Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Honest opinion: IMO this Atelier game is by far the worst in the franchise. Good ideas and innovation on paper but execution is poorly implemented. Synthesis (alchemy I mean) is a no brainer, combat is a no brainer, boss fights are no brainer, unorganic open world (and open world nobody asked for), just a vast territory with landmarks scattered all over the place. Ok, I can understand the innovation and the open world sounds good, but it's super unpolished for the price tag. If they are gonna implement an open world, at least this world have to be organic, reacting to events, a live world. If not, then small areas and a world map like always Atelier have been is perfect, otherwise the open world like in this game is absolute boring, not to mention the lack of tools to explore the world.
The mechanics have a terrible design, so far I hadn't synthetize a single alchemy recipe nor used a single item except by the required ones to advance in the story. Previous Atelier games encouraged to create powerful items because some bosses were powerful enough to give you a hard time, but in this game combat is a no brainer, even bosses are super easy. Also, I didn't unlocked any skill on the skill tree because is no needed. Leveling up is a no brainer too.
There are many inconsistencies in the quest system and side stories that reflect the devs lazyness, for example when arriving to the exploration site camp and suddenly starts a cutscene where Rutger goes alone to kill some monsters, but when the cutscene ends, he appears on the camp site again to continue with the main story. That kind of inconsistencies breaks the immersion and works terrible in an open world and reveals how unpolished the game is.
And last but not least the technical issues. Bad performance even in high end PCs and artifacts and super annoying glitches make me think twice if I'm gonna support buying Atelier games in the future.
Seems like Gust wasted all the budget on the open world. I'm not asking for a GTA-like open world, but if they are gonna do it, do it well and don't neglect key and distinctive points of Atelier games: the alchemy and synthesis because left too much to be desired.
I'd probably just start with Ayesha, Meruru or Escha instead
The buddy is asking for the contrary: simpler Atelier games (even if they barely qualifies as a true Atelier) because he struggles with gathering ingredients and synthesis mechanics.
Dusk or Arland series may be too much for him.
Mysterious arc too.
Ryza could be for him, although yes, the game stands out because the voluptous waifu rather than alchemy itself (not that I complain lol).
Yumia is another story: Not only is the worst Atelier of the franchise but also is a bad videogame, no brainer, no fun and poorly implemented. Only has the "Atelier" in the game name.
If you want simplier, then any Ryza.
The rest are fairly decent.
Yumia is a joke. Do not attach the name "Atelier" to it.
"NOT" one of us.
OP liked yumia and was already overwhelmed by its very streamlined alchemy system.
so no, mysterious is exactly what he doesn't want!
secret serie, maybe, but it require much more synthesis than yumia and for longer chains in order to open up recipes or rebuild.
I'm not 100% sure he will like it either.
so YES DAMN IT, if you like yumia and want to buy it go for it and don't listen to a bunch of bashing neckbeards 😁
two caveats:
yumia gets progressively easier the more you move on if you delve even a little bit in alchemy, so don't go in thinking challenge.
yumia is the black sheep of the lot, so if you like yumia for what separate it from the rest, chance is that until yumia 2 you won't find another atelier game that you like.
but it may be the opposite, and at the end of the game you may want more alchemy or more characters arcs, in that case you'll be OK with previous (less jrpgs, more slice of life) titles.
ryza changed a lot during the 3 games.
ryza 3 is closer to yumia than ryza 1 was.
but ryza 1 was more different than previous entries than 2, which tried to appeal a bit more to 'slice of life fans'.
so the order of difference from less like past titles to more like them is
yumia>ryza 3>firis>>ryza 1>lulua>ryza 2>ayesha>totori>rest of mysterious>rest of dusk>rest of arland
consider that QoL varies wildly from arland titles all the way to yumia, so usually older doesn't necessarily means better for everyone.
Ryza is a similar structure in that it's a JRPG with atelier themes around it
When you into the older games, the "management" aspect of it gets more complex with time of day and request deadlines coming into play, and a less straight forward combat system
you're bound to find it at at least 20% off during summer sales