There’s also a level-up menu which looks like the Vitruvian Man reflected in a puddle of absinthe.
Fear not, however.
The overall ebb and flow of Metaphor seems pretty familiar.

Enemies range from your everyday many-coloured wolves to various enveloping humanoid deformities.
They’re visible and attackable in the field.
it’s possible for you to defeat weaker opponents in real-time with button-mashy combos, without interrupting exploration.

I’m undecided about the real-time/turn-based split.
It’s out 11th October.



