The Atelier series has always struggled with itself a bit. The games are generally bright and cheery, and have a quaint, relaxing nature. However, a timer ticks down almost every time you take action, making what would normally be a happy-go-lucky adventure stressful for some. They want to be games about alchemy, gathering items and mixing them together to create new ones. Yet combat must be haphazardly included to try and bring in more players. The latest, Atelier Escha & Logy: Alchemists of the Dusk Sky, is all about finding compromise.
The plot carries the theme into the mechanics: Escha and Logy are alchemists working together using two radically different styles of alchemy. Escha uses traditional techniques with a cauldron, while Logy is from a big city in which more specialized, advanced equipment is used instead. At their new workplace, only a cauldron is available, so Logy decides to help Escha however he can while he either learns how to use a cauldron or familiar equipment becomes available.
This setup carries into a choice between either character. Choosing to play as Escha or Logy doesn’t have a significant effect on the mechanics, but Gust does a good job distinguishing between their perspectives throughout the story. That said, the differences in their abilities are reflected in-game regardless of who you choose.
Escha does all the alchemy either way, and Logy is better in combat. Normally, the Atelier series focuses far more on alchemy, but Gust went for a more balanced approach to reflect the differences in the two. The time limits are also much more lenient. You are given an overall assignment with a grid full of sidequests that don’t reveal themselves until you finish the main objective. You have four in-game months to complete your objective, and if you complete it before the deadline you are given the rest of the allotted time to do with as you please.
Lining up sidequests on the grid gives you bonuses, and the way they are laid out is generally separated between item gathering/alchemy and exploration/combat. Therefore, you easily can favor one over the other, if you wish. Combat feels a lot more meaty and functional in this, and the actions characters can take to support each other add significant strategy to a fight. I went for combat to see how well the balance is handled, and you can definitely tell after you level up a few times.
Giving players options being the selling point it is these days has made things difficult for JRPGs, but Gust has made an honest, tangible effort with Atelier Escha & Logy. You have to work within the familiar system, but it is more lenient and willing to let you do what you want. The time limit and complicated alchemy is still around for the players who want it, but the more casual JRPG fan is now able to jump in and see what Atelier is all about without being chased away right off the bat.
Hint: Make sure to keep track of time when you're moving around the map more than anywhere else, that sucker eats days like candy!
by Lucas White
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