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Story 7/10 Characters 7/10
Graphics 7/10 Music 9/10
Gameplay 7/10 Extras 8/10
Reviewer: Chi Phan Final Score: 7.5/10

     Atelier Iris 2 is probably one of those games where you are scratching your head and wondering just why they made this sequel or prequel depending on how you look at the storyline of Atelier Iris 2. Especially considering that the first Atelier Iris wasn't that good nor did it sell very well overall. Well in this case, a sequel was made regardless of how successful or unsuccessful Atelier Iris is. But even sequels can be a second chance for a new series to prove to the fans out there that there's something to look at here if you give it a chance. And with that in mind, Rpg Dreamers is going to look at Atelier Iris 2 and see if there's something new and special about Atelier Iris 2 that the first Atelier Iris failed to capture.

STORY

Making a pact with a Mana.
I'll stop you, Chaos!
     For hundreds of years the world of Eden has prospered with peace and harmony between humans and Mana Spirits living together. The story begins in the city of Noir where two siblings by the name of Felt and Viese decided to venture out to Marmel Forest to celebrate Viese's new status as an official alchemist by making a pact with the Mana of Wood that inhabited the Dour's Tree inside Marmel Forest. But things seem to take a turn for the worst after the pact was made between Viese and the Wood Mana Spirit when a huge earthquake followed the ritual that left parts of the Marmel Forest missing including the disappearance of the Dour's Tree. Unsure of what event had just transpired, the sibling decided to leave the forest and head for Eden Temple to report the disappearance of the Dour's Tree to Kreuz, the leader of Eden and the highest ranking alchemist. On their way out of the forest, Felt heard a voice calling for him. Not being able to ignore this mysterious voice that called out to him, Felt and his sister decided to follow the voice to find the source of the voice to be a mysterious sword that was attached to the ground. The sword proclaimed itself to be the ancient holy sword known as the Azure Azoth and that the world of Eden is in great danger. It then asked Felt if he had the courage and strength to wield the sword in order to save Eden of an impending doom. Felt said yes to the sword and accepted the responsibility of saving Eden on his shoulders. With sword in hand, Felt and his sister, Viese, visited Kreuze to report what had just happened. Kreuze than informed them that the disappearance of the Dour's Tree was not an isolated incident as there were other areas of Eden that had disappeared too after the great earthquake. The sword of Azure Azoth informed Felt that clues and answers to what may have caused parts of the world of Eden to disappear may lie in the other world known as Belkhyde. Kreuze agreed with this assessment and ordered Felt to use the Belkhyde Gate to travel to the other world in hopes of finding a way to restore Eden to what it once was. As Felt packed up his belongings to head out on his adventure quest into Belkhyde, Viese made a promise that she will stay behind in Eden and head out on her own quest to make pacts with Eden's Mana Spirits so that she may help Felt as an official alchemist by creating Mana Items for him. Brother and sister, both on different quests but with the same objective to help save the world they love called Eden. To find out more on this prequel to Atelier Iris, you'll need to take the journey yourself.
Now if you want to compare which game elements were the most improved elements from the first Atelier Iris than you don't need to look any further than the story. Everything about the story in this game is vastly better than what was presented in the first game from the presentation of the story, the overall interests in the story, to the characters in the story. The new style of telling the story base on the different view points of Felt & Viese and their separate quests in saving Eden is a nice change of pace of just having 1 main hero. They've done it in a good way that when the story switches to the other main character, it's for a relevant story plot that fit in nicely with the overall story. The story never made it clear from the get go but for those of you that play the first game, this story is more of a prequel than a sequel. It's unclear just how many years before the events of the first Atelier Iris but in this story, the writers did a better job in explaining the world that the story evolves around. The story still isn't as long and in-depth as you would like it to be but it's develop enough to the point there the characters are more integrated into the story and the plotlines are more understandable with a clear goal that you can understand in terms of what the heroes are trying to do in this story. These were all missing in the first Atelier Iris story, a major improvement in this category. It's a bit of a short story but at least it left you feeling that the story is complete with closure. You didn't have that kind of feeling in the first Atelier Iris.

Score 7/10

CHARACTERS

Relaxing at the campsite.
     The character presentation in Atelier Iris 2 is much better than what was in the first game due to the way the story is told that the entire main cast is more integrated and involved in playing key roles in the story plotlines. You have 6 main characters featuring Felt, Viese, Gray, Fee, Nion, and Poe. The storytelling is broken up into two separate adventures featuring Felt and Viese as the 2 main characters. The other main characters also played key roles at different points in the story that made their background development an integrated part of the story. Better story equal better character development and this is what you have here, something that was missing in the first Atelier Iris. Rounding out the nice character presentation is the good voice acting that came with this game. Even though the integration of the characters is done to the point of this is how you develop a character as part of the storyline, the story itself is too light and short that the characters themselves aren't as in-depth as they can be. The end result is that these characters aren't going to be memorable characters down the road. They're still a long way off from becoming the kind of cast of characters as those of the Xenosaga series.

