New medieval games12/9/2023 ![]() ![]() ![]() In other words, even the music is designed with you and your thoughts in mind. Pick anything-be it Persona 3's Mass Destruction, Persona 4's Your Affection, or even some of the older ones like Digital Devil Saga's Battle For Survival-and you will feel that steady and infinitly replayable tempo, rather than a definite start and end. Now that I reflect on his words, most of the returning Atlus composer Shoji Meguro’s music feel designed to put you into a certain mood for prolonged periods of time, rather than capture a single scene. I also reference the soundtracks in my backstory because of how Hashino says in the interview that Metaphor's music aims to "replicate what characters are experiencing in their minds," rather than just the atmosphere of the story. Ironically, the soundtrack of Futaba's dungeon (a fictional mind tomb) was aptly titled "When My Mother Was There." The game's imaginary–but awfully feasible–modern routine easily managed to seep between the cracks of my broken, lonely heart, and the noise of thoughts in my head began to subside alongside the music, if only slightly.ĪLSO READ: Shooting In Remedy's Games Feels Special, And I Hope Alan Wake 2 Keeps It UpĪt other times, I would just coop up in my room and do nothing but drown in my own mental block, then laugh at how Persona was once again anticipating my depression routine with Futaba locking herself in her room for pretty much the same reason. Incredibly, I discovered that I could replicate these idle and purposeless actions within the game while listening to the amazing "Beneath the Mask" and its rain-soaked rendition. I found myself shuttling between cafes and bookstores, aimlessly wandering the streets, watching the days pass as profound sorrow completely erased my sense of purpose. I vividly remember how Persona 5 mirrored my personal journey when I experienced the first death of a loved one–my grandmother–around the same time it was released. Indeed, Atlus games have been a powerful driving force in my life. It feels like an expression of the studio's core message, stated in the trailer, that the game will be "expressing how people should live their lives in the present." The game looks like it will integrate the Persona-style daily life elements as well, such as the calendar system and confidants. Just look at Metaphor's reveal trailer, which mashes a fantasy world directly into the sky of a 17th-centuryish town to create an outlandishly bizarre landscape. Persona director Katsura Hashino seems to have picked up on that problem in his recent interview, and is now looking to address it in his new upcoming high-fantasy game, Metaphor: ReFantazio. Despite my occasional nitpicking, I love what these games do, but I still feel that they would rather take us on journeys of illusion, denial, and escapism than give us some throughline to our present lives. Most fantasy games these days make no mention of our real lives Diablo 4, Tears of the Kingdom, not to mention Final Fantasy 16, all exist in variants of medieval-fantasy realms. But is that enough in this day and age, when so many other genres are dealing with more social and real issues that can actually be inspiring? It may be presumptuous to say, but maybe the fantasy genre needs to step up its game. And to truly appreciate fantasy adventures, you must immerse yourself in their make-believe, and ignore the fact that they are not real. In many games and stories, fantasy refers to worlds far removed from our modern architecture and noisy streets. Metaphor: ReFantazio seeks to create a fantasy world that preserves a believable and meaningful essence, going beyond mere escapism.Ītlus games, like Persona 5, have successfully reflected players' personal journeys and emotions, showing the potential for fantasy games to connect with players on a deep level. Fantasy games should strive to have a meaningful impact on players' lives, encouraging them to take action and make changes in the real world. ![]()
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