
The definitive edition of the Atelier "Mysterious" series at a new price, with brand new content and various DLCs! "Atelier Firis" is the 2nd instalment: after Firis encounters alchemy and is able to leave town, she is taken on a magical journey that has no limits.
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Languages: English, Simplified Chinese, Traditional Chinese, Japanese**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
It's been a VERY long time since I've had quite such a bad time with an Atelier game as I had with Firis. To start, the game makes a terrible first impression, you're stuck in the stupid cave for over an hour, which is all just tutorial stuff. I completely understand why Firis wanted to leave so badly. Then, you exit the cave, and get thrown into a humongous gathering area compared to what came before this game. You explore a little, and continue on on your path into the next area. This is at around the point where I discovered that this isthe first open world Atelier game, or at least the first hat actively tries to be. I am not against the idea of an open world Atelier game, but as I continued playing I got more and more bored. It got so boring that I quit playing, something I haven't done since I played Atelier Judie, a game I also thought was boring, but was that because of the language barrier. Heck I don't even know if I actually finnished the game, or how far I even got in. Once you reach your destination, you are given the exam to undertake, which if finnished, gives you the credits of the game. You are able to reach this point within 10 hours of starting the game with relative ease, making it one of the shortest games to get to the credits since the PS1 era of Atelier. The credits of course don't mind spoiling characters you may not have seen across the game, whihc you likely will since this is an open world game after all. ( They also made Oskar thin for some reason? ) Then the game just kinda continues with another quest that fels like it means " just go do stuff ". not a very compelling quest. The section between leaving the game, and reaching your destination was kinda fun I guess, since you'll be ivested in the exploring you do since you actually have a real goal, but once you pass the exam, there really isn't any mortivation to keep playing aside from just doing it. Another point which is a bit more general of an issue, it really feels like we've gone very far away from the CG art in Atelier games. After it peaked in the Arland trillogy, the amount of it in the games has slowly benn declining over time. I thought for a long time that Firis even didn't have any, since there is a gigantic gap between the first and second, making you forget there was one at all, there is so little. In the 17 hours I've played, I've seen a total of 2 CG. That's it. The removal makes me a little sad, since I like the pop uping of hand drawn art over time, and it really feels like we hit rock bottom here. Maybe it will get even worse over the upcoming games, but here it became VERY noticible. The one and only fully redeeming quality I can give this game, is that Sophie is still great. She retains her cheerful personality, and has some great moments, like describing how the tent works. She is innocent in all this, and I thank her for the few bright spots she gives within the utter boredom this game is. I really wanted to fully play thorough as much of the franchise before I got back into Resleriana red and white, but I don't wan't to continue wasting my time on a game I know I don't enjoy if it doesn't have a narritive. Maybe you'll like this game, but I sure didn't expect, nor wanted this. It's quite a bit better then the absolute worst of the franchise because of Sophie being great, and the pre exam period being fine, but I don't see myself willingly replay this game anytime soon. 4/10
