It basically a rehash of smt mechanics with persona mechanics added to it with a new (but has been used in other turn rpgs) back and forth row and just has the digital devil saga story that I keep hearing about as well lol
Tbf, the formation system hasn't really been used in many Atlus games. It's in Persona Q, and I believe it was in SMT 1, 2 and IF. But don't think there's any others, unless there's some obscure Atlus spin off I didn't know about
It’s similar but the press turn system extends your turns allowing each party member to go twice aslong as they hit an enemy weakness where as in metaphor when you hit an enemy weakness you only use up half a turn, so you’re not exactly extending your turn atleast not to the same degree as Smt, and to my knowledge I don’t think their are items that can deal elemental magic damage so I don’t believe that physical party members can extend their turn unless they have a move that the boss or enemy is weak against, it’s possible their could be elemental magic items that that each partner member can throw at an enemy or a boss so correct me if I am wrong but I haven’t seen it.
@@Holy_Crusaderthere are elemental damage items in the game, in the demo they can be found in the magic shop and the traveling merchant in the mine also sells one.
@@Holy_CrusaderNo, you're thinking of the "one more system" from Persona which SMT doesn't use. SMT has the exact system you described from Metaphor, they're both the "press turn system"
@@Holy_CrusaderAlso in SMT, persona and metaphor, the way physical skills work is they can crit while magic skills normally cannot and very few enemies are weak to physical. Landing a crit gives you the same bonus as striking a weakness. So basically with magic you have to rely on striking a weakness to get extra actions while with physical you usually have to rely on landing crits, which is less consistent but means you don't have to worry about finding enemy weaknesses when using physical attacks
@@cernunnos8344Well yes, but actually no. They are both turn based, but the turn economy is a bit different. Generally with SMT the max amount of moves you can get is 8, where as with persona you can do sniz with single target spells to basically get a crap ton of turns at once. In persona you also act after hitting weakness (or baton pass in P5 and P3R), whereas in SMT you will change turns to one of your allies.
@@cernunnos8344 No. When you strike a weakness in persona, the same character gets to act a second time and they can do that as many times as there are enemies on the field and you can also give the turn to someone else on p5(r) and p3r. There is also no added penalty for missing an attack or striking an enemy with an affinity they null/drain/repel. When you strike a weakness in SMT, the turn switches to the next ally and you basically get a free extra turn, but you can only get the same amount of free extra turns as many members are in your party so usually 4 which means you could act 8 times. If there are 5 enemies, they could act 10 times. There is also an added penalty for missing an attack and having your attack nulled/drained/repelled; missing an attack or having your attack blocked loses 2 turns and having your attack drained or repelled loses all of them and. All of the above is true for the enemies too. If that sounds impossible to keep up with or super complicated. Worry not because how many turns you have are visualised with turn icons and its much less complicated than it sounds like. It's just so hard to explain how it works and you'll quickly realise the gist of how the system works when you start playing but it will still take you a while before you can fully utilize the combat system.
The formation system is similar to etrian odyssey The "turn points" as you called them are actually the Press Turn mechanic from most modern SMT games, especially mainline entries The Archetypes, Followers and Academia mechanics are very similar to Personas, Social Links and Velvet Room from Persona The Synthesis skills and the transformations during battle are reminiscent of Digital Devil Saga This isn't just "Persona but fantasy". This is a compilation of every Atlus game set in a fantasy world
Exactly. This game is the perfect game for the 35th anniversary as it combines mechanics from a bunch of their most successful games in a very interesting way. It’s also probably why they tied the anniversary OST and art book to this game’s collectors edition. I really hope this game does well because it genuinely feels like the perfect retrospect of how far Atlus has come.
Since we know that: “Soul Hacker”, “Devil Summoner”, “Persona Master” and “Messiah” are in the game. Is “Tuner” or “Avatar Tuner” in the game as an archetype? I’m happy with the other reference archetypes but that would be neat
@@phillemon7664 I haven’t been keeping up with any of the news for the game as I want to go in as blind as possible so this is news to me and that’s actually awesome!
i always felt “spin-off” wasn’t the best word to describe persona, i would consider it more of a “sub-series” at this point sorta like how kingdom hearts is still technically a final fantasy sub-series
@@KatelynTea don't worry bruv I agree with your confusion in that response, punani_slayer here is the type to get nuked by a smirk in smt 4 minatuar boss .
