
Find the game you want to play! No.1 game magazine Weekly Famitsu release commemorative feature Assassin’s Creed Miradomans Journey to Know the “Truth” of Alchemy – Atelier Yumira: The Alchemist of Reminiscence and the Land of Illusion – Release Commemorative Special 24~ SPECIAL INTERVIEW Special Interview ○Producer/Director Junzo Hosoi Shinichi Yasuhiko ○Character Design Benitama No. 1891 2025 4/3 680 yen
Combat is difficult…
It’s easy to avoid a wide area attack that’s obviously glowing on the floor.
That’s not the case; with regular attacks, if you don’t closely watch your opponent’s movements, it can be hard to tell when you’ve been hit.
While staring at the enemy, I’m too busy rapidly pressing the attack button to execute combos, and it’s hard.
When the enemy’s tracking magic attacks come in, it’s often hard to see them when the screen is cluttered with attacks from both enemies and allies, and I end up getting hit without realizing it and almost dying.
You can only enjoy decent combat in the atelier at the beginning, so make sure to enjoy it now.
When the mixing starts to accelerate, the battle falls apart in every game.
Big chest! Big butt!
>>3
Naughty face!
>>15
Awesome!
It seems that my little sister wants to engage in stylish combat, but I can’t do a just counter and probably won’t use it, sorry.
The moment you perfectly dodged, switch out! That’s impossible!
I only have about two combat skills for each, so I wonder if it will get easier once I have more.
I still don’t really understand the mixing… I just have the impression that if I can involve various things in a large circle, it should be fine.
I want to hit this ass.
I’m a chimpanzee, so I’m a little bit smart.
Considering that it’s important to recharge skills that can be used to press the attack during a break
Instead of just mindlessly attacking, it would be better to focus on defense as the main strategy.
While thinking that, it’s like “Ukee UkiKikikiKii Ukiiiiii!!”
Is a trial version available?
Can you see my pants?
>>8
Hi! I can see you.
This batch of mixing feels a bit tricky… but maybe it’s just because it’s the beginning. If I can do more things in the future, mixing might become more enjoyable.
But I want you to somehow make it so that I can skip the part where the synthesis starts.
I want more of the items used to level up recipes, but I wonder if the spawn locations are somewhat fixed. I wish more of those mysterious blue lines would appear.
The mixing of ingredients is probably making people think I’m a Steel Alchemist.
Open the treasure chest! (Bang)
Yumia-san has legs more than I expected.
I wonder if combat will be difficult…
It feels like it ends in an instant.
It seems like there’s a lot to do, but since I just do it haphazardly and it gets done, I wonder if there’s really any meaning in thinking about it properly.
I wonder why it’s only one enemy…
>>16
There are multiple occurrences, and we get separated from our allies, but…
I don’t understand alchemy more than combat.
Isn’t it a bit concerning that the battle command display should be on the right instead of the left?
What is that sidelong glance and those big breasts?
I feel like it doesn’t make sense to settle too much while on the move.
The light shines too brightly.
Just because there are instances where multiple enemies appear, it doesn’t mean that the foundation is always battles against a single enemy.
I guess that’s true for enemies in the sky field…
The perspective on battles changes between people who picked hard mode first and those who picked normal mode first, right?
I’m a weak player who got beaten badly by a puny enemy when I started with Very Hard, so I switched to Normal.
These days, being shown such a bold loading screen is quite surprising.
What are you loading with this…?
Oh, a tough opponent! You’ve got something good, right? I was the one who challenged and got instantly killed, then cried while running back home.
I, for one, am melting away, and my companions are too; the enemy is just too difficult…
I liked boosting quality with Riza’s neutralizer loop, I wonder if there’s one here too.
I don’t understand anything at all, I’m just fighting based on vibe.
I only have an image of you looking scary and going “Wow!”
It’s rare to have a system where ziplines and bullets are limited like this…
>>31
Well, as long as there are materials, I can make bullets.
The ability to create bullets infinitely is dangerous enough on its own, alchemy…
>>31
Well, as long as you’re gathering, you can get materials as much as you want, and since you can craft on the spot, it’s essentially like having an infinite supply.
If you’re someone who finds mixing troublesome, well… that’s just how this game is…
Age, you know.