[h1][b]🎮 Reseña de Atelier Firis: The Alchemist and the Mysterious Journey DX[/b][/h1] [h2]Resumen del Juego[/h2] Atelier Firis DX es un JRPG de aventura y fantasía donde la protagonista femenina no viene a “salvar el mundo” a gritos… viene a recolectar medio planeta, mezclarlo en una olla mágica y llamarlo “alquimia”. El núcleo es explorar, recolectar, fabricar y luego pelear por turnos cuando el bosque decide que tus hierbitas le pertenecen. La propuesta es encantadora y peligrosamente adictiva: viajar, conocer personajes “adorables”, avanzar con una historia emocional y sostener todo con una banda sonora que te hace sentir productivo aunque lleves 40 minutos buscando un ingrediente con nombre ridículo. Primera impresión: es cozy, colorido y con vibra anime… y sí, también es el tipo de juego que te convence de que hacer listas de materiales es “gameplay”. [h2]Alquimia: lo que brilla y lo que se derrama[/h2] Lo Bueno: ✅ Exploración y recolecta constantes 🧭🌿: siempre hay algo que juntar, y el viaje se siente como “aventura” de verdad. ✅ Fabricación/alquimia como motor del progreso 🧪✨: el sistema te empuja a experimentar y optimizar, no solo a grindear. ✅ Combate por turnos funcional y agradable ⚔️⏳: cumple sin estorbar, ideal para un JRPG centrado en crafting. ✅ Banda sonora “gran” y muy bien acompañada 🎶: eleva escenas y hace más llevadera la rutina recolectora. ✅ Steam Cloud + logros (45) 🏆☁️: perfecto para los que necesitan validación digital por respirar. Lo No Tan Bueno: ❌ Compatibilidad parcial con mando 🎮😒: en PC, “parcial” suele traducirse como “a veces sí, a veces reza”. ❌ Ritmo irregular de JRPG de nicho 🐢📜: entre historia, exploración y fabricación, hay tramos que se sienten más “simulador de recados” que aventura. ❌ Comunidad chica (15 jugando ahora) 👥🕯️: no es un problema para un jugador, pero sí para sentir que el mundo no lo olvidó. ❌ Demasiado “casual” para quien busca reto duro 😴🧠: si vienes por sufrimiento táctico, aquí te dan té y galletas. [h2]Tabla de Evaluación[/h2] [table] [tr][th]Aspecto[/th][th]Puntuación (0-10)[/th][th]Comentario[/th][/tr] [tr][td]Jugabilidad[/td][td]7[/td][td]Explorar + fabricar engancha; el bucle es fuerte.[/td][/tr] [tr][td]Dificultad / IA[/td][td]6[/td][td]Más relajado que exigente; la IA no te va a humillar.[/td][/tr] [tr][td]Contenido[/td][td]7[/td][td]Aventura, crafting y progreso suficientes para horas.[/td][/tr] [tr][td]Gráficos / Video[/td][td]6[/td][td]Colorido estilo anime, agradable sin deslumbrar.[/td][/tr] [tr][td]Historia[/td][td]7[/td][td]Buena trama y tono emocional cuando toca.[/td][/tr] [tr][td]Ambientación[/td][td]7[/td][td]Fantasía ligera con encanto y sentido de viaje.[/td][/tr] [tr][td]Efectos (VFX)[/td][td]6[/td][td]Cumplen; bonitos, pero no memorables.[/td][/tr] [tr][td]Música[/td][td]8[/td][td]De lo mejor: acompaña y eleva el tono del juego.[/td][/tr] [tr][td]Voces[/td][td]7[/td][td]Aportan personalidad al elenco anime.[/td][/tr] [tr][td]Diversidad[/td][td]6[/td][td]Variedad de actividades, pero dentro del nicho JRPG cozy.[/td][/tr] [tr][td]Rendimiento[/td][td]7[/td][td]Experiencia estable en general para un juego de un jugador.[/td][/tr] [tr][td]Rejugabilidad[/td][td]6[/td][td]Los logros ayudan, pero el encanto depende de tu tolerancia al farmeo.[/td][/tr] [tr][td][b]Total Puntuaciones (Bueno)[/b][/td][td][b]6.7[/b][/td][td]Encantador y sólido, pero con asperezas “DX”.[/td][/tr] [/table] [h2]Conclusión (Bueno)[/h2] Atelier Firis DX es ese JRPG que no pretende ser el más épico del salón, pero igual se roba la atención porque convierte la exploración y la fabricación en una rutina peligrosamente satisfactoria. Si te gusta la fantasía colorida, el tono emocional y el progreso basado en alquimia, aquí hay un viaje con personalidad. Ahora, seamos controversiales: esto no es para quien mide el valor de un RPG por cuántas veces muere contra un jefe. Es más “aventura adorable con listas de compras” que “estrategia implacable”. Y con 15 jugadores activos, queda claro que es un gusto adquirido… aunque 421 recomendaciones totales dicen que los que entran, suelen entender el chiste y quedarse. [h3]Recomendación de Compra (Recomendado con reservas)[/h3] Puntuación Total: 6.7/10 Número de jugadores activos al momento de hacer esta review: 15 Descuento máximo registrado: N/A Veredicto: [i]Bueno: un JRPG de alquimia encantador, pero no para todos[/i] Si buscas un RPG relajado con exploración, combate por turnos sin drama y un sistema de fabricación que te haga sentir químico medieval con ansiedad por recolectar, vale la pena. Si te molesta el soporte parcial de mando o necesitas un reto más agresivo, mejor entra sabiendo que aquí la verdadera batalla es contra tu propia obsesión por optimizar ingredientes.
