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One of Metaphor: ReFantazio's best upgrades over Persona isn't just a time saver, it's becoming my go-to get-rich-quick scheme
By Iain Harris published
News The JRPG's Merchant Archetype isn't one to miss
Director of stylish JRPGs Metaphor: ReFantazio and Persona 5 isn't excited by "highly polished games that look like they were designed by a bunch of people in a CEO boardroom"
By Catherine Lewis published
News Atlus' Katsura Hashino clearly values originality and creativity
Discord's creator is such a Final Fantasy 11 fan he essentially created the entire platform just to talk to friends while playing the MMO
By Iain Harris published
News Stanislav Vishnevskiy is also fond of Final Fantasy 14 but hasn't built anything quite as comparable as a result
Metaphor: ReFantazio is yet another 80+ hour JRPG from Atlus, but its director says the studio "didn't want to bore our players by keeping it the same the entire time"
By Anna Koselke published
News The game is admittedly "pretty voluminous"
Lord of the Rings initially inspired Metaphor: ReFantazio, before Atlus "threw out" all its fantasy research to preserve "the originality that defines us"
By Kaan Serin published
News Katsura Hashino decided that Atlus' own ideas are what makes its games special
Metaphor: ReFantazio's original fantasy world gave the Persona 3, 4, and 5 director "freedom" to work on ideas "that we couldn't put into other games"
By Kaan Serin published
News Persona's high-schooling setting put a "limit" on what was possible for Atlus
Metaphor: ReFantazio proves Persona 6 should embrace real-time combat
By James Daly published
Opinion | Atlus’ new mechanic is too good to leave out
New JRPG giant Metaphor: ReFantazio beats all Persona games to become Atlus' fastest-selling title and biggest Steam launch
By Catherine Lewis published
News It's a fantastic start for Atlus' new fantasy JRPG
Metaphor: ReFantazio combines real-time and turn-based battles because its director wanted to integrate "the idea of manga and movie-style combat"
By Jordan Gerblick published
News "That balance of the tempo of fast and slow is something that we brushed up in terms of the combat system in our previous games"
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