The formation comes from Etrian Odessy, in the Persona Q games happen the same, with the difference that also your enemies have a formation, while in metaphor they don't. The point system is called press system, you get a turn if you get a critical or hit the weakness, but if you pass your turn you lose half turn.
persona fans are like ios users they discover things ff did 40 years ago so i expect persona 32 to implement real time combat and maybe a good story and characters
mmm, its sad, that people are ignoring that the archtype system its basically the Mantra/demonization system from Digital devil saga without the stomach ache
@@AmiibroNPast 7, as well. 9 had a front and back line, and I'm pretty sure 10 did, but I don't remember much of that one. 13 did not for sure, and that was the last command-based FF (so far, at least).
The row system has been a thing since Final Fantasy was on SNES or even NES. Can't complain though, it's such a fun mechanic that I'm happy made it to Metaphor
Yeah but you can't say the combat is SMT because at least half of the people interested in this game haven't played SMT so saying the combat is SMT tells nothing to them.
@@HollyWarlock The aspect how the MC's bonds gives them acces to new and more powerful archetypes is similar to persona but how they work in battle is more similar to DDS because you don't summon the archetype, you turn into it. Though its not exactly like DDS because in that game you maintain the form whereas in this you just briefly turn into the archetype when you do the attack and then tunr back into your regular self.
metaphor is using smt 'press turn' combat style. but there is a difference that there isnt a turn priority based on agility. in smt if you say end turn on mc who has highest agility, your next turn will start on mc because its your highest agility character. but in metaphor even if mc is highest agility and you end turn with mc action. your next turn will start with strohl / next member because its simply his turn next. A chronological turn order which isnt present in smt3 and smt5 atleast.
@@di-gun5791 increases chance of evading and increases that character's hit rate as well as escape success rate. personally ive been maxing it out on mc hoping to dodge aoe moves to reduce enemy turn press by 2 when mc evades.
Agility still does affect turn order. You are correct though in that it’ll still start with whoever’s turn was next. It basically just affects your opening turn order, but can still be used to like set up a commander-tree class to get your buffs off before anyone else’s turn, set up gunner/faker/etc to get their ailments/debuffs off first, etc. Not something you’ll really build around per-say, but useful to keep in mind!
Metaphor's turn system is called the Press Turn system, it's been featured in SMT 3 Nocturne (debut), and Digital Devil Saga. Oh and one point you forgot to mention, if an enemy hits your weakness or crits you, they can get a half turn too.
1. The points are just Press Turns from Shin Megami Tensei. 2. The formation mechanic is just the Row system for Final Fantasy without the costing a turn to change and negating the back row's defense if everyone is in the back.
Ah. A row system. An rpg staple. And press turns from SMT. But yeah, these are familiar mechanics if you’ve played Atlas games before. Namely Etrian Odyssey for the formation mechanic and SMT for the press turns.
I think that formation could be a call back to early SMT titles where first 3 characters were in the front, other 3 were in the back. Although in Metaphor this system is more dynamic and it adds one more thing to keep in your mind while making decisions, which is kinda nice. SMT 3 proved that you can never go wrong with Press Turns. But also it is worth mentioning that combination attacks work pretty mich identical to how they were used in Digital Devil Saga, where they were introduced to the SMT series.
This doesn't actually just account for melee damage. All damage follows this rule, so even if you cast magic from the back, the damage is halved. Learned that during the Dragon boss fight lol.
The formation system was in the Persona Q duology, which itself is a result of it being an Etrian Odyssey game, which is another very cool series Atlus made.
You actually can get more actions/points through specific, very mp costly actions. The other draw back is that it can also lower your amount of turns, from getting rid of all of them to making all of your full points half points. Very good for turn limited battles.
I also really enjoy the little real time elements to it like just attack enemies weaker than you to take them out without going into squad battle or attacking enemies to stun them before going into turn based combat. I think this is one of if not the best game Atlus has done.
Try playing etrian odyssey game...the job,the formation and skill system is pretty much from that game that atlus make..even the item name to exit the dungeon use from that game..