Score: 7/10

GRAPHICS

Anime in a 2-D world.
     The graphics hasn't changed much from the first Atelier Iris. It is better presented though since the world of Atelier Iris 2 is larger than the first Atelier Iris so you can see the graphical artwork being showcased a lot more and in better sceneries too. But overall it's still the same 2-D side to side artwork graphics that were used in the first Atelier Iris. All the background environments are hand drawn beautiful artworks. The character models themselves are 2-D artwork as well. And really in terms of judging artworks, these are really nicely dawn and with the right touch of colors used. The game is really nice to look at but as with the first Atelier Iris, no matter how nice the game may look overall, the end effect of it is that it's still too outdated and simple for today's rpg audience. The product of moving your characters in a side to side movement in this 2-D world is a prime example of this outdated feeling. You can even say Atelier Iris 2 gives off the old school rpg look which may please some rpg fans who's feeling a bit nostalgic for some old school rpging. But the problem of giving off the old school look is that the game comes off more as a novelty act than an rpg that's trying to find a solid base in today's rpg audience for long term prospect. Final verdict is that it's one of the best 2-D graphics around. The only question that remains is that is there still a market left in this time and age for a 2-D graphic game where console systems are pushing the boundaries on graphical achievements.

Score: 7/10

MUSIC

Are you on a musical journey?
     A repeat of history here as just like with the first Atelier Iris game, the music feature is the most dominant feature in this game. In fact it's even an improvement from the first Atelier Iris. Providing over 70+ musical tracks in this game in which you can access all of them in the Bonus Menu once you complete the game, Atelier Iris 2 shows that even games that look outdated can have killer soundtrack that are far superior to the most advance rpgs out there. What makes the soundtrack so great is that it's a blend of new materials mix in with remixes of ones from the first Atelier Iris. And what makes it even better is that all of these tracks have stayed in their original Japanese version. The musical presentation is so good that you feel it right away as soon as the introduction anime movie loads up at the titles screen with the full Japanese song version of "Eternal Story". And of course you feel the effects of the music too during your gameplay from battles to your never ending journey across the world. At times even I feel that the music seem out of place here as it's so much better than this game overall that a game like this may not even deserve this kind of music. The presentation overall of the music is that this is an epic great in-depth rpg adventure, something that this game clearly is not. Hence why I feel the music is so much better than this game overall.

Score: 9/10

GAMEPLAY

Feel the power of my skill attack.
Building up the chain meter.

Game Information

    Genre: Traditional Rpg

   Publisher: NIS America

   Disc: 1 DVD Disc

   Memory: 380 KB

   Players: 1 Player Mode

   Analog Control: Yes

   Digital Control: Yes

   Rating: Everyone 10+

   Release: April 2006

     In Atelier Iris 2, the gameplay have both been improved and simplified that the flow of the gameplay is much better than what it was in the first Atelier Iris. The main concept of extracting elements and using the power of the Mana to create Mana Items including Synthesizing Items & Weapons from raw materials are still present but it's been simplified to the point where you understand it a bit more and most of the stuff you can create is actually useful and helpful to you. In the first Atelier Iris, there were too many items to create that most of them are practically useless and unnecessary in the game. Weapon Synthesis in first Atelier Iris was a bit harder to understand due to the fact you don't really know what all the hidden effects are as a result of experimenting with different type of Mana and Mana crystals. Here, Weapon Synthesis is a more straight forward for gamers to understand. There are hidden effects but you don't really need to dig deep into them in order to create the best weapon for each character. The battle system too have been updated and improved to a semi action time system but the result is still a turn base system but with a faster pace. But the biggest change you'll notice is the style and presentation of the gameplay. Instead of having the entire gameplay features centralize into one component base on one normal rpg gameplay, Atelier Iris 2 gameplay is broken into two separate paths base on different main characters. This is also done to accommodate how the story is told through the view points of two different main characters. In this case, Felt has all the gameplay features that requires battling, traveling around the world, and Weapon Synthesis. In other words any feature that is related to combat is used on Felt gameplay quest. On the other hand, Viese's gameplay is base on unlocking Mana spirits, Mana and Item Synthesizing. In Viese's world, her gameplay is all non-combative, as her role is to create materials and items that will help Felt on his journey in the other world. Eventually near the end of the game, the two main characters will join together and all the separate gameplay features will become one centralize gameplay like a normal rpg game. But for about 90% of the entire gameplay, certain features are separated into what character quest you are currently playing. It's still one gameplay just that you need to move back and forth between the 2 character quests to accomplish different things. For the regular adventuring and saving the world, the gameplay will be focus on Felt's adventure, but if you get stuck and need to synthesize something to help Felt advance further, you'll need to switch back to Viese and use her gameplay features. This is the style and presentation of Atelier Iris 2 gameplay. Everything else is simple regular rpg stuff with improved Atelier Iris original rpg features. Now let's take a look at the gameplay features that were placed within the gameplay of the two main characters.

