WhilePersonaandMetaphor: ReFantazioshare roots in the broaderShin Megami Tenseiuniverse, their gameplay and thematic choices mark a distinct divergence. WithMetaphor: ReFantazio, Atlus has embraced a high-fantasy setting and intensified combat mechanics, creating a more complex experience thatcontrasts sharply withPersona’s urban settingand accessible systems. The more challenging mechanics inMetaphor: ReFantazioset it apart fromPersona.Persona 6could benefit from its established accessibility.

Persona 6could build on the stridesPersona 5made in making the series friendlier to newcomers.Persona 5’s gameplay was lauded for its simplified mechanics and tutorial-driven approach, giving players an easier path into theShin Megami Tenseifranchise. With the success ofPersona 5and the recent updates inPersona 3 Reload, Atlus has honed its ability to create an approachable experience.

Persona 6 Tag Page Cover Art

Metaphor: ReFantazio’s Complex Class System Compared to Persona 5

Metaphor: ReFantaziointroduces a class system that requires a deep investment to switch and optimize roles. To assign new jobs to characters inMetaphor, players must use a special resource called MAG, which makes on-the-fly experimentation with different classes a bit less desirable. Locking in and focusing seems to be more encouraged here.

In contrast,Persona 5arguably allows for a more fluidapproach, encouraging players to mix and match Personas without risking a loss of progress or resources. This streamlined design enables players to experiment without the burden of irreversible choices, making it more accessible to those new to RPGs. ShouldPersona 6follow this model, it could continue to appeal to a broad range of players, specifically to newcomers looking for a less daunting experience.

A Steeper Learning Curve in Metaphor: ReFantazio’s Combat Mechanics

Metaphor’s battle system introduces a combinationof real-time and turn-based combat, a departure fromPersona’s straightforward, turn-based battles. This added complexity, including elements like positioning, weapon-specific roles, and MAG-based abilities, demands a deep understanding of each character’s strengths and weaknesses. While such features provide strategic depth, they can also pose a challenge to players who are more accustomed toPersona’s simpler, “One More” system, where exploiting enemy weaknesses allows for additional turns.

Persona 5’s “One More” system is enjoyed by some playersfor its simplicity and clarity, letting them quickly grasp the benefits of exploiting weaknesses without needing to juggle intricate mechanics. IfPersona 6retains this approach, it may reinforce its accessibility while still allowing for strategic variety.

UI Design: Persona 5’s Accessibility vs. Metaphor’s Complexity

Another area wherePersona 6may hold an advantage is in its user interface.Persona 5was praised for its vibrant and intuitive design, using bold colors and sleek animations to guide players through its menus. In contrast,Metaphor: ReFantazio’s interface is more subdued, favoring a minimalist color scheme and highly detailed character models. While visually striking,Metaphor’s UI can feel more challenging to navigate due to its multiple layers and detailed submenus for inventory and class management.

Persona 5’s UI prioritized ease of use, with a simpler structure that made finding equipment, skills, and items straightforward. IfPersona 6follows suit, its UI could continue to make gameplay feel more approachable, particularly for players who might be overwhelmed by extensive menu systems.Persona 6has the opportunity to build on this design, maintaining accessibility without compromising depth.

Metaphor’s complexity is a clear choice by Atlusto create a game that stands apart fromPersona, one where difficulty and learning curves are central to the experience.Persona 6, however, could find success in doubling down on accessibility. It’ll beautify the divide between the two Atlus titles even more.