We should also mention that two half points technically count as two full points. For example, your group up attacks typically cost multiple points. You can use these if you visually see two points on the top left, even if they are one half point. It's a little confusing but basically, half points act as full points.
Well it's press turn if you wish to know about,it's an old mechanic where it's first appearance is in shin megami tensei 3:nocturne (you can play it if you want sufffering) that released back then in 2005
The "formation" mechanic was implemented in many early Atlus games, such as SMT, SMT 2, SMT if, Devil Summoner Soul Hacker. And the points which are actually part of the "press turn" system have been implemented in many games since SMT 3 Nocturne. This gamr didn't create that many new mechanics, but implemented old ideas in a different context.
It reminds me of finally fantasy games but what’s better in this game is that, changing rows doesn’t waste a turn, so when I use items with a melee dude I still go in the back row and switch back when attack
In ff7 original you could do it too but there was a materia it let you do more damage if you were in the back but sometimes you could be attacked from both sides so you have to be prepared for all things.
The formation mechanic here is just the classic final fantasy "front and back" formation system. Works exactly the same way, glad to see that back. The weapon logic of the Persona style games could benefit from "frontline and backline" mechanics projectile based characters like Yukari and Aigis.
I've constantly seen people talking about the point system but nobody noticed how the formation system is similar to how party formation works in soul hackers.
Tbh if and when they remake P1 I'd like to see formations return in this way. I'm guessing the grid system won't be coming back so this is the best way to incorporate it to modern Atlus style gameplay
Metaphor is a compilation of different mechanics and elements from all Atlus games. Together with the archetype mechanics it gives the best and most balanced gameplay experience among their games, in my opinion. I wonder if in one of the next games we'll get a full-fledged hybrid of action and turn-based combat.
The "points" (aka "Press Turn") system has a huge disadvantage though, if you miss an attack or your attack gets blocked or reflected you'll lose two full "Press Turns"
Actually, the formation system came from etrian odyssey, but you are right about Q having it considering Q is just etrian odyssey with a persona coat of paint
You can get more, BTW. Two different skills from two different Archetypes (that I know of) give extra "press turns:" Faker's Rougerey and a late-game skill I won't spoil. Faker's Rougerey can be your most OP or most shit skill, depending on RNG. It has a considerable MP cost and can give 2-4 extra actions in a turn or it can remove any you had, so it's best used tactically. The 2nd skill is a guaranteed 4 extra actions, with no problems. The only catch is you can only use it once in a fight. So again, use it tactically. Good Luck claiming your throne, friends 😁
The back and front row thing was also used in the original Final Fantasy VII. This game is going to be awesome. I’m hours into the demo and not done yet. Pre-ordered the game last Friday.
Nigga the front and back row is in 90% of all jrpgs!!! This isn't a revolutionary concept. Although its cool that they let you switch without using a turn in this.
Not a disadvantage but a nice twist to the gameplay. It allows for far better balancing allowing the enemy to actually take a turn unlike persona where you lockdown the enemy every turn just by knowing its weakness.
Guess I have to try Metaphor, but my favorite (and I've played all of Persona) is definitely the press turn system (I think it was pretty good in SMT IV)
This combat system is basically the perfect combination between SMT (Press turns) and classic Final Fantasy (Row formations, down to the exact pros and cons per row, minus the fact that its free in Metaphor rather than moving rows costing a turn in FF)
There actually is an ability that has the chance to allow players to extend their turns. The faker starts with this ability and it has a random chance to grant 0-4 turns. It's extremely niche but can be nice.
@@RageouzYou acting like it's a bad thing is wild, it's already obvious persona is way more popular and better than SMT and y'all just kewp bragging about knowing more its stupid, everything can be a new discovery you just need to stop being a bitch about it
The “Points” system is actually called the “Press Turn” system; it’s something Metaphor got from SMT
The icons are called Press Turns
I was about to say that.
Yep they just use a different visual rep. Its essentially the same😅
It basically a rehash of smt mechanics with persona mechanics added to it with a new (but has been used in other turn rpgs) back and forth row and just has the digital devil saga story that I keep hearing about as well lol
Literally
holy shit, persona fans discovering game mechanics from other atlus games.
