
This DX edition includes new stories, playable characters(Agatha, Kilo, and Romy), and features that have been added to "Atelier Ryza: Ever Darkness & the Secret Hideout.
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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*, Korean*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 40 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
合成時擴散很重要 很重要 很重要!!!!
真棒
当库肯岛的危机解除,这场属于少男少女的秘密夏日大冒险也迎来了尾声。
相比之前玩過的亞蘭德,黃昏和不思議系列,萊莎1的改動比較多。 調合系統簡化了,沒有複雜的合成特性之類,也沒有拼圖算屬性數值,對新入坑的玩家比較友好。 戰鬥系統由回合制改成即時制,初期比較有新鮮感,但也由於即時制的改動少了戰術考慮,打不過只能老老實實回去弄裝備沒多少能取巧的地方。順帶一提,敵方大概扣半血以後的大技很強,特別是DLC地圖的BOSS的大技都秒殺。 劇情方面萊莎1也取消了多結局,應該是秘密系列一開始就打算推出續集已有此設定(雖然有多結局的系列都默認TRUE END來開展續作實際上也沒差),老玩家可能會覺得比較單調。 角色設定今集沒太對應個人的喜好,在鍊金工房系列少有找不到喜歡的角色。 上面寫的好像都沒說到什麼優點,主要也只是跟前作相比,遊戲本身也是不錯給予好評,但不得不提遊戲教學用英文介面而不是自己設定的語言比較差。
I have only just reached late-game (I haven't hit endgame yet), but it's been fun, the combat system is both accessible, and it keeps you on your toes. The characters are fun, positive, and enjoy being silly as much as they take their roles and goals seriously. The story is well written, and aside from the surprise cutscenes that interrupt your work at late-game, most of the game flows well. The UI is fairly well done, although there are still some pain points like being unable to sort inventories alphabetically--most of this is mitigated by the filtering system. It would be nice if they implemented a recursive crafting engine, where you returned to the previous state of your initial craft after synthesizing a required item--but hey, at least you can descend into pre-crafts, even if you have to start the initial craft from step 1. Um yeah, by the way, you spend a lot of time doing the crafting minigame puzzles, but you will break this up with farming for resources with tools and combat, as well as a bunch of side-quests that add a lot of depth to the main story progression. Yeah, the character animation is a little blocky outside of combat scenes, the "running" animations in cutscenes look like the characters are doing a forward moonwalk, and the camera hits on weird surfaces when you're zoomed all the way out--but it's otherwise very well put together from a technical perspective--and the soundtrack is excellent JRPG coded goodness. This game is cute, funny, and it makes you want to leave "proper" civilization to build your own fortress in the woods--I like it.
Au début, j'étais juste un peu curieux, alors j'installe et je joue. J'avance dans l'histoire et je crée une bombe. Mes adversaires me fuient. Il me faut plus de bombes. Je finis le jeu. Je synthétise des pierres rouges, je les duplique avec des gemmes. Hermione me demande de faire des pierres philosophales. Je convertis tout en gemmes, je recommence, en boucle. J'appelle ça la drog-emme. La meuf qui squatte mon atelier me regarde bizarrement. J'ai pas assez d'explosifs. Je crée une rose explosive. 6 femmes veulent faire un octogone. Je leur jette des roses explosives à la gueule, elles tombent sous mon charme. Je tue le big boss de l'île. Je règne sur le marché. Mon mentor est fier. Mon village pense toujours que je suis une rate immature. Je suis maintenant dépendant. Je recommande.
I tried this game some time ago and it didn't quite click. I knew it was a budget game but still, it felt like the production values were even lower than I expected. But once you get past the weird invisible walls, derpy animations and the overall "budget" aesthetic, if you CAN get past that, you'll find a really great crafting system, and very interesting combat. The alchemy here is not only deep, but is what everything revolves around. Your main objective, besides the serviceable story, is to gather resources to then craft either things you're asked for (in the main story or sidequests), or find your own objectives, which I think is where the game shines. Its systems compose one over the other to create a feeling of ownership, you need good materials, so you alchemize better gathering tools, then you craft parts for a weapon, and try to give it the traits you want and the precise effects you think are best. Then you craft that weapon, forge it to improve it even further, and then you go into battle with an enemy that used to be tough and absolutely destroy it within seconds. To me, THAT is the best part of the game, and if it clicks with you, you'll enjoy it a lot. EDIT: Okay, so I finished the game, and I just wanted to add that the postgame is absolutely addicting. I spent upwards of 3+ hours at a time just crafting better materials, getting them to 999 (max) quality, using those materials to make more materials at 999 quality, then trying to get the traits I wanted into those materials so I could then be able to craft the absolute most busted equipment possible to the point where the game's superbosses were done in 1-2 turns and the DLC boss took me 4-5 turns for each phase. The system is crack cocaine when it finally just lets you break it and it made me fall in love with the game.
没啥新剧情啊。。。支线依旧没配音。新加的三个可用角色好强,没用金矿装备就把孤岛打完了,日记可以改全系列背景音乐,就当二周目玩吧!
연금술 하려고 사는 겜이긴 한데 후반가면 하위템부터 하나하나 만드는 게 너무 헤비함
あらゆる手を尽くしましたがグラフィック設定が全く保存されません。 PS5版をプレイしたほうがいいです。
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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