Atelier Yumia: The Alchemist of Memories & the Envisioned Land

Atelier Yumia: The Alchemist of Memories & the Envisioned Land

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Dissapointing entry
As a huge fan of almost all previous atelier games with hundreds of hours in each title im very dissapointed in the direction the series has gone, i gave it a chance but the demo confirmed this game is a step in the wrong direction in all aspects, the babyfied alchemy, thougthless battle system, the overly-flashy over the top animations, etc. appear to try to appeal to as wide an audience as possible, its a shame but i will not be buying this game and i hope long time atelier fans dont support it either.
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Εμφάνιση 31-45 από 55 σχόλια
Αναρτήθηκε αρχικά από Odin:
Αναρτήθηκε αρχικά από Kyota:
As a newcomer to the franchise, I honestly don't see a single thing this game does well.

The combat is purely mediocre.
The graphics are...yeah. They're definitely something.
The story is as generic as they come.
The exploration is cookie-cutter. Every open-world game has what's on offer here.
The home-building is absolutely terrible.

I'm at a loss. What does this game do well exactly?

What can actually convince me that 70$ is definitely worth?

This game is a fixing of a lot of the sore points in previous games, mostly mechanical. I think they actually have a solid foundation NOW.

Atelier's always been about the alchemy first. You should let it cook before you say anything more. It's a crafting game. The battle system gives you more options to use them. Don't expect anything else.
i have no idea what it fixed from the other games, the combat isnt as involved or deep, the alchemy is essentially gone, the exploration becomes superfluous after finding rainbow puniballs, the story has become more melodramatic and generic, the soundtrack is somehow less distinct than ryza and even the menus are not as well designed as the previous games, the only thing i would call fixed or improved from previous games is the map movement and graphics and even those need an asterisk
Αναρτήθηκε αρχικά από Tasty:
Αναρτήθηκε αρχικά από Odin:

This game is a fixing of a lot of the sore points in previous games, mostly mechanical. I think they actually have a solid foundation NOW.

Atelier's always been about the alchemy first. You should let it cook before you say anything more. It's a crafting game. The battle system gives you more options to use them. Don't expect anything else.
i have no idea what it fixed from the other games, the combat isnt as involved or deep, the alchemy is essentially gone, the exploration becomes superfluous after finding rainbow puniballs, the story has become more melodramatic and generic, the soundtrack is somehow less distinct than ryza and even the menus are not as well designed as the previous games, the only thing i would call fixed or improved from previous games is the map movement and graphics and even those need an asterisk

Those are your opinions though. How are you comparing the battle systems to Ryza? What mechanics exactly? Wait until the full game.

They haven't removed alchemy mechanics from the game either. You can still do everything you could in previous entries, it's just more frontloaded.
Τελευταία επεξεργασία από Odin; 20 Μαρ, 9:25
Αναρτήθηκε αρχικά από Odin:
Αναρτήθηκε αρχικά από Tasty:
i have no idea what it fixed from the other games, the combat isnt as involved or deep, the alchemy is essentially gone, the exploration becomes superfluous after finding rainbow puniballs, the story has become more melodramatic and generic, the soundtrack is somehow less distinct than ryza and even the menus are not as well designed as the previous games, the only thing i would call fixed or improved from previous games is the map movement and graphics and even those need an asterisk

Those are your opinions though. How are you comparing the battle systems to Ryza? What mechanics exactly? Wait until the full game.
the battle sys removed all resource management systems its entirely cooldown based meaning it devolves into mashing the face buttons while dodging and occasionally using an item or an special attack, its all flashy animations and no substance, ryza was already simplified by using an atb system that relies in timing items, skills and blocking, a downgrade from the dusk or the mysterious turn based mechanics but still engaging, the mechanics have been objectively simplified those are not opinions they are facts
Αναρτήθηκε αρχικά από Tasty:
Αναρτήθηκε αρχικά από Odin:

Those are your opinions though. How are you comparing the battle systems to Ryza? What mechanics exactly? Wait until the full game.
the battle sys removed all resource management systems its entirely cooldown based meaning it devolves into mashing the face buttons while dodging and occasionally using an item or an special attack, its all flashy animations and no substance, ryza was already simplified by using an atb system that relies in timing items, skills and blocking, a downgrade from the dusk or the mysterious turn based mechanics but still engaging, the mechanics have been objectively simplified those are not opinions they are facts

That doesn't answer my inquiry. The items being actual skills opens up more opportunities because you can use them as actual team attacks now. Did you forget how items running out meant having to go back constantly?

The previous games were more focused on the alchemy, but you can't constantly make the same game with the same types of protagonists nor systems. It wouldn't sell as much.

