
The evaluation from my relatives is quite divided.
I am contemplating whether to do it or not.
Atelier Yumia, please take care of me! Beni Toma
If you’re struggling, why not just give it a try?
>>1
It feels like there are many other games waiting, and I’m struggling to decide whether to choose Yumia or not…!
It’s interesting, but that’s precisely why the negative aspects stand out as well.
I don’t want to see any more companies’ educational puzzles that give skill points.
I went ahead and started for now.
Unmatched Abyss
It’s interesting, but it doesn’t compare to Breath of the Wild.
The most concerning thing is that an acquaintance said that combat is just so boring.
>>6
It’s fun once you get used to it (stopping at a difficulty level that suits you while being able to master various systems, not just items).
What makes it so easy to level up?
I think they have fairly succeeded in properly implementing an open world in the Atelier series.
Exploration is interesting, and the characters are of course really great.
The combat balance being a bit rough is somewhat concerning.
The timing for obtaining the recipes for special bullets that can break rocks and cut vines, as well as the rope ladder recipe, is clearly a setting mistake.
As an open world, it feels like the combat system has significantly regressed from the evolution seen in Ryza 3.
It’s a real-time battle, but it’s a bit too easy.
The seemingly incomprehensible balance where you reach LV 80-90 by the time you get to the third region just from regular play is really impressive.
The combat balance is so poor that even at a light level of thinking about making slightly better armor and accessories, it becomes easy to handle the hardest difficulty.
If you’ve reached the level cap and are also increasing materials in the greenhouse, there’s almost nothing to gain from battles…
Leveling up experience points can be quite a trap.
The invincibility of evasion is amazing.
Stronger than the dodge in NieR: Automata.
Is the difficulty level lower for the Atelier series?
>>17
At the highest difficulty, I can finally feel a bit of difficulty.
If you explore normally and do alchemy normally, it will gradually become an easy game.
>>17
I am intentionally keeping it low.
The alchemy part, which is particularly crucial, has become very easy.
Also, in combat, it rises rapidly to 100 on normal and caps out.
During Riza’s time, it was impossible to tackle the highest difficulty without carefully planning and equipping yourself, but I really don’t understand why it’s become so easy this time.
It’s been a while since I’ve been in the atelier, but is it really okay to cram so many ingots into one piece of equipment…?
I’m not looking for high difficulty at Gast’s place, so this is fine.
I’m struggling with whether to buy a game that’s being sold at full price. If I wait a year or until a sequel is announced, it will probably go on sale for half price on Steam… so I end up not buying it, leaving it aside, and forgetting about it.
If you want to sell with characters, then you should do more costume changes.
The story is quite solid.
The guy with the weird sunglasses is the cutest!
Don’t accumulate experience points bonuses.
It’s fine to raise the upper limit if the quality becomes difficult.
While keeping an eye on things, also enhance the recipes for weapons, armor, and attack items.
It’s a bug that allows you to increase your stats infinitely with custom settings.
If you adjust this area properly, combat can be quite enjoyable.
I think it’s very nice and erotic to see them sticking their butts out every time in alchemy.
It wasn’t about married women.
Even though I think about going easy on them, it surprisingly ends up being difficult to adjust.
It can be said that there is a high degree of freedom.
>>30
Atelier items quickly become inflated when you get too immersed in them.
Generally, strategies are either extremely difficult or overwhelmingly easy, right?
I’ve enhanced my equipment too much, so I haven’t seen the special move’s performance at all.
Brother Victor is erotic.
I think it’s a pretty good game as a Japanese-made open world.
It feels like Gast-chan can do it if she tries.
There are some who are seeking an atelier, but it may not quite be what they’re looking for.
>>34
hahahaha
There are definitely subtle points, not just interesting ones, but I ended up really liking all the characters, so if they release a sequel, I would absolutely buy it.
It’s terrible that you can clear it without ever activating Advent on normal difficulty.