Mana Synthesis: Initially at first in order for Viese to make any original Mana Item for Felt to use on his journey, Viese needs to have the recipe, materials, and the right Mana Spirit on hand. This process is known as Mana Synthesis. Once all the components are there and Viese has created the Mana Item, Felt can than have the option to recreate the Mana Item himself as many times as he wants to by just using the power of the Mana Spirit and the extracted elements he has that is needed to make that item. He can forego the need of using the right materials. However only Viese can recreate a better quality by substituting various materials during Mana Synthesis.
Item Synthesis: For the entire game, only Viese can perform this feature. Viese can create original equipment, accessories, and Mana Synthesis materials through the use of Item Synthesis. The requirements for creating an original item is the same as a Mana Item, Viese need the recipe, right materials, and right Mana Spirit.
Elemental Extraction: Just like with the first game, both Felt and Viese can extract certain field objects into a pure element that they can use for Mana or Item Synthesis. The new thing here is that there are a lot more elements in this game than what was in the last game.
Weapon Synthesis: For most of the game, only those who are in the Felt's quest can use Weapon Synthesis. Once Viese joins up with Felt late in the game, she too can use Weapon Synthesis. Weapon Synthesis is much easier to understand in this game and somewhat kind of linear. Each character starts off with their basic weapon. As Viese form pacts with more Mana Spirits and discovers more items, Felt and his friends can synthesize higher grade weapons base on the weapon chart of their starting weapon. Each basic weapon has a weapon chart that branches off into 2 paths with higher grade weapons and form into 1 path with their ultimate weapon at the end of the weapon path. This easier and more friendlier linear weapon synthesis allows you plan ahead on what materials and Mana Spirit is require for the next higher weapon upgrade.
Harvesting/Mining: The ability to harvest and mine for items is actually a new feature in this game. The feature is actually quite simple to understand. If you come across an elemental rock, you can possibly mine that rock for materials to use in synthesis. The same also applies to harvesting. If you come across certain plants, you can water them and harvest materials out of them.
Skills: The skills system in this game is more advance and customizable than what was in the first game. There are no level ups from the skills as before. But that doesn't mean Skill Points aren't going to be used in the skill system. Each party member can acquire a skill through a weapon or accessory just by equipping them. However if you unequipped the gear then you lose the usage of the skill from that weapon or accessory. This is where the usage of SP comes in. As you fight battles, you gain SP, the SP is then distributed to the skill hidden factor meter. Once the hidden skill factor meter is filled to the max, the character than learn the skill. Now they can use the skill on a regular basis without having to equip the weapon or accessory where the skill first came from.
Action Cost Time Battle: The biggest change in combat is the introduction of an action cost time battle system. This isn't a real time battle system as everything is still base on a turn base system. This Action Cost Time Battle system uses an Action Time gauge that is broken down into three zones, Stun Zone, Wait Zone, and Action Zone. In Stun Zone, if an enemy is knocked into the zone, they will temporarily be stun for a few turns. The Wait Zone is basically where all fighters are waiting to take an action. And of course Action Zone is where you basically get to take an action or make a move on what to do.
Skill Gauge: Now in this battle system, you can't just use skill attacks right away. Skill attacks themselves are no longer base on MP. How many skill attacks and when you can use your skill attack is base on your Skill Gauge meter. Whether you are hitting or being hit, the meter in your skill gauge goes up. Each time your skill gauge gets full, it goes up by 1 level. The maximum level of your skill gauge is actually level 9. Now the thing to note here is that each offensive skill attack requires a set skill level condition to be reached before it can be use. Once the skill gauge reaches that level, only than can you use that skill. In other words, treat skill gauge levels as your MP for using skills.
Break and Charge Attack: Charge Attack is your normal damage attack so there's nothing to report here. The only interest here is the Break Attack. The bad thing about Break Attack is that is does less damage than a Charge Attack and it doesn't increase your skill gauge. The good thing is that break attack sometimes can knock the enemy Turn Icon backwards on the Active Turn meter. And if you time a Break Attack right, you can knock an enemy Turn Icon back into the Stun zone in the Active Turn meter. This of course will put the enemy into stun status for a few turns. By using Break Attack in the right way, you can line enemies up for chain combos or killing them by putting them in stun mode to the point where they won't get a turn in before you kill them off.
Chain Combos: The introduction of being able to chain combos into massive damage is a great feature and a fun feature in this game. Chaining combos take in effect when you are able to stun an enemy or enemies than follow up by doing consecutive damage attacks on them. With each consecutive attack, the damage goes higher than normal. Another benefit of chaining combos is that the higher the combo chain, the more experience points, skill points, and money you will receive at the end of combat. Once an enemy is no longer stunned, the chain combo is over.