The JP playerbase barely bought the previous games compared to now.
Τελευταία επεξεργασία από Odin; 20 Μαρ, 9:39
Αναρτήθηκε αρχικά από Odin:
Αναρτήθηκε αρχικά από Tasty:
the battle sys removed all resource management systems its entirely cooldown based meaning it devolves into mashing the face buttons while dodging and occasionally using an item or an special attack, its all flashy animations and no substance, ryza was already simplified by using an atb system that relies in timing items, skills and blocking, a downgrade from the dusk or the mysterious turn based mechanics but still engaging, the mechanics have been objectively simplified those are not opinions they are facts

That doesn't answer my inquiry. The items being actual skills opens up more opportunities because you can use them as actual team attacks now. Did you forget how items running out meant having to go back constantly?
thats part of the simplification of the series, items had uses because making them and saving them for special occasions was part of the decision making of the time limit gameplay, its part of the challenge and it makes the player make decisions that could impact them negatively, after the time limits were removed there was no need for this so item duplication was added and it was balanced with needing to pay for them only being able to duplicate so many and taking time to do so, it was balanced to the kind of gameplay the mysterious games had, in ryza the core system simplified things and made them easier but in longer fights you had to scrutinize when to use them and what to sacrifice, in yumia most if not all of these drawbacks are gone so the system is less engaging and more streamlined, having things made easier doenst make for better games
Αναρτήθηκε αρχικά από Cloaked In Rain:
Αναρτήθηκε αρχικά από Tasty:
abandoning your audience in search for the mythical global audience only kills franchises, while its true series evolve overtime, making almost every mechanic objectively worse for the sake of appealing to everybody is an objectively negative change.



these games are niche rpgs with deep alchemy systems that can take hundreds of hours to perfect with a great emphasis in pre-planning and resource management, the plots are relaxed slice of life stories with no real villains just mundane day to day affairs, the graphics also rely a lot in cgs, sprites and illustrations by well known artists with simple yet charming 3d graphics, its true they are overpriced but they dont really sell that many copies and rely in the goodwill of their fans to stay afloat, yumia just botches all of these aspects and simplifies every mechanic to the point almost no player input is required, like i said its very dissapointing

Hmm, I don't like the sound of that reminds me of what Namco did with the tales series with Arise.
it does feel like arise doesnt it, that game also reduced the battle sys to flashy lights with no depth
Αναρτήθηκε αρχικά από Tasty:
Αναρτήθηκε αρχικά από Odin:

That doesn't answer my inquiry. The items being actual skills opens up more opportunities because you can use them as actual team attacks now. Did you forget how items running out meant having to go back constantly?
thats part of the simplification of the series, items had uses because making them and saving them for special occasions was part of the decision making of the time limit gameplay, its part of the challenge and it makes the player make decisions that could impact them negatively, after the time limits were removed there was no need for this so item duplication was added and it was balanced with needing to pay for them only being able to duplicate so many and taking time to do so, it was balanced to the kind of gameplay the mysterious games had, in ryza the core system simplified things and made them easier but in longer fights you had to scrutinize when to use them and what to sacrifice, in yumia most if not all of these drawbacks are gone so the system is less engaging and more streamlined, having things made easier doenst make for better games

I'm guessing you liked Sophie then?
Αναρτήθηκε αρχικά από Odin:
Αναρτήθηκε αρχικά από Tasty:
thats part of the simplification of the series, items had uses because making them and saving them for special occasions was part of the decision making of the time limit gameplay, its part of the challenge and it makes the player make decisions that could impact them negatively, after the time limits were removed there was no need for this so item duplication was added and it was balanced with needing to pay for them only being able to duplicate so many and taking time to do so, it was balanced to the kind of gameplay the mysterious games had, in ryza the core system simplified things and made them easier but in longer fights you had to scrutinize when to use them and what to sacrifice, in yumia most if not all of these drawbacks are gone so the system is less engaging and more streamlined, having things made easier doenst make for better games

I'm guessing you liked Sophie then?
I like every atelier game prior, maybe ryza 3 not so much actually
As another long time fan, and one who liked the time restriction with crafting (forced me outside of my comfort zone, and once I adjusted to it? I loved the challenge), I've found myself falling in and out with the franchise. Mysterious, while enjoyable, just didn't click with me. Think the burnout of playing each Atelier release since Iris finally caught up to me. and I entirely skipped Secret (though I've got Ryza installed on my PS4 to play someday).

Tried the demo of this, off of a whim, and found myself pleasantly surprised. More importantly, I felt excited to play it and see exactly just how everything else is handled. It's definitely changed quite a bit from what I last experienced, but I'm curious to see exactly how those changes are throughout it's runtime.

We've all got different tastes, and in the numerous entries we've seen a lot of changes throughout, but we're all here because of our enjoyment of this franchise. I'm really looking forward to delving into this. For those that aren't? I hope that the next entry will be closer to what you're looking for, or give you that feel that you've come to love from the Atelier games.
I don't usually read reviews from journalism because they sucks really hard, but I gave a try from Noisy Pixel, a page focused in anime games and the reviewers was a fan of Atelier... Well, from his review, the negative points are that bosses are too easy, even open-words mobs are more tough.

