“It takes a lot of time.”

That’s according to director Katsura Hashino who discussed the menu design withThe Verge.

“In general, the way most game developers make UI is very simple.

Metaphor: ReFantazio screenshot showing extreme close-up of blue-haired protagonist boy looking surprised

This is actually really annoying to do.

We have separate programs running for each of them as well.

It takes a lot of time.”

Post battle scene from Metaphor: ReFantazio showing characters walking slowly and gaining experience

On the other hand, some players are put-off by how busy they are.

Over time, Atlus has evolved its menu style to achieve that balance.

For instance, there were angular elements inPersona 5’s menus that hindered legibility.

Metaphor: ReFantazio screenshot showing battle scene with blue-haired protagonist boy against two snake enemies with stylish menus

“Persona veteran Atlus flexes its expertise with a fresh take on high fantasy.