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Atelier Escha & Logy Review (Switch)

Game: Atelier Escha & Logy, the Alchemists of Dusk Sky DX
Genre: RPG/ simulation
System: Nintendo Switch
Developers| Publishers : Gust| Koei Tecmo
Age Rating: EU 16+| US T
Price: £ 35.99| €39,99| US $39.99 | AU $60.00|CA $52.91
Release Date: 14th January 2020

Review code used, with many thanks to OnePR

The long running Atelier series, developed by Gust, has been in existence since 1997, has 21 games in the main series and several spin-offs like Atelier Nelke. Most games were released on the PlayStation line of gaming consoles, but Atelier Lydie & Suelle marked the beginning of a new way to play the Alchemy based RPG: on the Switch. The Dusk Trilogy coming to Nintendo’s latest console makes it 10 games to play on the go!

A few weeks ago I reviewed the first in the Dusk trilogy with Atelier Ayesha, the Alchemist of Dusk DX. Now it’s time to make my review for the second game, Atelier Escha & Logy, the Alchemists of Dusk Sky DX

It takes Two

In the Alchemists of the Dusk Sky you get a choice right at the beginning: want to play as Escha Malier, a young girl in her first job as an alchemist? Or as  Logix “Logy” Fiscario, the somewhat mysterious young man who got re-assigned from working as an alchemist in Central City to the backwaters of Colseit. Choosing between the game offers a different perspective on the events that happen with some scenes even being different.

When I started up the game years ago on the PS Vita I chose Escha. Though I didn’t get far in that gameplay, I found it to progress along the lines that I expected for an Atelier game. Young, still learning, sometimes a bit silly, sometimes wise beyond her years. A lovable teenager.

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This time though I decided to play as Logy, just to shake things up. And I wasn’t disappointed. It was a refreshing experience to play as a level headed young man and slowly revealing what mysteries lay in his past.

The town of Colseit, where both are assigned to the research and development department, has its roots in the distant past. Essentially created because of the  “The Unexplored Ruin”. A landmass that floats in the sky and no one has ever entered. Now who can resist such a mystery? Escha and Logy can’t, that’s for sure!

Time in neatly packaged task lists

If you are an Atelier fan you’ll know: time plays a factor in these games. When I told you about Atelier Ayesha I remembered how on my first play through I ran out of time before the end. But here, in Escha & Logy, time is still a defining factor but in a different way.

Every four months you get a new assignment from Marion Quinn. A familiar face, as we already know her from Ayesha, she’s your boss. Every new assignment had 1 essential one, that is a part of the story. There are 8 big ones and a further 16 small ones to do. Completing the 1 essential and 8 big ones is required to progress the game. The smaller ones are optional, but they do serve a purpose. You will get items, recipes and experience points.

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When the 9 required assignments are done, the calendar shows Free Time. Free to do more synthesis, fighting or work on the smaller assignments. Or you can pick up requests at the general affairs office from Solle Grunneman, where you get rewarded by sweets and achievement points, needed to rank up.

The sweets aren’t for gobbling up….they are needed to pay the Homunculus. This species of artificial beings created by alchemy are a staple of any Atelier game. They can synthesise things that Logy and Escha have synthesised before, but you do need lots of sweets to entice them. Sweet you earn by doing requests from Solle.

I must admit that I’m clearly not working hard enough for Solle. I have yet to have the Homunculus synthesise anything, as I don’t have enough sweets to pay them. And they won’t take credit cards….

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Clearing assignments gives you Rank Points and with ranking going up, you increase you monthly allowance.  This way, money is hardly ever a bottle neck. Which is good, as several merchants sell books with new recipes to progress.

Travel is done on an overworld map. Travel takes time, especially when you walk from one dungeon to the other. Luckily you get a Blimp to reach the farther locations more quickly. It might be tricky to get all minor assignments done in time though.

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Different methods of synthesizing

When I played as Escha years ago, I was curious how it would work with Logy: he is from Central City and apparently, alchemy works different in that advanced city. The way Escha synthesizes, with the large cauldron we know from other Atelier games, is the old fashioned way. Who knew?

