
A fighting style that reminds me of Sue-chan.
It’s nice that you can see the panties in nature, isn’t it?
>>2
Can you see it!?
>>4
There are more perverts here than I thought.
I love the butt when squatting.
You show off a lot of stylish kicks, but my favorite is the rough kick when opening treasure chests.
This character was the protagonist of the atelier.
I feel like the attention has increased significantly since this genocide cutter came out.
>>8
Coolness is important.
>>11
I think this Genocide Cutter scores 120 points in both coolness and eroticism.
The character design feels very much like Granblue Fantasy, probably because it’s originally from Cygames.
>>9
I thought that’s how it was, and when I looked it up, I found out that Toridamono was also originally from CyGames.
If you think Totori is the strongest, then there’s the god character called Ryza, so the bar is set high for the Atelier.
This fighting style doesn’t seem to be taught by my mother, but rather like it’s self-taught, so what’s up with that?
>>12
Alchemists use their hands, so kicking with their free foot is advantageous!
>>15
In the past, there were alchemists who kicked with a rider kick while having their eyes glowing red…
The expression is too cool, and I can’t concentrate on the legs.
Being 21 is the best!
I feel like there are jobs that are better suited than alchemist.
>>16
Dancer
>>16
Are you talking about soccer players?
The mobility in the mountains is astonishing, so rescues and such…
It’s a bit too physically elite…
I wonder if the dancing ritual is necessary in FF10?
I think this kid would be really strong at blitzball.
>>23
When you mention Blitz at the atelier, a different person comes out…
Is this child a lesbian too?
>>24
I like the distance with Victor, so I hope he’s straight.
>>28
It’s nice to be bisexual so that you can go either route.
What should I do to get a good look at it, even though I can catch glimpses of it in all the actions?
Kata I Balance
The feeling of a boy’s heart arises because of the name of the technique being called out.
Wearing a tight mini skirt while using foot techniques is such a pervert, isn’t it?!
There are few characters with explicitly stated sexual orientations, so you can fantasize as you like!
>>33
It’s okay to be a hardcore kemono fan or an Albert enthusiast.
I couldn’t help but laugh at how obvious it was that only the breasts were sticking out from the side on the alchemy screen.
Well, crawling on all fours and passing through narrow spaces are just actions for wanting to show off breasts and buttocks, right?
An alchemist climbing a cliff like “Mummu Hoi.”
I laughed at the way you moved something that looked like a rock wall with a “heave-ho” feeling.
Wow
Isn’t Nelke the only one who officially progressed on the marriage route?
A common type of fire effect seen in Granblue Fantasy and Puzzle & Dragons.
I’ve been touching it since Asha, but the mixing isn’t just putting it in the pot and stirring.
It looks like a bit of a deliberate pose.
>>44
It’s from now on.
Currently, it feels like Aira has a stronger arrow towards Yumia.
The battle system looks fun, but I can’t see the enemy’s attacks at all, and I’m taking a lot of hits.
>>47
“When the enemy is targeting and attacking you, it’s okay to judge by the sound effects that play beforehand!”
The impression from the beginning is that this girl has a pretty good personality.
I like that it is designed to allow climbing with a triple jump and catching footings.
What’s going on under your skirt, Ayra?
It looks like I might kick it too.
So it was Benitama, I see.
Wow, you were really drawing Granblue Fantasy stuff, huh?! Were you an employee!?
>>53
I only said company employee, so I don’t think it’s about being a Cygames employee or anything like that.
Large breasts futanari
= Shoe Explode Box
The fact that Benitama used to be from Cygames didn’t come up, but could it be that they were just misunderstood for recreating Granblue Fantasy illustrations as a hobby?
Overall, this picture looks cool, but when you see it up close, it’s too sexy.
It’s been a while since I’ve seen someone open a treasure chest with a kick.
>>58
Dragon Quest Monsters Joker and Breath of the Wild
A gesture made by relatively wild barbarian types who run through the mountains and fields.
>>62
Even the prince is doing it in FF16…
Since there are only three people in the party, the conversations during the exploration keep revolving around these three and Flammy, and I’ve already developed quite an attachment to them.
It’s great that Victor takes the initiative to carry heavy things, isn’t it?
>>59
It only becomes exploration while having conversations after reaching the latter part of the demo.
