Second game in Evening trilogy, Atelier Escha and Logy: Alchemists of the Dusk Sky DX continues to participate in the universe as Atelier Ayesha, with some characters coming back from here and there – but, for the most part, this is very much spoken and true, unfortunately, to a very good start. The first hours and entries in the long-running series see you long engrossed in politics and law enforcement as the game lays the foundations of the story, thankfully, running smoothly once you have made it through these soft, descriptive-heavy moments that have been expanded by the decision to preload the many educational aspects of the game.
It's a slightly problematic opening for the truth, but a little bit of the benefit of giving the story an extraordinary solid setup of a series that is not well known for its engaging narrative. Escha and Logy were recruited as part of the R&D department of the city of Colseit, which is a small community center located under one of the largest floating ruins that no one has been able to explore. They are alchemists who are down and paid for government work and should prove themselves in their roles if they hope to protect their positions and, most importantly, help grow the whole department in an effort to counter the real threat of a headache, another four or five hours down the line.
It reports on some returning character, a couple of alien aliens have to control the amazing amount of day-to-day operations of the R&D department, even though this amounts to a little too much in the way of the actual game, instead of taking the form of too many original doors. Next to the hair of the script to stay in, the game decides to charge a tutorial for its alchemy nickname and, though it pays off later because you'll know everything you need from the beginning point, it can't fail to hurt the slow-paced.
Thankfully, when it opens and begins to move in its proper shape, Atelier Escha and Logy keep up a good rhythm and take some clues from its predecessor, Atelier Ayesha, to make it acceptable to newcomers – and give you the opportunity to play like any of its titular characters . First of all, the time limit – which has been a basic feature of these games and is largely released on Atelier Ayesha – is very refreshing here. Activities and assignments should now be completed in four months' blocks and, as long as you are able to handle the subject matter immediately, you will have a ton of free time left to spend on collecting items and collecting any spare pieces you need to do before giving your last card of the month, going up and accepting the offer. fun, delicious work.
The alchemy, which remains the perfect backdrop for these games, is as deep and satisfying as it once was; complex layers are added as your character levels enhance their abilities, giving you more freedom to rearrange how-to-match gameplay to create the various bombs, salts and mines you'll need on the battlefield. It also helps that, depending on what kind of character you choose, things get a little complicated. Escha will focus more on the alchemy that fans will be used for, and Logy uses his unique style of crafting anti-armor weapons.
For one thing, choosing to play as Escha or Logy does not have much effect on the progression of the process beyond the opposite ends and a few cuts and negotiations. Of course, you will use most of the game – no matter what you choose to play – to submit completed job report cards to the R&D department and to receive separate requests from the administration office. That said, choosing your mediator overrides the normal Atelier formula and adds a nice layer of recursion to the process.
Far from a slightly rearranged alchemy, the fight here is definitely an improvement here over Atelier Ayesha, with a quick slow pace and easy maneuvers that are easy to leave. You will still feel right at home building your support gadget and using pre-war supplies as they are all managed in the same way, but now, with a team of six members on the battlefield, you can install support bases in a really satisfying way and unlock super moving movements that will absorb the bones of big screen enemies.
Going in and around the monsters to use different types of strikes and critical hits works the same as it did with Ayesha and – in a very basic system – works well and flows well, supported by some fierce warriors and others rightly in good-looking fashion, especially when pulling a large special oil into the bag. You will also need to pull out hundreds of other bags at the end of your adventure here, as things get a bit tricky towards the end of the adventure.
The upgrade also comes in the form of bingo style cards where your various quarterly tasks are completed. There are a Monster-Hunter style style that "allows" the work when done and you will receive bonuses for completing your posts along the lines directly, directly or indirectly. It's a pointless distraction, much like producing photos as you fill in the blanks on Atelier Ayesha, but it adds to the fun and is a little addictive.
With the exception of a significant reduction in time zones, a few additions to alchemy and transformed combat, much of what remains here is similar to the latter. Pass through the game world is made in the same form of a map – between new paintballs – and places you visit to collect resources and battlefields at an early age, with small boxes with space to meet points and specific enemies to test your mettle. This is still a test run off the list for the most part and those who draw attention after a deep JRPG experience or great adventure, will again be disappointed here.
However, for those who are looking for a light-hearted JRPG tendency and can't get enough of the original & # 39; s type of addictive alchemy, this is a solid alternative. With eleven different endings and three main opponents to play, there is plenty of retaliation here and, as happened with Atelier Ayesha, that gameplay test style fits into the changing gameplay scene completely.
Depending on the operation, this is another nice port and we haven't encountered any bugs, dips that are planning or problems in our time and game. It looks great, with some really good character designs, a solid music score and all those minor improvements, tweaks and quality of life options that come as part of these DX versions of the trilogy. And yes, the dressing room is still there for those who wish their consultants to be just that a bit it is as cold as they go about their daily activities.
Conclusion
Atelier Escha and Logy: Alchemists at Dusk Sky DX get a good start of heavy traffic with lots of instructional features; however, once it gets its parenting, it's another convincing theory with two strong lead characters to choose from, a multitude of supporting characters and a deep and satisfying alchemy that stays right in the center of it all, pulling the small strings of its game into a satisfying unity.