Category Archives: MegaFeatures

Atelier Iris 3: Grand Phantasm – A Dazzling Place I Never Knew

cropped-atelier-megafeature-header-1-8868334This post is one chapter of a MegaFeature!
< Prev. | Contents | Next >


While Atelier Iris: Eternal Mana and Atelier Iris 2: The Azoth of Destiny are both structured around a protagonist’s ongoing journey, Atelier Iris 3: Grand Phantasm has a structure somewhat more akin to “traditional” Atelier games.

In other words, that means that the game is primarily based around a single “hub” location that plays host to the alchemist protagonist’s workshop, and pretty much everything you do involves heading out from that hub location to go and do specific things for one reason or another.

In the case of Atelier Iris 3: Grand Phantasm, those “things” will be quests and missions in the various Alterworlds that surround the city of Zey Meruze. So let’s take a look at the game’s overall structure, and how exploration works in general.

Continue reading Atelier Iris 3: Grand Phantasm – A Dazzling Place I Never Knew

Atelier Iris 3: Grand Phantasm – A Step Forward

cropped-atelier-megafeature-header-1-8868334This post is one chapter of a MegaFeature!
< Prev. | Contents | Next >


In 2006, a year after Atelier Iris 2: The Azoth of Destiny, Gust released Atelier Iris 3: Grand Phantasm in Japan; it would be another year after that before Western players would get their hands on it.

Atelier games are a fixture in developer Gust’s calendar; each of the duologies and trilogies that make up the complete franchise have enjoyed annual installments, and indeed the first Atelier Iris’ release in Japan in 2004 marked the beginning of a streak of yearly releases for the series as a whole that lasted until 2017. The company, of course, made up for the lack of an Atelier game in 2018 by releasing three in 2019, but, well, that’s a story for another day.

What’s kind of remarkable is that despite this non-stop release schedule, each Atelier game, even within the same subseries, feels noticeably distinct from the last. And this is particularly apparent when it comes to Atelier Iris 3: Grand Phantasm. So let’s look at how this moves the series forwards.

Continue reading Atelier Iris 3: Grand Phantasm – A Step Forward

Atelier Iris 2: The Azoth of Destiny – Narrative, Themes and Characterisation

cropped-atelier-megafeature-header-1-8868334This post is one chapter of a MegaFeature!
< Prev. | Contents | Next >


Although technically a “sequel” to Atelier Iris: Eternal Mana — it was even known as Atelier Iris: Eternal Mana 2 in Japan — Atelier Iris 2: The Azoth of Destiny unfolds quite differently from its predecessor.

It’s set long before the events of Atelier Iris: Eternal Mana, for starters, so the world in which the action unfolds is very different. There’s a stark divide between the peaceful land of Eden, where alchemy is widespread and Mana spirits walk (or walk-equivalent) the streets alongside humans, and the “surface world” of Belkhyde, which left the practice of alchemy behind long ago.

Before we delve into all that, though, there’s an important question to address: what the fuck is an “azoth”, anyway?

Continue reading Atelier Iris 2: The Azoth of Destiny – Narrative, Themes and Characterisation

Atelier Iris 2: The Azoth of Destiny – Worlds Apart

cropped-atelier-megafeature-header-1-8868334This post is one chapter of a MegaFeature!
< Prev. | Contents | Next >


The Atelier series, as we’ve previously explored, was primarily based around an isometric perspective right up until its shift to full 3D in the PlayStation 3 era.

If anything, this aspect of the game’s overall design and structure is even more apparent in Atelier Iris 2: The Azoth of Destiny than in its immediate predecessor, with much of male protagonist Felt’s quest consisting of exploring labyrinthine dungeons presented from this distinctive viewpoint.

With that in mind, then, let’s take a closer look at how one gets around in the world of Atelier Iris 2: The Azoth of Destiny, and how it differs from Atelier Iris: Eternal Mana.

Continue reading Atelier Iris 2: The Azoth of Destiny – Worlds Apart

Atelier Iris 2: The Azoth of Destiny – The Fight for Eden

cropped-atelier-megafeature-header-1-8868334This post is one chapter of a MegaFeature!
< Prev. | Contents | Next >


The Atelier Iris subseries is, as we’ve already seen with Eternal Mana, something of an outlier in the Atelier series as a whole.

While all of the Atelier games involve RPG-style combat to varying degrees, the Iris subseries places a particular emphasis on what many would think of as a more “conventional” RPG-style structure: the protagonist goes on a journey, explores dungeons, acquires allies, seeks out wondrous treasures… there just happens to be some alchemy involved on the side.