That means Escha does all the cauldron synthesizing, but what does Logy do? Back then, I didn’t stick around to find out, but now I know. Yes, at first Logy can’t do much else that fight, gather and be generally supportive. Until chief of the office, Colland Grumman, manages to exert his power. Not in battle, but cutting through the red tape and find some contraptions that Logy can use for his craft.

This means Logy can make weapons and armour (called Imbue), and can operate a machine called the Dismantler, that analyses and disassembles relics found in the field.

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The synthesis system is a joy, once again. How do they come up with something new every time? The slight alterations in every game, sometimes even giving the system a complete overhaul? Of course good synthesis starts with good ingredients with different traits and properties. It will effect the outcome of what you create, as well as the value of the four elements.

Both Logy and Escha can carry items with them into battle. My Logy has an entire arsenal of various bombs and attack items at his disposal to make some serious dents in the enemies defence. And the good thing is that as soon as he’s back in the Atelier, everything is replenished automatically. So that means you just have to make new items, not extra stock to take with you.

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Somehow though, synthesis isn’t as important as I want it to be, but that may just be my opinion. Yes, there are synthesis assignments, and some requests require you to make items. But I always love trying all new recipes, and there really isn’t enough time in the assignment cycle for that.

Nicely paced turn based fighting

I read somewhere that people thought the battles too easy. Well, I gotta admit it: I don’t!  I love the battles as they are turn based and not too hard. You have time to admire the gorgeous visuals while they make their moves, and the cool design of the monsters. And at times a tougher foe approaches and I have to be on my toes to win.

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The party you take with you is a big one. Six characters in the field, and some more as backup. They all have skills that cost MP, and Escha and Logy can also bring adventure equipment with them. Bombs, search tools, defensive tools and medicine. Comes in quite handy. Use them in the battle itself, but you can also use some while exploring a level.

New moves are added constantly while leveling up. Eventually the characters get Super Skills. When they have built up to 100% by battling or defending, each can perform their own special skill. When they do, they do a massive amount of damage to the monster, but they also look so, so good while performing the skill! Pretty far into the game, Double Draw Items can be used, triggering both Logy and Escha to use a bomb or medicine in one turn.

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Some random stuff

This DX version is based on the enhanced Plus version on the PS Vita. Which means it includes additional elements and downloadable content from the Plus version. The soundtrack of various Atelier games is included, if you want to change the background music, as well as costumes and accessories.

Escha has a tail in her original costume, and I couldn’t help but look at it all the time. It really seems to be moving on it’s own accord, how weird! In one of the extra costumes you can give Logy a tail as well. Matching tails, how cute!

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There is a lot of text in Atelier Escha & Logy, but it’s a familiar staple of Atelier games. That’s because the  storyline is important and gives several possible variations to the endings, depending on the way you spend time with the characters in the game.

I like the sense of mystery about the Unexplored Ruin, but I would have like to see more of that echoed in the key assignments. Sometimes I was wanting to keep going in that part of the story, only to get an assignment to defeat some kind of monster. This means the key mystery takes a long time to unravel, and only picks up steam towards the end.

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Conclusion

Atelier Escha & Logy is the second game in the Dusk series, and as you can see it’s  the same character designer and character illustrator as in Atelier Ayesha: The Alchemist of Dusk. Add to that the same  monster designer and the same director and you’ll understand why I feel this is a very worthy second game in the series.

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The storyline is different, and the fact that both protagonists spend their time working for a company sometimes makes it feel more like a management game. But the characters that accompany you on your assignments are likeable and each have their own story to tell. The fans of the series will see many familiar faces, like Marion, Linca and Wilbell. I like the interaction between Escha and Logy and the mystery that has to be unraveled.

The main storyline gives quite some hours of gameplay, and I loved every minute of it. The visuals, gameplay, soundtrack and combination of synthesising, battling and the story made it into a great experience.

Final Verdict: I Like it a LotI like it a lot!

 

 

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