I had a great time, but there are also many critiques that suggest not to expect too much from the Atelier series, so I can’t really say.
>>38
The evaluation is different.
It was disappointing precisely because it was an atelier.
For those looking for the usual atelier, this has some unnecessary elements.
If you’re used to the usual studio, it’s within a tolerable range, and if you’re concerned, just do it normally.
In an open world for girls, they should show their panties.
If you don’t limit the combinations, it seriously becomes an easy game in combat.
There’s nothing I can do about this.
>>41
Isn’t it usual?
>>45
It’s usually a tough game where you have to really work on your crafting.
Yumia had surprisingly good character.
>>42
If it’s just the two of us, it’ll be about 10 years old.
I tried the Atelier series for the first time, and it was fun.
I was doing the mixing without really understanding it well.
I think it won’t be challenging for those who have been mixing everything by trial and error.
I mean, I wasn’t really expecting much from Gusto, so it turned out to be better than I thought.
I think the open-world section has too many ups and downs in the map, making it difficult to collect materials and awkwardly using Prosera, which shows a lack of balance in adjustments.
>>47
The use of Proceras is for jumping down.
It’s really commendable that the open-world design allows for unrestricted movement.
Also, the part where guns are exceptionally useful.
“I see, this time level 100 is just a stepping stone.”
I was thinking that way.
The purple puffs are too efficient.
I personally liked the type of blending that inherited characteristics and quality similar to the Twilight series, so it might not quite fit.
The previous series’ Reza didn’t get dull before completing the Neutralizer 999 and Philosopher’s Stone loop, right!
>>53
Once I stacked up the +++ for the status-type skills, it was invincible from there!
Climbing with a triple jump is really fun.
>>54
It’s simply fun when you can push your way to where you want to go.
Later, I realized the correct route through guidance from quests or something.
I wonder if there are any restrictions on movement right now…
The work that I believe has the highest level of completion in my atelier was almost completely taken down by the traveling girl using a four-combo attack.
You can climb even steep cliffs if you keep jumping.
By the third region, the enemies are unnecessarily tough, which makes battles take a long time, and that’s a disadvantage.
>>59
Personally, by that time, I was able to unlock the third layer of alchemy, so it was a bit too easy instead…
The early game took more time.
It’s not a crappy game, but the game balance is the worst it’s ever been.
Exploration is fun.
It is quite effective to jump in from above to enter uncharted areas.
Interesting
Rainya is cute.
I think the exploration aspect has greatly evolved since Phyllis Liza.
I think it’s interesting that the theme is focused on aspects that previous alchemists have ignored.
There are many areas that are neither worth exploring nor meaningful.
What’s impressive about the Atelier series’ trophy completion is that each game tends to wrap up in about 50 hours.
There are various rough aspects, but there are moments when I suddenly think, “Wow, Yumia-chan’s breasts are huge…” so it’s a good game.
The feeling of being in an atelier while kneading the intermediate material is really great.
I can understand that you put in a lot of effort, but the feeling of not being able to reach the itchy spots still makes me wish it could be a little different—it’s definitely Gasuto-chan.
Anyway, the combat is boring…
When you’re moving on a bike, it’s a hassle to get into a collision and have to battle.
>>73
Killing them to gain experience points and materials might be going too far.
>>79
In another game, there seems to be a feature in the remake where you can run over characters if there’s a level difference.
To be honest, if the combat had a hefty feeling with such a chaotic ATB screen, it would have been bothersome, so this level of difficulty was just right.
The tier list proposal was finally organized, huh…
Big butt!
Exploration is the most fun it has ever been, but I think the balance is quite possibly the worst in history.
The game balance isn’t very good, but I liked the characters and the story, so it’s okay.
The sight of Yumi-chan’s butt that catches my eye at unexpected moments is great…
Whoa, the skirt is so tight!
Ryza 1 was beautifully put together.
>>81
The story is really well put together as a summer tale, isn’t it?
