![]() These haven’t completely gone away today - they’re mostly found in dungeon crawlers these days - but a lot of console RPG specialists, including Gust themselves, now favour a “symbol attack” system, where individual enemies representing a party of foes wander field areas, allowing you the choice of avoiding them or confronting them, and often presenting you the opportunity to enjoy a surprise attack opportunity or suffer an ambush based on player skill rather than character agility statistics. But this is where we start to see a few twists, so let’s look at that in more detail first.Ītelier Iris: Eternal Mana hails from an age where we still had random, invisible encounters while exploring field areas. Thirdly is the combat system which, for the most part, unfolds as you would expect for a turn-based, menu-driven console RPG. If you were to do so, you would be missing the point somewhat, but it is an option. If you were to ignore all the side activities - of which there are many, and we’ll talk about those in detail next time - then you could probably power through Atelier Iris: Eternal Mana pretty quickly and without having to make any meaningful decisions along the way. Secondly is that main narrative: like in most console RPGs, this is a rigidly linear affair that you proceed through episodically. We’ll talk more about both of them when we examine the story itself in more detail. Firstly and perhaps most simply is the fact that it eschews the series’ traditional female protagonist in favour of a male lead - though there is also a prominent female lead who is arguably more important to the overall main narrative. There are a few reasons Atelier Iris: Eternal Mana is regarded as more of a “traditional” RPG than its predecessors and successors in the series. ![]() So that’s what we’re going to look at in the next couple of articles.īefore we get into those distinctive factors, let’s start by acknowledging the areas where Atelier Iris: Eternal Mana follows the conventions of the genre, and how those elements are implemented into the game structure as a whole. But there are a lot of things about it that make it stand out from what you might traditionally think of as a turn-based, menu-driven console RPG. That’s where the name came from, after all.Ītelier Iris: Eternal Mana seemingly saw the series take a bit of a sidestep into more traditional RPG territory. ![]() While all of the previous Atelier games featured strong RPG-style elements such as combat and exploration, for the most part - fourth game Atelier Judie was an exception to a certain extent - these were expressed in the abstract, with the emphasis being placed firmly on the main character and their workshop. ![]() Now we’ve explored how Atelier Iris handles the series’ core concept of using alchemy and other crafting techniques to create items, it’s time to look at the other aspects of the game. ![]() This post is one chapter of a MegaFeature! ![]()
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