Atelier Yumia: The Alchemist of Memories & the Envisioned Land

Atelier Yumia: The Alchemist of Memories & the Envisioned Land

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Constructive feedback on Atelier Yumia
Honestly, it really makes me sad to see Atelier Yumia being a huge disappointment to not only long time fans but even newcomers to the series. I see this sentiment shared with friends, the Atelier group on Facebook and Steam discussion fourms. I thought I was being super harsh towards the game but some of you guys make me feel like I still love Yumia despite everything. It just Yumia feels like it was trying to appeal to as many people as possible but end up making hardly anyone happy.

I really wanted to 100% the game but honestly doing that by running through the open world and clearing off checkmarks isn't just fun to me. It feel like a chore and I'm long pass the point when I force myself to play through something that feels like a chore. It's a miracle I finished the game at 62 hours with all character episodes clear and most sidequest finished. Considering most of my friends practically dropped the game early on at this rate.

I don't like keep being negative and gloomy over Yumia so I want to ask this to be more constructive. What do you think Yumia could have done differently to be a better game?
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Showing 1-15 of 15 comments
larcek Apr 8 @ 2:36am 
dunno whom you talked to. i saw quite some new players that enjoy Yumia quite a bit even with it's very simplyfied systems. those players did not want to go with Ryza since she seemed too "teeny" and her "thighs" have become a meme on its own. as such they enjoyed a more adult approach yumia which also considers negative aspects of alchemy alot clearer than many past games did.

personally i would have loved to see higher enemy stats, so battles would actually be more of a challenge. add maybe slower skill animations and experience gain and battles would have required more skill and equipment crafted than the current situation requires.

i would also have loved if effects would have had requirements much like previous titles (eg using cauldrons + catalysts to even be allowed to reach max effects in Sophie2), so even with the exported trait system, synthesis in itself would have required "some" work put into it.

additionally i would have liked to see more character interactions. it felt my party was at one point just starting to grow together and suddenly a quest or two later, they were already a big happy family.

a few more puzzle types, or just harder puzzles, in the overworld would have been fun as well.
I liked the exploration, but I'm one of those people who have massive tism to 100% metroidvanias and such. So giving me this huge BoTW map with question marks to check and simpleton ruins puzzles to solve is all I need to stay happy for the 100h it took to 100% this.

If people really wanna complain, I'd guess the game being more serious in tone is the only one I can see rubbing people the wrong way. Atelier series has always been very slice of life. There were very brief character sidequest lines in this, but overall I felt like there was just way less fun banter with the characters just doing their own thing in the towns.

Like I was expecting hard for the 2nd area furry village with the whole "pls don't mention you're an alchemist, they really don't like that" and Lenja supposedly making mistakes and causing problems to be something they're building up to. Like she spills the beans and the furry folk get mad and we got a problem.

But nope. Nothing happened. I just slapped a base right at the edge of their village and I guess they didn't mind.
It could have tried to be an actual atelier game instead of this abomination we got. Its really sad to see another series practically discard its identity for sales and mass appeal.
It needed more quiet moments with the main cast. Character events were far too few and spread out too far. By the time the trophies for each character popped I felt like I'd hardly interacted with them outside the main story at all and that kinda sucks because those interactions are what I look forward to

Originally posted by Washing Machine:
Like I was expecting hard for the 2nd area furry village with the whole "pls don't mention you're an alchemist, they really don't like that" and Lenja supposedly making mistakes and causing problems to be something they're building up to. Like she spills the beans and the furry folk get mad and we got a problem.

But nope. Nothing happened. I just slapped a base right at the edge of their village and I guess they didn't mind.

Yeah I was really surprised by this. It felt like the game set a few potential story threads up only to not follow up or rush them to a conclusion later.

I think it might be a consequence of the base building and never sticking around in one area for long? The story takes you from new building location to new building location and never has you spend much time in settlements interacting with NPCs

The bad guys REALLY suffered from that. They show up abruptly, die abruptly and don't matter all that much considering the disproportionate amount of story time spent investigating them
Zelotis Apr 9 @ 12:42am 
1) Revert / make the alchemy system near to older ones especially:
- traits bind on gathered materials / monster drops
- restricted nodes like gases depending on the item
- less "nodes" per item...it is not fun to put 30+ items to complete an item...its exhaustive

2) Adjust difficulty...this game is just to easy. I play on hard, but when a boss dies faster than an normal enemy, than there is something wrong.

