Home
Twitter
RSS
Newsletter
Tristan Kalogeropoulos
11 Nov, 2007

Atelier Iris 3: Grand Phantasm Review

PS2 Review | Dull at best, boring at worst.
As Western gamers, we often moan and whine about the mountains of titles that never make it beyond the shores of Japan. The amount of games that never emigrate from the nation seen as being the centre of today’s gaming universe is simply staggering. Our sadness about never receiving a few of the titles on this list is completely warranted, but for the most part, these gems are hidden beneath a pile of mediocrity that is never marketed to us for a reason. Atelier is one of those Japanese series' that for a long time never made it outside the country, only released in the West in the early stages of the PlayStation 2’s life. At that time it was a decent little RPG, not amazing, but enjoyable none-the-less. Unfortunately in its most recent incarnation, Atelier Iris 3: Grand Phantasm, the series is beginning to lose any shine that it may have once had.

Atelier Iris 3: Grand Phantasm follows the exploits of Edge, a fighter, and Iris, an alchemist, a pair of plucky adventurers known as raiders. Raiders act as mercenaries for hire to the common folk of the central city of the story, Zey Maruze, venturing outside the city walls into the dangerous Alterworlds to return with requested items, or tasks completed. Their main quest involves these two seeking out pieces of a book that can grant the bearer anything they wish for. Along the way there’s the obligatory fights to be fought and people to be met, and occasionally travelled with.

Atelier Iris’s graphics are a sight to behold, unfortunately this is for all the wrong reasons. It’s very difficult to tear your eyes away from the tearing seams of the shoddily put together world long enough to feel immersed in the environments it offers up. The art style is decent enough. Cutesy characters models, whose portraits look great, are the standout. However, when it’s all put together and begins moving, everything falls in a heap. The isometric view coupled with flat 2D character models means it feels as though the person you’re controlling is not attached to the world appearing behind them. It all ends up feeling like a bit of a mess. In fact, we asked our Dreamcast what it thought of the game’s visuals and animations and even it told us what it saw looked decidedly old.

The information may get updated, but the way it looks definitely doesn't.

The information may get updated, but the way it looks definitely doesn't.
Close
Many of Grand Phantasm’s quests feel as if they’ve been plucked from the MMORPRG book of quest design. Go here, collect 10 of A, and 10 of B, then return them to where you received the quest. Unfortunately in a single player game, players don't even have the excuse that they continue to play out of loyalty to their guild and their friends. A great number of the quests relate to the core storyline, but when taken overall it definitely feels as though the title would have benefited from some tightened direction.

Much of the game feels extremely compartmentalised as quests are in ‘bite-sized’ chunks and story rarely blends with simple fetch quests. In a couple of ways Grand Phantasm would have profited from being released on a handheld system, both because of its quest structure and its visual style.

If you’ve played a Japanese RPG within the last ten years, you’ll be able to navigate Atelier Iris’s combat system almost using simple muscle memory. An endearing feature or a familial curse? We imagine each player will take this traditionalism in either way. There’s a standard attack and a special attack along with the possibility of defending, 'high tailing' it, or using an item. As you battle a ‘Burst’ meter fills up. Once this reaches its fullest, Burst mode begins and special attacks performed within this time inflict powerful damage. Whilst this is a decent addition, battles tend to be incredibly straight forward and a little bland.

Thankfully, the game shirks random encounters for a system in which you can pick and choose which encounter to launch into. As you traverse the lands of the Alterworld, gelatinous blobs squelch around the map and once bumped into will trigger a battle. One can only imagine why the bestiary of the Alterworld is represented as blobs on the map, especially when they’re often rather large and hairy bears or odd sentient flying swords (although there are a few jellylike foes found throughout each level).

Tasty.

Tasty.
Close
One unique element that the game provides is the alchemy system. Iris’s skill at transforming a multitude of items into new provisions by simply throwing a few things into her cauldron is a novel way of obtaining new weapons and potions. Scattered throughout the lands there are areas where Iris can learn new concoctions and as a result, the list of creations is able to expand throughout the game. In fact as you learn more and more tricks of the alchemy trade you’ll find shops less and less relevant and you begin to live a lifestyle rivalling that of the self sufficiency dream of the 1970’s.

