Is Ryza No Atelier a Continuation

Improvements to core mechanics and exploration of ruins did not ruin this sequel

Overview

Atelier Ryza 2: Lost Legends & the Secret Fairy (Atelier Ryza 2) is a role-playing game developed by Gust and published by Koei Tecmo and a direct sequel to the extraordinary Atelier Ryza: Ever Darkness & the Secret Hideout (Atelier Ryza). Atelier Ryza 2 has a heavy focus on alchemy, item synthesization, characterization, exploration, and battling. Atelier Ryza is the twenty-second game in the Atelier series, and the second game within the Ryza subseries. Atelier Ryza 2 has a slight storyline connection to Atelier Ryza, but can still be played as a standalone title that does not require knowledge of the first game to enjoy. Atelier Ryza 2 does not have a storyline connection to any of the previous Atelier games outside of Atelier Ryza. Atelier Ryza 2 is a great jumping on point for potential players interested in and new to the Atelier series; fans that may have missed out on recent Atelier titles; and for experienced Atelier players.

Story

Before getting any further, I want to explicitly state that Atelier Ryza 2 can be played as a standalone game. It is not necessary to have played the first Atelier Ryza to understand the story within Atelier Ryza 2.

The main story sees the return of the titular character Reisalin "Ryza" Stout and picks up three years after the end of the first game. Moritz Brunnen brings a gemstone to Ryza and asks her if she knows anything about it. Moritz says the gemstone has been glowing lately and the light keeps getting stronger and stronger. Mortiz thought Ryza might know about the gemstone or be able to figure out more about the gemstone. Ryza is not familiar with the gemstone, and decides she needs to go to the Royal Capital to ask Tao Mongarten about it. The glowing, mysterious gemstone is the plot device to have the game occur in a new location, instead of Kurken Island and the associated surrounding mainland from the first Atelier Ryza.

Ryza sails across the sea to the Royal Capital and eventually stumbles across Tao and Bos Brunnen, the son of Mortiz Brunnen. Before Ryza is able to question Tao about the gemstone, Tao exclaims that he has been reading folklores about ruins near the capital. He inquires with Ryza to see if she is interested in learning more about the ruins. Tao also points out that this would likely help Ryza improve her alchemy. And so the adventure begins!

Atelier Ryza 2 tells a relaxing tale set within a vibrant, colorful world; which is a staple of the Atelier series. The beginning of the story gives very brief overview of first game. The overview is as simple as an adventure happened and Ryza reminisces on that adventure. No specific details about what the adventure was is stated. There are also a couple of images in the beginning of Atelier Ryza 2 that pays homage (non-spoilers) to the ending of the first game.

Atelier Ryza does a magnificent job of easing you into the game. You are slowly learning more about the Royal Capital and its surrounding world at a brisk enough pace, with enough interesting characters, and sufficient interesting story driven quests to not realize that you are slowly being introduced to the game mechanics and that it is not holding your hand. This game does better job of easing you into the game than first one. The progression feels a lot more natural.

One of my favorite parts of the story within Atelier Ryza 2 is that there are overlapping and concurrent storylines. It is not a simple do A, then B, and finally C approach. For example, while exploring the second set of ruins, there was a foundation being laid for preparing to explore the third set of ruins. A new character was introduced to help further construct and establish the foundation for the third set of ruins.

This game does an excellent job with its character development. It has improved on this from Atelier Ryza. There are several more scenes providing characterization, as well as several additional side characters to interact with. I was excited to see the thoughts and beliefs Cassandra Capelli has on farming, how that relates to Ryza and her believes, and how they two can have a symbiotic relationship. I also really enjoyed Dolaria and the Bandits and they would develop and interact with Ryza. I also greatly enjoyed witnessing Ryza teaching Patty about being an alchemist. This approach flips the roles of other Atelier subseries sequels, where you are a new character learning alchemy from the main protagonist of the previous title in that subseries (i.e. In Atelier Totori, you play as Totori who is learning alchemy from Rorona. In Atelier Meruru, you play as Meruru and learn alchemy from Totori).

Another subtle character development is the change in some character models. The story in Atelier Ryza 2 takes place three years after the first, meaning that the young teenagers should have visibly grown, matured, and changed. Gust exhibited this transition flawlessly with Tao. Tao is shown as being taller, no longer having a cow lick in his hair, and pursuing his academic interests and goals.