There are many more things, but htis should be the most important one.
There are things in Yumia that have posblities and others that should be disgarded, opinion.
First I feel this game has a case of open world where it tries to encorperate it but loses a lot of what Atelier is. Too big of a space and very little to do with it. Worse is forcing the continuation of open world might do more harm than good depending on implimatation.

An issue I have are the battles. While I am glad for the near seamless transition between battle and feild, the battles themselves are not fun. Things move too quick and having to move around dosen't work well.

I am torn on the sythesis. On one hand I am nostalgic for the old system. On the other when thinking about the traits used and not perhaps this is better. One thing I like is the auto add. Being able to set parameters and make a few quick items dose wonders and helps burn away extra invintory.

Charecter moments. Another area where I feel the open world takes away. There are few I have encountered which is a shame since part of the DNA of atelier are the charectrs.
I have to agree. It somehow felt shorter but simultaneously more complex than most previous entries. I have a feeling that 70% plus material was left on the cutting room floor. With the four regions, I felt like just the first two could have been stretched out into a longer, more story rich piece. A third of the cast aren't given proper full arcs. Not sure how they plan to structure the full Memories series but this one feels like an awkward first step.
Does anyone here having issue withe steam version loading issue but the console version loads much better main quest issue where I cant create energy cell for mission items.
I'm a couple of weekends into the game, taking my time, and so far it suits my wants and needs better than all the rest that came before. I have no beef.
Fals Apr 12 @ 4:40am 
There are TONS of things they could do to make it better. So much so that I could probably write a book on it, but I'll try to keep it short.

1. The game feels unfinished. Mainly the puzzles with pushing blocks and carrying cubes. They feel like they were there as placeholders for the devs to go back and create a more intricate puzzle for later. So going back and fleshing those out would be nice.

2. Balance. The enemies' stats are just way too low. Even on Charisma. I think fixing this would solve most other problems, such as there not being much point in trying to synthesize the best gear.

3. I think they massively messed up with introducing the Garden early on. I feel like they should move all the special buildings around.
- Put the Duplication Machine at the end of Region 3.
- Put the Garden at the end of Region 2.
- Put the Mana Converter at the end of Region 1, or in the middle of Region 2.
- Leave the Warehouse in the middle of Region 1.

This would give us more reason to max out the Skills for gathering high rank materials, and a larger quantity of them for the early to mid game.

4. Remove the special ammo from Pioneer Rewards. Instead, reward it through the main story missions. Not everyone wants to 100% and they're missing out on things that can be enjoyable for them otherwise. Or give a better way to get them as rewards and not just as a random reward from random quests.

5. Continuing from number 4, put some places that require special ammo in Regions 3 and 4 (THERE WERE NONE!). Same with shooting ladders so they can be accessed. And I guess the stupid rope ladders which is just horrible in every part of the game except for going back to Region 1 from Region 2. That was the only spot it felt good to use.

6. I believe the synthesis system is mostly fine. Yes, it is simplified, but it still requires some thinking if you want to target specific stats. No, spamming high resonance items doesn't always work and/or results in mediocre items (unless abusing a bug when remaking items). And most of the materials used for that are mid to late game. That being said, they can do a bit more with it. I think it would be interesting if they reworked materials to have massively less resonance, and have an additional effect on them. For example, when this material is used within range of a material with this element, boost resonance by 2. Stuff like that, where not only does it matter what material you are using, but where you use them. Just that small thing will make more people a lot happier I think.

7. Building bases can use a little more work. It would be nice if we could continuously place down walls, rather than being kicked back out to the menu to select said wall after placing it. Allow us to STEP OUTSIDE of the building area, but still place items WITHIN the building area. It was especially annoying when they give you a tiny 2x2 square and tell you to place this massive object down, and then you have to pan your camera down while shoving yourself up against the invisible wall as much as possible.

8. The older Atelier games had a mechanic where if you were way more powerful than the enemy, you can simply smack it with your staff to instantly defeat the mob and collect the loot (no exp rewarded). I think putting that in this game would increase the flow of the game as well. Since even though the update made it so you can skip the post battle cutscene, it is still pretty slow.

9. This is a big one that could change the entire game. Energy. It was advertised that we would have to manage Energy since it would be used for important stuff all the time. But you're really never going to run out. It's weird that fighting mobs refills it. The flowers give too much energy and they're too plentiful. There's no real reason to have 500% energy upgrades. In the older games, getting into combat and traveling cost LP and/or Time. Since time management isn't a thing, I think it should be the other way around and it costs you Energy to engage in combat. Fall damage should take more Energy (using the Bike negates fall damage to begin with). Synthesizing things at an altar should cost Energy as well. They can add another skill on the skill tree that decreases the cost to synthesize or include it with the one that decreases cost for simple synthesis. This would make it so we'd actually have to use the Energy station to recharge. And have a reason to craft and use the vials that store energy (they're like an energy potion). Resting could also be another way of regaining energy, and give us more of a reason to rest and/or eat. Rather than for some tiny buffs that don't last that long, even when the skill tree is maxed out. There are "campsites" all throughout the game that pretty much go unused. Same as the camping kits.

