasy genre