The approach the game takes to cutscenes is largely the same as in the first game. The majority of the story, character development, and dialogue is experienced through various cutscenes. The cutscenes present the character models in 3D (like what the game is actively played in). This presentation is different from what I am accustomed to with other Atelier games and a welcome change. For example, the Arland series presented its cutscenes with drawn 2D character portraits like a comic or many lower budget RPGs from the Playstation 2, Playstation 3, Playstation Portable, and Nintendo DS/3DS.

The cutscenes are voice acted in Japanese. The Japanese voice acting is much improved. I like listening to the voice acting in Atelier Ryza 2. I did not like the voice acting in the first game and ended up turning voice acting off in it.

One of the biggest drawbacks from the first Atelier Ryza was that the game did not do a sufficient job of explaining what to do next and why through cutscenes and dialogue. However, Atelier Ryza 2 significantly improves upon this and most of the time shows what to do next and the reasonings for why through cutscenes and dialogue. There are no major decisions made off screen that you do not know about until opening the Story Quest menu, like what happened frequently in Atelier Ryza.

Gameplay

The Atelier Ryza subseries has made several steps to make it more accessible and new player friendly, while also keeping a lot of the core elements that experienced players cherish about the Atelier series in general. Compared to the rest of the Atelier series, the Atelier Ryza subseries has reworked the alchemy system to ease new players into the series while also keeping core players satisfied. Atelier Ryza 2 keeps the core basics of the alchemy and battle systems from the first Atelier Ryza, with some modifications. The tutorials in Atelier Ryza 2 are better at explaining the various mechanics and how to execute them.

One of the concepts from the first Atelier Ryza that surprised and bewildered me was Ryza doing so many of the various chores and work herself, such as the weapon forging, not delegating any gathering of items, et cetera. A basic life philosophy I have is the more of the minuscule tasks I can delegate out, the more time and energy I have to focus on more important issues. Ryza seemed to do anything and everything that was needed and did not eventually try to delegate that work out, which usually does end up being tasks that can be delegated in previous Atelier games. After playing Atelier Ryza 2, it now looks genius and deliberate to me that Gust specifically took this approach with the first Atelier Ryza. In Atelier Ryza 2 and the setting being in the Royal Capital, there are several more people and experts that can take on these tasks for Ryza. In the first Atelier Ryza, the game is set on an island with a limited population, so it makes sense that Ryza would need to do all of those tasks herself and not be able to delegate it out to others.

World Exploration

Atelier Ryza 2 keeps with the typical theme of other Atelier games in that the world is a vibrant, colorful environment. The world is able to be explored with a rotatable camera. Sometimes rotating the camera while moving around causes the game to make awkward jumps and angle changes, especially when in close quarters. The picture focus sometimes goes in and out while rotating. This is very noticeable and frustrating in the Café.

Atelier Ryza 2 keeps the feeling of the world being isolated and consolidated, instead of a globetrotting, worldwide adventure. I love that this is a common theme of Atelier games, because it is a different experience and unique compared to most other role-playing games that have a worldwide threat that needs defeated. In Atelier Ryza 2, you are able to explore the quaint Royal Capital and its surrounding areas. While exploring the world in Atelier Ryza 2, you will notice that the graphics have been improved. The visuals seem clearer, sharper, and brighter. Atelier Ryza 2 does not have a stamina system or time limits in place.

Fast travel is back and such a godsend. It is great to be able to fill the basket with materials, fast travel to the atelier, and then warp right back to the general area you were previously exploring or gathering at. Speaking of going to the atelier, I love how both Atelier Ryza games replenish your health automatically whenever visiting the atelier. This is a lot easier than other Atelier games where you needed to rest to replenish health or other role-playing games where you need to pay to stay at an inn. This eliminates an unnecessary step.

The gathering of materials has been slightly improved. Standing at a gathering point now shows you what materials can be collected from there if you have gathered that material before. Another good change to Atelier Ryza 2 (at least compared with Atelier Ryza), is that gathering materials can be delegated after reaching a certain point in the game.

Some other minor changes to the exploration include Ryza's jump is not as floaty now. Ryza can swim. Rain has been added to the game and it will randomly rain on you in the Royal Capital and in the field. You can also ride large beasts to move across environments quicker and dig holes for unique materials in certain locations, which is a new way to discover materials. The photo mode now lets you add in other characters and enemies, which means you are able to create some odd pictures (e.g., I took a screenshot of a sheep in Ryza's atelier).