10. Make a kitchen/stove type furniture that we can setup at campsites and bases, so that we can cook food without having to deploy a camping set.

There are possibly more things they could work on that I'm not remembering right now, but those are the biggest things I could think of. And I 100% the game. I still enjoyed it very much, even as an Atelier fan. Like most reviews say, it isn't a bad game. But I can see how it just isn't for some people. But that's okay. You don't have to play every single game in a series just because it has the same name. Atelier Yumia hasn't done anything new when it comes to having different genres for the same franchise. Final Fantasy did it. Zelda did it. Resident Evil did it. Pretty much name a game and they most likely have done it. I don't get why people are "hating" on Yumia just because it is so different. If you don't like it, then don't play it. Don't try and take it away from those of us that do enjoy it. Again, you all are getting a more traditional Atelier game later this year. THIS YEAR! And a lot of the negative reviews from so called "Atelier fans" even said they enjoyed the game. That they had fun with it. That it's not a bad game, and some even say it is a good game. Just not a good Atelier game. And for that reason alone, they give it a negative review. I have no idea why so many leave a negative review while saying they had fun. Simply because it isn't a traditional Atelier game. And a lot of them had only played Sophia and/or Ryza. They haven't even played the rest of the Atelier series. I know for a fact most didn't even play Atelier Resleriana, the free to play Gacha game that just shut down. Anywho, I'm just rambling now. My point is, stop trying to gate keep an IP. Let them make Atelier games for a wider audience if they want to. It's not hurting you. You can simply skip them.
Last edited by Fals; Apr 12 @ 6:21pm
Great list and I agree with this.
The game is programmed by dogs, it's an engine that is simply horrifying, but I like it, this is my personal feedback.
Generally, in JRPGs it is a fairly common element.
DVN Apr 13 @ 3:03am 
Originally posted by Zelotis:
1) Revert / make the alchemy system near to older ones especially:
- traits bind on gathered materials / monster drops
- restricted nodes like gases depending on the item
- less "nodes" per item...it is not fun to put 30+ items to complete an item...its exhaustive

2) Adjust difficulty...this game is just to easy. I play on hard, but when a boss dies faster than an normal enemy, than there is something wrong.

There are many more things, but htis should be the most important one.

I have exactly those two main criticism too.

In terms of difficulty, I am playing on very hard and just spamming one good bomb at quality 999 and didn't bother to upgrade weapons, armor or even equip accessories.

And also, the synthesis is so tepid compared to the old. I'm talking atelier totori where I created a Magnus Opus of an elixir with auto-potion, auto-cure, auto-regen, auto hp recovery like in this https://www.youtube.com/watch?v=161DDjbyjvs

And on the very petty complaints, I miss the visual novel style conversation with static sprite, Ken Nakagawa's musical input, and overall silly skits associated with Atelier series. I miss Pamela and Hagel cameos.
Originally posted by DVN:
In terms of difficulty, I am playing on very hard and just spamming one good bomb at quality 999 and didn't bother to upgrade weapons, armor or even equip accessories.

I used cheat engine to unlock the highest difficulty (behind Very Hard, probably Charismatic like in the previous games), left 2 characters naked with base weapons. no offensive items, and the buffs from a 999 heal item alone allow them to never die.
Last edited by Spaghett Meatballs; Apr 13 @ 4:26am
DVN Apr 13 @ 2:38pm 
Originally posted by Spaghett Meatballs:
Originally posted by DVN:
In terms of difficulty, I am playing on very hard and just spamming one good bomb at quality 999 and didn't bother to upgrade weapons, armor or even equip accessories.

I used cheat engine to unlock the highest difficulty (behind Very Hard, probably Charismatic like in the previous games), left 2 characters naked with base weapons. no offensive items, and the buffs from a 999 heal item alone allow them to never die.

Though I'd say I played Gust not because of difficulty, but to feel powerful. In terms of pure difficulty, I'd go with from software or ninja gaiden. I think the best incarnation of the "feel powerful" was mana khemia 1 from PS2. The original harry potter fantasy imo. They kept on adding mechanics to make u feel like the characters are getting stronger as they progressed through the school years.
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