Its funny to watch
Tbf, the formation system hasn't really been used in many Atlus games. It's in Persona Q, and I believe it was in SMT 1, 2 and IF. But don't think there's any others, unless there's some obscure Atlus spin off I didn't know about
@@Paws42 etrian odyssey?
@@Paws42Damn, outing yourself by not knowing about EO right there.
@@Paws42 formation system is just the row system from SMT: devil summoner
The "points" system u said is called "Press Turn Combat" original from Shin Megami Tensei : Nocturn
It’s similar but the press turn system extends your turns allowing each party member to go twice aslong as they hit an enemy weakness where as in metaphor when you hit an enemy weakness you only use up half a turn, so you’re not exactly extending your turn atleast not to the same degree as Smt, and to my knowledge I don’t think their are items that can deal elemental magic damage so I don’t believe that physical party members can extend their turn unless they have a move that the boss or enemy is weak against, it’s possible their could be elemental magic items that that each partner member can throw at an enemy or a boss so correct me if I am wrong but I haven’t seen it.
It’s bassically a more balanced version or system of what Smt and persona have.
@@Holy_Crusaderthere are elemental damage items in the game, in the demo they can be found in the magic shop and the traveling merchant in the mine also sells one.
@@Holy_CrusaderNo, you're thinking of the "one more system" from Persona which SMT doesn't use. SMT has the exact system you described from Metaphor, they're both the "press turn system"
@@Holy_CrusaderAlso in SMT, persona and metaphor, the way physical skills work is they can crit while magic skills normally cannot and very few enemies are weak to physical. Landing a crit gives you the same bonus as striking a weakness. So basically with magic you have to rely on striking a weakness to get extra actions while with physical you usually have to rely on landing crits, which is less consistent but means you don't have to worry about finding enemy weaknesses when using physical attacks
The combat is way more Shin Megami Like than Persona Like
Don't Persona and SMT have pretty much the same system ?
@@cernunnos8344Well yes, but actually no. They are both turn based, but the turn economy is a bit different. Generally with SMT the max amount of moves you can get is 8, where as with persona you can do sniz with single target spells to basically get a crap ton of turns at once. In persona you also act after hitting weakness (or baton pass in P5 and P3R), whereas in SMT you will change turns to one of your allies.
the combat is a a mixed of both instead of something new
Yeah but nobody has played SMT so if you just say the turn based combat is pretty much SMT's press turn combat everybody is like "huh?"
@@cernunnos8344 No. When you strike a weakness in persona, the same character gets to act a second time and they can do that as many times as there are enemies on the field and you can also give the turn to someone else on p5(r) and p3r. There is also no added penalty for missing an attack or striking an enemy with an affinity they null/drain/repel.
When you strike a weakness in SMT, the turn switches to the next ally and you basically get a free extra turn, but you can only get the same amount of free extra turns as many members are in your party so usually 4 which means you could act 8 times. If there are 5 enemies, they could act 10 times.
There is also an added penalty for missing an attack and having your attack nulled/drained/repelled; missing an attack or having your attack blocked loses 2 turns and having your attack drained or repelled loses all of them and. All of the above is true for the enemies too.
If that sounds impossible to keep up with or super complicated. Worry not because how many turns you have are visualised with turn icons and its much less complicated than it sounds like. It's just so hard to explain how it works and you'll quickly realise the gist of how the system works when you start playing but it will still take you a while before you can fully utilize the combat system.
The formation system is similar to etrian odyssey
The "turn points" as you called them are actually the Press Turn mechanic from most modern SMT games, especially mainline entries
The Archetypes, Followers and Academia mechanics are very similar to Personas, Social Links and Velvet Room from Persona
The Synthesis skills and the transformations during battle are reminiscent of Digital Devil Saga
This isn't just "Persona but fantasy". This is a compilation of every Atlus game set in a fantasy world
Yeah front line back line has been in FF for the majority of its titles too. Fairly standard
Exactly. This game is the perfect game for the 35th anniversary as it combines mechanics from a bunch of their most successful games in a very interesting way. It’s also probably why they tied the anniversary OST and art book to this game’s collectors edition. I really hope this game does well because it genuinely feels like the perfect retrospect of how far Atlus has come.
