
"Atelier Yumia" is a story about “memory”. Explore the field to gather materials and synthesis items. The items you create can be key to advancing the story and can also be used in battles and exploration. Additionally, you can create your own base with “Building" in the field.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.43/day in the week to Sep 14 → 0.2/day in the week after.
About
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99−50% | 2.5Kreviews | 64% | — | $4.2M |
| $69.99 | 4.2Kratings | 87% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 842 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Atelier Yumia is a difficult game to recommend unless you really want to play every single Atelier game, or you just play a lot of JRPGs. I don't think there is anything special about this game to warrant prioritizing it over masterpieces like Xenoblade Chronicles 1-3, Atelier Ryza 1-3, or Atelier Sophie if you haven't played those yet. I played this game for over 70 hours, so it certainly isn't awful, but there are several design choices worth noting before you buy: 1. Narrative Identity Crisis: The story is on the slow side. While Atelier games have always embraced slice-of-life moments, Yumia struggles with its tone. Even when the game is finally cooking up an engaging plot, the momentum is killed by repetitive conversations or sudden detours. You can't have high-stakes moments with immortal villains and massive world mysteries immediately followed by beach parties and narrative fluff. 2. Lack of English Dub: While I understand why there is no English dub due to cost and global release schedules, I honestly wish these games would bring them back. My vision isn't great, but my ears work perfectly. Thankfully, the fonts are at least readable. 3. Disorienting Open-World Battles: Battles take place directly in the open world, but the game still "teleports" your character to a slightly shifted location. Because characters move a lot during combat, you often end up far from where you started. The game doesn't put you back in your exact original location or facing your original direction afterward. If you were eyeing a specific chest before a fight, expect to lose your bearings. 4. Baffling Combat Glitches: You can attack from the front or back row, using the D-pad to change your skills. Enemies need to be broken by these row-specific skills before you can use items and friend actions. However, some battles simply refuse to let you enter the back row, despite explicitly requiring ranged attacks to stun the enemies. This happened to me at least 100 times. 5. Aggressive Cutscene Teleportation: Cutscenes regularly trigger just by walking into a certain area, which frequently teleports you to a totally different spot once the scene ends (usually when your research team creates a new camp). If you were meters away from unlocking a waypoint or grabbing a chest, the game completely disrupts your progress and forces tedious backtracking. 6. Particle Spawn Bug: Particles are critical for upgrading synthesis recipes, but there's a nasty bug where mana geysers and crystal spawns gradually stop appearing after lots of fast travel and long play sessions. They work fine after loading a fresh save, but eventually dry up. The workaround is quitting to the title screen to force a refresh - something I had to do repeatedly. This made progression feel much more grindy and inconsistent than it should have been. (In case you're wondering about farming particles, in the Ligneus region, repeatedly fast-travel to-and-from Margo's Blessing and Sun-Dappled Hill to farm mana geysors. You should get 2-4 mana geysors per rotation). 7. Tedious Open-World Puzzles: The world activities become grating after a while. Picking up heavy blocks and watching Yumia walk at a snail's pace for minutes just to place it on a platform gets old fast. Repairing chests, unlocking doors, and squinting to find tiny environment objects to shoot feels tedious. It tries to capture a Breath of the Wild vibe but lacks the polish, creativity, and variety. 8. Performance & Freezing: The game can lock up entirely. It happened once in 55 hours and a second time in 70 hours, so it's rare, but it required a full computer restart because the window refused to close (even though Windows itself was fine). Thankfully, the auto-saves are very generous. 9. Misc Bugs: There was also a bug where I couldn't open a locked door because the cursor for the music notes got stuck in the middle - this happened in the final area of the game. Also, I had to reload my save during 2 quests where the requirement was to repair something. The "(Y) Repair" context-sensitive prompt would not show up. There are a lot of bugs in this game if I am being honest. 