I would like to think that whaling/paying for rolls in Atelier Resleriana is what enabled Atelier Yumia to be funded. Maybe I'm coping. Maybe I'm just being delulu, but I want to keep playing Atelier games and if I can somehow help contribute to that, I would be incredibly happy. Atelier Yumia gives me hope that my fave game series can keep going. Also: Great work as always with the video! You're awesome~! :)
I'm a huge fan of base building and design. I spent many years playing all kinds of survival crafting games looking for one to do it right, but almost all of them let me down in some way with weirdly restrictive building and not letting you place something a certain way. I was not expecting an Atelier game of all things to potentially come close to my ideal with this free-form building
Quite excited about Yumia overall. With the success of the Ryza Trilogy (plus the revenue that Resleri has brought to the table), Gust is having their first project for a full console Atelier game for a new sub-series. I share some concerns with you about some gameplay designs, but I'm actually okay with Gust trying something kind of different. They are going also all-in: Great visuals, cool marketing, a more mature setting, releasing the games in XBox, plus translating the games to Spanish, French, German, etc. I think the potential success (or failure) of this game could change radically how Gust will handle the IP in the future.
I'm so excited for Atelier Yumia. Been eagerly awaiting another console release after Ryza 3. I hope all the extra development time means an even bigger adventure than Ryza was.
I started to be more interested in atelier because of the gacha, I love the character designs and although I don't have many problems understanding English, it is very comforting to play it in my language, I will definitely buy it
I'm very curious how Victor and Rutger are going to be like! Also how Victor reacts when Yumia synthesizes her first alchemy weapon. Given he is her supervisor. The campsite preorder bonus looked so cute!
My biggest worry is that the game looks way too action-combat-focused. This was especially the case with the first / announcement trailer where the game basically looked like a third-person action-RPG. The most recent trailer looks much more balanced with exploration, crafting, party-based mechanics, etc. But... it just feels like Gust is moving more and more towards a 'generic JRPG' design approach rather than what made Atelier so distinct. And 100% agreement with you that the synthesis system feels too basic. The construction mechanics looked pretty cool to me though and yeah, depends on how they incorporate it. Atelier Meruru for example could have benefitted hugely from that.
Seems like the big focus is on upgrading the exploration+gathering experience and I'm definitely here for that! I don't mind action combat if they pull it off well, but yeah it definitely feels like they're heading in the direction of genericizing the mechanics a little too much. Nothing we can do but wait and see on that, maybe the fears are completely unfounded.
I see a good balance all the different things you can do in the game. They even have two different synthesizing systems. I do miss the old turn-based system.
I think the cauldron is her back back, loving all the new things they are trying here I hope it carries well into the game but either way I’ll be playing 💚
I'm hyped for this new Atelier, but it's kinda unfortunate they have to simplified the synthesis, cause that's what actually hooked me on this franchise and the character design too, of course. Or Idk, maybe I'm a negative Nancy and should just play the game before making any judgement.
It seems that each character has a combat range change system, it can change between melee and ranged attack styles, and during the change of stance, the character will jump like a dodge, probably used instead of pressing the guard button
Every aspect in Atelier Yumia is big improvement in the series I just hope the story would be Sophie comparable of all the stories Sophie's story gave me fulfillment and hope for the series
From a technical standpoint, this concerns the Japanese game industry as a whole. They seem unable or unwilling to catch up with the new 3D game engines, so almost all the games are stuck with decade-old quality and unable to advance.
I'm going to be genuinely curious how the split with Akatsuki games effects gameplay choices, if at all. Akatsuki is known for adding status effects, but then making most content immune to it, making the characters based on status effects lackluster at best, useless at worst (they've been doing that in dokkan battle for almost 10 years now), as well as creating all kinds of weird categories for leader skills that don't seem to have been designed with gameplay in mind (again see dokkan battle). Going forward will enemies stop being fully status immune and instead, more logically, just have a couple status they're resistant to, though still not immune? Will new categories feel more cohesive with team building instead of just random groups that you may or may not make any sense to run together? Will be interesting to find out.