The major distinguishing mark smeared across the game is the way in which it provides time limits to your access of the Alterworlds. Spend too long in an area and you’ll be booted out into the main world. This adds a small amount of urgency to your quests for items however, this feature ends up being both a novel blessing and an annoying curse as there are times when it would be nice to explore the environments a little more without the countdown urging you forward.

Grand Phantasm’s voice acting is an area that could do with a little polishing. The characters can be humorous at times but due to some hammy voice work, a lot of the time they come off as being a little too irritating to want to spend a great deal of time with.

Atelier Iris is one of those games that the West could definitely have done without. It’s not that it’s absolutely terrible, it’s just entirely bland. The game may have benefited from being released on a handheld system where its shortcomings would have not be so pronounced. However you look at it, if the series is to continue to make it outside of Japan, the developers definitely need to rethink how to present these games.
The Score
Grand Phantasm isn't absolutely terrible, it’s just entirely bland. Gust really need to rethink the way that they approach their games if they're going to continue to make it to our shelves outside of Japan.
Looking to buy this game right now? PALGN recommends www.Play-Asia.com.

Related Atelier Iris 3: Grand Phantasm Content

Atelier Iris 3 receives PAL release
17 May, 2007 Koei releasing third instalment in July.
Moto GP 07 Review
16 Oct, 2007 First place?
Atelier Iris 2: The Azoth of Destiny Review
16 Oct, 2006 Falls a little short of the mark compared to it's predecessor.
2 Comments
4 years ago
Tristan wrote
As you traverse the lands of the Alterworld, gelatinous blobs squelch around the map and once bumped into will trigger a battle. One can only imagine why the bestiary of the Alterworld is represented as blobs on the map...
One would think that the idea of blob-like representations of enemies was borrowed from the Tales of series.

Tristan wrote
One unique element that the game provides is the alchemy system. Iris’s skill at transforming a multitude of items into new provisions by simply throwing a few things into her cauldron is a novel way of obtaining new weapons and potions.
Sounds similar to Dragon Quest VIII, and many other RPGs (I'd imagine). This games sounds like a mish-mash of ideas/features from more successful RPGs. Not really a Atelier Iris 3 problem, but the genre as a whole. Some call it stale, but I'm very fond of traditional Japanese RPG conventions so I'm not too phased. Well, until...

Tristan wrote
The major distinguishing mark smeared across the game is the way in which it provides time limits to your access of the Alterworlds. Spend too long in an area and you’ll be booted out into the main world.
For serious? WTF? Why would they do that? What kind of RPG discourages the exploration of levels/areas/etc? Did you find yourself having to re-do areas just to collect needed items? Did you feel that you missed much? Bah. That is annoying.


Tristan, have you played the other Atelier Iris games? If so, how does the third instalment measure up? If not, disregard.
4 years ago
I must admit that I've only experienced the Atelier series in passing, so I can't really comment with a great deal of authority on how it compares to the other two Western releases. Though if you really loved the other ones then I'm pretty sure this one will appeal to you too. That said, there are a heap of better JRPG's out there.

The timer doesn't really cause you to miss out on finding things as you can re-enter areas. Its annoying though.
Add Comment
Like this review?
Share it with this tiny url: http://palg.nu/Jr

N4G : News for Gamers         Twitter This!

Digg!     Stumble This!

| More
  Pre-order or buy:
    PALGN recommends: www.Play-Asia.com

Australian Release Date:
  26/07/2007 (Confirmed)
Standard Retail Price:
  $69.95 AU
Publisher:
  THQ
Genre:
  RPG
Year Made:
  2007

Read more...
Currently Popular on PALGN
Australian Gaming Bargains - 08/12/11
'Tis the season to be bargaining.
R18+ Legislation
R18+ Legislation
Naruto Shippuden: Ultimate Ninja Storm Generations Preview
Hands on time with the game. Chat time with the CEO of CyberConnect 2.
PALGN's Most Anticipated Games of 2007
24 titles to keep an eye on during 2007.
PALGN's Most Anticipated Games of 2008
And you thought 2007 was populated.