The battles might be better if they are more seamless.
>>82
Is it not moving? Due to various circumstances.
>>82
The update made it quite smooth now.
If you want to create proper combat, it feels like modern games are designed with an awareness of the number of battles up to the completion.
I felt that the bosses and crafting in Sophie 2 were quite challenging.
>>85
Well, that’s because it’s a sequel that assumes you have some prior experience with it.
>>85
That has an area system, and the element unlocking was careful, so they adjusted it to avoid being too overpowered on our side.
And the final boss that will kill you even when you give it your all.
I thought I’d clear out the enemies around here because it’s a hassle, but having to encounter each one individually is harsh.
Let me deal with you all at once.
Creating equipment that packs everything in and breaks the balance is also part of the fun of the workshop, but…
I was reminded of the alchemist who built a ship when asked, “Can’t you make a ship?”
I want high difficulty in the DLC.
I just entered the mycelium region, but the battles are getting tedious.
It’s tough that there’s no point in alchemy unless you level the recipe to level 10.
>>92
It’s fine to stop at 8 as long as there are up to 3 effects instead of 10.
Even after it gets easier, there are still times when battles against weak enemies take a long time.
During Lysa’s time, it was just throwing items immediately, but with Yumia, it’s necessary to break first before throwing.
If you are used to the studio, there may be parts that feel insufficient, so it might be recommended for newcomers.
I think it is more rewarding to create intermediate materials if you limit the category or color of the materials.
It’s a work that people who are particular about the details in games should definitely avoid.
Are you doing housing?
I threw it away because it was a hassle.
>>100
I don’t mind a carpet dawn in the preset.
>>100
It’s a bit uncertain until various things come together in the latter half.
I’m going to make a rough total of 99 comfort bonuses and stack them up, so it feels like a chore.
>>100
After laying down tatami flooring, a veranda was created outside.
I think there are good parts, but I have the impression that the rough parts stand out more.
The characters, exploration, and story are quite good.
Alchemy and combat are quite bad.
I honestly think that the exploration is only fun in the initial area.
I don’t think we need company puzzles either.
My evaluation is lenient because of the extra points for big breasts.
>>105
I really like both the visuals and the content; I love the character a lot.
There are complaints, but they feel like they come up after enjoying it.
I found Liza’s scenario incredibly boring, so I actually quite like this one.
>>106
The story is good, the story is.
When you take alchemy seriously, it takes an astonishing amount of time.
The alchemy puzzle isn’t as seriously fun as usual, so I’ll just do everything on auto!
>>111
Manual work can be too intense, but the amount of effort is pure hell…!
>>111
I don’t really understand the alchemy part too well, but when I keep using resonance, it gets long and I end up putting it on auto.
Well, I guess it’s okay because I made a strong item!
It’s interesting, but there are also points where it could be improved a bit more.
But I really like it.
This can be said not just about Yumia, but also about all forms like this (which I also experienced in Hogwarts Legacy).
The feeling of having nothing left to do in this world after finishing the map and completing all the quests is inescapably lonely.
>>116
I want them to prepare a world for after clearing the story, like in Pokémon.
I kind of like that things break when I’m busy alchemizing.
Somehow, I enjoyed about 70%, but I tend to express dissatisfaction.
I found out that I can do a summary of the echo pieces all at once after catching up to the tutorial section.
Naughty MOD
Are there any erotic mods?
It’s a game where you keep pushing the stick to the right during combat to look at pants.
I think that while alchemy in Ryza might be easy for experienced players, it could be difficult for first-timers, and finding the right balance in this area is likely challenging.
Isn’t it natural to step into a genre that requires richness…?
>>126
(I think many people feel that they don’t have to force themselves to be open…)
>>126
It feels like I was able to do something I’ve wanted to try for a long time.
That’s a genre that has been heavily developed for about 5 to 6 years now.
I’m a little hopeful about the additional DLC maps.