I really love being able to swap to reserve characters mid-battle, it was in Mana Khemia 2 and I don't know why they ever removed it. Hell, I think ALL JRPGs should allow you to freely character swap mid combat and balance around that, like in Mana Khemia o FFX. It's just sad to never use and upgrade certain characters ever because you already got used to your favorites. I do agree with the synthesis being watered down. Peak Atelier synth was the Mystery trilogy, imo, but they have simplified it a lot as they tried to reach more of a mass appeal, and I can understand why. Some of my friends didn't even think about recipe jumping in Ryza, to stack mat buffs. Hopefully this one's alchemy system gets more mechanics and harder as you reach late game, and doesn't become a "just dump more materials". Also, since it's open world, I do hope they bring back the OH-KO trait for farming regular enemies, or at least the old 'QTE kill' thing that older games had, once you're far stronger than the enemy, so you don't have to grind out during fights.
I think she is still using a cauldron, it's just that it's tiny and she's wearing it as a backpack. Her backpack is suspiciously shaped at least. (Made a separate comment since this is a small different point and the other one is long, so this observation could get lost)
Something they haven't shown that I feel might be the case due to how certain aspects of the UI work is that you might get to use multiple, if not all, of the cores. It's the only reason I can think of for requiring you to leave the screen for a specific core before confirming the synthesis. I'm also not a big fan if traits are handled separately from the actual synthesis itself. I've always said that every modern Atelier game has a crafting system more complex than basically anything else in the genre through the interplay between quality, effects, and traits. The "mini-games" (for lack of a better term) further adds on to this, but even the Arland trilogy stands out when compared to non-Atelier games because of this trinity. Removing traits from that equation massively takes away from that, since it's what drives crafting chains to be longer than technically required the most. Obviously it's not unlikely that there's more to the system, so I'm not going to make any final judgements, but it is a big worry of mine that crafting chains will be shorter and less dynamic as a result.
There are two synthesizing systems in the game. Simple synthesis has been added to when you exploring. You can also make equipment and other things while exploring too.
I agree, separating the systems out into different parts/steps simplifies the overall process significantly and makes it feel less like "atelier crafting" But this is still all just speculation based on limited early footage, so we'll see when the game comes out!
I love Yumia design, the beauty mark and especially her heels design like some kind of crystal phials, pretty. Resna is a bit high school looking but still looks sunshine, Yumia if you just look at her visually without her voice, she seems a bit mature with her body proportion, my type like Ryza
quite a shame for resleriana series. was hoping for a continuation of resleriana after the story ends. it could probably be set in resleriana's world too since they mention mana is everywhere. could be a past or future time of resleriana where 1) yumia is set in a time where the downfall of alchemy began which led to resleriana's timeline or 2) resna managed to solve the mana issue and this is far into the future. im just coping.
Usually, the main character designs are cheerful and full of vibrant colors. So it's kinda weird they chose to use a darky and gloomy design for the main character. Also IIRC, CMIIW, only the Dusk series uses a theme where Alchemy was causing disaster and only Mana Khemia 2 uses a theme where Alchemy technique was abandoned Wait... she synthesizes without a cauldron? now that's new...
In Ryza, alchemy is more or less forgotten because of the tragedies caused by the Klint Kingdom through alchemy (and this is the main plot of Ryza 3) In Arland, alchemy isn't very well known (forgotten), until Astrid+Rorona start teaching it to more people to spread it through the kingdom and resleriana has a lot of forgotten alchemy stuff
i hope they actually want to go for more serious tone..im happy with alot atelier series..but i really, really wish gust try serious story again for atelier Like "Dusk trilogy" overall im hype.
I would like to think that whaling/paying for rolls in Atelier Resleriana is what enabled Atelier Yumia to be funded. Maybe I'm coping. Maybe I'm just being delulu, but I want to keep playing Atelier games and if I can somehow help contribute to that, I would be incredibly happy. Atelier Yumia gives me hope that my fave game series can keep going. Also: Great work as always with the video! You're awesome~! :)
Pretty sure Ryza as a whole grossed significantly more revenue than resleriana has in its year of service, so thank Ryza instead :D
Me having to go to spark on a few banners paid for those Yumia physics, you may all thank me in the comments below. :P
@@atelierangela lol indeed.. ryza did bring tons of new fan to atelier series (including me)
Rabbit girl is voiced by Bocchi VA. Stoked for that
I love Lenja! She is demihuman which cute!
Yumia seems to have Dusk vibes, but cranked up to 11. And I loved the Dusk games.