I felt very lonely because I had already gone to all the places I could immediately visit as soon as I was able to act freely…
Since it’s the first installment, there’s still a sense of trial and error in balancing with the open world, and the presence of the field’s sea urchins was so overwhelming that it didn’t work out.
The design of the main character is really good, just as I struggled immensely until it was completed.
Does this have any connections to past works?
>>64
I want you to feel assured that there is none.
The worldview is reset every three works.
>>68
Is that so?
I thought the protagonist from the previous work would appear each time, having grown.
>>69
For example, in the Mystery series, the protagonist from the first work appears in the second or third works.
This is the first installment of the new series.
>>64
none
It is suggested that the Atelier world is connected in a tremendous overarching way.
There are no connections to any other works as this is the first new piece in a direct world.
I want to open boxes with a full-power kick like in Wild Arms 3.
It may seem like a rather hopeless situation at first, but having a mindset to take action with a “Well, let’s do this!” attitude without being too pessimistic is great!
You can see my pants too!
While rubbing against a slight snag and doing a multi-stage jump, I am reminded of the Bethesda-style climbing.
I hadn’t watched the PV much, so the voice was a bit brighter than I expected.
The atmosphere is bad…
Kicking open treasure chests is a mark of the Koei Tecmo protagonist.
The gesture of brushing back hair when leveling up is cute.
This means that on the 21st, and with Xenoblade Chronicles coming out on the 20th, the season for climbing games has arrived.
>>76
I’m looking forward to both, so it’s tough that they’re coming out at the same time.
If you understand alchemy, punis, chestnuts, sea urchins, and barrels
I pretty much understand the worldview.
Sea urchins are materials that can be harvested on land.
Chestnuts are a material that can be harvested from the sea.
Aquatic plant material that can be collected from the sea.
Let’s remember just this.
I apologize for the amateur question, but why is it a skirt instead of pants even though it’s focused on foot techniques?
>>81
Because it’s naughty.
>>81
When it’s time to fight, I’m okay because I’ve unhooked my skirt.
>>81
By daring to show it, I feel that I must definitely defeat my opponent.
This time, since it’s a world where alchemy is forbidden, it would be tragic if past protagonists were present.
Does this companion help with evasion or things like that?
>>86
In the strategy setting screen, you can relatively finely adjust the remaining HP at which allies will focus on evasive attacks.
Generally, three works share one worldview.
It’s too erotic to see Yuria and Aira leaning forward on the menu screen.
Victor is a nuisance.
>>88
You’re taking a step back, reading the atmosphere!
Gasto-chan is raising the bar for the protagonist, but will the next one be okay?
>>89
If I win, I’ll have three years of leeway, so during that time I’ll squeeze out as much brainpower and creativity from the designer as possible.
The menu screen can have various compositions just by changing its location, so it’s quite elaborate.
It’s fine for everyone to fight when there are many enemies during an encounter.
It feels bad when someone dies without permission.
Is it okay to pick up materials haphazardly?
>>99
From my experience with past works,
In the future, there will be so much trash in the container that it will become a nuisance and I’ll end up throwing it away.
>>99
It’s mostly furniture recipes, but since I use them quite a bit for trading, feel free to pick them up.
Can you release a game of this scale every 1-2 years?
>>100
Because of this scale, it can be released at intervals of 1 to 2 years.
Perhaps Memories 2 (tentative) has already started development.
It’s fresh and nice to pose with the camera spinning around in menus and alchemy, but I feel like I might get dizzy playing while drinking alcohol.
It’s unavoidable since a major accident has occurred.
Everyone’s attitude toward alchemy is too cold…
In the case of sequels, it will be Atelier 2 or Alchemist 2.
But I might want to see it if it’s a “30-something” Liza.
This time, since similar items are automatically stacked, there shouldn’t be any overflow in the containers, right?
If you say it’s bad that there were 5000 in the past and I’m overflowing, I can’t argue with that.
When it came to Ryza, where everything was divided by material level and additional effects, I gave up on management… I was rather haphazard when it came to alchemy too.
Once quality can be visualized
The Luft and Reherun we got in the tutorial have a quality of 0, don’t they?
So this is what it was like, even though I did a friend attack.
In the case of Liza, she was so popular that she became the protagonist in 2 and 3, but for Yumia, there is a possibility that the protagonist will change in the sequel, similar to traditional Atelier games.
