Gust announces Atelier Sophie (PS3/PSV/PS4)

Buildings, sky and a slag in the background all make it look like a dusk game

need to see that second character because the "dollmake" system makes her sound like an automaton
 
Good, back to a single characters. We can safely say that we tried the dual character thing and it didn't really add much. Some kind of time system too? Very excited!
 
Looks like Rorona 2.0, which isn't a bad thing.

Kinda weird that this is releasing so close to Yoru no Nai Kuni though. I hope KT isn't rushing it out.

Having two games in the pipes at once is pretty normal for Gust, it's just that the other game is usually an Ar Tonelico/Surge Concerto game. Also they outsource most of the grunt work anyway, so their bandwidth for this kind of stuff is pretty flexible.
 
Not sure I'm digging the design...

But it's a GUST game...

So, I will buy the Limited Edition...

With all the other bonuses from the GUST store...

Day 1...

Awesome to have 2 games from GUST to play this year :)

Is there a translation on the game's subtitle?

Alchemist of a Mysterious Book

or something along those lines
 
Happy with this announcement. Liking everything about it except the new art. Seems kind of generic. Mel Kishida and Hidari had very unique art-styles for the Arland and Dust series so this is a let down. Excited for the game anyway.
 
bring back the damn time system

BooThisMan.gif
 
there's a clock on the screen

THERE'S A CLOCK ON THE SCREEN

Please please please please please be what I think it is! I kind of got used to the way Shallie progressed but I miss light time management.

I like the more traditional-looking setting, feels a bit like the pre-Arland games (that, to be fair, I never played so I don't have first-hand experience).
 
there's a clock on the screen

THERE'S A CLOCK ON THE SCREEN

Please please please please please be what I think it is! I kind of got used to the way Shallie progressed but I miss light time management.

I like the more traditional-looking setting, feels a bit like the pre-Arland games (that, to be fair, I never played so I don't have first-hand experience).
Yeah, I'll add one vote for time management.
 
Oh, one other thing: I hope (as I always do for Atelier games) that there won't be too many moe fanservice-y bits. Rorona and Ayesha tended to be better about this than later games in their trilogies so maybe Sophie will be relatively restrained as well.
 
After Totori, every sequel is getting worse and worse. Escha & Logy was a terrible, terrible game and I didn't wan't to buy Shalie.

Hopefully Sophie is better, but I'm not counting on it.
 
After Totori, every sequel is getting worse and worse. Escha & Logy was a terrible, terrible game and I didn't wan't to buy Shalie.

Hopefully Sophie is better, but I'm not counting on it.
I disagree completely. Each game has its own advantages and disadvantages, but I don't see any overall trend. E.g. the alchemy system in Escha & Logy is easily the best in any PS3 atelier.
 
I disagree completely. Each game has its own advantages and disadvantages, but I don't see any overall trend. E.g. the alchemy system in Escha & Logy is easily the best in any PS3 atelier.

I agree that crafting is serviceable in Escha, but they perfected the formula ages ago. The story (which is the main point, IMO) is boring, the main characters are bland as hell and the support cast manages to be even worse than Ayesha characters.
 
After Totori, every sequel is getting worse and worse. Escha & Logy was a terrible, terrible game and I didn't wan't to buy Shalie.

Hopefully Sophie is better, but I'm not counting on it.

Can't agree here. I did not play Escha & Logy or Shallie yet but both Meruru and Ayesha had their own ups and downs but the games kept getting better and better in general.
 
I agree that crafting is serviceable in Escha, but they perfected the formula ages ago. The story (which is the main point, IMO) is boring, the main characters are bland as hell and the support cast manages to be even worse than Ayesha characters.

I dont know how anyone could play through Logy's story and call him bland
Linca & Marion are some of the best characters in the series with the longest story arcs, the only one who really compares is Astrid and she's already equalled by Keith
Ewin's side story alone could be another JRPGs main story
 
I know it's on Vita, but that doesn't mean that can't do a Plus version later. That's extra money for them, besides lots of people wait for plus to even buy it in the first place.

Hell, would love if they did a plus later on PS4, kinda like how Rorona+ made its way onto PS3. Would be nice, is all.

Rorona was never plus'd.

They are literally remakes of the original game.

They are called plus in the west to follow the past trend of the past ports of Totori and Meruru.

There's no reason for them to do a plus version of this game cause it is already coming out on the Vita.
 