Lately, I haven’t been expecting much from the Atelier series because everyone’s additional maps are underwhelming.
For now, I feel attached enough to all the members this time that I think I’ll buy the sequel when it comes out.
The early to mid-game of the past was boring and constrained.
I’m frustrated with the stress-inducing limitations like in Dynasty Warriors 5.
The appeal of an atelier is that you can win even with a low level as long as you can create items properly.
No matter what, there comes a timing when you inevitably grasp the trick and it becomes easy.
>>130
On the contrary, even if you level up, if the items are bad, you can’t win.
That’s why this level is really just for show this time.
Just the fact that I can gaze at a big butt adds a ton of points.
When I actually played Yumia, I didn’t expect the protagonist to become so much of a big deal.
Just by not having a time limit, my score has increased by 500 points.
Isn’t exploration also quite meaningful?
Isn’t it a bit excessive to have a shrine that only lights up when shot with a gun?
The early stages of crafting are seriously boring.
I’m enjoying the exploration part, but I wish there were a few more types of gimmicks.
>>138
I don’t need the gimmick itself.
>>169
If there’s no gimmick, does exploration itself become meaningless…?
With this, they’ve achieved 300,000 units sold the fastest, so they’ll probably do an open world game next.
>>140
In fact, by the time of Ryza 3, the foundation was almost complete.
At that time, people said things like “Isn’t exploring a hassle?”
The severe elevation differences in the map combined with the low angle restriction have resulted in terrible camera work, which is a bit concerning.
There are so many materials being created in the greenhouse that I can’t handle them, and I’m wondering what to do…
The balance has been completely broken in the Atelier series so far, so it’s just a little premature.
What concerns me more is that the combat is too simplistic.
While it’s good that the mixing is easy, the downside is that it’s monotonous and takes a long time.
If you take it seriously, most of the playtime will be taken up by crafting.
>>144
Until now, it has been a time of worry.
This time, I’m concerned that the amount of work is simply too much and it will take a lot of time.
I guess Gast wanted to create an open world for a long time.
I don’t want to see anything that connects green lines in other games for a while.
I have a feeling that this route will become even more refined.
At the beginning, there were several patterns of shrines, but it felt like it turned into a puzzle from midway.
Like Lydis and Sophie 2, using area control.
In the Atelier series, there are plenty of ways to gather materials, like methodically running a marathon.
Instead of trying to find the good points in a poorly made game,
I feel like I wanted a bit more because it turned out better than I expected!!
Because I enjoyed it and it exceeded my expectations, I feel a desire for it to be even more refined.
Even as you progress through the stages, the enemy’s HP just increases roughly, so it’s really quite subtle…
Well, I think it’s just that I’m not used to making action.
>>153
Looking at the enemy’s stats, their stats are too weak compared to their HP.
>>163
On the contrary, I wonder why only HP is so muscular.
>>153
It’s not the action that’s unfamiliar, it’s the creation of the open world map.
I wanted elements unique to things like “blasting to collect tons of items!” or “magic lawnmowers.”
I was finally able to shape it into something since it was conveyed that I wanted to explore a wide field from the Mystery series.
It was already understood that the lack of depth was based on Ryza 3.
That was also a type of semi-action that didn’t require strategy.
Sophie, Lydis, and Rorona had a great time and enjoyed themselves.
Does it seem like you can have fun with this thread image?
It looks like the difficulty is low when I read the thread, but…
>>157
Well, if you’ve been with the Atelier series for a while, it can be fun to play.
It feels like each of us has things we wish had been done differently afterwards.
To be honest, I’m not really looking for balance in combat or anything like that.
>>157
If you enjoyed Raiza, I think you can enjoy it.
I think the difficulty level should be VH.
>>174
I think VH will break people’s spirits early on from the start.
The mixing takes a surprisingly long time even when done automatically.
Maybe action…
Regardless of the combat balance, I’m glad there’s some speed to it.