I’m a newcomer from Arland, so I’m weak because the protagonist from the previous game has become my master.
Sophie was a very popular protagonist, but with Teacher Sophie, it added more depth and it doesn’t feel like it’s just about popularity.
When you delve into the same protagonist across three works, you run out of material.
I prefer to see a new main character’s mentor role like before.
Sophie is incredibly cute, but the battle system was just a standard command-based RPG, so I didn’t get really hooked.
This time is quite enjoyable.
I wonder what Liza was like.
>>115
Something like a real-time RPG.
There was no evasion like Yumia.
It’s okay if the former main character doesn’t need to grow.
>>116
Rorona: “Really?”
Isn’t it big in the butt?
Add more girls, please.
Cut down the ratio of guys or something.
>>120
Do Buririfu.
>>121
I-It’s dead.
>>120
If you let Gust change direction like that, there’s a high chance it’ll die…
Even if we talk about growth, I’m already an adult.
I’m too interested in brown breasts and furry breasts.
How many times are you going to claim that we should increase women and don’t need men?
>>124
Fools won’t change unless they die.
It’s a real-time progression, but I wonder if it really has any meaning… such a mysterious system.
Rather, increase love.
>>127
I want individual ED too…
Riser greatly changed the combat system, so in the first game, it was a combat style that made you want to say “What is this?”, but it gradually got polished and became enjoyable.
However, from the early game onwards, it will end with the opening item being unleashed.
>>128
It’s the usual studio!
If you want to have a good time with Liza, don’t play as Liza.
>>131
Playing Raiza doesn’t mean you can’t get out.
The resolution has improved, making things more efficient.
>>135
I didn’t think he was the kind of guy who would be like that Gian…
I have the basics down, but I’m still not quite sure what I’m fighting against, when, how many, and who I’m aiming for…
>>132
Enemies that are clustered together in the same spot are treated as a single enemy with a long HP bar and high attack frequency.
It’s still early in the game, but I’m surprised at how weak the item’s power is in response to Ayla and the others.
>>133
Until you unlock the quality Atlas core in the skill tree, all the products of alchemy will have a quality of single digits to 0…
>>136
Shirasoon
>>136
I was producing a lot of garbage…
You don’t have to fight with your panties completely exposed…
If it’s mainly foot techniques, then hot pants or…
The battle is quite busy and nice.
The just counter will eventually become a habit… I wonder if it will…
Perhaps the world of Yumia’s Atelier is
Kicking with legs wide open allows my underwear to be seen.
It might not be something particularly embarrassing.
When I level up the recipe, rebuild it, and attach a special crystal, it feels like the power somehow increases.
I am fighting with the atmosphere.
If it’s up to hard, I can probably manage by mashing buttons.
It’s impossible for me.
Do you mean items in the pouch, like bandages that can be easily used with shortcut buttons?
Can you see the pants in the Switch version too?
>>146
If you want to see pants, wouldn’t it be better to buy it on Steam? There will be mods coming out.
The opening had a bad-looking person who was clearly peeking at the pants, and it was unacceptable.
If you keep dealing low damage repeatedly, you’ll notice it.
The screen is cluttered, making it hard to see the damage, so it took me a while to notice.
Since Liza was straightforward and a bit lewd, I’m hiding this a little.
>>151
What part of a woman who sticks her butt out so much is hiding?
>>151
I wonder if I’m hiding it!? Am I able to hide this!?
The red guiding marker for the mana contest is overlapping tremendously with the wandering weaker enemies.
Stop encountering enemies immediately after the competition ends.
The Switch version is a bit bad…
When I remap the keys in the Steam version, it changes both the field and combat all at once. Please spare me from that.
I can’t crouch with ◯ and I want to dash with R1.
I wonder if there are enough points to obtain all the skills within the trial version range.
Stop treating the gun like a club!
>>157
When you get to that point, it’s an incredibly convenient multi-tool.
I played to get off with Liza and my brain got fried by Boos.
Getting muddy is good, isn’t it?
>>160
It’s great when it gets dirty in light clothing.
It was the best when I forcibly opened the locked treasure chest and it exploded.
This isn’t a difficulty level you choose from the start.
>>162
That’s usually the case, though.
Once everyone gets somewhat used to games, for some reason they start choosing the highest difficulty on their first playthrough.
I was the same way.
