Atelier Ryza is pretty high on the upper end of mediocre RPGs, despite only having one interesting system in the game in its alchemy system. The advantage it has though, is that this one system is fleshed out so much that the rest of the game does not really matter much, and as it leaves many options for the player to approach the challenges the game poses.

The story is barely worth mentioning, and the characters and their motivations are basically walking cliches, but it at least doesn’t pretend to be an epic about saving the world, and it does generally convey the relaxedness you feel when playing the game. The combat is also lackluster in all its aspects, as even superficial things like skill animations and damage numbers do not feel satisfying for the first time you see them, but it at least gets the job done of posing as a genuine skill check for whether your know how to use the alchemy system. You can’t just steamroll the enemies by fighting in many random encounters and expecting the leveling to do, well, anything, really, because the stat increases you gain are negligible compared to the equipment you build. This is a good thing, because this means that Atelier Ryza can not really make you grind mindlessly.

While many other middle-budget RPGs would be content to browbeat you either into fighting the same enemy formations 50 times or to make everything so easy that nothing really matters, Atelier Ryza derives its satisfaction from you discovering and remembering where you got which material to synthesize what item, and it excels at making you feel excited for a material that the alchemy list showed you is necessary for the bomb with the biggest boom. (I played the game on hard and I would recommend anyone to do the same, because it seems to be the only difficulty where anything can realistically pose a threat to your party.)

Even if you started from scratch to gather these materials, Atelier Ryza has made 3 very smart moves in the process to not make this feel tedious:

a) There are no super-rare materials at gathering points or from enemies, and the drop chances are all so high that – stochastically speaking – you will not get frustrated by a material not appearing.

b) The game lets you fast travel anywhere at any time, which makes the material gathering a fairly short and sweet affair, that builds tension for only 5-10 minutes until you can build that item or equipment you wanted and finally go and explode some enemies.

c) After a certain point in the game, it lets you multiply materials and equipment you synthesized, so if you have made a really good armor or materials to synthesize a weapon, you can just multiply these for your party members and generally don’t have to repeat synthesize much from this point on.

This all leads to Atelier Ryza having the feeling of a really solid incremental game that gives you enough choices to impact how fast and in what way the numbers go up. This might sound like a backhanded compliment, but it isn’t. I imagine it would have been easy to make this kind of game feel tedious and grindy, but instead Atelier Ryza feels… relaxing. It rarely annoyed me, it never browbeat me into 3-hour grinds just to be able to continue, and it was very up-front from almost the very beginning what kind of game it was. I appreciate this upfrontness. I could put it on when I just wanted to have a very chill evening playing a game. It’s trying to be comfort food, and it’s pretty good at it.

Reviewed on May 25, 2021


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