Atelier Firis is a game I wished I loved. Just like Atelier Sophie, the characters shine in this game. With fun and interesting cutscenes where by time you learn more about them. Unfortunately the main story is very barebones. Firis needs to take the alchemist exam and needs at least 3 recommendations to get them. The end. There is a lot more character development post exam but I didn't want to keep playing. Let me explain why. The biggest difference with Atelier Sophie is the new semi open world. You have a lot of different areas to explore with different enemies and ingredients to find. It looks very nice, but because of the time limit you can't take your time. The limit is still lenient enough to get all recs. But I didn't felt the want to explore because of it. There is no decent fast travel pre exam, you can travel to camps or some points of interest. But often they are not located near map entrances and exits which makes backtracking a pain. The alchemy minigame is fun. But because they got rid of item duplicates or bulk alchemy it gets very grindy without real substance. In addition to that, to get trait transfers on items, you have to gain proficiency (multiple levels). You gain that by synthesizing the same item over and over. You need to do this with every single item. The mass synthesis mechanic was worse with needing 40 ingots. Which you have to make separately and gather ingredients for in different zones which is a chore with all the backtracking. I liked having to use the different costumes for different bonuses. Gave Firis her look some variety with cute outfits. Combat was nothing special, it was fine. Didn't really care for the chain system. It's serviceable though. The game runs fine on my pc, didn't expect nor encounter any issues. Unfortunately I can't recommend this game. The characters, world and soundtrack are great, but the gameplay itself had too many small frustrations that were keeping in the way of having fun.
3/10 情怀分加人设分加美术分 唯一一部玩到现在直接弃坑的炼金工房作品 1.没玩多久就绷不住了 菲利丝她姐技能12中文竟然完全是反的 你光荣真幽默 2.大地图 很不适应 毕竟是从A11一路玩过来的牢玩家 要做的好也就算了 问题是路边一坨 前期光赶路就及其容易劝退 又有时限(前作都没有 你突然加回来也挺离谱的)何意味 3.任务 引导弱 简直梦回A16 甚至还不如A16 发想系统什么鬼 4.炼金系统 熟练度也挺逆天 做出好道具要反复刷 而且也不能选锅 怎么什么都继承A16 合着好的不学学坏的是吧 5.煞笔材料箱999 1.OP 用中文唱的 挺用心 2.人设 菲利丝确实挺戳我xp 3.牢苏和牢普登场 虽然也不是很意外 毕竟这也是系列特色 先开A19 哪天又想赤史了再玩
可玩性挺高的,开放世界的玩法个人还是比较喜欢的,唯一的缺点就是材料箱太小了(
我说A18是伊蕾娜模拟器谁懂的,
ソフィーから続けてアトリエシリーズ2作目のプレイです。 正直ゲームとしての完成度はソフィーの方が断然高いですが、なんだかんだ今作もソフィーと同じくらい楽しめました。 色々不便だったり面倒だったりが多いですが、アトリエシリーズの良曲をバックに旅をするのは中々に楽しい体験でした。 また、イルメリアとリアーネのストーリーはかなり良かったと思います。所々ほろっと来る場面も。 あまり評価が高くないのは納得なのですが、それだけでプレイしないのはもったいないかと思います。
かわいい、かわいい、かわいい。 評価を見るのは、買った後がいいです。絶対後悔しません。
熟练度系统意味着你解锁了这个配方,还要多做几件别的才能打上三个特性,我对a18不喜欢的就是这点,还有大地图引导也不怎么好,以及玩着玩着莫名其妙游戏就没了我直接问号我的体验确实不如苏菲1好玩,除了交通工具比17和19方便,lp系统习惯了还行不习惯还是难受,菲莉丝和伊尔好啊,之前看19说菲利丝一起旅游路上一半不见了笑,这作的衣服我挺喜欢爱丽丝那件挺好的,我的苏菲三在哪里啊喂!