Since we know that: “Soul Hacker”, “Devil Summoner”, “Persona Master” and “Messiah” are in the game. Is “Tuner” or “Avatar Tuner” in the game as an archetype? I’m happy with the other reference archetypes but that would be neat
@@phillemon7664 I haven’t been keeping up with any of the news for the game as I want to go in as blind as possible so this is news to me and that’s actually awesome!
I would argue that archetypes are less like personas and are more like a cool mix of a job system like ff and digital devil saga
A lot of people don't realize Persona is a spinoff of Shin Megami Tensei. Metaphors combat is more like SMT than persona.
And Shin Megami Tensei is just a spin off from Pong
@@Moleman_eyes You mean Tetris.
@@Moleman_eyes Pong: Shin Megami Tensei: Persona 3
It's more like all ATLUS games inn one
i always felt “spin-off” wasn’t the best word to describe persona, i would consider it more of a “sub-series” at this point sorta like how kingdom hearts is still technically a final fantasy sub-series
Tell me you haven’t play smt without telling my you haven’t played smt:
Why would anyone ever want to play that disgusting game😂
@@punani_slayer4209 What?
@@KatelynTea don't worry bruv I agree with your confusion in that response, punani_slayer here is the type to get nuked by a smirk in smt 4 minatuar boss .
@@Jackbayoelord I mean that's happened to me a fair few times, I just fixed up my party and tried again
@@KatelynTeaI was agreeing with your shock to his response, sorry I worded it badly.
The formation comes from Etrian Odessy, in the Persona Q games happen the same, with the difference that also your enemies have a formation, while in metaphor they don't. The point system is called press system, you get a turn if you get a critical or hit the weakness, but if you pass your turn you lose half turn.
I think it's more like row system from SMT 1, SMT 2, and Devil Summoner games.
Jesus, its from final fantasy. Lol it's been around forever
Literally an NES era mechanic
My man here found the back/ front row system from Final Fantasy 1😂
persona fans are like ios users they discover things ff did 40 years ago so i expect persona 32 to implement real time combat and maybe a good story and characters
@@Spaidyy1you’re so butthurt lmao
mmm, its sad, that people are ignoring that the archtype system its basically the Mantra/demonization system from Digital devil saga without the stomach ache
There's something persona has over metaphor: mark danced crazy
Finally, a comment that *isn't* telling Carbon_Lazi that this version of the Press Turn system originated in SMT. Took me five minutes of scrolling.
Persona fans discovering Press Turn : 🙀🙀
Smt fan discovering not everyone plays smt: 😮😮
"you cannot get more actions that exceed your action point economy" GO GO GADGET, FAKER'S ROGUERY
Press Turn > One More
Much more satisfying that's for sure. Like you get a "I am about to end this man's whole career" vibe when you know this is the turn you win.
Seeing P5 social aspects mixed with the classic SMT Press Turn combat makes me so happy.
so... Formation is basically how Final Fantasy did combat in the SNES era.
That was the first thing that came to mind when I saw it
They also used it in FF7, but they did away with it afterwards, as far as I'm aware.
@@AmiibroN ff9 still had it
yeah that's the connection I made too
@@AmiibroNPast 7, as well. 9 had a front and back line, and I'm pretty sure 10 did, but I don't remember much of that one. 13 did not for sure, and that was the last command-based FF (so far, at least).
Man just now discovered the Press Turn system
Considering Metaphor is a celebration game, they probably used the row system from Etrian Odyssey as a basis
The row system has been a thing since Final Fantasy was on SNES or even NES. Can't complain though, it's such a fun mechanic that I'm happy made it to Metaphor
The “formation system” was introduced in final fantasy 2 back in 1988…
It actually sounds really cool! The formation gimmick reminds be a bit of the Persona Q game if I remember correctly
yeah that was a persona Q gimmick
Persona Q and Q2 are built over the Etrian Odyssey series that Atlus also made.
