
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.
Modeled estimate, not a reported figure. How we estimate →
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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.
positive critical· bar length = how often the theme comes up
Reviews
細かい所で不便さが目立つ。大ジャンプできない+移動先ロケーションがゴチャゴチャしてて見づらいファストトラベル、増えすぎて管理しづらいクエスト、時間帯でアクセスできないクエストNPC、どこに居るかよく分からない仲間、コンテナの物が売れない商人、解放条件が手探り過ぎるし微妙に見づらいレシピノート、歩くだけで高速で経過する時間、歩くだけですぐ無くなるLP、あってないような長さだが常にストレスをかけてくる期日…それぞれは大した事ないが、何度も何度も不便な面に直面するとかなりプレイフィールが悪くなる。 ゲーム自体は面白く、探り当てたレシピのアイテムで敵を粉砕するのは中々に気分が良い。 そのアイテムも登録購入ができない?(解放されてないだけ?)から適当なものを調合で量産するが、調合自体が面倒になってくるが…。 不便さに目をつむれるかで評価が分かれる作品だと思う。
Game is good.
我说A18是伊蕾娜模拟器谁懂的,
这一作炼金系统的负责人铁战犯! 菲利丝和莉亚姐,还有大菲老师和普拉芙妲,你们两对过的幸福比什么都重要。 菲利丝的可爱真不逊色于大菲老师,可惜有人不想做好游戏,太可惜了,全白金最痛苦的一作
不推荐除了炼金凯子和有强迫症的人去试本作(多数炼金凯子应该早打完了吧) 本作虽然是首次开启开放世界探索+炼金,但是其中有很多很恶心的设定让你玩着不爽,什么炼金熟练度,超弩级调和(和各种两位数的材料交付支线,比如50个中和剂50个木材之类)以及没有量贩复制等功能能够让你越玩越恶心 如果一定要玩,而且不介意用点小手段优化游戏的话,个人建议找个CE表修改物品以达成复制的效果,有这个CE复制在能减少一部分游戏的痛点 另外简中翻译存在一些问题,网上搜索可以搜索到问题症状以及解决方案,懒得修改的话直接切繁中
由阿蘭德系列一直玩到此作,關於對此作好評或差評比較難決定,算是中規中矩的感覺,作為系列Fans先當作是好評。 菲莉絲此作有優點也有缺點,先寫缺點,此作改成類似開放世界類型,遊戲初期過了教學後就只有1個大目標或任務,玩家很容易不知道要做什麼,跟之前的作品有巨大差別。地圖的怪物設定很強,打幾場基本就沒血要回家休息了,就算打得過地圖的怪,因為LP系統還是走沒多久也要回家休息。遊戲設有時間限制,沒自動補充道具和量販店系統,要一直造消耗道具打怪,很容易導致限時內未能完成主線任務進入BAD END。 另外不知算是優點還是缺點,菲莉絲幾乎算是取消了系列的參考書系統,學習配方的方法改成調合指定道具N次,收集指定素材N次,擊倒指定怪物N次等,而且要求的次數也不算輕鬆,導致可能打到破關還在用初期的幾個道具,還好遊戲能自由更改難度,調成EASY不去碰結局以外的要素還是夠用。 優點方面,故事和角色設定依舊不錯,個人頗喜歡主線劇情一眾公認鍊金術士,考試的部分也很有趣。考試後加入自動補充道具系統令遊戲回復常挽回一些評價。 題外話,蘇菲老師很殘忍,教會徒弟基礎知識後就跑了讓菲莉絲自生自滅。還有第一次開遊戲發現主題曲竟然是中文版本被嚇到,我還以為自己聽錯。
The [b]time limit[/b] is the worst part of this game. I do not care if people report that they had 100 days left. I think this is highly dependent on how much you explore, if you are the type of person to focus on the main plot, skip recommendation letters, etc. The reality is, [b]there IS an optimal way through the game[/b]. Sometimes gathering is pointless, other times it is not. There is no way to know the value of your actions until AFTER you gain knowledge. For example, if you knew in advance that you would have to get dozens of Lumber to build a boat, you would have collected them back in the Dona region, but there is no way to know that at the time you are in Dona. One recipe requires Blue Steel Stones, and you could have searched a lot of ore deposits and caves and never found one, only to realize after wasting 12 days that a merchant sells them and that you HAD to buy them from this merchant (because I swear to god, I could not find them). If there was no time limit, I would have combed every optional cave and zone, and I might have found those Blue Steel Stones, but [b]because of the time limit, I didn't[/b]. After tons and tons of backtracking and flubbing, I still had ~90 days available by the time the exam came, but completing the exam made me seriously question why a time limit has to be there at all to stress the player out and alter their decision-making within an open world game that begs to be explored, but threatens to end your game if you engage with any of it. [h1]🪫 The LP (Stamina) Mechanic[/h1] And not to be outdone, this game includes a [b]fairly tedious stamina mechanic (LP) that depletes rapidly[/b], which forces you to rest in your bed very often to recover it. Atelier games already had a mechanic to force you to go back to the Atelier—it was called having a full basket. But in addition to that, you will run out of LP far faster before your basket is full, and you'll be resting quite often. It's not challenging, it's just tedious and really breaks up the flow. LP in Atelier Sophie didn't really matter at all, so Gust's "solution" was to make LP incredibly tedious and annoying. [h1]👥 Characters and Story[/h1] On top of this, [b]I don't think the characters or story is as good as the Ryza games, Sophie 1 and 2, etc.