Summary:
Katsura Hashino’s recent comments land because they’re not framed like a marketing slogan. They sound like someone staring at a familiar blueprint, realizing it still works, and also realizing it can’t stay frozen forever. The core idea is simple: Atlus wants its JRPGs to evolve, and that evolution needs to include accessibility for a wider range of players, while protecting the elements that make Atlus feel like Atlus. If you’ve ever loved a game’s identity but bounced off its onboarding, pacing, or friction-heavy habits, you already understand the tension he’s describing. Nobody wants a “watered down” experience, but nobody wants a masterpiece locked behind a wall of avoidable hassle either.
So what does “evolve” actually look like when it’s not just a buzzword? It can mean rethinking how information is delivered, how long stretches of play feel, how quickly the game communicates your next meaningful goal, and how much busywork sits between you and the parts you came for. It also means treating accessibility as design craft, not as a compromise. The goal is to invite more people in without turning the room into an empty white box. Hashino’s emphasis on retaining narrative strength and JRPG identity suggests Atlus is aiming for upgrades that sharpen the experience, not a personality transplant. For players, the interesting part isn’t fear or hype. It’s the practical question: if Atlus updates the format, where should the changes happen so the charm stays intact?
Why Hashino is talking about a JRPG turning point
When a director with Hashino’s track record says the studio is at a “turning point,” it’s worth paying attention, because it usually signals internal reflection rather than a random hot take. The key is that the conversation isn’t “should we stop making JRPGs?” It’s “how do we push the JRPG shape forward without snapping it in half?” That framing matters because it tells us Atlus sees the genre’s strengths as real advantages, not baggage to hide. At the same time, it acknowledges something players feel in their hands: even beloved formulas can start to show seams when the world around them changes. People play in different rhythms now, discover games through different entry points, and expect certain usability basics as a default. Calling it a turning point is basically admitting, “We can keep doing what we’ve done, but we might be leaving potential on the table, and we might be creating barriers that don’t need to exist.”
What “evolving the format” means in plain terms
“Evolving the format” sounds abstract until we translate it into what you actually experience moment to moment. Think of format as the set of habits a studio repeats across games: how you learn systems, how time is structured, how progression is paced, and how the game rewards experimentation. Atlus has signature strengths, like narrative focus and strong identity, but it also has familiar rhythms that can feel dense to new players. Evolving the format can mean trimming the dead air between meaningful decisions, improving how the game teaches without lecturing, and making quality-of-life features feel native rather than bolted on. It can also mean rethinking how the early hours land. Those first hours are the handshake, and if the handshake is sweaty, awkward, and lasts too long, some people are going to walk away before the good part starts. The goal isn’t to simplify the heart of the experience. It’s to make the doorway less narrow.
The risk of polishing a formula until it loses bite
There’s a real fear baked into any “wider audience” conversation, and it’s not irrational. If a studio mistakes accessibility for blandness, you end up with something smooth, safe, and forgettable. That’s the danger of over-polishing: sanding off the texture that made the experience memorable in the first place. JRPGs often thrive on bold tone, strong character flavor, and systems that ask you to commit. If you remove all friction indiscriminately, you can accidentally remove meaning. The trick is to separate good friction from bad friction. Good friction is a hard choice, a tense battle, a trade-off that makes you feel clever when you win. Bad friction is confusion, unclear UI, missing context, and time sinks that don’t add drama or depth. If Atlus is serious about evolving without losing charm, the studio needs a surgeon’s mindset, not a bulldozer’s mindset.
Accessibility without losing identity
Accessibility isn’t a single switch you flip. It’s a thousand tiny decisions that either respect the player’s time and clarity, or quietly punish them for not already knowing the studio’s language. The conversation gets messy because people hear “accessible” and imagine “easy.” But accessibility can also mean readable information, smarter defaults, better options, and less guessing. It can mean letting players tailor how much assistance they want without turning the game into a different genre. The best version of this is when new players feel welcomed, veteran players feel respected, and nobody feels like the studio is talking down to them. That’s the sweet spot Atlus should chase if it wants to keep its identity while widening the doorway. A good metaphor is a restaurant: you can add a clearer menu and friendlier signage without changing the recipes.
Difficulty options and onboarding that respect veteran players
Difficulty options are one of the most obvious tools, but the real craft is in how they’re presented and how they interact with learning. Some players want challenge, some want story, and plenty want a sliding scale as they get comfortable. A respectful setup is one that lets players change settings without shame, explains what’s being adjusted, and avoids turning “easy” into “boring.” Onboarding matters just as much. A tutorial can be helpful without being a lecture, and it can teach by letting you play instead of dumping a textbook in your lap. Veteran players also need respect here, because they don’t want to spend hours re-learning basics they already understand. Good onboarding offers optional depth, clear recaps when needed, and smarter prompts that appear when a player is stuck, not when they’re cruising. When that balance is right, new players feel guided, and experienced players feel like the game trusts them.
