- Joined
- Apr 19, 2019
There were two versions/re-visions of Marie though. Much like how there were two versions of Lunar 1 for saturn or multiple versions of OoT of n64. I'm a completionist.It's not a "properly designed battle system" if the hybrid system like I described earlier is this poorly implemented and just require button smash on attack and quick commands in order to win all battles even the bosses, without breaking any sweat (while said system doesnt encourage players to use skills unless those skills have been memorized by heart in terms of effect and animation length and players are quick to select them from the menus in order to not lose "turns"). It may be fine to you since you seem to favor action-paced rather than turn-based gameplay but it's objectively a mess.
And Atelier was mainly a Playstation thing with some Nintendo handheld releases, pre-Switch. There was only one Atelier game on Saturn so I dont get what you're trying to do with that lie. I do agree at least on the Mysterious trilogy and Lulua being mediocre Ateliers for various reasons, but Ryza is among that group too.
Once again, Atelier Arland trilogy and Dusk trilogy are much better games overall than Ryza and without any DLC crap either
Atelier was never a franchise with a lot of budget in the first place since its birth. Cutting down a feature that was predominant (and gave life to the previous games) while asking the customers to spend money on DLCs for the equivalent price of the base game (while said story DLCs arent fully voiced either) certainly isnt a good excuse. Sounds more like Koei and Gust were trying to cheap their way in.
The battle system in Ryza was an ATB system, it put a greater emphasis on using the actual alchemic items which was why making loops was intended. They even allowed the use of gems to further buff items in a later patch. That's kind of how it was supposed to work, the other party members wore down the enemies so you could line up your attacks with Ryza and hit them hard. Chaning shit together was how you beat shit like the post game bosses and the level 70 alchemy world boss. If you could cause a delay in the enemy's attack that's what gave you a real good opening. It's also why specific bosses had moves and tells which you had to delay or you would get wiped.
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