Gust is going back to its roots with an alchemy school theme for the latest Atelier game. You play as Vayne, a young amateur alchemist who was handpicked to attend the Al-Revis academy due to his incredible potential. You’ll go to classes, participate in school events, pursue little sidestories, accept oddjobs for cash, explore dungeons for rare ingredients, and cook up a storm in your alchemy workshop.
Comparisons to Atelier Iris 3 are inevitable, as MK carries over many of the game mechanics as well as the graphical engine. From a titular perspective, Mana-Khemia isn’t really part of the Atelier lineage, but it was labeled project ‘A9′, whereas AI3 was ‘A8′, so that must count for something. I see it as more of a spinoff, since it feels more like a variation of AI3 rather than a true sequel.
More thoughts, after the jump!
Production Values:
Whereas AI3 was a large step up from AI2 in terms of graphics (especially the battles), MK is more of a sidestep. Tilesets and textures are nearly identical, and the battle effects don’t look any better or worse. Is Gust reaching a graphical plateau? I wasn’t too pleased with the character designs this time around – they’re a little sloppy compared to the sharp designs in AI3. At least they tried to mix it up though; keeping the same character designs year after year is just as bad (cough GSD cough). The music is…decidedly forgettable. AI3’s music was great, switching easily between catchy town tunes and airy dungeon themes, whereas I find Mana Khemia’s soundtrack to be inoffensive at best. I think they have the same composer, as you can hear some similarities in phrasing choice and instruments, but MK’s music seems somewhat lacking.
Plot and characters:
The plot is fairly weaksauce, as is the characterization, but I never had high expectations to begin with. I’m getting a strong Kamina vibe from Flay – he even has some drill attacks, and Vayne definitely fits the part of young Simon too. Nikki is probably my favorite character though, due to her penchant for troublemaking. Jess gets the thumbs down – I find pink haired sweet-but-clumsy girls to be incredibly bland, and her bad alchemy (essentially like being a bad cook) is just about the oldest cliche in the book. What is it with the stereotype of heroines being bad at cooking?
Setting:
Persona 3 nailed the school setting much better – it feels like Gust took AI3 and wrapped each element in an unconvincing school themed container, with sticky labels plastered on the side screaming “college campus”. Those “classes” and “events” aren’t fooling anyone; you might as well just be accepting jobs off of the ol’ bulletin board again.
The pacing also needs a bit of work. The going is slow at first – you’re essentially playing an extended tutorial, since most game mechanics are introduced very slowly (one per class period). However, once the ball gets rolling and you start getting a large party, things really kick into high gear. You have a lot more combat options, and the alchemy possibilities start skyrocketing.
Gameplay:
Here, Mana-Khemia’s improvements really shine over its predecessors. The combat difficulty has been balanced through the new battle system; AI3’s burst mechanic made it too easy to plow through hordes of enemies without breaking a sweat, but MK revamps the burst gauge, and the new hot-swapping support system makes battles incredibly fun. Also, no more timed dungeons – instead, there’s a day-night cycle which encourages you to go home after nightfall by making the enemies MUCH stronger and harder to avoid in the darkness, but you can still tough it out if you’ve got a well-developed party.
I also like the neat sphere-grid style character development system that replaces the traditional leveling scheme. In a nutshell, synthesizing new alchemy items opens up new attributes that you can spend your hard-earned experience points on. Thus, you can’t get more powerful just by grinding monsters; you are forced to constantly pursue the latest recipes as well, which capitalizes on the game’s strong suit – the alchemy system. This was a fantastic idea, and whoever thought of it deserves a pat on the back, a promotion, and a swift kick in the butt for not thinking of it earlier.
Overall, I feel that Gust really tried to increase the complexity of every aspect – combat, alchemy, plot structure, dungeon mechanics – with mixed results. At times, the game feels more like a hodgepodge of cool features than anything else. Atelier Iris 3 was much more streamlined and cohesive in comparison; I expected that level of polish with the sequel, but apparently dreams *don’t* come true. I also found out that Santa does not exist either, so that’s two gut-crushing developments in one day.
Despite all the unfulfilled potential, I still feel the most important factor been preserved; Mana Khemia is quite fun to play, and makes for some easy breezy entertainment. It retains some of the Diablo-style structure of AI3, which means you can jump in, play for an hour, jump out, and feel like you’ve accomplished something. Of course, once you get caught up in synthesizing new recipes, you might find yourself wanting to stick around “just a little longer”. The game difficulty is fairly well-balanced thus far – I’ve never found myself frustrated, though there are definitely opportunities to challenge yourself, should you be feeling gutsy.
Some misc. sidenotes and speculation:
I was slightly disappointed that there was no more emphasis on shopkeeper backstories – they all have zero personality now. Instead, you get to pursue backstories of your many party members in a Star Ocean 2-ish manner. That means less moe archetypes to go around, which can’t be good.
Adopting a closer camera perspective is definitely NOT helping Gust’s crusade to preserve 2-D sprites. It’s like showcasing an old wrinkly news anchor in HD.
Will this be the next victim in Jeff or DiGiKerot’s growing to-do lists? There’s already so much backlog, I wonder if anyone will get around to trying MK out.
Getting Schooled in Mana-Khemistry
Comparisons to Atelier Iris 3 are inevitable, as MK carries over many of the game mechanics as well as the graphical engine. From a titular perspective, Mana-Khemia isn’t really part of the Atelier lineage, but it was labeled project ‘A9′, whereas AI3 was ‘A8′, so that must count for something. I see it as more of a spinoff, since it feels more like a variation of AI3 rather than a true sequel.
More thoughts, after the jump!
Production Values:
Plot and characters:
Setting:
Gameplay:
Overall, I feel that Gust really tried to increase the complexity of every aspect – combat, alchemy, plot structure, dungeon mechanics – with mixed results. At times, the game feels more like a hodgepodge of cool features than anything else. Atelier Iris 3 was much more streamlined and cohesive in comparison; I expected that level of polish with the sequel, but apparently dreams *don’t* come true. I also found out that Santa does not exist either, so that’s two gut-crushing developments in one day.
Despite all the unfulfilled potential, I still feel the most important factor been preserved; Mana Khemia is quite fun to play, and makes for some easy breezy entertainment. It retains some of the Diablo-style structure of AI3, which means you can jump in, play for an hour, jump out, and feel like you’ve accomplished something. Of course, once you get caught up in synthesizing new recipes, you might find yourself wanting to stick around “just a little longer”. The game difficulty is fairly well-balanced thus far – I’ve never found myself frustrated, though there are definitely opportunities to challenge yourself, should you be feeling gutsy.
Some misc. sidenotes and speculation:
Related posts: