Durante
PT   Innsbruck, Tirol, Austria
 
 
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Let me preface this by saying that Atelier has been one of my favourite JRPG franchises for a very long time, basically since Iris on PS2 -- that's A6, this is A17. It was also a primary reason for me to keep consoles around.

For those unfamiliar with the franchise, a succinct way to describe it would be as non-linear, character-driven slice-of-life JRPGs, with a significant focus on alchemy as a gameplay mechanic. Alchemy is basically crafting, but unlike the crafting implementations in most RPGs doesn't suck -- it offers significant player agency, lots of choice and optimization potential, and has a huge impact on everything else you do in the game.

The series is very long-running (as the incredibly terse Steam description indicates), and it has lately been grouped into mostly independent trilogies. As luck would have it, Sophie is the first in a new such trilogy, and as such it is a great point of entry for anyone new to the series!

Other than the gameplay, a main charm of the game (and franchise) are its fantastic character models, that offer an amazingly direct translation from anime-style concept art to in-game 3D representation. Beyond that, as with all games developed by Gust, the soundtrack is fantastic and varied.

When the game was announced for the PC, I was very concerned about its port quality, given some of the previous efforts by Tecmo-Koei. Luckily, while not perfect, this port offers everything I personally really wanted on PC: 4k resolution support, MSAA (which is easily upgraded to SGSSAA with the Nvidia driver), and 60 FPS [Edit: actually, it seems to happily support arbitrary FPS -- good news for owners of high-refresh-rate monitors!]. The biggest issue is probably its lack of mouse support, which makes a controller much preferable for playing the game.

If the idea of a non-linear JRPG with a large focus on (great!) crafting and lack of the usual driven "save-the-world" narrative sounds enticing to you, do give Atelier Sophie a try! You might be surprised at how addictive it turns out to be.

Recent Activity

1.4 hrs on record
last played on May 11
3.8 hrs on record
last played on May 9
34 hrs on record
last played on May 9
=.KoG.= Kosmos Apr 17 @ 5:41am 
Hi there!

Passing by to thank you for your really great job on ToCS4 <3
WIsh you a good one and take care!
:adolsmirk:
=.KoG.= Kosmos Jan 1 @ 4:30pm 
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*(...'•'.. ) *˛╬╬╬╬╬˛°.|田田 |門|╬╬╬╬╬*˚ .˛
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(☆✦✦ℳerry ℭhristmas & a ℋappy 2021!✦✦*☆ )
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shindiggus Dec 25, 2020 @ 8:05am 
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(*Merry Christmas & Happy New Year 2021* )
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Kaldaien Jun 23, 2020 @ 10:35pm 
It seems to be related to DirectInput, as soon as it prevents acquiring an input device most game logic (SteamAPI and input polling) stops. The SwapChain and main message loop are still running though, it's quite unusual to see that.
Durante Jun 23, 2020 @ 8:34am 
@Kaldaien it should just be WM_ACTIVATEAPP, though there could be something in the guts of Phyreengine that I'm unaware of.
Kaldaien Jun 23, 2020 @ 8:01am 
Could I trouble you to explain how Trails of Cold Steel 3 determines the application has lost keyboard input focus?

I've thrown all APIs that standard software would use at the problem; the usual suspects --- GetFocus (...), GetForegroundWindow (...), GetWindowInfo (...), WM_SETFOCUS/WM_KILLFOCUS, WM_*ACTIVATE

My API traces show I've got all the bases covered and yet the game's still outsmarting me and I cannot defeat the game's pause feature :-\