Atelier Rorona: Alchemist of Arland

Chef ‘em up.

Videogames often mirror the values of the culture they emerge from. Tetris' Eastern blocks must be stacked and tidied with Soviet efficiency, the endgame payoff a rocket ship - that highest of all Russian technological ambitions – finally setting off for the moon.

Lara Croft embodies the imagined adventuring spirit of the British aristocracy: old money funding trinket tourism, the pilfering of foreign tombs to bring back Elgin treasures with which to furnish our great nation's stately home museums. Master Chief, meanwhile, is the all American hero, riding a warthog through the apocalypse to bring about the universe's salvation, planting flags to mark the occasion with imperialistic glee to the applause of his square-jaw, five-starred general superiors.

So too does the Japanese RPG reflect the cultural values of its nation, with endless tales of adolescents charged with saving the world via a strong work ethic. If there were any doubt as to the message to young Japanese players that glory is born of industry, in Atelier Rorona, the metaphor is made explicit.

Rorona, the girl who you play as, is charged with reversing the fortunes of a failed village chemist. She is given 12 assignments to complete over a three-year period, at which point the council will decide whether the shop should keep its premises and continue its work, or be closed down, its staff deported from the land. It may not be the most scintillating premise, but Atelier Rorona may be closest a videogame has ever come to articulating The Japanese Dream.

'Atelier Rorona: Alchemist of Arland' Screenshot 1

Before synthesising any item Rorona will comment on the proposed recipe, giving a hint as to how likely it is that she will successfully complete the order.

As is right and proper for any young Japanese female, Rorona does not seek such responsibility but rather has it thrust upon her. A nervous and somewhat panicky girl, voiced by the sort of helium-voiced, simpering American actress who routinely gives voice to this anime archetype, she works for Astrid, the owner of the chemist.

Astrid, who wears a clutch of test tubes on her utility belt like some sort of Chemistry-themed action hero, is a lazy and disliked public figure in the community. At the start of the game, following the council's pronouncement, she hands the business over to Rorona - who, despite having worked there for some time, appears to know nothing about how it all works.

Her lack of experience and knowledge is, of course, a device to allow Gust to explain the game's systems to new players. The core objective of the game is to increase Rorona's alchemy proficiency by harvesting ingredients from the local fields and woods and making recipes, or 'synthesising', in a giant cauldron.

Rorona earns experience for every recipe successfully completed and when she levels up new recipes become available. The system is an expanded, more convoluted version of that found in many JRPGs, from Star Ocean to Dragon Quest. But here cooking up items is the primary focus of the game instead of a sideshow event.

Harvesting ingredients requires Rorona and up to two hired accomplices to leave the safety of the town and head out into the wild, where they must do battle with the local wildlife. The battle system appears simple and somewhat antiquated, a turn-based affair without much flair or ambition, at least in the game's early stages we had access to.

Ingredients must be gathered from the field environment, harvest points marked with exclamation points attached to landmarks. Rorona can carry up to 60 items in her basket so it's possible to spend a decent amount of time exploring before you need to return back to the shop in order to unload and recuperate health points by sleeping on the couch there. That said, perishable items found in the wild deteriorate with time; you need to either rush back to the workshop or put them in a container to extend their life.

The council issues Rorona with a new assignment every three months of in-game time, up to a total of 12 assignments for the three-year duration of the experience. Each assignment must be successfully completed or you'll need to return to an old save and restart it, despite the fact that game has multiple branch points in terms of its core storyline.

'Atelier Rorona: Alchemist of Arland' Screenshot 2

The quality of the translation is of the usual Nippon Ichi standard, generally robust but lacking in the flair seen in Atlus or current Square-Enix titles.

As well as making the shop a financial success, Rorona is charged with improving its general reputation, which has been tarnished in the community by Astrid's behaviour. This is accomplished by taking on 'Front Tasks', side quests issued by the townsfolk in between the main business concerns.

Considering this is the first Atelier game to be rendered in 3D, and that it doesn't feature the hand-drawn 2D aesthetic of the previous games in the series, the visuals are something of a disappointment. Game areas are small and the uninspired lighting does no favours for the rudimentary 3D environments.

Nevertheless the cel-shade effect applied to the characters works well; these models are comparable to Level 5's earlier work in terms of detail and design. The world is navigated via 2D, watercolour maps, menu lists highlighting what enemies can be expected in each gathering location, as well as the primary items you can expect to harvest there. By contrast, the game's copious cut scenes play out with highly detailed but unanimated 2D sprites conversing in text boxes, a hotchpotch of art-styles as diverse as the ingredients in one of the game's recipes.