@@natchu96 i did not know that
It's a gimmick that's pretty common in dungeon crawlers and classic RPGs, including some Atlus RPGs
What cool about formation it a old mechanics that exist long ago! 😅😂
Did you just came of shooter cave? Lol
the combat is legit smt. this can't be argued with at all lol. nothing about the combat is persona except the UI
The Archetypes also seem to take a lot from Personas but also a bit from Digital Devil Saga I think
@HollyWarlock the archetypes are just jobs like any other game that has em like final fantasy 3 or bravley default
Yeah but you can't say the combat is SMT because at least half of the people interested in this game haven't played SMT so saying the combat is SMT tells nothing to them.
@@HollyWarlock The aspect how the MC's bonds gives them acces to new and more powerful archetypes is similar to persona but how they work in battle is more similar to DDS because you don't summon the archetype, you turn into it. Though its not exactly like DDS because in that game you maintain the form whereas in this you just briefly turn into the archetype when you do the attack and then tunr back into your regular self.
@@LesoTheGamerboy yeah, I actually started playing DDS today and I see what you mean
Love that changing formation doesn’t cost a turn like in most RPGs with similar front row/back row mechanics
metaphor is using smt 'press turn' combat style. but there is a difference that there isnt a turn priority based on agility.
in smt if you say end turn on mc who has highest agility, your next turn will start on mc because its your highest agility character.
but in metaphor even if mc is highest agility and you end turn with mc action. your next turn will start with strohl / next member because its simply his turn next.
A chronological turn order which isnt present in smt3 and smt5 atleast.
In smt 5 agility not affecting your turn order, top to bottom (in battle ui) is the turn order
@@shirio6778 you're right. i guess i never realised since i was always happy with my turn order.
Huh, what's agility for then?
@@di-gun5791 increases chance of evading and increases that character's hit rate as well as escape success rate.
personally ive been maxing it out on mc hoping to dodge aoe moves to reduce enemy turn press by 2 when mc evades.
Agility still does affect turn order. You are correct though in that it’ll still start with whoever’s turn was next. It basically just affects your opening turn order, but can still be used to like set up a commander-tree class to get your buffs off before anyone else’s turn, set up gunner/faker/etc to get their ailments/debuffs off first, etc. Not something you’ll really build around per-say, but useful to keep in mind!
man, that's the front row and back row from FF7 (1997)
Actually it's from final fantasy 1 which is from 1987
Metaphor's turn system is called the Press Turn system, it's been featured in SMT 3 Nocturne (debut), and Digital Devil Saga. Oh and one point you forgot to mention, if an enemy hits your weakness or crits you, they can get a half turn too.
The moment i saw refantazio mechanic, it just send me back to nocturne vietnam flashback
1. The points are just Press Turns from Shin Megami Tensei.
2. The formation mechanic is just the Row system for Final Fantasy without the costing a turn to change and negating the back row's defense if everyone is in the back.
"another part of Re:Fantazio that isn't from PERSoNA is the formation mechanic"
Persona Q:
"Points" system is called "Press Turn Combat", and its derived from SMT.
That's just the Press-Turn combat system we've seen for ages, nothing new here
Ah. A row system. An rpg staple. And press turns from SMT.
But yeah, these are familiar mechanics if you’ve played Atlas games before. Namely Etrian Odyssey for the formation mechanic and SMT for the press turns.
The press turn system Metaphor uses is really cool! It might seen a bit unforgiving at first glance but its alot of fun once you exploit the enemy!
I think that formation could be a call back to early SMT titles where first 3 characters were in the front, other 3 were in the back. Although in Metaphor this system is more dynamic and it adds one more thing to keep in your mind while making decisions, which is kinda nice. SMT 3 proved that you can never go wrong with Press Turns. But also it is worth mentioning that combination attacks work pretty mich identical to how they were used in Digital Devil Saga, where they were introduced to the SMT series.
This doesn't actually just account for melee damage. All damage follows this rule, so even if you cast magic from the back, the damage is halved. Learned that during the Dragon boss fight lol.
Damn you're joking. I assumed since the game specifies MELEE damage, that magic would be unaffected from the back.
Same was waiting to find a comment about this so i didnt seem crazy, figured it out at the same point too
@@tylerloan6604 I just tested it but it doesn't seem to be right. Same damage as a Mage from Back and Front when hitting weak points.
Nah magic is not affected.
It literally says
"Melee damage is increase, defense is down"
I bet reading is hard.