This is the 5th Atelier game I played. This game is the sequel to Atelier Sophie 2, or at the time of its release, Atelier Sophie. Overall the game itself isn't bad, but there's a few things about the game that makes it way more annoying and tedious to play than it needs to be. [h1] Story Telling [/h1] Let's start off with the story telling. The game is split into 2 parts, the first part is having 365 in game days to gather 3 recommendations from licensed alchemists in order to take a exam, and the 2nd part is a free roam where you're supposed to do character specific questlines. Completing those questlines unlocks an ending. This game has multiple endings. This is the first title in the atelier series to explore an open world story telling similar to Ryza 1's and 2s open world. Compared to Sophie, the game's story is much easier to follow. The first part of the game is somewhat linear as you bolt from one place, perform some quests for the alchemist, then search for the next place with an alchemist. You might trigger some character events on the way, but it's very easy to tell what's the main story events and what isn't, where in Sophie there really isn't many main story events, just a lot of character events that you can trigger easily back to back and lose track of what's going on. Travelling around uses an LP system like Sophie, except you're hard locked into having 100 LP max, and you lose LP as you move, gather, or fight. You regain LP by resting in bed in the atelier, resting at inns, or, at a much more slower pace, synthesizing. Any of these resting mechanics also recovers your characters' hp and mp. I dislike the 365 days time limit. You have more than enough time to get recommendations from all alchemists however, playing on hard made even early fights somewhat challenging. Getting wiped out loses you time, than you lose more time as characters don't get their HP restored, so you're forced to rest unless you want to risk an easy wipe out. The time limit also made me not want to invest into my equipment too much which further made my characters weak. Failing to reach Reisenberg, the exam site, in 365 days causes a NG+ so make sure you actually have time to spare to reach Reisenberg. If you do reach Reisenberg early, you can skip to the start of exam, once registered, by going to bed... I didn't know that until later as I reached Reisenberg 100 days early and signed up... and signing up prevents you from leaving Reisenberg, so I nearly spent 100 in game days synthesizing as I didn't want them to go to waste... I didn't do all the character events, but for characters I did, they're all very fun people. I find there are more events with multiple characters interacting with each other, so they feel more connected compared to Sophie. There are a few returning faces, and some new characters and events has ties to characters in Sophie. It made me very happy to see the references. Overall the story was ok, 3/5. [h1] Combat [/h1] There have been some changes in this game. To start off, formations are no longer a thing and characters defending is no longer a thing, so I feel like I have to worry about damage more than before. The level cap has been increased, to I presume level 99 as I ended the game with levels in the mid 40s. Chain link makes a return with a different flavor. By performing offensive actions you fill up a bar. If Firis is targeted, you can consume part of the bar to make another character tank the hit at reduced damage. Once the bar is filled, it activates. While activated, each action consumes part of the bar. Performing offensive skills or items in this state increase the chain link which is nice. In Sophie, offensive abilities felt useless. You also gain more control on how does the chain attack since you can pre-maturely end your action chain. The game also does something interesting, aside from Firis, each character can equip a side weapon. Weapons and armor also grant skills, and since characters have a side weapon, that's an extra 3 traits usable for the character. I somewhat like the new combat changes, 3.5 / 5. [h1] Alchemy and Synthesizing [/h1] Oh boy... They done goofed in this game. The basis of the alchemy mini-game is the same as Sophies, however there's many changes. First off, instead of these lights you have to grab to make the final item better, now there's these lines on the board, if all the nodes the lines are on have been filled, it'll apply a bonus. This could be adding a new trait, increasing effeciency of the placed material, increasing the size of the final item, and so on. I don't really like this, as I find it boring compared to Sophie's mechanic. On top of your alchemy level, each item you synthesize has a proficiency level. That level determines a few things. How many traits you can transfer, and whether you can flip or rotate pieces. How do we level up the proficiency? By synthesizing the item... multiple times. Some items share a family, for example, if you've synthesize all neutralizers at least once, making one grants all other neutralizers some exp too, however, most items don't share a family and that makes it SO annoying to create a strong item. To offset this, the game has a catalyst system. The item being synthesized can consume a category of items to use as a catalyst. Consuming a catalyst will change the grid size and change the bonus lines, however, most catalyst bonus lines suck which makes it a horrible system making strong items when you have low proficiency. To top it all off, THIS GAME HAS NO DUPLICATION MECHANIC!!! If you want to create strong items, have fun, as when you run out of good synthesized materials, you're going to have to re-create them over and over again, paired with per item proficiency means you spend a lot of time and materials re-synthesizing the same thing. At least gaining proficieny exp doesn't care about how good your item is, so you can make many bad ones before you make your good one, but it's annoying nonetheless. The game does still restock consumable items, but that unlocks after you complete the exam. The recipe discovery mechanics also changed in this game. The good thing is that some quests gives you "idea points" which you can use to unlock recipes instead of performing certain actions to unlock... that bad thing is that you must first discover recipes... Undiscovered recipes don't show up in the recipe book at all so you get 0 hints in discovering them. You'll discover a lot of them as you natually play. Where it gets annoying is when quests asks for an item you have yet discovered. Overall, alchemy in this game isn't fun and is tedious. 1 / 5 [h1] Miscellaneous [/h1] + = positive - = negative / = neutral + You can fast travel from basically the start of the game, provided you discovered the fast travel points - You can only fast travel within the area. Global fast travel is unlocked in the middle of a character storyline in the 2nd half of the game. By the time I unlocked it, I already had some endings available which means, it takes forever + Costumes are cute - Costumes affects gameplay. Only when you NG+ makes all costume effects active regardless of what you use. / You can customize your atelier, however some items affect gameplay, like increasing your storage size. I want to recommend this game, but the synthesize mechanics and the lack of duplication really holds it back. If you want to experience the story, just play on easy so you can avoid needing strong items at the cost of having fun in combat.
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