While Japanese players are familiar with both alchemy titles and cutesy but asinine shop-running sims, these curios are rarely translated into English. With a sequel already out in Japan, Atelier Rorona's success over there is already proven. While it seems unlikely the game will break out from the smallest of niche audiences in Europe, its release here in September is nevertheless welcome, providing some much needed spice and diversity to autumn release schedule.

Comments (16) Latest comment 1 year ago

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  • Kanjin #1 2 years ago

  • Rauha #2 2 years ago

    Though I will buy it at release. Often I feel some of these games will have greater success if they're released at a budget price.
  • andywilkie35 #3 2 years ago

    I remember playing one of these on the PS2, was superb, I will have this
  • Vanmunt #4 2 years ago

    why don't they release games like this during the quiet months, I would have definately had a look at this if this were released now and not September...
  • MrChuckles #5 2 years ago

    I love crazy games like this, well all of it apart from:

    'The council issues Rorona with a new assignment every three months of in-game time, up to a total of 12 assignments for the three-year duration of the experience. Each assignment must be successfully completed or you'll need to return to an old save and restart it, despite the fact that game has multiple branch points in terms of its core storyline.'

    What the hell... 1989 called and they want their incredibly harsh restart rules back.
  • Xemat #6 2 years ago

    Can't wait. I love Atelier series.
  • Xephon1970 #7 2 years ago

    So want this! It's tough times for JRPG's, but they still plough their own perculiar furrow, and I still get a kick out of playing them. There's not enough of the old crazy Japanese games like last gen, I miss them.

    I do believe though, that they need to start innovating in the same way western RPG's did very soon, both Resonance of Fate and WKC showed that new ideas are there, FF XIII showed how far they have to go.
  • abigsmurf #8 2 years ago

    MrChuckles: My experience with the Atelier series is that the goals they give you are pretty simple and the time given for assignments is generous. It's getting good grades for assignments that's tricky.

    eg. you may be asked to make an apple pie. To get a better rank, you may have to make 5 apple pies. To get the best rank you'd have to make 5 big apples pies. You'll only get a game over situation if you completely ignore assignments.

    One thing I'm hoping with this game is that they lessen the number of actions which eat up game time. It was scary in Atelier Annie how fast the days shot by when gathering and it made grinding for the more advanced locations tricky (especially if you wanted to build up relationships with characters in the limited time span)
  • Zawath #9 2 years ago

    Recettear seems to be interesting.
  • MrChuckles #10 2 years ago

    abigsmurf: Ah, righty ho... But in this day and age, why not just 'not have a time limit'. i.e. that section of the game is completed when you make 5 apple pies, however long it took, however good or bad they are... Putting a time limit on and making the player restart is just bad design... (Yes, i'm a designer) Just lowering the difficulty to 'easy' means the fact you can fail is even more pointless!
  • uiruki #11 2 years ago

    I really liked this, very relaxing game. I don't think Simon really explained just how easy the orders are - after the first couple I was familiar enough to get the maximum ten stars within a week of getting the order, allowing me to grind up reputation and relationships while exploring the area around Arland.

    abigsmurf: everything does take time, but there isn't much pressure. Atelier Totori makes it ridiculously easy to pass loads of time though - gathering from a single gather point uses up half a say, for example! Luckily, that game only has one objective to pass in the three years.
  • Cappy #12 2 years ago

    I'm definitely looking forward to giving one of the new Atelier games a try.

    The time limit doesn't seem like a problem to me, the objectives can be achieved within a fraction of the allotted limit. As long as you take care of the objective for each three month block of time first you'll always be okay.

    The only way you'd be looking at repeating sections is if you decided to ignore the objective for some reason and spend all your time doing something else.

    Limits can sometimes be a good thing, Persona 3 has strict limits on how much you can achieve because there's only so much you can do in a day. It makes your choices significant and meaningful when you can't have your cake and eat it also.
  • orangpelupa #13 2 years ago

    "Each assignment must be successfully completed or you'll need to return to an old save and restart it"

    i wish i have "save state" function.....
  • Daikon #14 2 years ago

    The Atelier games are a series I like to take my time with.
    Not happy with this three year time limit at all.
  • Sevens #15 2 years ago

    I'd prefer 2D - hand drawn - graphics, comparable to BlazBlue. The move of the series to 3D is unfortunate, to me.
  • konnsky #16 1 year ago

    I'm playing thru the first one on the PS2 at the moment and it's a blast! Quite funny as well. might consider getting this but only if it's got the Japanese audio option.