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
Yumia is a great starting point being both easier and less alchemy-dependant than the rest.
That's usually viewed as bad by fans that joined after the iris era.
But it's actually good for new players.
For reference, I started with ayesha (if we exclude iris on ps2) thus I was exposed to a rather messy and not overcomplicated alchemy system.
It was a great expirience that enabled me to enjoy mysterious and secret trilogy much better, since while I enjoy alchemy I'm a jrpg player first and foremost, so I do want to go outside the atelier every once in a while.
Before yumia, my suggestion for newcomers would have been either Ryza or Ayesha, the first because is less slice of life than other series and alchemy is easy to grasp, the second because it's a great jrpg with a relatively easy alchemy system on top (but while in ryza you can get away with crappier equipment, in ayesha you have to actually create decent stuff since there are a lot of difficulty spikes and you have a time limit on top of that)
Yumia is my new go-to for newcomers now, particularly if they enjoy adventorous jrpgs and open worlds where you can roam freely and do stuff on your own (you can't on secret games go where you want from the get go (need to follow story for quite a bit) and you definetily can't in other series, except for Firis)
also the way you collect recipes and upgrade them is totally separated from main quests (with very few exceptions), that's positive for openworld explorers and seen as bad for atelier players lol (for me is a good break from the norm after 11 games that did the usual thing)
If you like it and crave for more atelierish things, you'll find them easily then in other titles.
If you'll struggle with alchemy, then you'll know the rest of the serie is not for you.
So it's a good first.
This.
Go with Ryza, if you want an "Atelier" experience.
The main reason is that these games Alchemy should be one of the two main pillars, the other being their stories. Occasionally combat but that hasn't always been the case, and the first two have always been in the series to some degree. Ryza's series, at least initially, had already simplified/ made easier to do alchemy quite heavily, and yumia has made the system almost brainless by comparison the vast majority of the series.
Yumia is essentially a normal crafting system where you just are given the option to dump in more items for special effects or power. And with rebuilding nothing is permenant. Now these things aren't inherently bad on their own, but they are, as I already said, rather brain dead in comparison to the rest of the series.
So why I'm in the camp I am is that if you start with Yumia in particular, I can't imagine you'd find the same level of interest in any other game in the series if you were expecting anything similar to Yumia. And that's not even taking into factor the change in how you approach the world being quite different to any other atelier game. Ryza, as easy as it starts, still retains most of the core essence of the series when it comes to alchemy so you could still go to previous games with the understanding that it's not going to be quite as easy.
you still dump infinite amount of items in the chain and the only real difference is that you unlock cores with effect by dumping materials in the previous core, while in yumia you do that directly once you permanently unlock them through upgrading the recipes (that gives other bonuses, like higher base quality and more items being made at once, besides unlocking extra effects. and this was also done in firis, while the process of upgrading recipes was more tedious there)
i mean, both systems are just 'dumping' infinite amount of stuff in cores.
and in ryza you can abuse the chain system to ridiculous level from maybe 5/10 hours in the game, as soon as you get rebuild you just dump synth-effects items (like ingot) for as long as you have the chance, and build the weapon (for instance) like that, with uber stats, then rebuild to add effects.
and you can pretty much rebuild many many times too, since you increase alchemy level cap as you go.
I don't really get how those two systems are so different as many players says.
same with traits. in ryza you need to figure out, somehow, just a couple of neutralisers and a zettel, with the traits you want and duplicate it.
then it just dumping it once or multiple times in the piece of equipment or bomb, to have max trait as well.
it requires minimum amount of brain power, just like yumia system.
the difference is that ryza requires more TIME to do it, not more brain.
dusk alchemy (if we kind of forget about the messiness of ayesha's tutorial for it) it's even more flat compared to Yumia's itself. the hard part is to have decent materials, not using the cauldron itself.
mysterious again require TIME more than brain, you go back and forth between trying the tetris system and changing materials for shape or traits.
the brain required is 'okay, I'll give up on this effect, I don't have anything that can give me both the effect, trait AND quality I need' that's it. it's not like rocket science.
so, is yumia streamlined more than previous games? yes.
does it require less brain than ryza and dusk? no. only less time (since you permanently upgrade recipes by just exploring and you can trait blend outside of item creation.
My first was the first Ryza title. I had fun but did not immediately love it. .. wound up taking a break & kinda quitting on it.
Years later I started this one & I am racing through the game.
yumia have both high marketing value and is more accessible to people unfamiliar with the franchise, and that's why it's a safe bet for new players joining.
it's a great starting point for new players and a breath of fresh air for someone like me who played 3 or 4 ateliers in a row, where new mechanics and a faster alchemy system are welcome every once in a while.
it's not the end of the world if yumia is different, they always experiment new stuff and for players with zero experience in this franchise it's a great start.
good characters, great combat system (don't expect beginners to have the experience to break the game immediately as we do) good exploration and for once a decent plot.
people should stop being elitist and start enjoying games again.
back in my days 👴🏻 we had all kind of crappy cheating and bad mechanics or bugs in games.
never stopped us from enjoying them for what they were and wishing those companies to never default and keep releasing those crappy games for us.
everyone is so angry and annoyed by everything this days
Not even replying to anyone, fighting for the last word.
You're the minority dude, deal with it.