The largest change to the Atelier formula within Atelier Ryza 2, and the crux to the entire game, is the exploration of the ruins around the Royal Capital. I got a very Zelda-esque vibe from some of the ruins with the explore, fight boss, and receive item that allows you to explore deeper into that ruin and the world itself concept. I personally do not go on globetrotting adventures to save the world from a dark evil. However, I love exploring and adventuring at local state and federal parks. I find this concept similar to how Atelier Ryza 2 approaches exploring the ruins, which makes Ryza more relatable to me in the sense that we both explore nearby, unique features and locations.

The main concept of exploring ruins is to discover the secrets and history behind each ruin. The compass shows where the Memory Vestiges and Ruin Fragments are located in ruins. When you enter a ruin, you need to complete objectives from the Research List to activate the Compass. Essentially, you need to explore portions of the ruin before being able to search for the Memory Vestiges and Ruin Fragments. Once you complete these basic steps, you are granted access to the potential locations of various Memory Vestiges and Ruin Fragments located within the ruin.

Memory Vestiges appear as a yellow light and are memories from people who were once connected to the ruins. Ruin Fragments appear as a blue light and are used in conjunction with the Exploration Diary and Memory Vestiges. Within the Exploration Diary, collected Memory Vestiges can be placed in obtained Ruin Fragments to uncover more of the mysteries behind the ruins. There are specific spots/locations in the Ruin Fragments that Memory Vestiges need to be placed. Each spot in the Ruin Fragment gives clues about what should go there. Each Memory Vestige has a brief description of past events in those ruins. You need to match the right Memory Vestige to the correct spot in the Ruin Fragment by reading and matching the Ruin Fragment clues the appropriate Memory Vestige description. This then unlocks/deciphers more details about the ruins. Ruin Crystals are the next progression in this exploration process. You can find Ruin Crystals after fulfilling the Exploration Diary and deciphering the Memory Vestige and Ruin Fragment clues. Finding the Ruin Crystal will give you a recipe to create an item to restore an artifact in the ruin.

Finding Memory Vestiges and Ruin Fragments will sometimes unlock ghosts or spirits that you "overhear/eavesdrop" on having conversations from the perspective and time of when that person would have been in the ruin. I really enjoy the general concepts of the Memory Vestiges, Ruin Fragments, and unlocking spirits because of the history and lore you uncover regarding the ruin you are exploring.

All of this exploration also provides benefits to Ryza and her alchemy skillset. Completing Ruin Fragments unlocks new skills and branches in the skill tree and also awards skill points.

Alchemy

Alchemy and item synthesization generally involves following recipes and combining materials together in an alchemy pot to form new items. The alchemy system remains nearly the same as the first Atelier Ryza. In comparison to other Atelier games though, the alchemy system has been revamped. It has been made simpler and more new user friendly in some aspects; but it has also been innovated to encourage more experimentation making it unique to experienced Atelier players.

The biggest change in the alchemy system between Atelier Ryza and Atelier Ryza 2 is how recipes are learned. In Atelier Ryza 2, recipes and other alchemy related skills are unlocked through the Skill Tree with Skill Points (SP). Recipes of items Ryza had to synthesize and alchemy skills from the first game can be purchased by using SP. This is mostly a general set of common recipes from Ryza and Atelier series as a whole; not a save file transfer or anything. SP can be earned by synthesizing items and exploring.

The typical, pre-Ryza approach to alchemy within the Atelier series followed the concept of requiring x2 of Material A and x3 of Material B to synthesize a new item. Both Atelier Ryza games change that formula by providing different ways to create items. There is still the underlying basis that a specific number of a certain material will be required, but there are now multiple paths shown on the Synthesization menu for an item recipe. These multiple paths encourage you to place specific material types and elements to add different characteristics of the item you are synthesizing. These different characteristics can include additional attack power, increased item quality, increased number of skill slots, increase the level and power of a specific skill, et cetera. Atelier alchemy systems always reward using quality items with great traits. Atelier Ryza 2 is no different.

One of the most unique and enjoyable alterations that Atelier Ryza made to the alchemy system was being able to create new items and unlock new recipes by experimenting with known recipes. At first, I thought this process, known as Recipe Morph, had been removed from the sequel and I was severely disappointed. However, I soon realized that I was wrong and this is one of the alchemy skills that needs to be unlocked within the Skill Tree.

The use of gathering tools is still present in Atelier Ryza 2 and an excellent function. Gathering tools are used to gather materials and include, but not limited to, a staff, scythe, hammer, fishing rod, and bug net. As with the first Atelier Ryza, certain gathering tools can only be used to gather materials from certain locations. Different gathering tools can be utilized at the same gathering spot to obtain different material. Gathering materials from a flower can yield flowers with the staff, plant essence with the hammer, and insects with the bug net.