I had the EXACT same thoughts about the building system. “Probably unnecessary but completely fitting”
I actually love it. :)
@@R3DGaming oh me too! It looks super fun - I’ll probably put WAY too many hours into getting it to look just how I want lol
I'm a huge fan of base building and design. I spent many years playing all kinds of survival crafting games looking for one to do it right, but almost all of them let me down in some way with weirdly restrictive building and not letting you place something a certain way. I was not expecting an Atelier game of all things to potentially come close to my ideal with this free-form building
@@saintfayde4438 It's so cool. :)
@@CatsandDragons7 Fortnite building our way to success in this one.
Quite excited about Yumia overall.
With the success of the Ryza Trilogy (plus the revenue that Resleri has brought to the table), Gust is having their first project for a full console Atelier game for a new sub-series.
I share some concerns with you about some gameplay designs, but I'm actually okay with Gust trying something kind of different. They are going also all-in: Great visuals, cool marketing, a more mature setting, releasing the games in XBox, plus translating the games to Spanish, French, German, etc.
I think the potential success (or failure) of this game could change radically how Gust will handle the IP in the future.
I'm so excited for Atelier Yumia. Been eagerly awaiting another console release after Ryza 3. I hope all the extra development time means an even bigger adventure than Ryza was.
I started to be more interested in atelier because of the gacha, I love the character designs and although I don't have many problems understanding English, it is very comforting to play it in my language, I will definitely buy it
Looks good. I'll be keeping my eye on this one for sure.
I'm very curious how Victor and Rutger are going to be like! Also how Victor reacts when Yumia synthesizes her first alchemy weapon. Given he is her supervisor. The campsite preorder bonus looked so cute!
My biggest worry is that the game looks way too action-combat-focused. This was especially the case with the first / announcement trailer where the game basically looked like a third-person action-RPG. The most recent trailer looks much more balanced with exploration, crafting, party-based mechanics, etc. But... it just feels like Gust is moving more and more towards a 'generic JRPG' design approach rather than what made Atelier so distinct.
And 100% agreement with you that the synthesis system feels too basic.
The construction mechanics looked pretty cool to me though and yeah, depends on how they incorporate it. Atelier Meruru for example could have benefitted hugely from that.
Seems like the big focus is on upgrading the exploration+gathering experience and I'm definitely here for that!
I don't mind action combat if they pull it off well, but yeah it definitely feels like they're heading in the direction of genericizing the mechanics a little too much. Nothing we can do but wait and see on that, maybe the fears are completely unfounded.
I see a good balance all the different things you can do in the game. They even have two different synthesizing systems. I do miss the old turn-based system.
I am hyped, looks good!
I think the cauldron is her back back, loving all the new things they are trying here I hope it carries well into the game but either way I’ll be playing 💚
I'm hyped for this new Atelier, but it's kinda unfortunate they have to simplified the synthesis, cause that's what actually hooked me on this franchise and the character design too, of course. Or Idk, maybe I'm a negative Nancy and should just play the game before making any judgement.
Looks good. Gotta love Gust
It seems that each character has a combat range change system, it can change between melee and ranged attack styles, and during the change of stance, the character will jump like a dodge, probably used instead of pressing the guard button
Every aspect in Atelier Yumia is big improvement in the series I just hope the story would be Sophie comparable of all the stories Sophie's story gave me fulfillment and hope for the series
From a technical standpoint, this concerns the Japanese game industry as a whole. They seem unable or unwilling to catch up with the new 3D game engines, so almost all the games are stuck with decade-old quality and unable to advance.
I'm going to be genuinely curious how the split with Akatsuki games effects gameplay choices, if at all. Akatsuki is known for adding status effects, but then making most content immune to it, making the characters based on status effects lackluster at best, useless at worst (they've been doing that in dokkan battle for almost 10 years now), as well as creating all kinds of weird categories for leader skills that don't seem to have been designed with gameplay in mind (again see dokkan battle). Going forward will enemies stop being fully status immune and instead, more logically, just have a couple status they're resistant to, though still not immune? Will new categories feel more cohesive with team building instead of just random groups that you may or may not make any sense to run together? Will be interesting to find out.
I really love being able to swap to reserve characters mid-battle, it was in Mana Khemia 2 and I don't know why they ever removed it. Hell, I think ALL JRPGs should allow you to freely character swap mid combat and balance around that, like in Mana Khemia o FFX.
It's just sad to never use and upgrade certain characters ever because you already got used to your favorites.
