Tag Archives: game structure

Atelier Firis: The Alchemist and the Mysterious Journey – Your Friendly Neighbourhood Alchemist

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There’s a recurring theme throughout Atelier games: the idea that alchemy isn’t inherently “good” or “evil”, but that its value to society is determined by how its practitioners make use of it.

This is most commonly explored through the means ofΒ AtelierΒ protagonists deciding that they want to make use of their talents and skills to help people around them — andΒ Atelier Firis: The Alchemist and the Mysterious JourneyΒ is no exception to that rule.

The big difference in Atelier Firis, of course, is that rather than being centred on a single location as in many other AtelierΒ games, our heroine is instead on the move, hoping to eventually reach a final destination in order to prove herself. So let’s take a closer look at what that means for the overall game structure.

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Atelier Shallie: Alchemists of the Dusk Sea – What a Girl Wants

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Atelier Shallie: Alchemists of the Dusk Sea draws a number of cues from past Atelier games in terms of its overall game structure and execution — and indeed the way it does things can also be traced forward to some of Gust’s other games such as Blue Reflection.

For those who have played the previous games in theΒ AtelierΒ series,Β Atelier ShallieΒ most closely resemblesΒ Atelier Iris 3: Grand PhantasmΒ in terms of structure — though with a few twists here and there. While Gust aren’t afraid to return to what worked previously, it’s very rare that they will simply recreate it wholesale without any changes.

It’s that game structure we’ll be taking a look at in this part of our exploration of the series as a whole.

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Atelier Escha & Logy: Alchemists of the Dusk Sky – What a Way to Make a Living

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After several rather “freeform” Atelier games in which the player is left mostly to their own devices — albeit with a strict time limit — it’s quite refreshing to enjoy Atelier Escha & Logy’s assignment-based format.

While on paper, the experience might sound quite similar to howΒ Atelier Rorona: The Alchemist of ArlandΒ did things, there are a few key differences along the way. So after last time’s exploration of howΒ Atelier Escha & Logy: Alchemists of the Dusk SkyΒ handles the series’ core concept of alchemy, today we’re going to explore exactly what the rest of our young alchemists’ day job entails.

There’s exploring, there’s building, there’s crafting… but there’s also paperwork and keeping the bosses sweet. We are living the corporateΒ AtelierΒ life now, after all. Let’s take a closer look!

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Atelier Meruru: The Apprentice of Arland – Building a Legacy

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Atelier Meruru: The Apprentice of Arland concludes what was the original Arland trilogy for PlayStation 3 with another twist on the formula that makes it a very distinct game from its predecessors.

Blending elements of the game structure from bothΒ Atelier Rorona: The Alchemist of ArlandΒ andΒ Atelier Totori: The Adventurer of Arland,Β it was a fitting conclusion to the series — at least untilΒ Atelier Lulua: The Scion of ArlandΒ put in a surprise appearance, anyway, but that’s a story for another day.

In this part of theΒ AtelierΒ MegaFeature, we’ll take a look at these thingsΒ Atelier MeruruΒ has in common with its predecessors — and how it manages to stand out as its own distinctive experience through its own additions to the formula. Let’s jump in!

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

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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 ofΒ Atelier Iris 3: Grand Phantasm,Β 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.

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Delving Into Castlevania II: Simon’s Quest – #1

One of the games in Konami’s Castlevania Anniversary Collection that I was most interested to dig into was Castlevania II: Simon’s Quest.

I say this with the full knowledge that it has a bit of a reputation as being one of the least well-regardedΒ CastlevaniaΒ titles out there — but that was, in part, why I was curious to check it out for myself.

The other reasons I was keen to explore it was that the very concept and ambition of it intrigued me — and it’s one of the few early-eraΒ CastlevaniaΒ titles that I’ve never, ever played before at all. So let’s take a first look!

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Sonic the Hedgehog: A New Twist

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Sonic Generations rather ably demonstrated how the Sonic series’ gameplay had evolved over the years… but where could it go from there?

Certain members of Sonic Team were already contemplating this by the timeΒ Sonic Colours had completed development andΒ work on Generations was underway. The concept grew from experimental attempts to make use of the Nintendo 3DS’ unique features, and the subsequent announcement of the Wii U console and the interesting possibilities it offered prompted Sega to focus the new game’s development on Nintendo platforms.

The result wasΒ Sonic Lost World;Β an unusual, highly creative and vastly underappreciated installment in the series, and one that would prove to be an ideal fit for Nintendo platforms. (As always, today we’ll be focusing on the home console version for Wii U rather than Dimps’ handheld incarnation.)

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Blue Reflection: Everyday Life with Magical Girls

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Blue Reflection is an unusual game in terms of its overall tone and how it “feels” to play, and a big part of this is due to its mechanics and structure.

If you had to pigeon-hole it into a specific mechanical genre, most people would describe it as a “JRPG”. But in many ways this isn’t a particularly accurate description, since although it features a number of common elements of the genre, it draws just as many influences from other types of game such as adventures and visual novels.

Whatever you want to call it, it’s certainly a pretty intriguing game from a mechanical and structural perspective. So that’s what we’ll be focusing on today.

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From the Archives: Thou Art the Innocent Blade, Demonbane!

“From the hate-scorched sky, with righteous anger in our hearts, we draw forth the sword that smites Evil!Β Thou art the innocent blade!Β DEMONBANE!”

This is one of the most iconic, regularly-occurring quotes from Nitroplus’ visual novelΒ Deus Machina Demonbane, and it doesn’t get any less thrilling each time you hear it β€” even as the game stretches on and on well past the 20-hour mark.

By the end of the game, you’ll be triumphantly bellowing it along with protagonists Kurou and Al as they prepare, once again, to smite Evil with the titular metal monster.

This article was originally published on Games Are Evil in 2012 as part of the site’s regular READ.ME column on visual novels. It has been republished here due to Games Are Evil no longer existing in its original form.

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From the Archives: School Days, Chaos Theory and Emotional Engagement

School Days HQ is a visual novel/interactive movie from STACK and 0verflow, localised by Sekai Project and published by JAST USA.

It’s a remastered remake of an earlier title from 2005, simply calledΒ School Days, and is rather notorious for all the wrong reasons β€” specifically, its violent tragic bad endings, which I won’t spoil here.

This articleΒ isn’t going to describe or analyse the overall plot in depth; rather, I’d like to talk about what School Days shows us about the possibilities and challenges a branching narrative offers to content creators, and what other games might be able to learn from the visual novel genre in general in this regard.

This article was originally published on Games Are Evil in August 2012 as part of the site’s regular READ.ME column on visual novels. It has been republished here due to Games Are Evil no longer existing in its original form.

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