Press turn system my beloved
The formation system was in the Persona Q duology, which itself is a result of it being an Etrian Odyssey game, which is another very cool series Atlus made.
Persona Q kinda like that but if you deal a crit you get a free move, so there is something like that in a Persona game actually!
System from SNES JRPGs and SMT
Hell even NES RPGs, the formation/row system is as old as the original Final Fantasy
Yeah it's not new, that's the press turn system
the first correlation i made was to the formation system Final Fantasy has, or at least, used to have
You actually can get more actions/points through specific, very mp costly actions. The other draw back is that it can also lower your amount of turns, from getting rid of all of them to making all of your full points half points. Very good for turn limited battles.
Okay, now I NEED to find this game.
The formation mechanic is LITERALLY how the first Persona used combat! Still looks fun though
This game for me back into playing my PS5. Absolute perfection
I also really enjoy the little real time elements to it like just attack enemies weaker than you to take them out without going into squad battle or attacking enemies to stun them before going into turn based combat. I think this is one of if not the best game Atlus has done.
the formation mechanic is pretty much just an early smt game staple, pretty much every game before smt 3 has it
The formation system actually came from a different atlus game on the ds, radiant historia
The level to which people forget that Persona is the spin off 😅.
At this point in time, we don't know if we can get more press turn. We have seen precedent to get more turns..
you can you can kill the super boss in one turn by cooking a certain item to give you a lot of turns
Try playing etrian odyssey game...the job,the formation and skill system is pretty much from that game that atlus make..even the item name to exit the dungeon use from that game..
We should also mention that two half points technically count as two full points. For example, your group up attacks typically cost multiple points. You can use these if you visually see two points on the top left, even if they are one half point. It's a little confusing but basically, half points act as full points.
Man, the Frames on this video is amazing! If only the game could run this smooth on the ps5.
Well it's press turn if you wish to know about,it's an old mechanic where it's first appearance is in shin megami tensei 3:nocturne (you can play it if you want sufffering) that released back then in 2005
The "formation" mechanic was implemented in many early Atlus games, such as SMT, SMT 2, SMT if, Devil Summoner Soul Hacker. And the points which are actually part of the "press turn" system have been implemented in many games since SMT 3 Nocturne. This gamr didn't create that many new mechanics, but implemented old ideas in a different context.
"A disadvantage to this system is that you can't get more actions"
Laughs in Faker's Roguery and Hero's Cry
It reminds me of finally fantasy games but what’s better in this game is that, changing rows doesn’t waste a turn, so when I use items with a melee dude I still go in the back row and switch back when attack
Blue Dragon did the "formation" thing all the way back in 2006
The front line - back line formation system was also in classic Final Fantasy titles
There's an ability you get from one of the classes that gives you a chance for 2-4 extra turns
There’s also synthesis skills and being able to pass your turn to the next person in line for half a poiny
Like... In Shin Megami Tensei.
That's called Press Turn System. And it exists since Shin Megami Tensei III Nocturne
I was just explaining to my brother about this system he's a p5 enjoyer whilst I grew up on SMT.
It was either DQ or FF that popularized the Row system. Press Turn was from SMT
In ff7 original you could do it too but there was a materia it let you do more damage if you were in the back but sometimes you could be attacked from both sides so you have to be prepared for all things.
To me, this looks like if they combined the Press Turn system from SMT with Final Fantasy V's front/backline and job systems.
After beating Metaphor, I personally prefer its combat than Persona’s
The formation mechanic here is just the classic final fantasy "front and back" formation system.
Works exactly the same way, glad to see that back. The weapon logic of the Persona style games could benefit from "frontline and backline" mechanics projectile based characters like Yukari and Aigis.
I've constantly seen people talking about the point system but nobody noticed how the formation system is similar to how party formation works in soul hackers.
I think it’s more of a Etrian Odyssey thing. Metaphor is like a combination of Atlas’s big 3 franchises which is really cool.
That formation front/back line system is a VERY common JRPG system. Suikoden, off the top of my head, uses it
And atlus's own series etrian odyssey which is where they got the inspiration to include it in this game
I love that positions matter, very etrian odyssey thing to do and the press turn system is definitely more fun than the system in persona imo.
