Key Takeaways
- Metaphor: ReFantazio tackles serious topics like prejudice and disparity among tribes in Euchronia.
- The game will focus on platonic relationships, omitting romance to highlight a ruler/follower dynamic.
- By deepening platonic relationships, the protagonist bridges different tribes and their understands Kingdom’s constituents.
Metaphor: ReFantazio‘s election premise is set to delve into the medieval fantasy genre, tackling serious topics like prejudice and disparity among the game’s many tribes. The United Kingdom of Euchronia’s race for the royal throne is punctuated by these themes, and as the protagonist travels to meet the people of Metaphor: ReFantazio‘s world, he will encounter all sorts of people, open-minded and otherwise. Being a part of a tribe that is “detested” in the eyes of Euchronia’s state religion sets up inevitable conflict, though as the protagonist gains popularity in the race and pulls together a band of followers from all walks of life, the game will show his ability to bridge the world’s people and move past negative assumptions. This conceit will rely on platonic relationships, omitting the relationship feature of the newer Persona titles.
Katsura Hashino has stated that Metaphor: ReFantazio‘s decision to omit romance was predicated on its ruler/follower dynamic. As the protagonist, the ability to gain followers is intrinsically tied to his place as a candidate for the royal throne. The relationships he forms will be set against the principle of working toward change, and, as a result, will likely be focused on discussing political matters within Metaphor‘s world. This doesn’t mean that there won’t be light-hearted moments to enjoy, however; the supporting characters of Metaphor will be interactable in all sorts of contexts, from defeating monsters to spending time on the gauntlet runner. Still, the dynamic of a ruler and his followers leans toward Metaphor‘s serious themes, making the case for platonic relationships all the more prudent.
The Drawbacks of Romance in Persona 3 Through 5
Despite the popularity of Persona 3 through 5‘s romance features, there are pitfalls that the mechanic succumbs to. The power imbalances between some of its relationships, along with how dialogue is presented in these contexts, have brought up concern in the past; though the option to stay platonic within a relationship is up to the player’s discretion, the ways in which rejection is structured can feel almost cruel in its limiting choices. An apt example that has been brought up is Ann’s route in Persona 5, in a moment where she confides in her struggles and laments the idea of being alone again. Romantically, Joker can assure her that he is there for her; platonically, he can say, “you have the others.”
The case of having to reject characters’ confessions becomes a vital part of finishing their confidants/social links, provided the player isn’t multi-romancing characters, and though these rejections don’t destroy the foundations of friendship built, they do feel symptomatic of the reverence shown toward the protagonist. Having the entire female cast be romanceable means the attention is on the protagonist, often painting them in a god-like status. While Persona 3 and the recent Reload remake’s social link reversals help to diffuse this, the romance structure as a whole limits the purview of its female characters’ romance to the protagonist, rather than letting relationships be cultivated between supporting characters.
How Platonic Relationships are Set to Build on Metaphor’s Themes
In Metaphor‘s case, the ability to let its platonic relationships deepen through the context of the election will be important for a number of reasons. For starters, focusing on cultivating friendships with members of Metaphor‘s different tribes will show their similarities and differences in a way that helps the protagonist better understand the Kingdom’s constituents and their struggles. Supporters will be able to highlight their individual backgrounds through Metaphor: ReFantazio‘s Archetypes, which will then be available for the whole party to harness, building on this idea of understanding and bonding between its different members. Having the element of friendship while addressing the ruler/follower dynamic will be crucial to the protagonist’s understanding of his followers’ needs.
Taking out the romance element will give Metaphor: ReFantazio‘s bonds breathing room to address the world at large, showing its characters within the realm of the Kingdom’s disparities. The idea of Metaphor‘s protagonist having to reject romantic advances in this context would be complicated, especially alongside the game’s travelling format. With the title opting out of romance from the player’s perspective, it gives the chance for its story to channel established romantic elements of its own, which could have merits beyond the protagonist. While the protagonist might not get a definite love interest, seeing a relationship form between two supporting party members could be an exciting subplot along Metaphor‘s journey that gives its characters their own sense of romantic agency.