I do agree with the synthesis being watered down. Peak Atelier synth was the Mystery trilogy, imo, but they have simplified it a lot as they tried to reach more of a mass appeal, and I can understand why. Some of my friends didn't even think about recipe jumping in Ryza, to stack mat buffs.
Hopefully this one's alchemy system gets more mechanics and harder as you reach late game, and doesn't become a "just dump more materials".
Also, since it's open world, I do hope they bring back the OH-KO trait for farming regular enemies, or at least the old 'QTE kill' thing that older games had, once you're far stronger than the enemy, so you don't have to grind out during fights.
i want this game now :((((
Atelier Yumia will be peak in 2025
If Yumia gets released in Resna first, it will be funny. Was 3H characters released in FEH first before 3H gets released?
Any Atelier game release is a siphon and free advertising into Atelier Resleriana.
I think she is still using a cauldron, it's just that it's tiny and she's wearing it as a backpack. Her backpack is suspiciously shaped at least.
(Made a separate comment since this is a small different point and the other one is long, so this observation could get lost)
Something they haven't shown that I feel might be the case due to how certain aspects of the UI work is that you might get to use multiple, if not all, of the cores. It's the only reason I can think of for requiring you to leave the screen for a specific core before confirming the synthesis.
I'm also not a big fan if traits are handled separately from the actual synthesis itself. I've always said that every modern Atelier game has a crafting system more complex than basically anything else in the genre through the interplay between quality, effects, and traits. The "mini-games" (for lack of a better term) further adds on to this, but even the Arland trilogy stands out when compared to non-Atelier games because of this trinity. Removing traits from that equation massively takes away from that, since it's what drives crafting chains to be longer than technically required the most.
Obviously it's not unlikely that there's more to the system, so I'm not going to make any final judgements, but it is a big worry of mine that crafting chains will be shorter and less dynamic as a result.
There are two synthesizing systems in the game. Simple synthesis has been added to when you exploring. You can also make equipment and other things while exploring too.
I agree, separating the systems out into different parts/steps simplifies the overall process significantly and makes it feel less like "atelier crafting"
But this is still all just speculation based on limited early footage, so we'll see when the game comes out!
I love Yumia design, the beauty mark and especially her heels design like some kind of crystal phials, pretty. Resna is a bit high school looking but still looks sunshine, Yumia if you just look at her visually without her voice, she seems a bit mature with her body proportion, my type like Ryza
The designer said he was going for a more mature look. I like her look, too.
I bet the next Atelier will looklike monhun😂
quite a shame for resleriana series. was hoping for a continuation of resleriana after the story ends. it could probably be set in resleriana's world too since they mention mana is everywhere. could be a past or future time of resleriana where 1) yumia is set in a time where the downfall of alchemy began which led to resleriana's timeline or 2) resna managed to solve the mana issue and this is far into the future.
im just coping.
I thought the same. The burning animation of the incident in Yumias past, remined me a bit of the attack of Weltex in Resleri!
Usually, the main character designs are cheerful and full of vibrant colors.
So it's kinda weird they chose to use a darky and gloomy design for the main character.
Also IIRC, CMIIW,
only the Dusk series uses a theme where Alchemy was causing disaster and only Mana Khemia 2 uses a theme where Alchemy technique was abandoned
Wait... she synthesizes without a cauldron? now that's new...
In Ryza, alchemy is more or less forgotten because of the tragedies caused by the Klint Kingdom through alchemy (and this is the main plot of Ryza 3)
In Arland, alchemy isn't very well known (forgotten), until Astrid+Rorona start teaching it to more people to spread it through the kingdom
and resleriana has a lot of forgotten alchemy stuff
I like the style but the 3d models look off, they have that Sakura Wars syndrome.
i hope they actually want to go for more serious tone..im happy with alot atelier series..but i really, really wish gust try serious story again for atelier Like "Dusk trilogy" overall im hype.
Love the dark aspects. We do have Isla for probably comedic relief or just as happy, lively character! :)
0/10 no yumia glasses in sight 😞
😔
dlc, maybe? It is koei tecmo.
Even if I wasn't already sold on the game, Nina would have sealed the deal. Gust is cooking a whole damn buffet with this one
It's such a good looking game.
Just glad they didn't kill mainline releases to devote all their time on the mobile game.
Honestly, i was scared they were gono repeat what they did with dead or alive and their gacha game