10. Clunky Quest Integration: While the building mechanics are fine, the Regular and Pioneering Quests tied to them are awful. The game constantly demands you boost base comfort to arbitrary numbers (like 600) for zero mechanical benefit, when you'd much rather build Greenhouses, Duplication Factories, and Warehouses. Worse yet, if a quest asks you to build a specific structure and you already have one, it won't count. You have to tear your existing base down and rebuild it from scratch. Many quests have you build structures or objects, and as far as I can tell, there is no way to build an object/structure without placing your existing copies first. The entire building system is pretty unpolished in this regard - I always felt forced to engage with it when I wanted to ignore it. 11. Poor mechanic explanations: I didn't even realize Precision Counters and Friend Actions were in the game until 20+ hours into my playthrough. If you don't actually invest in these skills, the game will never let you know they exist. Taking advantage of stuns with Friend Actions and Elemental-based tools is basically the entire way to engage with combat, and yet it is 100% hidden. Also, the explanations for cooking and camping were quite poor too. 12. Alchemy is not balanced around the game properly: The game really isn't balanced around how strong your weapons, items and accessories become in this game. With 3700-4000 attack, which characters can easily obtain by the endgame, fights end in 0.1 seconds, and the only reason the final boss takes more than 10 seconds is due to the forced cutscenes and multiple phases. It completely removes the need for using items, elemental weaknesses, friend actions and precise counters. No fight in the game lasts longer than 1 second. [h2]In Conclusion[/h2] Atelier Yumia doesn't match the quality of Breath of the Wild or Xenoblade Chronicles 2/3—games that no doubt had significantly longer dev cycles. However, it's still a decent experience thanks to its charming characters and unique crafting focus. Ultimately, it feels like a step down from the Ryza series. If you just want a comfortable JRPG to hold you over until Xenoblade Chronicles: Genesis comes out, this is a solid 7 out of 10. Just don't expect a masterpiece.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.2M | 4.6K | 78% | $44.99 | |
| $4.2M | 16.8K | 81% | $12.99 | |
| $4.2M | 2.7K | 73% | $49.99 | |
| $4.2M | 12.7K | 72% | $17.49 | |
| $4.2M | 7.5K | 85% | $29.99 | |
| $4.2M | 10.7K | 94% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $859.7K | 4.8K | 79% | $7.99 | |
| $1.4M | 5.8K | 91% | $14.99 | |
| $12.2M | 9.3K | 80% | $49.99 | |
| $3M | 10.3K | 89% | $14.99 | |
| $5.6M | 7.1K | 90% | $39.99 | |
| $70.2K | 1.1K | 89% | $2.99 |
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 5: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 1.43/day in the week to Jul 30 → 0.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Russian, Simplified Chinese, Traditional Chinese, Japanese*, Korean*languages with full audio support
| $29.99−50% |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 843 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
One of my least favourite Atelier games. It's not the worst, Atelier Lydie I'm looking at you, but it's crap. I loved the open world at first, great zones and pretty cool to look at, I love me a bit of exploring but... Crafting: My main gripe is that the crafting is dreadful. 1) The lack of cauldron and stupid dancing / pirouetting just doesn't work 2) It's absurdly unbalanced. Items so grossly overpower the skills that skills have no use in the game. Just load your team up with items and set the tactics to prioritise items and you have no game anymore. So poor 3) Item duplication is given so late in the game you just ignore crafting as much as possible, I got to near the end of the game with starter gear because crafting is so tedious 4) Crafting is tedious, once you work out that you can use ALL the cores (not explained) it takes an age to create something. Repeat... yeah nah Ubisoft style map clearing The maps are just littered with ? and almost all of these are tedious, low effort interactions. I did like the zones but this is a chore Combat There is no combat, just load up with best items you can craft and watch mobs disappear instantly There's other nonsense like camp sites where you can't camp, utterly irrelevant building systems for which you get mountains or pointless blueprints, completely redundant food system but the real crapness is the crafting
현재 평가가 처참한데 난 재밌게 플레이중.. 아직까지는 버그 1번밖에 못본듯
Et tu, Brute? As a longtime Atelier fan, I’ve played every game in the series released in English. When I heard about the new installment, I purchased it immediately—without even checking the details. Imagine my surprise when, just a minute into the game, I discovered it had switched to real-time combat. For me, that’s an instant “no.” The silver lining? I didn’t have to watch a long intro before “throwing” it in the trash.