I play Atelier since Firis and I love how you can use the alchemy to defeat enemies and such, but games like Ryza and Yumia make the alchemy and the use of items useless. I tried Ryza 1 and finished the game without effort. Not time ago I finished Sophie 2 and had very hard time beating story bosses because I was idiot fighting them without proper equipment and items.

It's pretty obvious that Ryza and Yumia are to appeal the mainstream, the mainstream doesn't like turn-base games, the mainstream doesn't like slice of life and mundane stories, etc...

I'm glad that KT are working with an offline version of Atelier Resleriana, it probably will be the usual Atelier that I love.
Αναρτήθηκε αρχικά από Tasty:
As a huge fan of almost all previous atelier games with hundreds of hours in each title im very dissapointed in the direction the series has gone, i gave it a chance but the demo confirmed this game is a step in the wrong direction in all aspects, the babyfied alchemy, thougthless battle system, the overly-flashy over the top animations, etc. appear to try to appeal to as wide an audience as possible, its a shame but i will not be buying this game and i hope long time atelier fans dont support it either.
Bruh....
I'm a longtime fan of the atelier games and I honestly don't care whether or not other people like or dislike this series of games.
Yeah, sure, Yumia is different from other atelier games, it tries some different things and some of those things obviously won't be appreciated by people.
If you aren't buying the game then go right ahead and do that, it's your choice, I honestly don't care.
What I care about is some rando on the intarwebs claiming to speak for all "long time atelier fans". Who the hell are you to claim to speak for me when I don't know you from Adam.
Αναρτήθηκε αρχικά από Jun-chan:
Αναρτήθηκε αρχικά από Tasty:
As a huge fan of almost all previous atelier games with hundreds of hours in each title im very dissapointed in the direction the series has gone, i gave it a chance but the demo confirmed this game is a step in the wrong direction in all aspects, the babyfied alchemy, thougthless battle system, the overly-flashy over the top animations, etc. appear to try to appeal to as wide an audience as possible, its a shame but i will not be buying this game and i hope long time atelier fans dont support it either.
Bruh....
I'm a longtime fan of the atelier games and I honestly don't care whether or not other people like or dislike this series of games.
Yeah, sure, Yumia is different from other atelier games, it tries some different things and some of those things obviously won't be appreciated by people.
If you aren't buying the game then go right ahead and do that, it's your choice, I honestly don't care.
What I care about is some rando on the intarwebs claiming to speak for all "long time atelier fans". Who the hell are you to claim to speak for me when I don't know you from Adam.
When did i speak for all atelier fans?
Αναρτήθηκε αρχικά από CyanideBlizzard:
As another long time fan, and one who liked the time restriction with crafting (forced me outside of my comfort zone, and once I adjusted to it? I loved the challenge), I've found myself falling in and out with the franchise. Mysterious, while enjoyable, just didn't click with me. Think the burnout of playing each Atelier release since Iris finally caught up to me. and I entirely skipped Secret (though I've got Ryza installed on my PS4 to play someday).

Tried the demo of this, off of a whim, and found myself pleasantly surprised. More importantly, I felt excited to play it and see exactly just how everything else is handled. It's definitely changed quite a bit from what I last experienced, but I'm curious to see exactly how those changes are throughout it's runtime.

We've all got different tastes, and in the numerous entries we've seen a lot of changes throughout, but we're all here because of our enjoyment of this franchise. I'm really looking forward to delving into this. For those that aren't? I hope that the next entry will be closer to what you're looking for, or give you that feel that you've come to love from the Atelier games.
Really hoping the second yumia game addresses the issues too, it is the first in a new trilogy afterall
Αναρτήθηκε αρχικά από Black99:
I don't usually read reviews from journalism because they sucks really hard, but I gave a try from Noisy Pixel, a page focused in anime games and the reviewers was a fan of Atelier... Well, from his review, the negative points are that bosses are too easy, even open-words mobs are more tough.

I play Atelier since Firis and I love how you can use the alchemy to defeat enemies and such, but games like Ryza and Yumia make the alchemy and the use of items useless. I tried Ryza 1 and finished the game without effort. Not time ago I finished Sophie 2 and had very hard time beating story bosses because I was idiot fighting them without proper equipment and items.

It's pretty obvious that Ryza and Yumia are to appeal the mainstream, the mainstream doesn't like turn-base games, the mainstream doesn't like slice of life and mundane stories, etc...

I'm glad that KT are working with an offline version of Atelier Resleriana, it probably will be the usual Atelier that I love.
Saw his review but didnt particularly agree with him, the one review i almost 100 percent agree with and sums up my feelings with the game is atelier angela's review, she goes over all the issues in my opinion
Honestly guys, it doesn't really matter what anyone says. You can give your final thoughts in a couple of hours.

I like the new direction though, it feels more complete than previous entries.
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