This post is one chapter of a MegaFeature!
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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 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
We’ve already seen numerous ways in which The Legend of Zelda: Breath of the Wild distinguishes itself from its illustrious predecessors, but one of the more controversial changes for some was how it handled “dungeons”.
Rather than unfolding through a progression of discrete, large, self-contained dungeons that become more challenging as the game progresses, Breath of the Wild instead provides you with 120 shrines to discover and solve, with each taking just a few minutes at most to get through.
It’s a markedly different approach to classic Zelda — but it fits perfectly with the game’s non-linear, exploration-centric structure. Let’s take a closer look.
Continue reading The Zelda Diaries: Part 5 – Indoor Play