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Atelier Iris 3: Grand Phantasm
Score: 72%
ESRB: Teen
Publisher: NIS America
Developer: GUST
Media: DVD/1
Players: 1
Genre: RPG

Graphics & Sound:
As a fan of the Atelier Iris series, Atelier Iris 3: Grand Phantasm left me unsatisfied and empty. During the first few hours of the game, Atelier Iris 3's unique play style is a fun diversion from the RPG norm. However, as those hours stretch on, its structure loses steam and has a difficult time sustaining itself.

Grand Phantasm retains the series' signature 2D look. Although some people may be looking to move past 16-bit sprites, especially with Odin Sphere on the horizon, there is still a lot to like about the game's art style. Characters are the focal point and showcase the most variety. As you work your way down, you'll encounter several look-alike enemies, though most feature a little more than a simple palette swap. Environments have their own distinct look, though they feel a little blurry when compared to everything else.

Sound is a weak spot. The translation and voicework aren't terrible or annoying, though it really doesn't stand up when compared to similar games. Music falls into the same category - it is good and stays out of they way, though it is nothing memorable.


Gameplay:
Atelier Iris 3: Grand Phantasm uses a new story-progression system that works for and against the game. Missions are handed out through postings in the guild. As you complete missions, you'll increase in standing, opening up new quests. Some quests will push the story along, while others are side-quests to help you earn extra experience and some new items. Early on, the mechanic works well and is enjoyable. You don't feel confined to a linear structure, but at the same time you don't feel completely lost. Eventually side-quests begin to drag and become annoying - especially some of the story-based ones which never seem to end.

This mode of progression also ends up hurting the cohesiveness of the overall plot. The game's story, which involves a powerful book called the Escalario that will grant its owner anything they want, is split into several chapters. Since you can go for hours playing through unrelated side-quests, it is very easy to forget major plot points. Breaking the story into chapters furthers the disjoined feel. Chapters end abruptly and rarely flow into the next smoothly.

Grand Phantasm's world is spilt into several Alterworlds, or new, unexplored worlds that the guild takes missions to explore. Each world is rather large, though you really don't spend all that much time in them. Instead you stick to smaller areas where your missions take place. Once you have discovered all of the different areas, the rest of your time is spent revisiting them with new items, unlocking new paths and areas to explore. On the plus side, it keeps you from feeling like you are drowning in the sheer size. On the other hand, since you're in and out so frequently, you never have much of an opportunity to enjoy where you are - especially when you consider the artistry behind each.

Alchemy has always played a big part in the series, so it should come as no surprise that it plays a role here. Unfortunately, alchemy seems to take a back seat in Grand Phantasm. Much of the system feels like it has been stripped down and not as important as in past games.


Difficulty:
Completing quests for the guild is the main focal point of the game. Early quests are fairly easy and shouldn't take too long to complete. This gives you a nice, smooth ride into what will later become a cryptic game. Once you've earned a high enough rank in the guild, you'll begin to take on upper-level quests. Compared to the beginning quests, these can be absolute nightmares to complete. Alright, so maybe that's a bit of hyperbole, but later missions will often send you to far-off places on the map with very few solid clues about where to go. Normally, exploration wouldn't be a big deal except that some missions require that you visit multiple areas and you are constantly up against the clock.

Leveling your party isn't too difficult. Defeating higher-level enemies will reward you with a massive experience boost. The only way to find yourself in a hole is by not fighting anyone. By completing side-missions, you can also unlock powerful items that will increase your chances of taking down bigger enemies.


Game Mechanics:
Battles are Atelier Iris 3: Grand Phantasm's greatest asset and most enjoyable aspect. The system, which is a tweaked version of the system used in past games, gives you much more control over what happens in battle. The big addition is the ability to stall enemies with certain attacks - adding a strategic element. When used in conjunction with the new Burst Meter, which opens up high-end, powerful attacks, it is possible to completely decimate enemies. In fact, this strategy is almost necessary when facing the game's more difficult bosses.

This time around, your party is limited to three characters, though you can do much more with your party members by using a job, or Blades, system. Learning to use your character's skills is most of your battle strategy. Skills have varying costs, requiring that you carefully decide how to best use your character's skills in battle. You'll also have to balance that with filling your Burst Meter. Oh... and the clock continues to run during battles, which should give you even more reason to not waste time.

The absolute best thing about Grand Phantasm is that it completely does away with the bane of RPGS - random battles. As you explore areas, all enemies show up on the screen. Touching one initiates a battle, though you can try avoid them if you're not in the mood to fight. Better yet, enemies are color-coded, giving you an idea of what to expect from the fight. If an enemy is blue, you can attack them without entering battle, saving you some time.

Atelier Iris 3: Grand Phantasm is a game that only fans of the series (or quirky RPGs) will truly appreciate - and even they are likely to feel underwhelmed. Though it has its moments, most of which happen in the first part of the game, Atelier Iris 3: Grand Phantasm feels like C work from an A student.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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