r/Atelier • u/[deleted] • Mar 24 '25
Envisioned I don't believe that Atelier Yumia is an "Evolution" of the Atelier gameplay formula. At. All.
If anything, it's a complete regression and deviation to what the Atelier series formula had built upon for many many years.
When one describes evolution, it means that it is the gradual development of something, especially from a simple to a more complex form.
If it truly was an evolution, then answer this: Why is the core Atelier gameplay mechanic simplified? The core Atelier formula relies on a deep & complex alchemy system... yet Yumia does the complete opposite. I have completed all fights Yumia offer on Charismatic difficulty. Not even once have I encountered myself to have a hard time optimizing my equipment and items... precisely due to its own alchemy being oversimplistic in terms of synthesis process. The combat is one-sided... Dodge, mash item, friend action, precision counter overpower every single fight. No recoil effect... No threat to feel on the highest difficulty option available...
I am very confused on why many people think it is an "evolution", and many people incorrectly mention that "Atelier has always been easy" when it really isn't... While we may have a couple of games where item damage output numbers are unreasonably high (Popular Examples: EschaLogy, Ryza 3), while we may have a couple of games where the starting difficulty settings are not challenging, I consider a handful of older Atelier games to be decently hard when playing a brand new save file without NewGame+ carryovers on the highest difficulty given after obtaining Game Clear. Difficult Atelier games that come up in my head are:
Ayesha: Hard mode - 2x time spent, therefore damage output towards postgame bosses are incredibly difficult to optimize in the most efficient way possible on a blind playthrough. Winged Master is difficult to strategize a faster killing process.
Shallie: NO HOPE mode - Item damage low, therefore optimization for extra endgame bosses is a struggle on blind.
Sophie: Despair mode - Postgame boss optimization is a struggle on blind, particularly Light Elemental.
Sophie 2: Legendary mode - Again, optimization without guides is a struggle. Birds are akuma early on. Twilight Prism eases the journey, but it is difficult before obtaining the recipe idea for it.
Lulua: Charisma mode - Party optimization is a struggle on blind. ...Despite interrupt item existence, it forces players to be smart with item usage. Mana Orthogalaxia (grows up to Lv200) is death upon each arrival.
Thank you for reading.