After Totori, every sequel is getting worse and worse. Escha & Logy was a terrible, terrible game and I didn't wan't to buy Shalie.

Hopefully Sophie is better, but I'm not counting on it.
you mean after meruru, which is still the best ps3 atelier to date

I agree that crafting is serviceable in Escha, but they perfected the formula ages ago. The story (which is the main point, IMO) is boring, the main characters are bland as hell and the support cast manages to be even worse than Ayesha characters.
How could you not love interesting characters like reyfer?

(dusk has some of the worst characters I've ever seen, there's the occasional bright spot like Regina and Katla but they're mostly all awful)
 
I agree that crafting is serviceable in Escha, but they perfected the formula ages ago.
I don't agree with either of those. Alchemy was a lot more than "serviceable" in Escha, and the formula was far from perfected previously. For a major gameplay element, before Escha, the crafting in the PS3 Ateliers didn't feature enough player agency and RPG-like progression IMHO. They fixed both issues in Escha's system.
 
So is this like Japans COD?
No, they actually change the gameplay up quite significantly with each entry. (E.g. Shallie, the most recently released one, dropped time management which was a major gameplay element in the previous games, and replaced it with a new system. Or, as discussed above, Escha & Logy completely changed the alchemy system, which, as the name implies, is kind of a big deal)
 
No, they actually change the gameplay up quite significantly with each entry. (E.g. Shallie, the most recently released one, dropped time management which was a major gameplay element in the previous games, and replaced it with a new system. Or, as discussed above, Escha & Logy completely changed the alchemy system, which, as the name implies, is kind of a big deal)

I was more referring to yearly release with iterative changes and steady sales.
 
I was more referring to yearly release with iterative changes and steady sales.
Well yes, but as I described the changes are a lot less iterative than what happens with CoD. I don't think that series switches out major gameplay systems from one entry to the next.

Sadly, it also only sells 1/50th of CoD numbers :P
 

Seriously.
The time system adds zero gameplay.
I always maximized my time and cleared the game with close to 99% rate, but holy shit, the effort to do so was real time consuming of reloads and planning. It became so numbing that you will ask yourself if you were playing to reach the end goal % or enjoying the cute storyline and its characters?
Now with the last couple of titles, I can do both without planning and exploiting field items to increase my time limit, and just enjoying the story at a decent pace...after exploiting all the itemization of course.
 
some info from the magazine. I am sure there will be better translation later, so this is just kinda temporary.

-It's not based on Dusk world
-when asked if this was a trilogy: "sorry can't comment"
-Day/night cycle will be shown in the environment. Day/noon/night, and also weather is in.
-there will be no 'specific things you must do in specific time'. It would cause stress to the users
-Sophie is not really good at alchemy compared to recent protagonists.
-You don't buy recipes anymore. You learn them through experience. Exploration, battle, events could lead to new recipes.
 
Seriously.
The time system adds zero gameplay.
I always maximized my time and cleared the game with close to 99% rate, but holy shit, the effort to do so was real time consuming of reloads and planning. It became so numbing that you will ask yourself if you were playing to reach the end goal % or enjoying the cute storyline and its characters?
Now with the last couple of titles, I can do both without planning and exploiting field items to increase my time limit, and just enjoying the story at a decent pace...after exploiting all the itemization of course.

the time limit is there to help you utilize your time efficiently and doesn't hinder the experience at all as long as you're not making it a habit to constantly waste time, it's easily the best thing about atelier games, if it's causing you a bunch of stress and you're constantly reloading, it sounds like you just don't get it, that's on you and not the game

some info from the magazine. I am sure there will be better translation later, so this is just kinda temporary.

-It's not based on Dusk world
-when asked if this was a trilogy: "sorry can't comment"
-Day/night cycle will be shown in the environment. Day/noon/night, and also weather is in.
-there will be no 'specific things you must do in specific time'. It would cause stress to the users
-Sophie is not really good at alchemy compared to recent protagonists.
-You don't buy recipes anymore. You learn them through experience. Exploration, battle, events could lead to new recipes.
i guess this means the end of time specific events? because if so thank goodness
 
I disagree completely. Each game has its own advantages and disadvantages, but I don't see any overall trend. E.g. the alchemy system in Escha & Logy is easily the best in any PS3 atelier.

