Remake of Atelier Rorona: The Alchemist of Arland
3.59 average rating based on 46 ratings
Atelier Rorona, the 11th entry in the Atelier series (and the first I’ve played), is a JRPG without much in the way of a main story, nor much emphasis on combat or character-building, and a huge emphasis instead on crafting (alchemy) and exploration. So unsurprisingly, it doesn’t actually feel much like a normal JRPG, but its relaxed, player-driven pace and character-driven approach to storytelling is a lot of fun and a nice change from other games.
Though there isn’t as much focus on combat as in some games, there is a fair amount of it at times as you explore around gathering materials for your alchemy. This combat is pretty easy, but I found it to be pretty fun as you can chain together combos between your characters, and you have to somewhat consider the enemies’ locations and the turn order when deciding how to approach the battle. The combat would benefit from more complexity or customization, but I think it fits the game well.
Exploration takes place in a series of disconnected linear areas with set spots to collect resources and fight enemies. Enemies can usually be faked out and run past, or you can preemptively strike them …
Atelier Rorona, the 11th entry in the Atelier series (and the first I’ve played), is a JRPG without much in the way of a main story, nor much emphasis on combat or character-building, and a huge emphasis instead on crafting (alchemy) and exploration. So unsurprisingly, it doesn’t actually feel much like a normal JRPG, but its relaxed, player-driven pace and character-driven approach to storytelling is a lot of fun and a nice change from other games.
Though there isn’t as much focus on combat as in some games, there is a fair amount of it at times as you explore around gathering materials for your alchemy. This combat is pretty easy, but I found it to be pretty fun as you can chain together combos between your characters, and you have to somewhat consider the enemies’ locations and the turn order when deciding how to approach the battle. The combat would benefit from more complexity or customization, but I think it fits the game well.
Exploration takes place in a series of disconnected linear areas with set spots to collect resources and fight enemies. Enemies can usually be faked out and run past, or you can preemptively strike them to get a head start in battle. The interesting thing about going out to gather is that you are limited to a small inventory, but going back and forth to your workshop takes a lot of time, so you have to make some tough choices sometimes. For the most part, I enjoyed these sections, but their linearity left something to be desired in terms of actual “exploration.”
That time actually matters, as the game’s structure is based around completing 12 three-month long alchemy assignments. Most things you do take up some amount of time, so harder assignments require a bit of planning. That being said, most of the assignments are really easy and can be completed with full marks with very little effort. Most of your time is instead spent completing optional objectives that have some pretty worthwhile rewards, as well as requests for the townsfolk and triggering story events with the many characters around town.
This structure is great for letting you drive the pace of the game and do what you want to do, but I think by the second half, it becomes the game’s downfall. With such a barebones central plot and a failure to escalate the complexity of the assignments in a meaningful way, the only real feeling of progression becomes exploring more gathering areas and progressing character storylines. The game began to feel very repetitive and constrained, especially with some uninspired objectives later on, so I’d like to see another entry that drops this format while keeping the same core gameplay loop.
The game’s presentation is very cheap-looking, even with the PS3 era in mind. Being an annualized niche franchise never let them polish it up much, I guess. However, I think it overcomes this with great character designs and fun music. The characters not only look great, but also mostly have great personalities. The game is often really funny, and the static character artwork does a great job enhancing this. Occasionally the humor missed the mark for me, and you can chalk it up as just being a little too “anime” at a few points, but mostly I loved the character scenes.
This game does a good job punching above its budget and technical qualities thanks to a fun core gameplay loop and lots of charm. I am definitely looking forward to playing more titles in the series soon.
I’m about 1/3 through the game now, and I realized that Atelier avoids so many of the problems I had with a more recent chill, crafting-heavy game, Animal Crossing: New Horizons. It would be so easy to make this game’s resource collection and crafting feel like a chore, but it goes to great lengths to make it as painless as possible. Skippable animations, shortcuts to select a ton of things at once, fast travel to anywhere at the tap of a button, speedy shop menus, much quicker turning in of objectives, instant gathering of crafting materials, ability to send someone to do some of the more basic tasks for you later on... etc. Rorona is not a 5-star game either, but in this one aspect, it’s much more convenient to play than some games with a similar focus.
I’ve been interested in trying this series for a long time, but it’s a difficult one to get a grip on, with almost 2 dozen games spread across several sub-series. I finally got in the mood again and settled on this entry, the first of the PS3 generation, and I am enjoying myself a lot more than expected. It’s clearly low-budget, but it has enough character and charm to overcome that. The gameplay loop is really calm and addictive — somewhat similar to a Persona game with its need to balance different objectives before a deadline, but with significantly less emphasis on combat in favor of resource gathering and crafting. Definitely liking it.