Interfaces, tutorials, and the hidden cost of friction
UI and tutorial design can decide whether a game feels inviting or exhausting, even before the first big story beat hits. Friction often hides in small places: unclear icons, buried settings, jargon-heavy descriptions, or menus that make simple tasks feel like paperwork. Each tiny annoyance is like a pebble in your shoe. One pebble is fine. Ten pebbles and you start thinking about quitting the hike. The good news is that these are usually solvable problems, and solving them doesn’t require changing the core identity. Clear language, better visual hierarchy, helpful tooltips, and sensible shortcuts can make complex systems feel approachable. The moment a player says, “Oh, I get it,” instead of “I guess I’ll look this up,” is the moment accessibility becomes a design win rather than a compromise.
A quick checklist for “accessible but still Atlus”
If we want a practical test, we can ask a few blunt questions. Can a new player understand what success looks like in the next 10 minutes? Can they find essential settings without hunting? Does the game explain why a choice matters, not just what the choice is? Can a player recover from a mistake without losing an hour? Does the UI highlight what matters in battle without making decisions for you? Are optional explanations truly optional, or are they forced interruptions? If Atlus can answer “yes” to most of these while keeping its narrative confidence and signature style, that’s evolution that feels like a glow-up, not a sell-out. The best part is that this kind of checklist doesn’t demand smaller ideas. It demands clearer execution, and that’s a very Atlus kind of challenge.
Time, pacing, and the reality of modern play habits
One of the most practical reasons this conversation keeps coming up is time. Players love big RPGs, but they don’t all have the same schedule, patience, or tolerance for padding. If a game’s pacing is uneven, it can feel like a long road trip where you stop at every single gas station, even when the tank is full. Modern play habits are often fragmented. People squeeze sessions into evenings, commute time, or weekends that are already crowded. If Atlus wants to be more widely playable, pacing has to feel intentional, not accidental. That doesn’t mean making everything short. It means making the hours count. A well-paced 70 hours can feel breezy, while a poorly paced 40 can feel endless. The difference is clarity, momentum, and how often the game rewards your attention with something meaningful.
Shorter sessions, clearer goals, fewer dead minutes
Designing for shorter sessions isn’t about shrinking ambition. It’s about creating good stopping points and clear next steps. When you boot up an RPG after a few days away, you should be able to remember what you were doing without feeling lost. Simple tools help here: strong quest logs, helpful recaps, and UI that highlights the current objective without spoiling discovery. Clear goals also reduce fatigue. If players always know what they’re working toward, the journey feels purposeful. “Dead minutes” often come from repetitive traversal, slow menu friction, or long stretches where nothing new is introduced. Cutting those doesn’t remove depth, it removes sludge. If the game respects your time, you’re more likely to give it your time. That’s not just player-friendly, it’s good craft.
Side systems that add texture instead of chores
Side systems can be an RPG’s seasoning or its clutter, and the difference is how they connect to meaning. A good side system gives you choices, surprises, and emotional payoff. A bad one feels like unpaid overtime. If Atlus is updating its format, it’s worth looking at which side activities create genuine flavor and which ones exist because “that’s what we do.” The best side mechanics are the ones that deepen character relationships, reveal world details, or create satisfying strategic options. The worst ones are the ones that exist to stretch playtime without adding new feelings. If a task doesn’t change how you think, how you plan, or how you care, it’s probably a chore. The moment players start negotiating with themselves just to keep going, the game is losing the very audience it’s trying to welcome.
Narrative as a core strength, not a museum exhibit
Hashino’s emphasis on keeping narrative strengths is crucial, because that’s the engine that makes Atlus games feel like they have a pulse. Story isn’t decoration here. It’s the spine, and everything else hangs off it. But narrative strength doesn’t mean sticking to the same delivery forever. Players change, expectations shift, and new storytelling tools become available. The challenge is to keep the bold themes and character-driven momentum while modernizing how the story moves. If the story is great but the pacing around it drags, people won’t reach the best parts. If character moments repeat too often or key information is buried, the emotional beats can lose their impact. The goal should be to make the story hit harder, not just longer. Strong narrative design is not about verbosity. It’s about precision and payoff.