The last one I did was the one from Sophie-sensei’s disciple, but it felt a bit sluggish.
There are elements like dodging and just guarding, but this is a command battle, right?
Well, it was really great that we could gather materials as much as we wanted.
Considering the container’s capacity, it was quite stressful to decide where to dispose of the materials.
If it weren’t for the atelier, it would be a normal evaluation, but as an atelier, it’s crap.
It would have been better if it had been released as an original RPG, but I wonder if using the Atelier brand will sell better.
>>165
I’m seriously curious about the evaluation of people with such opinions regarding Iris, Mana Khemia, and Nelke.
I don’t know about Yumia, but in Liza 3, if players don’t hold back on strengthening, they can become excessively strong without limits…
I think it’s necessary for the game to impose some limits to a certain extent.
There are quite a few people using Meruru as a hammer to hit Yumia in X, which makes me feel that times have changed.
I don’t really understand because I’m just using battle items, but do the skills you learn when you level up have different characteristics for each skill?
I can only understand that it changes with motion and in-range/out-range in terms of strikes and magic.
I personally found it quite enjoyable as the first draft of the series.
If you could brush up this route, I wouldn’t have any complaints.
The combat is easy, or rather, it just ends if you keep mashing the buttons…
I think the gathering action was more fun with Riza.
There are only two options for Yumia: to swing or to shoot.
The monotony of alchemy is understandable with new considerations, but educational puzzles are really too empty.
>>175
The external power source of the company is understood.
Why are there three of them? It must be tough for those making them.
Story is good.
Good character
Exploration is good.
Alchemy fail
Combat damage
To be honest, I haven’t been doing any crafting because I want to explore.
I see, the reason I enjoyed it is probably because it doesn’t feel like an atelier…
I feel like I’ve been told to expect something for the next 20 years.
>>180
When something gets better, something else is usually missing.
What is the essence of an atelier?
Well, considering this is the first installment of a trilogy, I guess this is about it.
>>183
Isn’t it rare to find cases that have really developed well as you go further into a trilogy?
>>191
Meruru
Lidysu
>>191
Haven’t Totori, Esologi, and Lidisu improved?
Phyllis-chan is something, but…
>>191
Lidisu, you did well!
The characters were all standing, right?
The battle is hard at first, but once you get used to it, it’s very hard.
The feeling of emptiness when I found one that couldn’t be placed after starting the company is overwhelming.
>>189
I will not allow the survey team to place explosive and slicing rounds as completion rewards.
>>189
It’s too underhanded to put the activation key in the net before getting the cut bullet…
I don’t really understand educational puzzles, but isn’t it different from something like a cauldron where you try to fill it with materials in the most efficient way possible?
>>190
There is a place to obtain items for character enhancement in exploration, where there is a puzzle that connects the starting point and the endpoint with a line.
An open world that you can craft in isn’t really that rare, after all…
I don’t really understand, but I was able to play incredibly comfortably.
I don’t think we really need an “atelier-like” quality…
The only ones that appear are useless characters except for the named ones and quest givers, but is the story actually good?
>>194
It had a rare atmosphere for an atelier.
One of the bad aspects of the Atelier series is that when creating three installments, it ends up discarding the good parts from the previous ones.
I understand that you want it to progress in that kind of style because I like the Mystery Series.
But since Liza became popular, there’s no helping it.
Saying that the difficulty is easy is based on the premise that you can create strong items through alchemy.
If you misunderstand and increase the difficulty without anything being unlocked, you’ll just die normally.
It’s a reasonable opinion to say that since there’s a system to strengthen your equipment through hard work, the enemies should match that effort…
Just hitting a scarecrow won’t bring satisfaction.
The alchemy atelier is boring.
It’s a boring world tree where drawing maps is uninteresting.
The fields in Xenoblade are super boring.
It’s a disappointment like a Tales game without an opening theme.
It seems that the atelier-like works that come up in the conversation are mostly from the post-Arland series.