Theres some areas later where the lighting especially in the evening is very orange and it really does make them look very doll-likeOne weird/unfortunate side effect of the revamped lighting system is that characters occasionally look like toy dolls. Not totally sure what they could've done to avoid this, though (avoiding gradients on characters probably would've helped but I have no idea if that's a reasonable ask of the graphics engine or if it would impact the art direction).
Just gotten to the Secret Hideout part. I don't know anything about this mechanic but I hope it has plenty of depth, I love building up your home base!
I've always wanted to play these games because of the cute anime goodness. Are they legit decent RPGs?
Also, is the Switch version holding up and worth playing over PC/OG PS4 for the portable nature of it?
They're crafting sims/rpgs with slice-of-life storytelling. Earlier entries have deadlines/time limits while later entries are far more lax on that. This game doesn't have one at all, let alone a calendar system. They're great games but it also depends on what you're looking for. If you're seeking a dramatic story with twists and turns and crazy action, you're likely not to find that. If you want something a bit more cozy and grounded while focusing on crafting, you'll find yourself at home.
The switch version runs quite well from all reports I've heard. PS4 has had zero issues for me and I've heard that the PC port is fine, albeit barebones with few options/settings. There's a patch coming for PC. If portability suits you better, the switch port will be perfectly fine for you.
So I've only put in about 6 hours so far, having a decent time so far, but did I completely misunderstand something or is core charges the only way to use items in battle?
You can convert items back into CC. I usually do this with items on other chars. Resting (the sunlight flower things) will generally restore CC. I've not been out on an expedition long enough (about 13-14 hours in) to need to worry about restoring CC. Using items outside of battle consumes CC as well, but it's nothing a couple burner items on chars can't solve. I did have a longer area that I just came across but there were two rest spots along the way.
I also haven't seen a way to boost CC yet.
Is she still a
Look who's here! I was waiting for this. Wish they'd make up their mind regarding her name though!
I definitely felt the need to at least once (I was using a lot of items the first time I was in Fairystone Mines, though I suppose that was also because I had a party quest about using items). I sorta forgot about the ability to restore CC by converting items, though. I keep forgetting about battle mechanics--I don't even remember if Quick Action uses up any resources or not, and now that I've been introduced to Special Attacks I keep meaning to look it up but forgetting to do so.
Quick Action takes 10 AP and then you need the AP of whatever ability you're trying to also do. If the enemy is in Break/Break Down status or charging up a special attack, using a quick action will force an Extra Order from both other party members for follow ups.
Okay, so if I understand correctly (the tutorial wasn't amazing for this): if an enemy is charging a special attack, you'd use Quick Attack to a) try to interrupt by using items/skills that increase the sun gauge, and b) possibly trigger Extra Orders from your party that could also increase the stun gauge? Does being in Quick Attack mode inherently add stun to your attacks or is it purely an early opportunity to do whatever stun damage you would normally be able to do?
I believe Extra Orders (the action orders used during Quick Action during Break/Break Down/Enemy Special) do more stun damage. At least, I've been able to stun charging enemies fairly consistently. Either that or they die. There are some bosses later that will pretty much one-shot you if their special goes off so get in the habit of breaking that stun gauge!
Is there a way to control which Action Order a character uses? Is it random?
I mean which resulting move you get from them when doing the order btw.
Normal difficulty is way too hard, just had to lower to easy to beat the first boss (the blue ore one)
The two creatures would just one shot one party member and it would be over after that.
I was really enjoying my time with the game, but this encounter really put me off for some reason.
Personally, no. You get some different colored variations of their vanilla costumes and a summer set (basically removes some extra armor/clothing for them) for Ryza, Tao, Lent, and Klaudia. The summer adventure Ryza costume you get automatically if you purchase the game before November 12.
You also get two different sets to customize the hideout but they're really nothing special. You can change the walls, flooring, and rug. Last is the 100k gems which is the only thing that helps with gameplay. They basically are used to enhance items once you get to that part of the storyline. All in all I'd probably just stick with the base game unless you're a die hard and need to have every unlockable.
What level were you? I had trouble with that too but after leveling some more and getting some better armor and utilizing things like healing with core items and action orders it wasn't too bad. Definitely a weird difficulty spike early on, though.
Normal difficulty is way too hard, just had to lower to easy to beat the first boss (the blue ore one)
The two creatures would just one shot one party member and it would be over after that.