Sadly, this is the worst Atelier game I've played. I own every game starting from Rorona and on, and even enjoyed the spinoffs like Nelke. I couldn't recommend this game to anyone I know in real life, out of fear that they would develop a negative impression of the series as a whole. In terms of good points, Yumia is hot. She has a cute level up animation, and so does Lenja. It is kind of fun to customize and place furniture in bases. In terms of bad points, there are a ton to talk about. The two biggest things I would say is that (1) alchemy plays a very minor role in this game which makes this game just a generic JRPG, and (2) basically every game mechanic is underdeveloped and poorly thought out. Gathering materials and making good gear is supposed to be the core of an Atelier game. You should spend a lot of time sifting through recipes and ingredients trying to figure out how to make interesting items that help you break through the next challenge. However in this game what you make doesn't really matter ever. I set the game to hardest difficulty, put in the minimum effort for crafting items and equipment, and still made it through the game without being challenged. The recipes and their upgrades don't add much difference in power. You will see a higher tier of equipment with like 2 points of attack or defense for it which doesn't make any difference. Gathering particles to upgrade recipe levels was ultra painful and slow. You need a ton of them, the game uses a visual effect of lights as an navigation hint to guide you in the direction of the particles, then tells you to run through solid walls to reach the destination which is frustrating. Once you gather the particles you have to go to a menu and hold down the upgrade button for like 120 seconds until the recipe has used up your particles. Finally to craft the item, you have to individually toss like 100 ingredients into various slots of a menu, which takes many minutes to do if you want to fill out all the effects for the item. I only partially filled out the possible number of ingredients for a weaker item, since it was too painful to do this every time for every single new item to make. It was still strong enough to carry me through hard difficulty for the entire game. Combat is boring and not deep at all. You basically mash a few buttons till enemies die. 25% of the combat time will be you hitting the dodge buttons to avoid damage. There is no strategy possible and nothing special to prepare to use like equipment, items, attacks to do differently from fighting the starter Puni to the end game enemies or bosses. The skill tree is poorly designed and a huge step down from Ryza. In this game, the skill tree is ultra short and a lot of the skills you unlock are completely worthless. A few skills are essential to the game but it is designed in such a way that it trivializes any player effort. Want to make good gear? Well basically all the ingredients and particles you gather are low quality until you finally unlock the skill that lets you gather high quality materials. Things like fighting stronger enemies or going to special gathering spots are all meaningless since just unlocking particular skill tree nodes gives you S rank materials and finally allows you to get the top tier of particles for alchemy. Exploration is sad. There are a ton of treasure chests everywhere and 99% of them are worthless. There are a set of treasure chests which actually matter because they contain unique keys to open Treasure Vaults which hold recipes you need to make stuff to complete quests, and there is no good method to track them down for completion in-game. There are minigame puzzles to open chests or doors which a 3 yr old child could solve in 5 seconds, and are not fun. A lot of early game exploration is oddly locked behind exploration tools you can't get till like 10-20 hours later, but it is not even worth going back to these hidden zones or chests since they don't contain anything of value. You will see shortcuts you are supposed to repair with a future tool, but the shortcut itself is pointless to use since if you didn't use it when you first needed it, there is no point in going back to unlock the shortcut (broken ladder, etc) once you already cleared the area and never return again. A few other complaints: The story is so childish in a bad way that it is impossible to take seriously and it made me feel like it made all the characters involved seem low IQ. The music: Atelier games have a reputation for good music, and there are a few good tracks in this game. However, the devs decided to reuse the most boring tracks for every cutscene to the point you forget other music existed and it decreased my enjoyment of the story. The environmental art: a lot of the environments are just ugly and not that fun to explore. Felt like a giant downgrade coming from the Ryza series. The open world: felt pretty generic and pointless to explore. There are some time waster activities to do in the field but not useful. There are a ton of generic NPCs everywhere. They give you repeatable but useless fetch quests, dialogue that doesn't advance the story or add to the setting, and they run shops that don't sell anything worthwhile. There are very few named or unique NPCs that give the player a lasting impression. I hope for the next game in the Atelier series, they just start over with a different dev team and setting.