What i like is how MC Can be killed and the party can keep going like capable party members help revive him or just finish tbe battle 😂
Its literally still the same as persona "Its just persona do it more in a stylish manner.
The formation thing is from FF7, the original, where it worked exactly the same way
Formation has been in like every single final fantasy game ever
Tbh if and when they remake P1 I'd like to see formations return in this way. I'm guessing the grid system won't be coming back so this is the best way to incorporate it to modern Atlus style gameplay
Metaphor is a compilation of different mechanics and elements from all Atlus games. Together with the archetype mechanics it gives the best and most balanced gameplay experience among their games, in my opinion.
I wonder if in one of the next games we'll get a full-fledged hybrid of action and turn-based combat.
“You cannot gain more points that exceed your action point limit”
Chat he doesn’t know
The "points" (aka "Press Turn") system has a huge disadvantage though, if you miss an attack or your attack gets blocked or reflected you'll lose two full "Press Turns"
Party position has been around since the NES and SNES final fantasies
The points system is from SMT and the formation system exists in Persona Q series
Actually, the formation system came from etrian odyssey, but you are right about Q having it considering Q is just etrian odyssey with a persona coat of paint
@@someguynamedtrevor6081 I didnt know about Etrian Odissey, so i thought it was from Persona Q
You can get more, BTW.
Two different skills from two different Archetypes (that I know of) give extra "press turns:" Faker's Rougerey and a late-game skill I won't spoil.
Faker's Rougerey can be your most OP or most shit skill, depending on RNG. It has a considerable MP cost and can give 2-4 extra actions in a turn or it can remove any you had, so it's best used tactically.
The 2nd skill is a guaranteed 4 extra actions, with no problems. The only catch is you can only use it once in a fight.
So again, use it tactically.
Good Luck claiming your throne, friends 😁
The back and front row thing was also used in the original Final Fantasy VII. This game is going to be awesome. I’m hours into the demo and not done yet. Pre-ordered the game last Friday.
Nigga the front and back row is in 90% of all jrpgs!!! This isn't a revolutionary concept. Although its cool that they let you switch without using a turn in this.
It feels more like SMT cosplaying as a Persona game
what. how
Not a disadvantage but a nice twist to the gameplay. It allows for far better balancing allowing the enemy to actually take a turn unlike persona where you lockdown the enemy every turn just by knowing its weakness.
its almost like its the press turn system from smt gasp. you can actualy get more actions with special abilities or items
Guess I have to try Metaphor, but my favorite (and I've played all of Persona) is definitely the press turn system (I think it was pretty good in SMT IV)
It's press turn system from SMT. I like it actually, made me not really brain dead when i play this game
This mechanic remembered me persona Q
you could've just said "it's the press turn system", but ig you need that watch time lol
The formation mechanic was introduced in the mobile Gacha games. So, yes, it is actually; TECHNICALLY a mechanic created for SMT/Persona.
The press turn isystem is easily one of the best turn based battle systems ever created
You can get extra action points by using the Fakers Synthesis move.
I love metaphor Refantazio storyline and battle mechanics. Hopefully they’ll implement similar battle system with Persona 6
I doubt they'll use the press turn system in persona 6 they'll probably just stick with the pass turn system they've been using since 3.
So it's basically what we already got from SMT: Nocturne and Persona Q.
This combat system is basically the perfect combination between SMT (Press turns) and classic Final Fantasy (Row formations, down to the exact pros and cons per row, minus the fact that its free in Metaphor rather than moving rows costing a turn in FF)
There actually is an ability that has the chance to allow players to extend their turns. The faker starts with this ability and it has a random chance to grant 0-4 turns. It's extremely niche but can be nice.
The second part is actually carried over from Smtv
yeah still can't find that rapping monk buff me everytime
Wow… these combat mechanics are game-changing. It'll revolutionise JRPGs moving forward. What a time to be alive
Most of it is just smt stuff💀 classic persona fan
@@RageouzYou acting like it's a bad thing is wild, it's already obvious persona is way more popular and better than SMT and y'all just kewp bragging about knowing more its stupid, everything can be a new discovery you just need to stop being a bitch about it
So basically, just like in the first two Devil Summoner games (OG and Soul Hackers 1).
Same shattering sound affect so it's already peak.