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