紹介動画で期待していたがいざプレイしてみると期待はずれが多かった。初めてのアトリエで調合の事はあまり善し悪しが解らないがテンポは悪いと感じた。そして1番興味があったハウジングは不満しかない。そんなにアイテムは無いし使える家具も少ない。動物の森とまでは期待していなかったが、コーエーが昔発売していたビルダーズ2辺りの遊び要素があれば楽しめたと思う。あとキャラクターの言動に違和感を覚える事も多かった。見た目ある程度の大人なのに立場や置かれている状況を鑑みず興味に従い勝手に行動する主人公や、それを制御しきれていない責任者、主人公を野放しにする責任者を責めずに安易に主人公を責めるNPC達と不快な意味でリアルと思いました。ストーリーも然程ワクワクすることも無く3地方目で辞めました。
<ストーリー> 面白くもないしつまらなくもない。普通です。 <キャラクター> 悪くないけど感情移入できるほどの魅力的なキャラはいない。 キャラストーリーはつまらなくて飛ばしてました。 <バトル> 敵の攻撃をよけてただポチポチ攻撃してるだけ。 戦略性のかけらもない。 ボタン4つに対応した攻撃の種類があるが、ただモーションが違うだけで特別な効果はなくただダメージを与えるだけ。 何の意味もない。スタイリッシュに見せたいのだろうけど単調で飽きます。 元のコマンドRPGに戻してください。 <探索> オープンワールドでマップも広いので個人的には楽しい。 開拓ミッションを進めることだけをモチベにこのゲームやってました。 <調合> ただ品質が良い素材をいれるだけ。 単調な作業でつまらない。 <音楽> そこそこ良いが、ライザのほうが好みです。 総合するとつまらないです。特に戦闘が苦痛でした。 オープンワールドだからアクション要素を取り入れたのだと思いますが、別にコマンドでもよかったと思います。 探索はマップが広大で楽しいので、次回作もこのクオリティで出してほしいです。 戦闘はコマンドに戻すか、アクションでもポチポチではない戦略性があるバトルに改善されることを祈ってます。 あと次回作は主人公を変えてほしいです。前作の主人公が仲間になる展開のほうが個人的には好みなので。
[h3] 気になるキャラがいる時にセールで買うゲーム [/h3] 中規模開発のガストがライザの2匹目のドジョウを夢見て大作病に陥り、制御しきれず不便・面倒だらけ。しかし、ストーリーは謎が多く続きが気になるし、キャラデザとキャラグラフィックが素晴らしい。良いゲーム体験を求めずキャラゲーとして割り切って買うならアリ。 [h3] 難易度 [/h3] 探索適当でボイスを一切飛ばさずNormalを約40時間でクリア。装備の品質は100前後、LV.90。序盤で品質999に出来た、敵が一瞬で溶けるとか低評価をつけている人がいるが[spoiler] 残響片を集めまくってレシピレベルを上げまくった [/spoiler]やり込み勢。特に初心者は[spoiler] レシピレベル上昇=入れる素材数増加の重要さに気づくのが難しいので [/spoiler]普通にプレイしたらそうはならない。真に受けたら苦戦する。 [h3] システム [/h3] 発売初期に問題になったラスボス戦後のフリーズ、上を向けないカメラ、周りが見えない水泳は完全に修正。広々とフィールドを見渡せて快適。調合ムービーは高速化してもクラッシュしないしフルスキップも出来て爆速。 [h3] 採取→調合→敵を倒して楽しい、のサイクルが崩壊 [/h3] [b] ・採取 [/b] だだっ広いオープンフィールドに素材が散らばっているせいで、ファストトラベルから採取地への移動時間が十数秒。採取させる気ある? 素材を複製するシステムが途中から解禁され一度良い素材を採取したら二度と採取しない。特性が素材にランダム付与されず、特性結晶という装備アイテムになったので特性マラソンは不要。事実上、採取システムが消滅した。 複製は1つ数十秒とはいえリアルタイム経過で増える。買い切りでソシャゲみたいな事しててドン引き。 [b] ・調合 [/b] レシピ解放が残響片というアイテムがないと出来ない。