The (maybe) conclusion of the Atelier Ryza Trilogy, and the new future of the Atelier series. This game serves as both a great conclusion to the first two Ryza games and a showcase as what the Atelier series is striving to be in its future titles. Much like with the first two Ryza games the crafting in this game is king, although there are a few things that I would change to make the process of getting new recipes a little more stream lined. They can keep the skill tree to unlock more recipes, that is not the issue with getting new recipes. About half way through the game there was an item that I had needed to make for a side story but I didn't have a recipe for one of the ingredients, so I spent about another fourth of the game working my way to that recipe I needed because I went I went in every direction on the tree other than the one that I needed to get that recipe. The easy solution to this would be to show the entire skill tree at the start of the game, so that players can gauge where they can put their skill points. Moving to the writing, it is great this time around as well. After having two games of watching these characters grow, it is amazing seeing how these characters interact with each other and the situations that they are put into. My personal favorites being Bos, Lent, Ryza, and Empel. The newcomers are also given plenty of screentime, and I ended up liking them just as much as the rest of the cast, as most of the original cast makes a return except for Clifford, and Serri from the second game (bring them back). One of the main points that the developers made in the initial trailer for this game was that the gameplay in this title was going to be the future of the Atelier series, and it was obvious that it was going open world, as oppose to the open level design. At first I was skeptical, could the team really make an interesting enough world to warrant exploring every nook and cranny? For the first attempt at this type of formula, it was a very good attempt, but there a couple of complaints that arise when playing the game. But before getting into the negatives, if what they were trying to do was translate the Atelier exploration gameplay to a seemless open world, they did a great job. These negatives are just mainly more on the polishing side of things, starting with getting rid of the need for invisible barriers in areas and when in higher elevations, to combat the higher elevation issue they could have a glider or wind shoes that allow for gliding as well, as there is already wind shoes that allow Ryza to slide down inclines at fast speed. Adding minigames to some of the gathering tools would also make the exploration more exciting in some areas, such as giving fishing a quick little minigame (kinda like the fishing present in Fire Emblem Three Houses or Sonic Frontiers), and give the player just a tiny bit more items for doing the minigame. Lastly is the size of some of these maps, while they aren't really all that big in comparison to other open world maps but some areas are not treated as well as others, with some being more barren than others. But as a whole package this game is great and an amazing send off to the Ryza trilogy. Much like with the others in the series, for those looking for a relaxing game to sink their teeth into, they should give this one a try.

Reviewed on Aug 13, 2023


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