Synthesis for the devil.
Alchemy was the foundation of the Klint Kingdom, but it was tainted by the ambition of man and twisted into a perverse practice. One later redeemed by the exploits of Reisalin Stout, affectionately known as Ryza, and her friends, as they utilised alchemical formulae to better the world around them. Solving problems through synthesis, helping the hopeless, and firing letters out of a literal cannon. Atelier Ryza: Ever Darkness & the Secret Hideout is an enrapturing narrative-driven JRPG featuring gathering, synthesising, duplicating, and feeding a Puni for reasons unknown.
Who knows what it may bring home.
I’m assuming that it delivers randomly generated raw materials, and that what you feed it, or how it develops, determines those materials. It could be the source of raw materials that are unobtainable elsewhere, or it could exist solely for its comedic value, or it could be source of Gems.
One that doesn’t require the continued deforestation of Limewick Hill. But, to be fair, those trees were unnatural, and not meant for mortal beings. One tree shouldn’t produce that many raw materials. Discovering it was a considerable boon, though. I was finally able to make use of the Multiplicauldron, thus bypassing the repeated synthesis of refined materials, and exponentially hastening my progress towards optional bosses, while satiating my desire to collect and organise things. I was slightly disappointed that the fifth great element, that of shadow, was unavailable until after the main campaign. And that, as a result, having synthesised everything that an alchemist could synthesise, it was barely a challenge. But, by defeating it, I could finally face the secret boss, which proved to be a challenge on Charismatic difficulty.
I’ve greatly enjoyed the time spent with Atelier Ryza: Ever Darkness & the Secret Hideout, though. Even if I did tire of the Multiplicauldron towards the end of the main campaign. It’s a useful mechanic- and an appreciated one- but it’s a mundane process. Reduce raw materials into Gems, use those Gems, and then repeat. I was, however, impressed by how this instalment blended familiar mechanics with the usual modern conveniences. Not by cheapening the experience, but by making it accessible while retaining the complexity and extensiveness of its mechanics.
It was a rather refreshing experience.
Which is what I’d hoped that the Atelier series would be as a whole. Something different, but something satisfying. Something that I could enjoy for the countless hours spent synthesising recipes in the confines of an Atelier. And that’s exactly how I’ve felt with this particular instalment.
Throughout the main campaign I enjoyed watching each character develop independently, discovering their own goals and ambitions, and appreciated how each character had their own quests, which furthered their proficiency in combat. It was fun focusing on alchemical pursuits with Ryza and Empel, but then having to focus on defeating strong opposition with Lent and Lila. It was a rather prominent theme in the story, too. Which tied everything together quite nicely. I’m now wondering how they’re going to build on that in the sequel, and if we’ll see the same characters returning or an entirely new party. Or some characters returning and some new ones. Either way, I’d highly recommend Atelier Ryza: Ever Darkness & the Secret Hideout to those fans of JRPGs looking for something different but satisfying.
Have a nice week, all!