I preferred the alchemy system in the Arland games to anything from Dusk. I do think that after Meruru the games have been getting worse with each installment. (Although Ayesha was still good.)
 
i guess this means the end of time specific events? because if so thank goodness

I am not 100% sure to be honest. I understood it more as talking about the new day/night cycle. Like 'there will not be certain event that is only triggered at morning/noon/night.'
 
Oh my god this looks so awesome, definitely picking it up on PS4 for that Full HD.
Personally I don't mind the time system, it was amazing in earlier games and if they bring it back I have no objections.
 
PS4?

FUCK YES, I don't care if it stays looking the same as the PS3 games, just give me 1080p/60fps omg I'm so excited for an Atelier game that might not run like shit.
 
the time limit is there to help you utilize your time efficiently and doesn't hinder the experience at all as long as you're not making it a habit to constantly waste time, it's easily the best thing about atelier games, if it's causing you a bunch of stress and you're constantly reloading, it sounds like you just don't get it, that's on you and not the game


i guess this means the end of time specific events? because if so thank goodness

Please, how the hell am I going to get a rare ingredient without reloading? I am maximizing every single second so I can have more months left. You aren't being efficient if you don't reload, you probably lost an hour of in-game time due to RNG.
But again, it doesn't add anything meaningful to the game since you should have already planned everything from start to finish since the goal is already set to you for that month/year.
It is just a chore to use real time to be efficient with the in-game time.
And if you have planned too well, welp, you have too much in-game time left and the story takes a hit due to the pacing causes by over managing the time system.
 
Cool news, and I like Sophie's design. I hope that they eventually graduate to PS4 if it means nicer graphics/framerate. You just know that PS3/PS4 = "Same game on both, but maybe a better framerate on PS4."
 
Seriously.
The time system adds zero gameplay.
I always maximized my time and cleared the game with close to 99% rate, but holy shit, the effort to do so was real time consuming of reloads and planning. It became so numbing that you will ask yourself if you were playing to reach the end goal % or enjoying the cute storyline and its characters?
Now with the last couple of titles, I can do both without planning and exploiting field items to increase my time limit, and just enjoying the story at a decent pace...after exploiting all the itemization of course.

I guess it's less that I really love time management and more that the changes they made in Shallie don't work as well. Especially at the beginning of the game, progression happens in two discrete phases: there's a "story" section, where you can theoretically do whatever you want but you're not really progressing unless you do the story quests; then there's "free time," where you can theoretically do whatever you want but at some point you'll reach an arbitrary limit of completed tasks and then nothing else you do from that point counts towards other life tasks until you move on to the next chapter.

Time management in the previous games, especially Totori, Meruru and Ayesha, actually gave you more freedom. Every day you could think of something to do that would allow you to progress towards a goal, and you were given a lot of latitude. You also had a pretty good idea of where you stood in the game's progression. Shallie, on the other hand, made the early game very unpredictable for me. I'd find myself suddenly locked out of completing life tasks because oops, I picked up one too many flower items that finished a main life task, and now my main life task meter is complete and fuck you, move on to the next chapter.

And because the life tasks system is where you get most of your experience points for combat and alchemy, it's crucial that you manage your tasks effectively. Grinding in this game is pointless because normal battles give barely any XP and synthesizing items that don't count towards your life tasks don't raise your alchemy level very much either. Which is fine, except you're put in the position of trying to accomplish all your secondary life tasks while avoiding your main life tasks as much as possible so that you have the space to finish your secondary tasks and gain experience. This, to me, is stupid game design.

If time management is still gone in Sophie, that's fine, but they'd better replace the Shallie system with something that doesn't feel so artificially limiting for no real reason. Even Escha & Logy's enforced three-month (or four-month?) progression schedule would be preferable.

some info from the magazine. I am sure there will be better translation later, so this is just kinda temporary.

-It's not based on Dusk world
-when asked if this was a trilogy: "sorry can't comment"
-Day/night cycle will be shown in the environment. Day/noon/night, and also weather is in.
-there will be no 'specific things you must do in specific time'. It would cause stress to the users
-Sophie is not really good at alchemy compared to recent protagonists.
-You don't buy recipes anymore. You learn them through experience. Exploration, battle, events could lead to new recipes.

oh no Sophie isn't good at alchemy, so it's like every other Atelier game ever where the protagonist isn't good at alchemy except they're synthesizing nuclear devices by the end of the game. Or are they really suggesting Sophie will continue to suck at alchemy throughout the game?

Also, re: recipes. I like this change!
 
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