Welp, that was hilarious, but I forgot to actually bring up the contrast in the last post, in the paragraph making the contrast about Atelier Iris 2 and traditional Atelier games. Suffice to say that Iris 2 is a typical JRPG adventure with Atelier crafting mechanics tossed in, while your traditional Atelier game is all about running an alchemy shop, chilling with buddies, and maybe wandering off to a nearby dungeon for materials. Makes you wonder what sort of insanity and hijinks are in store when I finally pop in Mana Khemia.
Anyway, things are progressing pretty well. Exposure to Rorona gave me the impetus to fiddle with the crafting system now, and it's yielding some good results. Potions heal better, debuffs are actually somewhat consistent and reliable, and alchemically produced bombs wreck more faces now. Combat items are now worth it. It was a source of minor frustration that offensive items were obviously supposed to be a big part of the combat system, but suffered from the traditional problem of not being particularly better than stabbing things the old-fashioned way. Other games in the series didn't have the problem (hell Rorona made them borderline broken relative to normal techniques). I guess is that without that exposure, we just have a fairly normal RPG on our hands.
But I must go for a while. All Hail Flashbang Poe!
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