I think it’s disappointing that the Atelier series is repeating the bad pattern of neglecting alchemy due to an overemphasis on the combat system, showing no growth.
When will brother Victor become affectionate?
I’m playing Atelier for the first time, but is the photo mode mentioned in the product page a naughty one?
>>38
The photo mode in current games has a lot of limitations…
Once the MODs come out on Steam, the real fun starts.
It feels like the overly elaborate concoction and post-battle effects that cannot be skipped are definitely going to be a problem.
>>39
You can cut the formulation, but
I thought it was flying while straddling a cane, but it’s just falling.
Works that can be sold for erotic content are definitely strong…
None of the titles should be too high and mighty.
I want you to cut out the part where the mixture first expands softly.
This work is getting good reviews, but is it really that interesting?
>>45
Yesterday, there were mixed opinions and people were criticizing it in the thread, but now that the ID has come out, is the overall reputation good or bad? What is it?
It seems like it was a series that never sold over 1 million as a standalone, even with erotic sales…
It’s not pants, it’s leggings.
I’m playing on PS5 Pro, but when I hit the barrels in the tutorial map, they just disappear with sound and no special effects.
Entering narrow spaces slowly or the modeling being a bit lackluster in 2025.
There is a bad feeling of vertical multi-ness.
Combat and alchemy are interesting.
Flammy is boasting about being extremely high-performance…
>>50
I’ll make it happen…
With a face like this, I’m wearing white pants, huh?
I want to make you wear the black rose soon.
I don’t really understand, and it feels like it’s not even using the memory properly…
I understand that the budget is increasing with the money Riza earned from her body.
The attacks that hit me always have a sound coming from the enemy before they are launched, right?
I didn’t really know anything about that kind of thing, but I had the impression that using too much memory would get you in trouble, but it seems that’s not the case…
It looks like it’s not being used satisfactorily because it’s made to fit the lowest point.
It’s my first time seeing a loading screen with graphics at this level.
As long as it’s an open world, there will be loading no matter what the graphics are.
Unless it’s a physics engine, I won’t be using any memory.
Fake computer otaku
The photo mode is trash…
I want you to get even more covered in mud.
If it’s sexual, I’ll forgive you.
Aren’t you using memory???
I don’t want to just circle around the enemy; I want to move freely…
>>65
I wonder if they’re turning towards us because the enemy charged… only to be confused when the enemy returns to their original position.
Is this the “truth” of alchemy?
Is hiding the panties systemically only for photo mode, and does everything else depend on how you configure it?
Try the demo version and make your own judgment.
It’s probably too early to evaluate since it’s still a trial version…
How you feel about the loading can significantly change depending on what other games you’ve played.
I think it’s pretty unbelievable.
>>72
Rather, if you were playing other games, I can only say that it’s possible.
I want to ask the opposite, but what kind of games have you been playing until now?
Because I’m playing Monster Hunter alongside it, I’m getting Moribah and Albah mixed up.
What can be understood at the demo stage is that the camera needs some work.
It’s premature to decide that any piece is good at this point.
When you raise the settings a little, the fan spins quickly.
I didn’t hear such a sound even in Starfield.
Please optimize it.
It is certainly true that the overseas evaluation is unusually high.
I’ve been seeing that some Japanese people are dissatisfied with the poor camera work and the tempo loss between starting blending and finishing battles.
>>79
Overall, it’s interesting and has good ratings, which is why I think it makes you wonder, “Why couldn’t they fix this part?”
I think it’s wonderful that you can see the pants.
Little sister seems a bit loose in various ways.
It feels like the UI was inspired by that.
It’s an erotic game, right!?
I’m looking forward to doing it because my face is lewd.
Can you see the soles of my feet?
A girl with a smug face is cute.
The theory that the comments section is closed only in Japan on YouTube.
>>89
If I can’t understand a foreign language anyway, it’s okay to just leave it be.
Because I can somewhat understand Japanese, it’s better for my mental health not to look at it.
The feel is quite good, but the demo definitely makes you feel nauseous; this might affect sales levels, don’t you think?
I was surprised that at least the graphics and map exploration have evolved significantly from the previous game.
I didn’t get drunk, though.