Tag Archives: Gust

Atelier Iris 2: The Azoth of Destiny – Worlds Apart

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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.

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

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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.

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Atelier Iris 2: The Azoth of Destiny – Alchemy Evolution

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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.

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Atelier Iris: Eternal Mana – Narrative, Themes and Characterisation

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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.

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Atelier Iris: Eternal Mana – The Craft of Combat

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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.

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

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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.

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The Atelier MegaFeature: Prelude

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We’re trying something new here on MoeGamer for 2020: something I’ve been trying to figure out the best way to do for a while. How, exactly, to tackle a series of significant length — both in terms of number of games and the sheer amount of time it takes to play them?

I was initially prompted to think about this by Falcom’s Trails series, which I’d very much like to cover when (if?) it’s finished. Each of those games are upwards of a hundred hours, and their narratives are interlinked, so they’re not things you can easily analyse in isolation. Or rather, given that interlinked nature, they’re not things I want to analyse in isolation.

That’s not the only series I wanted to explore in depth, though. One that’s been steadily filling up my shelves for the past few years is Gust’s long-running Atelier series… and given that the series as a whole is subdivided into smaller trilogies and duologies, it seemed like an ideal opportunity to experiment with the format.

And thus, I welcome you to the first MoeGamer MegaFeature!

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Waifu Wednesday: Arnice

With Arnice back in the spotlight in our Warriors All-Stars playthrough, it’s only fair that we give her a bit of love and appreciation for Waifu Wednesday, isn’t it?

Arnice is, if you’re unfamiliar, the protagonist of the excellent Nights of Azure, which was the subject of a Cover Game feature here on MoeGamer back in 2017. It’s a fantastic action RPG with a compelling story, a delightfully operatic tone and some amazing music.

And Arnice is a big part of what makes the game so appealing; she’s a fine protagonist, and fits right in to Warriors All-Stars, too. So let’s take a closer look.

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New Game Plus: Pepped Up – Atelier Rorona DX #18

Rorona’s trials and tribulations will be coming to an end within the next episode or so, but in the meantime there’s still plenty to be getting on with!

Specifically, as we’re getting towards the end of the game, I wanted to look at making some top-notch healing items. One of the best things you can make is an Elixir with the “Pepped Up” effect — this means that whenever Rorona’s HP drops below 50%, it automatically activates, saving you a turn and keeping your party up and running.

It’s a bit of a struggle and the final product isn’t the best it could be, but it’s not bad for a first attempt…

New Game Plus: Truth and Acceptance – Atelier Rorona DX #17

After an in-depth exploration of Night’s Domain, Rorona gets busy on some miscellaneous tasks before reaching the deadline for her latest assignment.

This time around, she discovers the truth about Lionela and her puppets; learning that someone isn’t all they might initially seem, and that they might sometimes need your help in ways you don’t expect is an important part of growing up, and a lesson that Rorona is quick to learn by virtue of her very nature — despite (or perhaps because of!) her upbringing by Astrid.

After this, there are just two more assignments to go before we complete this New Game Plus run! Will we achieve any or all of the endings I’ve been after…?