Playtime:
6910 minutes
Atelier Yumia review
5/10
I enjoyed the Atelier Ryza series, and was hoping for more like that. However, Atelier Yumia is quite a bit different, and my experience with it was not great. It passed the time though, and I was able to finish it, so I'm giving it a bare pass.
Pro:
===
- The story is reasonably interesting and coherent.
- The playable characters each have their own story that relates to the main story and the party's journey.
- I rarely found myself short of synthesis materials.
- On Easy mode, combat was indeed easy. I did not die once (although I came close a couple of times).
- Late in the game, I discovered that one of the buttons gives you a guided path through the world for the current main story quest, so I was actually able to finish the game.
- Very few bugs (although there are several questionable design choices that can lead to situations that feel like bugs).
Neutral:
=======
- There are 3 types of Synthesis:
1) the atelier-based synthesis found in all of the Atelier games.
2) a set of things that are synthesized and used on the fly on the field.
3) a huge variety of things you can learn to build at bases you discover in the world; most these items are purely decorative, but some have important functions.
- There are multiple ways to duplicate items, depending on the type of item, each requiring different facilities that cannot all be in the same location.
Con:
===
- The tutorials are inadequate. Although there is a fairly extensive in-game manual, important details about how things work together, and what button to press when, are missing. You have to discover these by a trial and error, or use online resources from other players.
- My biggest complaint is that, while the world is nominally open, most paths that look straightforward on the map are actually not. The world is full of insurmountable barriers, and there is often only one very indirect and non-obvious way to get where you want to go. Even those can require a triple jump from a precise location. As the game progresses, you acquire fast-travel points that help, but even those are rarely where you want them.
- While alchemy is what the Atelier game family is all about, the actual rules are quite different from game to game, and this is especially true for this one. In the end, I did what many other players did, and depended mostly on automatic synthesis. While this eliminates a lot of boring gameplay, it also bypasses most of the interesting aspects, but I could not summon the patience required to explore them. This could have been avoided if the developers had taken a progressive and tutorial approach, rather than tossing players into the deep end.
- A similar thing happened with combat: I ended up using a simple approach of rotating use of buttons that worked most of the time, so I never was tempted to explore the more interesting details of combat strategy.
- Lots of content is locked behind specific discoveries. While this is common in RPG's, and not necessarily a bad thing, in this game a fair amount of content is locked behind discoveries that you are unlikely to make in the course of normal gameplay, so you have resort to online resources from other players to enjoy these. This is just bad design.
-- Example: [spoiler]
1) Discover and collect 4 things in a location that you have no quest-related reason to visit.
2) After searching in vain for the needed 5 instances of that item, progress an aspect of the game that allows you to duplicate one of them so that you have 5.
3) Use these to complete a task that allows exploration progress in one region to complete.
4) Only then will you be granted an ability that allows removal of some specific barrier types that block access to other important stuff.
[/spoiler]
None of this is laid out directly.
- Camping is mystifyingly weird. While in essence it is more or less what you would expect, in detail it is bizarre: by trial and error, you discover that you can only camp in certain types of terrain, and you cannot camp at camp sites !??! In fact, although you can do limited building on them, camp sites seem to serve no useful purpose in the game at all, other than being another type of fast travel point.
So in the end I was able finish the game, but a LOT of time was spent doing fairly boring and repetitive things while wandering around being confused and trying to make progress. If, unlike me, you enjoy discovering the complexity of synthesis, combat, and the world the hard way, ignore this review. If you are looking just for a time filler, sure. Otherwise, if you have not yet played the Atelia Ryza series, do those instead.
-----
👍 : 0 |
😃 : 0