>>177
If you can’t change the difficulty once you’ve chosen it, that’s one thing, but if you can lower it midway, then…
It’s better to lower it after deciding it’s not something you want to choose from the beginning…
>>162
It’s fine that the attacks hurt, but it’s too tough, so the minor battles drag on for too long.
>>180
Allies are dying, damage efficiency is dropping, and since I basically don’t die because of evasion, it’s becoming too redundant.
The butt when pulling the lever is nice, isn’t it?
When I swim, I get all wet, but I want to get even wetter.
The Switch version is a bit too choppy, so I can’t even think about pants.
>>168
I tried the Switch demo yesterday, but after the cutscene with the golem in the prologue, the loading stopped halfway, and when I restarted it and skipped, it crashed with an error…
After playing quite a bit, I realized that both Ayla and Victor can perform long-range attacks.
I’m firing missiles from big brother’s shield…
>>169
Since it’s a pile bunker, I can launch missiles.
The battle is a real-time battle, but what you’re doing is similar to Sophie 2, right?
You can’t deal significant damage unless you remove the barrier and break it from either a distance or up close.
Yumia-san has an air of allure since she is an adult.
There are times when they make a smug face and look normally cute, which makes my heart race.
It’s an atelier since the Twilight series, so it’s refreshing and fun in many ways.
The map is vast, too vast.
If you neglect to switch characters, Victor will die right away.
I thought it might be nice to pull the camera back a little more during combat.
The combat system, including battles, feels the most familiar with Lidis.
Following Riza is quite the pressure…
It’s not so much that you can’t win even if you strengthen, so personally I feel that Very Hard seems just right.
I’ll do it in barely.
If you have finished collecting mana within the range that can be delivered by the mixture and still have space to put materials, it’s good to add them to the sea urchin.
The sea urchin has quality enhancement features.
The most frustrating thing about the Ryza series was that you couldn’t choose anything other than low difficulty until you cleared the game once, so I’m happy that you can select Very Hard from the beginning.
I wanted to point the camera straight up, not just for the sake of the pants.
I believe that grassroots activities will bear fruit…
I was concerned about the camera and a few other things, but I would be happy if they could fix it.
It’s an Atelier reminiscent of Lydie & Suelle, but is the combat like this now?
Is this your first time?
>>189
I wonder if the action is starting from this time.
I want to know if it’s a game where you can see panties.
I was holding a Poké Ball in the thumbnail.
I want a normal attack.
The feeling of emptiness when all skills are on cooldown is intense.
>>193
Switch to the item and strike.
I wonder how that pile bunker works, but I guess it’s too late to ask now!
I thought the first one wouldn’t open even after shooting the treasure chest switch, but it turns out I need to use the bullet consumption option.
Many people choose the highest difficulty from the beginning in games that have action elements.
When it comes to high difficulty, there is an image of enemies being extremely powerful and durable, which can be troublesome.
When will it be released?
>>200
The day after tomorrow.
Is the current atelier mainly focused on combat?
I was fine, but it seems like a lot of people get motion sickness from the camera.
It seems like it could be resolved by maintaining the victory pose at the same angle in the distant view after the battle is over.
In high-difficulty RPGs, there are often unreasonable deaths, but in action games, it largely depends on your own skills, so you can manage it relatively well.
It’s fine that the enemy’s attacks are strong, but our attacks are so weak that there’s no sense of challenge at all; it might be better to increase the difficulty after we get our forces ready.
>>204
I saw earlier that you should make it by adding neutralizers and ingots.
I wanted some guidance in that area even in the trial version.
>>208
For those who know, it’s the usual flow, but for those who don’t, the explanation of the mixing can become overly verbose, making it difficult.
I was hoping it would be released today or tomorrow.
The map is so large that it makes me feel anxious…
>>207
If you say this is the best in a region, it’s impressive… but when you think of it as just one work, it feels scary and suspicious.
I’m wondering whether to buy the Switch version.
Is there a demo version?
I just started, but can I ride a motorcycle in the demo version?
It might be my environment, but it froze and crashed while I was playing on Steam, so I think I’ll just buy it for PS5 after all.
There’s no way that pants will be regulated on the platform, right?
>>213
I apologize, but it appears the text you intended to provide is missing. Could you please share the Japanese text that you would like me to translate?
Is it an erotic book?