Atelier Iris 2: The Azoth of Destiny has a particularly strong emphasis on its combat and progression mechanics, making it a satisfying game for those who like making numbers get bigger. Let’s take a closer look at this aspect today.

Continue reading Atelier Iris 2: The Azoth of Destiny – The Fight for Eden

Atelier Iris 2: The Azoth of Destiny – Alchemy Evolution

cropped-atelier-megafeature-header-1-8868334This post is one chapter of a MegaFeature!
< Prev. | Contents | Next >


Atelier Iris: Eternal Mana was very clearly an attempt to do something different with the Atelier series… and also a bit of a playground for the development team to experiment with a wide variety of ideas.

This much becomes obvious almost from the moment you boot up 2005’s Atelier Iris 2: The Azoth of Destiny, which takes many of the things that worked from Atelier Iris: Eternal Mana, fixes the things that almost worked and ditches the things that didn’t.

With that in mind, let’s take a look at how Atelier Iris 2: The Azoth of Destiny builds on its predecessor, and how this becomes clear over the course of the game’s early hours.

Continue reading Atelier Iris 2: The Azoth of Destiny – Alchemy Evolution

Atelier Iris: Eternal Mana – Narrative, Themes and Characterisation

cropped-atelier-megafeature-header-1-8868334This post is one chapter of a MegaFeature!
< Prev. | Contents | Next >


Atelier Iris: Eternal Mana is something of an outlier in the Atelier series as a whole, as we’ve already talked about.

Rather than adopting the established structure of “struggling alchemist works in a workshop to craft items, also there are adventures” it inverts this format to “struggling adventurer explores to discover mysteries of alchemy, also there is crafting”.

This change of structural focus gives the narrative scope to be a much more epic affair than many of the other games in the series — but at the same time it doesn’t abandon one of the series’ core principles. Let’s take a closer look.

Continue reading Atelier Iris: Eternal Mana – Narrative, Themes and Characterisation

Atelier Iris: Eternal Mana – Life at 45 Degrees

cropped-atelier-megafeature-header-1-8868334This post is one chapter of a MegaFeature!
< Prev. | Contents | Next >


Last time, we talked a bit about how Atelier Iris: Eternal Mana is a lot more of a “traditional RPG” than many of its stablemates in the rest of the series as a whole.

We looked in particular at how the game’s combat and progression mechanics are based on the conventions of turn-based, menu-driven console RPGs, but how it adds a few twists onto that formula — with an appropriate emphasis on item usage and alchemy.

Today we’re going to explore the overall game structure and presentation a bit further, with a particular eye on how protagonist Klein and his companions can explore their world over the course of their adventure as a whole. Let’s jump in!

Continue reading Atelier Iris: Eternal Mana – Life at 45 Degrees

Atelier Iris: Eternal Mana – The Craft of Combat

cropped-atelier-megafeature-header-1-8868334This post is one chapter of a MegaFeature!
< Prev. | Contents | Next >


Now we’ve explored how Atelier Iris handles the series’ core concept of using alchemy and other crafting techniques to create items, it’s time to look at the other aspects of the game.

While all of the previous Atelier games featured strong RPG-style elements such as combat and exploration, for the most part — fourth game Atelier Judie was an exception to a certain extent — these were expressed in the abstract, with the emphasis being placed firmly on the main character and their workshop. That’s where the name came from, after all.

Atelier Iris: Eternal Mana seemingly saw the series take a bit of a sidestep into more traditional RPG territory. But there are a lot of things about it that make it stand out from what you might traditionally think of as a turn-based, menu-driven console RPG. So that’s what we’re going to look at in the next couple of articles.

Continue reading Atelier Iris: Eternal Mana – The Craft of Combat

Atelier Iris: Eternal Mana – It’s an Alchemy Thing

cropped-atelier-megafeature-header-1-8868334This post is one chapter of a MegaFeature!
< Prev. | Contents | Next >


Despite being the sixth game in the series, Atelier Iris: Eternal Mana was the first to come West.

The exact reasoning behind this isn’t entirely clear, but it may be something to do with the fact that the early Atelier games were primarily abstract management simulations with RPG elements, while Atelier Iris unfolds in a manner much more like what the Western audience would have understood “an RPG” to be in 2005.

Perhaps it was assumed the West wasn’t ready for that sort of thing. Perhaps the amount of text in the earlier games made them impractical to localise at the time. Or perhaps they just sort of fell through the cracks. Whatever the reasoning, Atelier Iris: Eternal Mana was the West’s first Atelier game, so that’s where we begin our journey.

Continue reading Atelier Iris: Eternal Mana – It’s an Alchemy Thing