このアイテムを作りたい→残響片の数が足りない→フィールドで残響片探し。残響片の種類はランダムなので作りたいアイテムが解放できるとは言ってない。調合させる気ある? 今作はLV.10まであるレシピレベル制。1回レシピ解放するだけでは済まない。10回×レシピ数の超大量の残響片を要求される。調合がしたければフィールドを何時間も放浪しろって開発おかしいと思わなかったのか。調合に辿り着く前に折れる。 素材に特性がないので特性合成してちょっと良いアイテムを作る楽しみすら消えた。28年のノウハウの記憶はマナにされたらしい。 [b] ・戦闘 [/b] アクション制。中途半端にコマンド制を捨てきれず自由に動けない。敵の周りをぐるぐる移動しながらジャスト回避ノーダメしてABXYポチポチするだけで勝てる。戦略性皆無。敵を囲む味方と大きいエフェクトが邪魔で何が起きているのか分からない。 ボス戦は再戦出来ず拠点に強制帰還←ユミアより超低予算の紅白すら出来るが ボスHPが一定以下でスキップ不可のムービーが流れる←邪魔 スキップ不可なので戦うたび見せられる←もうお前ゲーム開発降りろ [h3] 〇%開拓しないと〇〇させてあげない [/h3] 複数あってシンプルにしんどい。10%開拓しないとストーリー進まない、50%開拓しないと複製を解放しない、100%開拓しないと探索アイテムあげない。普通にストーリーに伴って解放でいい。娯楽が義務になったら終わり。 [h3] フィールド [/h3] とにかく移動時間がかかる。ファストトラベル同士が遠い。3段ジャンプだけで崖登りがないので崖に邪魔されて直線移動できず、ガイドは目の前を指しているのに実際は数分かかる。 ユミアの移動速度が遅い。途中でバイクが手に入るがフィールドギミックで使う用のエナジーが減るので出番なし。リディスーでLPを廃止したのに似たシステムを採用して不便にするの意味不明。 採取中、狙撃中、リングメニュー選択中に時間が止まらず敵に攻撃される。フィリスの発破採取中に敵に攻撃されて不評だったからリディスーで改善したのに。10年近く前に出来た事が出来ないの、はぁもうマジで(絶句) [h3] キャラグラフィックは頑張ったり力尽きたり [/h3] ちょっとした目元の伏せや口の動きなどで表情を繊細に表現。モーションはモーキャプと思われる自然な動き、膨大なパターンがあるのか使い回し感がなく何十時間見ても知らない動きが出てきて新鮮。 キャラデザとイラストは元サイゲの神絵師が担当していてデザインの良さも画力も過去最高レベル。 モデリング自体はレスレリに負ける。絵柄の再現、顔のバランス、肩から二の腕にかけてえぐれてる、男の肩幅が全員バキ。A27以降はレスレリのモデルを流用するか参考にして改修してほしい。 [h3] ストーリー [/h3] 錬金術で滅んだ大陸の調査、行方不明の母親と形見の錬金生命装置など設定がキャッチー。叩かれているほどクオリティは低くない。キャラ立ってるし、言行不一致がなく自然な流れで話が進みライターの腕前を感じる。 本筋は記憶を巡るシリアスなものだが、キャラの会話は明るい性格や天然キャラが多いので漫才みたいで楽しい。21歳の大人なユミアが悪ガキを見せるのは長年連れ添ったフラミィだけっていいよね。 ただ、過去の錬金術士が悪いは黄昏と秘密で散々やって、今では失われた錬金術は黄昏とレスレリでやって、何回同じ話をするんだとは思う。そろそろ別のネタにしてほしい。 [h3] ハウジング [/h3] アトリエに建築要素を求めてる人この世に0人なのでどうでもいい。約500種もアイテムを作る人員と時間があるなら1秒でも長くテストプレイして。
[list] [*]戰鬥真不知是即時還是回合,七隻怪聚在一起,一次卻只能打一隻,夠大膽夠創新。 [*]不是在找機關解箱子,就是在修箱子的路上,一個寶庫三個箱子都要修,看得出製作團隊想表達那是歷史悠久的寶箱。 [*]解謎接水管我ok,但聽音樂按順序真的拖戲,每次看到都可以訓練眼白占比率。 [*]建築系統真的很爛,連基礎的仰視都做不到,功能性建築蓋下去不能旋轉,被圍欄卡住還不能跳進範圍,得退出再重新進建造,這已經不是不成熟的程度了,而是光榮的善意。 [*]走在平地也可以破圖掉進水裡,劇情看到一半也突然破圖往深淵掉,數不清的破圖,差點讓我卡任務bug。 [*]煉金的部分詞條很多,但其實沒什麼意義,後期複製狂塞S素材就行,其他打打醬油。 [/list] 你值得更多的負評,加油!我看好你。
