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I mean, I have already been saying that since Ryza 1 and again with Ryza 2 and Sophie 2.
With harvesting & nodes being as they are, I dont think having even half this much space is a good thing.
Without materials having actual natural distribution and the map shaped with that in mind (not bodies of water on every map, not rocks on every map, etc) there is just no point in adding all that much wasted space. Also, nodes dont look unique enough. Thinking about it now I dont know how that is still a thing.
Imo in the next game they should massively reduce the amount of materials, landsize and number of nodes and focus on quality over quantity. Make materials valuable again. Lower tier materials a bit more common, higher ones rarer and maybe have special requirements to discover them, etc. Not being spammed with nodes, a lot of land, too many materials to count. Oh some new type of lumber? Oh cool, throw it into the container with the other 25.
Previous Atelier series didnt have that problem since they all had different main characters with different background and the type of gameplay also being a bit different.
For example in Arland first game had an alchemy in service of the king being tasked with performing tasks to proof their service. Second game the alchemist was an adventurer looking for her adventurer mom who had gone missing. Third game was a princess doing kingdom management.
In Dusk first game alchemist was looking for her sister that went missing (sounds similar to Arland 2, but the story is actually quite a bit different), second game a city alchemist and small town alchemist team up to find a way to enter flying ruins. Third game the daughter of a village chief looks for a solution to prevent her village from being abandoned due to the well drying up.
All 6 of those games have fairly different types of stories. Not one of them is really similar They still share characters across each trilogy. Many of the cast in Arland comes back in game 2 and 3. But even so they feel like different games. Actual sequels since the MC from game 1 is the teacher of game 2 MC, and she in turn teaches MC of game 3.
Mysterious had that as well to a degree, but those games arent written as well or as interesting tbh.
Personally I miss the times when they made Atelier games like Arland or Dusk.
(Just me lamenting the lack of head pets.)
It would've worked much better if they specialised the design more; restrict certain materials to certain areas instead of having them be all over the place, and restrict certain enemy types to certain locations as well. It'd give things much more identity, and make it easier to find things at the same time. And hell, ingredients like Lamp Grass from the previous games are still present across Kurken Island but you can't actually gather them in 3, for some reason.
It also doesn't help that the world seems entirely devoid of bonus bosses. It sucks the fun out of exploring all these cool locations when there's nothing at the end of them. Hell, they didn't even bring back the palette swap bonus bosses from Ryza 1, so if you go to the areas where they were, there's just nothing there. Why? It's so lame.
If your only Atelier experience is Ryza 1 & 2, I can recommend the other games. They are different (and imo better) experiences.
The open world scaling of foes is a pain, they never run away unless your on a spirit beast (which you can't be when using a tool). The item preview only shows for your active tool, requiring you go to into the wheel and select each tool to see (and that takes time while foes are charging at you).
The open world spamming lots of chests, but unlike even Sophie 2, it's mostly 1 common item in the chest! Earlier games usually provided recipes, pre-crafted intermediary items, rare items (like Ryza 2 items that could otherwise only be obtained with gold coins), or items that you don't have access to yet. Most of the Ryza 3 chests just give you an item you can pick up dozens of in the surrounding area!
I did enjoy my time with Ryza 3 but the open world design was definitely a detriment to the experience in my opinion. I even loved Ryza 2, and this just doesn't feel as good. To say nothing about how good earlier games (like Dusk) were compared to this.
Yeah absolutely feeling this as well.
For as much as I kind of like how Ryza is hoovering through the forest absorbing every bit and bob she comes across.. it does just start to feel a little rote very quickly. I found myself missing going to specific areas and just having a small handful of spots that have bespoke materials in them.
I do hope the series keeps just how fast she can gather though.