I have to say that I like this new style and presentation of gameplay in Atelier Iris 2. The 2 main heroes with different quest isn't entirely new to rpgs as other rpgs have done it before, but what make it work here is that both the story telling and gameplay approach fit together well. It doesn't seem like the concept of gameplay was made base on how the story was told or the story was told base on how the gameplay was made. I've seen instances in the past on some rpgs where the story was forcibly made into something ridiculous to fit the concept of the gameplay or vice versa. This isn't the case here thankfully. The new and improve battle system also made the flow of the game a bit more fun and faster. It allows you to be a bit more interactive as you try and break the enemies and rank up those combo hits. The introduction of the encounter gauge is also nice and actually controls the number of battles you have to do in an area to the point where you can be free of random battles for those that hate them. And lastly the whole Synthesis features have been refined and simplified to a more useful approach than what was feature in the first game. In the end, I enjoyed this new and improved gameplay. However that doesn't mean there aren't any flaws to the gameplay. The drawbacks are that the game is too easy with battles lacking any challenges at all. The entire adventure and game itself is fairly short. Dungeon explorations are a bit too simple and linear as well. I guess you can say that these drawbacks are contributed by the fact that the game rating is, "Everyone that is 10 and above". And rpgers that are in the older audience range may find the simple and easy gameplay to be lacking overall for them. If you can forgive the simplicity of the gameplay to make it more attractive for the younger audience, you can still have a good time with the game in the end.

Score: 7/10

EXTRAS/REPLAY

Enter The Dragon Nest Challenge
     In Atelier Iris 2, there are no extra dungeons, side quests, or mini games. Now after having said all that, it doesn't mean there isn't any extra stuff to do in this game. The entire extra feature is place on one area or feature call the Dragon's Nest Trials. Each Dragon's Nest Trial is sort of like a tournament where you have to fight various different enemies through 5 non stop rounds of fights and at the end of Round 5, you face off against a boss. Some of the bosses are special hidden bosses that you can only find in the Dragon's Nest Trials. The game itself only requires you to do 1 Dragon's Nest Trial to progress the story forward. But for an extra hard challenge and some much needed extra playing time, you can complete and unlock all 30 Dragon's Nest Trials. Of course to unlock the entire Dragon's Nest Trials, you'll need to load up a Game+ save file after completing the game on your first play through as there are about a dozen Dragon's Nest Trials that can only be accessed upon completing Atelier Iris 2. This actually brings us to the replay value of this game. There isn't a New Game+ feature for those looking to try to replay this game again with an extra incentive but there is a Game+ feature where you can reload the game again on your last save point after beating the game so you can unlock and complete the rest of the Dragon Nest Trials. Not an actual replay value but something to do after you completed the game. The Dragon Nest Trials themselves are quite a rewarding challenge and can net you an extra 6 hours of gameplay. Another benefit of loading up a Game+ file is that the Bonus Menu gets unlock at the Main Menu. The Bonus Menu provides access to all the games movies, music files, artworks and character bios. The music files are the most rewarding feature in the Bonus Menu. All in all I have to say you'll get a pretty good bang for your dollars in terms of extra incentive and bonus features from this game even if there's a lack of side quests and mini games.

Score: 8/10

     While it was a surprise that Atelier Iris managed to get a sequel (or prequel) considering overall it wasn't such a great game, Atelier Iris 2 is definitely an improvement from the first game. And as long as with each new game in the series there's an improvement for the better, there's a chance that something great can be made out of it in the long term. Atelier Iris can be a good series in the long term but in order for that to happen, the games needs to move in a new direction of having updated gameplay with 3-D graphics and possibly geared more to the Teen Rated audience like with most rpgs out there. As it stands right now, the E+10 audience is making this game too easy and simple for most rpg fans that Atelier Iris 2 is nothing more than an appetizer to the bigger and better main course rpg games out there like Xenosaga III or a Final Fantasy XII. A serious hardcore rpg fan can probably finish this game within a week or so due to the lack of challenge in this game. For now, Atelier Iris 2 is strictly for rpg beginners and core fans of the first Atelier Iris game. It's a nice and decent rpg game but it won't be hitting the top sellers list for rpg fans out there.

Final Score: 7.5/10

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