Theme-first storytelling and the “why should we care” problem
Theme-first storytelling is one of Atlus’ secret weapons, because it gives even wild fantasy elements a human anchor. When players care, they tolerate complexity, experimentation, and even difficulty spikes. When they don’t care, every system feels heavier. That’s why “why should we care” is a practical design question, not a philosophical one. The early hours need to establish emotional stakes quickly, and they need to do it without relying on players already being genre experts. A new player shouldn’t have to “wait until it gets good” for ten hours. The opening needs a hook that feels personal, not just mysterious. Strong themes also help accessibility because they guide understanding. If players grasp the emotional goal, they can interpret unfamiliar mechanics through that lens. The story becomes a compass, and a good compass makes any journey feel less intimidating.
Where this leaves Atlus and the wider JRPG scene
When a studio as influential as Atlus talks openly about evolving the JRPG format, it tends to ripple outward. Other teams pay attention, players debate loudly, and expectations start shifting. The healthiest takeaway is that the genre doesn’t need to abandon its roots, but it does need to keep earning its place in a changing landscape. That means keeping the charm while being honest about what has become outdated. It also means recognizing that “wider audience” can simply mean “fewer unnecessary barriers,” not “make it generic.” Atlus is in a strong position here because it already has a clear identity. Evolution is easier when you know who you are. If the studio uses this moment to refine pacing, reduce bad friction, and improve onboarding while protecting narrative confidence, it can set a standard that other JRPG creators borrow from. That’s how genres move forward, one smart decision at a time.
What players can realistically expect next
It’s realistic to expect changes that feel like refinement rather than reinvention. Think clearer onboarding, stronger quality-of-life defaults, more flexible options, and pacing that respects both long sessions and short bursts. It’s also realistic to expect Atlus to keep its narrative focus, because that’s repeatedly framed as a strength worth retaining. Players should not expect every game to suddenly stop feeling like Atlus, because that would be a strange goal for a studio that thrives on identity. What should change is the number of moments where players feel lost, stuck, or slowed down for no good reason. If Atlus nails that, the payoff is simple: more people finish the games, more people recommend them, and more people discover why the genre is special in the first place. That’s not a compromise. That’s the studio doing what it does best, with sharper tools.
Conclusion
Hashino’s comments matter because they point to a thoughtful kind of evolution: keep the heart, upgrade the delivery. The best JRPGs don’t just hand you systems and story, they invite you into a rhythm, and rhythm can be improved without changing the song. If Atlus focuses on removing bad friction, strengthening onboarding, and respecting modern play habits while protecting narrative confidence, it can make games that feel more welcoming without feeling less “Atlus.” For players, the real win would be simple: fewer moments of confusion, fewer chores, and more time spent on the parts that make you grin, gasp, and stay up too late saying, “Just one more day.”
FAQs
- What does Hashino mean by “evolving the JRPG format”?
- He’s describing a push to update recurring design habits – like pacing, onboarding, and overall structure – while keeping Atlus’ narrative strengths and JRPG identity intact.
- Does “more accessible” automatically mean “easier”?
- No. Accessibility can mean clearer UI, better explanations, smarter options, and fewer unnecessary barriers, without removing challenge for players who want it.
- What’s the biggest risk when chasing a wider audience?
- The risk is confusing accessibility with blandness. If a studio removes the texture that creates identity, the result can feel generic. The goal is to cut bad friction, not personality.
- How can Atlus respect players’ time without shrinking its ambitions?
- By improving pacing, creating better session-friendly stopping points, reducing menu and traversal friction, and ensuring side systems add meaning rather than busywork.
- What changes are most likely if Atlus updates its approach?
- Expect refinements like clearer onboarding, stronger quality-of-life defaults, better flexibility in options, and pacing improvements – rather than a total shift away from Atlus’ signature style.
Sources
- Revisiting ReFantazio: One Year Later, Director Katsura Hashino Talks Metaphor And More, Game Informer, December 16, 2025
- Metaphor: ReFantazio lead says the team’s more interested in how we can evolve our JRPG, GamesRadar+, January 3, 2026
- ‘It’s Coming to a Turning Point’: Persona, Metaphor Director Says Atlus RPGs Must Attract ‘A Wider Audience’, Push Square, January
- Game Informer: Metaphor ReFantazio Director on Series Future and Evolving JRPG, Persona Central, January 5, 2026














“Accessibility isn’t compromise” sounds cool until I’m stuck in another Persona-style tutorial for an hour 😑
“Just one more day” sums up every good Atlus game. If they keep that feeling, I’m in 🎮