This post is one chapter of a MegaFeature!
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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
Our “second playthrough” adventures in the world of Atelier Rorona DX continue, this time with an important pest control job!
It seems the Nearby Forest has been infested with vultures, and Rorona is clearly the right person to get rid of them. At least it’s a distraction from the myriad neuroses and mental scars Astrid and her absentee parents have almost certainly left on her by this point…
But surely, surely there must be an easier way of clearing out the vultures than just booping them all on the head with a(n admittedly massively overpowered) stick, right…?
Continue reading New Game Plus: Vultures-B-Gone – Atelier Rorona DX #9
Today we’re going to take a closer look at Final Fantasy XIV’s combat mechanics, and how they’ve been refined between the original release of A Realm Reborn and Stormblood.
For those who’ve never played a massively multiplayer online RPG before, Final Fantasy XIV’s mechanics may require a bit of an adjustment, as they’re rather different from the various systems the series has used in the past. But for those familiar with other popular MMOs such as World of Warcraft, the game will quickly become second-nature — with a few important distinctions from the conventions of the genre.
Perhaps the most interesting thing about Final Fantasy XIV’s mechanics is that, although clearly inspired by the way a popular Western title has done things, there’s a strong feeling of “Japaneseness” to them that gives the game a very strong sense of its own identity, making it a unique experience even to MMO veterans.
Continue reading Stormblood: This Ain’t No Action RPG
Japanese role-playing games have long been known for having some of the most memorable soundtracks in all of gaming. And, surprisingly, mobile takes on the genre are no exception.
The news that Cygames’ incredibly popular Granblue Fantasy has a fantastic soundtrack will probably not come as a surprise, however, given the incredibly strong pedigree of the talent behind it. The work of longstanding Final Fantasy composer Nobuo Uematsu and his bandmate Tsutomo Narita from the Earthbound Papas, Granblue Fantasy’s soundtrack covers a surprisingly diverse range of musical styles, and is clearly one of the areas that has had the most love and attention lavished on it.
That sounds like a good excuse to enjoy some of its finest moments to me!
Continue reading Granblue Fantasy: Sounds of the Skydom
Last time, we looked at where Cygames’ mobile hit Granblue Fantasy came from, and how it’s become such a phenomenon.
Today, we’re going to look in more detail at the game itself: how it works, how it plays, its similarities and differences from other popular mobile games, and what newcomers can expect from its early hours.
Given that it’s effectively an MMO of sorts, it’s perhaps unsurprising that the game has become a surprisingly sprawling, complex and somewhat daunting affair after three years of active development. But that doesn’t mean it’s completely inaccessible — nor does it suffer from the common MMO problem of new players being too weak to be able to participate in anything.
Let’s take a closer look.
Continue reading Granblue Fantasy: First Steps in Phantagrande
By attempting to provide an accessible dungeon crawler experience, MeiQ has put itself in an interesting position.
Too much mechanical depth and it will alienate the very people it’s hoping to attract. But not enough depth and the hardcore gridder enthusiasts will tire of it long before things get interesting. How to approach this, then?
Through a combination of approaches, as it happens, and the result is both effective at what it does and surprisingly distinct in a subgenre that is sometimes accused of taking a bit of a “cookie-cutter” approach.
Let’s take a look at the game’s mechanics in more detail.
Continue reading MeiQ: Girls and Guardians
Given the amount of time you spend kicking the crap out of everything from small woodland creatures to skyscraper-sized giant robots in JRPGs, it’s fair to say that the battle system is one of the most important aspects of the game.
It’s also one of the most commonly-cited reasons for the genre’s supposed stagnation, as many assume that modern JRPGs still make use of the old Final Fantasy/Dragon Quest-style “Attack, Magic, Item” menu systems rather than doing something a bit more interesting.
While many JRPGs certainly do still make use of simple turn-based menu systems, there are just as many out there that either put an interesting twist on this basic formula or mix things up entirely with something completely wild.
This article was originally published on Games Are Evil in 2012 as part of the site’s regular Swords and Zippers column on JRPGs. It has been republished here due to Games Are Evil no longer existing in its original form.
Continue reading From the Archives: Battle Systems I Have Loved