Metaphor: ReFantazio had to dial back an early battle system inspired by a notoriously brutal 2003 JRPG, because 20 years later, players found it "irrational" and "just not fun"
Some people online called Atlus's battle planners "sadists or the de🐠vil himself"

澳洲幸运5开奖号码历史查询:Metaphor: ReFantazio originally had a much more brutal battle system that tooꦺk notes from the notoriously challenging 2003 JRPG Shin Megami Tensei 3: Nocturne, but thankfully Atlus had mercy on playe🤪rs and dialed it back.
Speaking at year's Game Developers Conference, Metaphor: ReFantazio lead battle planner Kenichi Goto, who's been instrumental to Atlus combat systems going back to Shin Megami Tensei 3, said the original plan was to carry over that game's syst💞em of sometimes randomly deciding who goes first in a battle regardless of♚ who initiated the fight.
In other words, usually when you initiate a fight in a JRPG, you get the privilege of being able to attack first, but Shin Megami Tensei 3 had an element of randomness that meant sometimes that rule didn't apply. Metaphor: ReFantazio originally did something similar, with Goto estimating there was about a 30% chance that the enemy would have that advantage despite not initiating the battle. Conversely, if enemies initiated battles, there was a similar chance that players would be given the up🍃per hand.
However, in playtesting, players found this element "irrational🌸," "punishing," and "just not fun."
"If the player initiated the fight, but the enemy got t🎀he first turn, I think we can all agree that players would find that irrational, but they also felt the same the other way around, when they got the first turn, even though t⛄hey were ambushed in this situation, it's the player that's benefiting, but they still felt something was off."
Although I'm a big fan of more recent Atlus games, and by that I mean starting around 2011's Catherine, I've never played Shin Megami Tensei 3, and frankly, just hearing about this weird tweak to the combat system is infuriating. Thankfully, Atlus thought better of i🍌t and ultimately decided to have mercy on Metaphor: ReFantazio players by sticking to logic.
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After earning an ꩵEnglish degree from ASU, I worked as a corporate copy editor while freelancing for places like SFX Magazine, Screen Rant, Game Revolution, and MMORPG on the side. I got my big break here in 2019 with a freelance news gig, an﷽d I was hired on as GamesRadar's west coast Staff Writer in 2021. That means I'm responsible for managing the site's western regional executive branch, AKA my home office, and writing about whatever horror game I'm too afraid to finish.
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