[/b] You gain party members with basically no introduction to them—just random strangers joining 15 and 18 year old girls, and they trust them implicitly. Two of these party members look like psychopaths / thugs at that. [h1]🎬 Constant Interruptions[/h1] One thing that annoyed a lot was the [b]forced cutscenes that ran every time you went back to your atelier[/b]. Again, these break your flow. Almost every time you enter your Atelier, it's to recover from LP or craft something, so there's nothing quite like a cutscene to break up your thoughts and make you forget what you intended to do. [h1]⚗️ Alchemy and Progression[/h1] [b]The alchemy system is definitely a step down from Sophie 1.[/b] Progression amounts to crafting the same item over and over, which again takes time off your deadline. You need to do this if you want to inherit traits or just get access to basic material rotation when synthesizing. [b]Bomb usages don't refill[/b], you need to keep crafting them, and there doesn't seem to be a duplication feature either. [h1]🗺️ Navigation and Quest Design[/h1] [b]Navigating the map and backtracking is a pain.[/b] You can only fast travel within the same map. Because of the impending deadline, backtracking several days on foot is not appealing, especially if you just want to check something out of curiosity. [b]The quest progression is what you would expect from an older game[/b]—sometimes obtuse, with that "where's waldo" style gameplay that has you running around or wondering how to progress. I had to look stuff up a lot because things are not clear. Experimentation is fine when things are not clear, but you are being timed so you are punished for going through a learning curve due to your lack of knowledge. [h1]📋 Conclusion[/h1] Atelier Firis is one of those games that if you actually fail, you'd probably clear the deadline on a 2nd attempt by 150 days just because [b]pre-knowledge is so important in this game[/b]. You'd know exactly how many flowers you need, how many punis you need to actually kill, how many Dona Woods you would need, etc. and you could just optimize the crap out of it. It is entirely possible that the open world nature, the obtuseness of the quests, the time limit and the alchemy system really excite you. It is unique as far as Atelier goes, I will grant it that. But [b]this is probably the most unenjoyable modern Atelier game I have ever played.[/b]
神ゲー
Barrel!
Enjoyable big open world with a lot of freedom and a recipe system that made me have to use a wiki a lot. The rest is the same as other Atelier games, and is good.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Tomba! Special Edition | $336.4K | 777 | 89% | $19.99 |
| Rogue Glitch Ultra | $336.5K | 1.6K | 92% | $11.99 |
| One Turn Kill | $336.6K | 1.4K | 96% | $7.99 |
| Waking Mars | $336.6K | 1.2K | 89% | $9.99 |
| Mini Settlers | $336.1K | 726 | 81% | $12.99 |
| Ground Zero | $336.7K | 657 | 90% | $19.99 |