This post is one chapter of a MegaFeature!
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In 2006, a year after Atelier Iris 2: The Azoth of Destiny, Gust released Atelier Iris 3: Grand Phantasm in Japan; it would be another year after that before Western players would get their hands on it.
Atelier games are a fixture in developer Gust’s calendar; each of the duologies and trilogies that make up the complete franchise have enjoyed annual installments, and indeed the first Atelier Iris’ release in Japan in 2004 marked the beginning of a streak of yearly releases for the series as a whole that lasted until 2017. The company, of course, made up for the lack of an Atelier game in 2018 by releasing three in 2019, but, well, that’s a story for another day.
What’s kind of remarkable is that despite this non-stop release schedule, each Atelier game, even within the same subseries, feels noticeably distinct from the last. And this is particularly apparent when it comes to Atelier Iris 3: Grand Phantasm. So let’s look at how this moves the series forwards.
Continue reading Atelier Iris 3: Grand Phantasm – A Step Forward
I’m not an especially active or outdoorsy type… but I’ve always enjoyed the atmosphere of being out in nature. You know, so long as it isn’t trying to bite, sting, cut, burn, poison crush or otherwise bring me to harm in one way or another.
Some of my fondest memories are from childhood, when I had the good fortune to be able to go camping with both my class at school and my Cub Scout pack. My most longstanding, happiest recollections of those trips do not involve the many activities we participated in — but rather simple things, such as gradually drifting off to sleep to the soothing sound of rain on canvas (occasionally punctuated by class clown Christopher Smith farting) or feeling a quiet sense of awe at the almost complete silence around us, save for the leaves on the forest’s trees rustling in the wind.
Breath of the Wild is making me extremely nostalgic for all this sort of thing. And, best of all, I don’t have to go out in the blazing hot British summer sunshine and/or torrential British rain to enjoy it.
Continue reading The Zelda Diaries: Part 4 – Peace and Quiet
The MoeGamer Awards are a series of “alternative” awards that I’ve devised in collaboration with the community as an excuse to celebrate the games, experiences and fanbases that have left a particular impression on me in 2018. Find out more and leave a suggestion here!
Our first award is a celebration of that most primal of human emotions: fear. Specifically, it highlights a piece of master craftsmanship on the part of a game’s designers in evoking that feeling in the player with nothing more than a simple room. When everything comes together — visual style, environmental design, ambient sound — you don’t need anything to jump out and go “boo” at you to put you on edge, and such experiences tend to linger in the imagination for a lot longer, too.
And the winner is…
Continue reading The MoeGamer Awards 2018: Most Terrifying Room
The MoeGamer Awards are a series of made-up prizes that give me an excuse to celebrate games, concepts and communities I’ve particularly appreciated over the course of 2017. Find out more and suggest some categories here!
Today’s award, as you might expect, gives me an excuse to bring up a game that I haven’t really talked about this year, despite it being something that is eminently worth talking about. The reason I haven’t talked about it is pretty simple: I haven’t finished playing it, and as regular readers know I prefer not to write in detail about something without having a thorough understanding of it, usually by at the very least beating its main story.
The other reason I held fire is that there were a flurry of articles about it around the period of its release earlier in the year, and I didn’t want to add to that noise at the time. I do want to acknowledge it before the year is out, however, so that’s what today’s award is all about.
And the winner is…
Continue reading The MoeGamer Awards: Best Game I Haven’t Covered