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Atelier Ryza: Ever Darkness & the Secret Hideout Review – Slice of Life

atelieARyza cashier: Ever Darkness & the Secret Hideout (a game to call Atelier Ryza from here on) is very funny, very cozy, really charming and really relaxed. For those role-playing players who are tired of saving the world, defending themselves from the apocalypse, facing calamity and fulfilling the call of destiny, the Workshop The series has always provided a bit of respite, with delightfully smaller-scale stories centered on a small number of characters and smaller places, and a portion of the taste of life that makes them almost like a de-stressing exercise. Atelier Ryza It is cut from the same fabric as any other game in this ridiculously large series (we are watching more than 20 games at the moment).

However, that does not mean Atelier Ryza It's stale or something. In fact, to the credit of developer Gust, they have probably created the strongest and most convincing output of the entire series to date. Much of this is achieved by finally moving the series out of the comfortable niche that has occupied all these years, and trying something a little more than usual.

Like any other game in the series, Atelier Ryza It focuses on its female protagonist, the homonymous Ryza (short for Reisalin Stout, honestly I don't know who appears with these names). Ryza is a common girl who lives a boring and mundane life in a small town on a secluded island, and desperate for a little adventure to spice things up. She avoids her responsibilities of having fun with her friends, which leads her to become friends with the daughter of a powerful individual and start on the path of alchemy, which, of course, is the central mechanic of the series.

"To the credit of developer Gust, they have probably created the strongest and most convincing output of the entire series to date."

The configuration is more or less the same as in other games in the series, although Ryza is a character so well written that you fall in love immediately. This makes you more interested in it immediately, which of course means that you are more likely to stay as the game progresses through its configuration of history and mechanics, though, to give this game all the credit, that no Actually, it takes a long time. Unlike most other role-playing games, Atelier Ryza It has completely configured its immediate history, and most of its main mechanics, in less than a couple of hours, which leads to a fast-paced adventure that won't bore you with an endless exhibition.

In terms of history and narration, Atelier Ryza It is a relaxed and casual part of the history of life, interested more in its protagonist and his actions than in the destiny of the world in general. Unlike previous games, it focuses on Ryza's age of majority and how she prepares for the real world as an adult by forming memories with her friends, which gives her a very nostalgic and friendly atmosphere. This works wonderfully in your favor, and I actually began to expect to relax a bit with the game at the end of a long day at work. It feels like the Animal crossing of role-playing games, in some aspects.

That said, unlike the previous games, Atelier Ryza it actually ends up looking for a "save the world" style plot: the bets are even smaller, but we follow more of a "Hero's Journey" traditional style plot progression here, which gives the procedures more structured structure. the one we had in previous games in the series

Mechanically, however, Atelier Ryza It is more nuanced and complex than the previous games in the series. The most immediate change is the battle system: instead of the simple turn-based battles of previous games in the series, we get a real-time action battle system, which takes some clues from Final FantasyActive s Active Time Battle, and combine it with Stories. The end result is a surprisingly complicated system, which asks players to manage a lot and rewards those players who are willing to experiment with all the tools at their disposal and take risks.

atelier ryza

"The end result is a surprisingly complicated system, which asks players to manage a lot and rewards those players who are willing to experiment with all the tools at their disposal and take risks."

This is not all: each character can have a role, and each character is most suitable for a specific type of role, which actually configures the composition of the team and the assignment of roles of the character to be a large part of how the battles , especially the most difficult, finish.

I have to be honest, up to a point, this goes against how relaxed these games can be, because the battles do it requires that you pay full attention (although you can refuse the difficulty if you wish). But it's much more mechanical in this way, so I don't complain, especially since the rest of the game is still very windy.

Mechanically, most of that rest of the game is that you manage your daily schedule (you get a limited amount of time per day, and most of the activities in which you can participate take time – think Person or Fire Emblem Three Houses) and completing missions. You can also gather materials, to create things, that can range from consumables to comparable ones. Alchemy itself has also changed compared to the previous games in the series, although in reality it is not really more complex than it was before, and in reality it is quite more intuitive.