Core Crystals make a return, with one slight but positive change. The change is that items and Core Charges can be used outside of battle. This means that you are now able to use items to heal while exploring the field environments! A refresher about Core Crystals is that you can attach items to the Core Crystal for each playable character. This then lets you use these items in battle (and also now outside of battle in the field) at the cost of Core Charges. Core Charges are now replenished in battle.

Battle System

Atelier Ryza's unique take on the active time battle (ATB) system makes a return in the sequel. Overall, the battle system has a few improvements, as well as a couple regressions. Essentially, the battle system in Atelier Ryza 2 is equivalent to the first Atelier Ryza in the enjoyability factor.

The ATB gauge timeline is now in the bottom left of the battle screen. There is a point in the center of this line. Your characters will move from the left to this center. Your enemies will move from the right to the center. Whenever anyone reaches the center, they can take an action. This change seems lateral at best. I do not see any benefits or drawbacks from changing the ATB gauge like this.

A guard command has been added to the battle system. Successfully guarding requires you to press the triangle button at the correct time. Getting a Perfect Guard grants you additional Action Points. There have been several times I was caught defenseless/unable to press Defend button because I was in the middle of attacking. This is something to keep in mind before attacking, as well as adds strategy to make sure you are guarding instead of attacking when an enemy is prompting to attack you.

You can now chain skills together, as long as you have enough Action Points available. Controls for executing skills has slightly changed. Now you are required to hold R1 to bring up the skills menu and then press the corresponding button.

The camera angle/perspective in battles has been changed to show Ryza (or whoever you are controlling) as the central focus and everyone else is an afterthought. The camera is centered on the character you are controlling, while the other party members are barely visible on the corners of the screen. This allows you to visually focus on only one character, but leaves you out of the loop on what the other characters are doing.

Tactics level has been reworked. Using physical attacks increases Action Points. Using skills will consume Action Points and raise your tactics level. First game, your tactics level would increase once you reached a certain amount of AP; not by using skills. No button needs pressed to go to the next tactics level.

Action Orders return. Action orders appear in top left screen. Teammates give suggestions on what to do next (e.g., use item, use magic, or attack with weapon). When you do the action they request, it allows them to attack without officially taking their turn, which is the Action Order. Some of the action order requests make no sense and seem random. Specifically, fighting against Jewel Guards and/or Rock Puppets who are resistant to physical attacks; yet, Tao and Patty were asking me to use a physical attack for the action order.

Citizen Requests

The requests system has been greatly improved from Atelier Ryza and is now more akin to the rest of the Atelier series You are able to accept requests from people throughout the Royal Capital (similar to villager requests from the first Atelier Ryza) or from the bulletin board in Café (like to the bars from Arland trilogy). Completing requests helps build Ryza's reputation, which is similar to Arland series. Specifically, Meruru and her approval rating comes to mind. You can also be rewarded with Cole (in-game currency) and/or Skill Points. Accepting quests from people in the city is a great way to show citizens and their personalities and to have character development on multiple levels. This has Ryza and the gang exhibiting depth for caring about local people and not just exploring ruins. It also provides personalities to the inhabitants of the city.

Conclusions

Atelier Ryza 2 improves upon Atelier Ryza and the rest of the Atelier series. Atelier Ryza 2 has become my favorite in the Atelier series, which is exactly what I said about Atelier Ryza after it was released. The battle system is fun. The alchemy system is addicting. The ruin exploration process was very creative and fun.

Atelier Ryza 2 does a significantly better job of explaining what to do next and why through cutscenes and dialogue. There are no major decisions made off screen that you do not know about until opening the Story Quest menu, like what happened frequently in the first Atelier Ryza. The only thing keeping me from giving this a perfect score is the weird camera shenanigans that happen when you are in a confined space.

Atelier Ryza 2 is a wonderful role-playing game with a huge focus on alchemy, characterization, exploration, and battles. It is a great starting point for anyone looking to get into the Atelier series or just looking for a new role-playing game to play. It is also a nearly perfect sequel to fans of the first Atelier Ryza. I highly recommend this game to anyone and everyone that has even a small interest.

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Source: https://gamefaqs.gamespot.com/ps4/296164-atelier-ryza-2-lost-legends-and-the-secret-fairy/reviews/171784

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