シリーズでは一番好感を持てたタイトル (アトリエ10本くらいやってるけどそんな大ファンでもない人目線) アトリエ以外のガストタイトルも好きな人は面白く感じるんじゃないかと思う ガストにはこの調子で頑張ってほしいという期待が持てるタイトルだった 珍しく探索メインのストーリードリブンなアトリエ アトリエというより調合があるJRPG イリス、マナケミアとかアルトネリコに近い印象 何をやりたいゲームなのかはよく伝わってきた 今までのアトリエでかなり軽視されていた探索のナラティブをちゃんと設計しようとしていて、それはそこそこできていたと思う(ライザも頑張ろうとしていた印象ではあるが) アトリエはずっと一貫して廃墟+自然物のファンタジー世界(クロードロラン的な?)をビジュアルとして提示してきていたが、ビジュアルだけがあるのであってそこまで意味があるわけではなかった これは不思議シリーズが顕著だと思う 今作はむしろその廃墟を調査することがストーリー的な関心事で、いちいち「この建物は何で、どういうことがあって…」というエピソードがある これがよかった 「ガストが作るビジュアルとRPGとしての手触りで、こういうオープンワールドらしいナラティブ表現のあるゲームができる」というのが一番の魅力だと感じた 自分はそれだけでだいぶ好き ガストのRPGが好きなので…… キャラ表現は上品(美少女ゲーム基準で) 地に足のついたテキストが多いなと感じる それもあってみんな「普通の人」以上の感想もないのだが…… ストーリーは破綻もないが抑揚もなく、パーティメンバーの個々の問題が特に葛藤もなく個々に解決されていく感じで進行する みんな普通の人なのでそれなりに協力はしてくれるが、逆にお互いに迷惑をかけたりしないので、問題が絡み合ったり問いが深化していったりはしない そんな感じなので個人の問題に突っ込んでこないのも逆に納得感がある まあこの距離感なら別に他人事だよなそりゃ…という 物分かりがよすぎるよねみんな だから全然ぶつかり合いもしないし心を差し迫って開示することもない 勝手に自己解決できてしまう 「知ること」が主題になっているお話で表層だけ浚って解決して終わりはどうなんだという気がしなくもないが、まあこれがアトリエの標榜する「優しい雰囲気」なのかもしれないなとは思った 本筋では錬金術の力と責任についてのお話が特に波乱もなく進んでいき、やっぱ危険だしよく考えないといけないよねという結論がスッと提示される その流れ自体は自然だし結論も突飛ではないので納得できるんですが、科学倫理の教材ビデオみたいだな、と自分は思った プレイヤー目線でも最後まで他人事 切実に受け止められない もっと「禁忌を犯すか否か」みたいなところでユミア自身の大きな葛藤と(間違った)選択や報いがあれば違ったかもしれないが、基本的に物分かりがよく、悪いことは悪いと理屈で理解して納得してしまっているから、それを実感する体験が書かれないまま結論に至ってしまうのが他人事感の理由かな~と思っている とはいえアトリエ過去作のメインストリームはそもそもストーリードリブンのゲームではなく、ストーリーについて何か感想を持つこともあまりなかったので、そこは大きく違うところだと思います 調合と戦闘は微妙 特に調合は数揃えてドーンなので味がしない ソフィーの調合が恋しい 戦闘はコマンドかアクションかに振り切ってほしいなと思った どっちかというとコマンドにしてほしいが アイテムが強すぎるのはまあいいんじゃないでしょうか 全体を通して見ると色々足りていない部分があってまあ賛否両論なのもわかるのだが、そもそも方向性が自分の好きな感じに向いていたので、この調子で頑張ってほしいなと思った いいゲームだと思います
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