I was really enjoying my time with the game, but this encounter really put me off for some reason.
It's kind of frustrating whenever people deemphasise the combat elements of Atelier. I always have a bunch of fun with it, and Gust is great about including a ton of post-game superbosses and stuff that really force you to mess with building a good set of gear, etc.
I'm not totally sure I like how the story flows here--not that the story itself is bad, but there's a lot of sections where you're just going from area to area to see another cutscene, or killing some time before you can do the next thing, or whatever. It often takes a few area transitions/cutscenes before you have something substantial to do.
It's kind of frustrating whenever people deemphasise the combat elements of Atelier. I always have a bunch of fun with it, and Gust is great about including a ton of post-game superbosses and stuff that really force you to mess with building a good set of gear, etc.
Re: the combat of this game in particular, I'm still not really feeling it compared to past systems. PS2 Atelier + Rorona Plus + Escha and Logy are my personal favs in that regard.
Oh nah, I wasn't aiming that at you. Typically whenever Atelier is brought up, it's always couched with 'just don't expect good/much combat etc' when being recommended, but the systems are typically good :(Yeah, I noticed this, too. At least fast travel in this game is super quick, otherwise it would be unbearable.
I didn't mean to frame that in a derogatory sense, it's just I wasn't expecting such a great combat system with this game.
Also, I just got the gathering synthesizer...
So Ryza basically becomes a god and it's done so nonchalant. lol
But I had no idea this game had any online functionality whatsoever, but we can visit other people's gathering worlds with codes? That's pretty damn cool.
Oh nah, I wasn't aiming that at you. Typically whenever Atelier is brought up, it's always couched with 'just don't expect good/much combat etc' when being recommended, but the systems are typically good :(
One tip for those looking to not burn through their ingredients. Once you start the synthesis you can stop and create the item by pressing start. You do NOT have to wait for the traits screen to appear. Granted the item will likely be of lesser quality/traits but if you just need to create a burner item for a particular synthesis without burning through all of your good stuff you can do this.
To add to this, the minimum number of ingredients you need is shown by the yellow dots at the bottom of the screen, just above the "ingredients to add" counter. You can also tell by looking at the top of the screen for the "Start Synthesis" button prompt if you've filled the requirements. I'm pretty sure 2 is the minimum number for all recipes but I haven't tested this explicitly.
(and dear god sometimes you need a LOT of burner items, I think I used five axes and two scythes just to make a combination axe/scythe. Ryza, have you ever heard of duct tape?)
It took me almost 8 hours, but I've discovered that there is a main quest journal, it's just inexplicably not under the 'quests' screen section but rather has its own button to push (options button for me playing with ps4 controller on PC). That's uh, a real interesting design choice. Definitely would have been nice to know that while I was running around looking for cut-scene triggers.
I bring up the journal after almost every cutscene lol, don't know how I would know what to do next otherwise. A few times the journal will say something like "after talking to such-and-such Ryza decided to do this-and-that" and I'm pretty sure the preceding conversation never mentioned that at all? hehe.It took me almost 8 hours, but I've discovered that there is a main quest journal, it's just inexplicably not under the 'quests' screen section but rather has its own button to push (options button for me playing with ps4 controller on PC). That's uh, a real interesting design choice. Definitely would have been nice to know that while I was running around looking for cut-scene triggers.
It's kind of frustrating whenever people deemphasise the combat elements of Atelier. I always have a bunch of fun with it, and Gust is great about including a ton of post-game superbosses and stuff that really force you to mess with building a good set of gear, etc.
Re: the combat of this game in particular, I'm still not really feeling it compared to past systems. PS2 Atelier + Rorona Plus + Escha and Logy are my personal favs in that regard.
I feel like the last few games have been really lacking in the combat department being super easy and easy to break open but this one seems better balanced overall.
That's true, Lulua made it really easy to make all your skills cost 0 MP, which felt super good but probably not the best balance decision. Though I did still get wrecked by end-game bosses.
I think what makes Ryza harder is largely the real-time aspect and having to juggle the interface. Like, often I have a pretty good idea of what needs to happen, but trying to execute the plan before everyone dies can be difficult. I also feel like this game needs some way to communicate with your other members, instead of forcing you to take control of them. Klaudia not healing anyone unless you control her, for example, seems really dumb. Like Mitsuru Marin Karin levels of dumb.