Atelier Ayesha: Alchemist of Dusk is a decent game at best. Out of all the Atelier titles, Ayesha is the most welcoming to those new to the series. Series devotes will find welcome changes, but a few omitted traits that worked in previous games. The visuals closely resembled Totori, all bright pastel colors, environments varied from forests, to ruins, to floating islands. Character designAtelier Ayesha: Alchemist of Dusk is a decent game at best. Out of all the Atelier titles, Ayesha is the most welcoming to those new to the series. Series devotes will find welcome changes, but a few omitted traits that worked in previous games. The visuals closely resembled Totori, all bright pastel colors, environments varied from forests, to ruins, to floating islands. Character design was shooting for cute over battle equipped the usual for any Atelier game. Ayesha recycles the same set of 10 monsters with different colors and names, though some of the bosses really stood out. Out of all the Atelier games I was most impressed with the character models in Ayesha. Gust always impresses me with the game's BGM, some annoyed me, some tunes I wanted to bask in, others were right where they needed to be. The menus do come with a handy option to swap out BGM tracks for the games of the past as well, which made it easy to shake things up towards the end. Ayesha's story was a bit underwhelming. Gust tried to make things a bit "darker" by implying that because of the mankind's abuse of alchemy, natural resources are non-existent, monsters roam freely and is the reason Ayesha's sister was kidnapped in the first place. However, It seems Keith is the ONLY character that is privy to this information and only through his scenes is it ever brought up. The rest of the cast seem completely content with the way the world is and that Ayesha is practicing alchemy, which was the reason the world is in dire straights. While part of the magic is discovering and progressing the story on your own, I couldn't help but either feel lost at times or completely misguided in the quest dialogue. Some major plotlines could be progressed by battling through a series of levels; taking out a boss and grabbing a flower pedal, while others would be as simple as helping a cow with constipation (ya that happens...). I really wish I didn't have to spin through a new game to check out the character endings, as from the little I experienced, the battles, dialog and events were exciting/intense. The battle system was by far the best and most refined in the series however, only during a boss battle did you ever feel the burn to implement strategy and plan you next moves carefully. The rest were either easy or your party was DOA and it was obvious you were in the wrong place. Like ALL the Atelier games the alchemy process needs a large textbook how-to all on its own... Ayesha is no different. There is some satisfaction to be had when you finally get the process down of planning out the stock yard perks, so you can power pour and not use up any CP creating grade S items with ease, but a more extensive help library would have been much appreciated. You also lose the ability to choose the the item traits from the previous games. Albeit, its easy to get the results you like however I could never really get an item perfectly suited for its purpose. They're literally 1000's of different status effects on what seemed like a never ending list of ingredients.
Eventually I will get to a new game and speed through to grab those character boss battles but for now Ayesha is was decent niche title fix. I wouldn't go running to the store to grab this off the shelf, however it is a great distraction until better titles arrive for the niche title fan.… Expand