Metaphor: Refintzio’s fighting is already another feather in Atlas’s impressive hat, but the Central War planners in the game believe that it is a major reason that turn -based battles can be so good.
There is no stranger in the scissors Goto formula, who has led the war system for Persian 5 Royal, Prasanna 4 Golden, and other beloved games before working on Metaphor: Refentzio: Refintzio.
With a lot of good work behind it, Games Radar+ asked about the ideal difficulty for a turn -based game in an interview at the Game Developer’s Conference 2025, and said he prefers people where you “have lost a wrong move and everything has been lost.” According to Goto, “to keep the feeling that (player) can’t be careless,” especially since it is easier to take advantage of a simple turn -based battle is much easier.
He added, “One of the major sales points of the turning -based war system is the fact that players can take time to think about their actions, and as a result, they get appropriate opinions based on these choices.” “It allows even those who are not the best in the fast action games so that they can enjoy the experience. Finally, there are some things that can be performed only through this style of play through complicated camera work and visuals.”
Goto was still known about ordinary grips when people would be with this genre when making metaphors, though, especially in how many turns JRPG feel that they are wasting your time with filler battles. With this, Ahmed, while fighting it, Goto emphasized the importance of “overcoming the pace” with the features of “fighting” and “shortcut controls” with the level of adjusting difficulties and adjusting difficulties.
Metaphor: Refintzio Dev once thought that the turn -based JRPG Combat “is starting to get old,” but now he thinks that the format is “a long future ahead”.