Home RPG Atelier Ryza 3: Alchemist of the End & The Secret Key interview: Junzo Hosoi on Ryza’s newest journey

Atelier Ryza 3: Alchemist of the End & The Secret Key interview: Junzo Hosoi on Ryza’s newest journey

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Atelier Ryza 3: Alchemist of the End & The Secret Key interview: Junzo Hosoi on Ryza’s newest journey

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Atelier Ryza 3: Alchemist of the End & The Secret Key is the most recent entry within the Atelier collection, and the final entry within the Ryza trilogy – which has turn into probably the most profitable Atelier arc within the collection’ historical past. With Ryza 3 having taken an extended improvement time, and taking a way more formidable method to its world design, there’s a whole lot of questions gamers might need concerning the upcoming journey. Thankfully, Koei Tecmo gave us simply the chance to reply these questions and extra!

Before the official reveal of the sport, we had the possibility to discipline some inquiries to the sport’s Producer – and the Head of Gust – Junzo Hosoi. If you are interested in our earlier interview with him again round Atelier Sophie 2’s launch earlier this yr, you will discover that right here.

Q. One of probably the most fascinating elements of Atelier Ryza 2, was seeing how the gameplay intersected with how Ryza had matured as an Alchemist, comparable to with how you’d discover ruins to find bits and items concerning the individuals who had as soon as lived there, earlier than then analyzing all the pieces you’d realized to determine their societies – with one other yr beneath her belt, can gamers anticipate any related gameplay/narrative methods that make the most of Ryza’s continued mastery of alchemy in Ryza 3?

Junzo Hosoi: The story in Ryza 3 takes a fairly deep dive into the historical past of alchemy and alchemists, so I feel the expansion of Ryza as an alchemist is rather more strongly portrayed. And in fact, we’re making ready in-game mechanisms comparable to glossaries and regulate how issues are proven on display screen so that folks new to the collection can soar proper in, in order that they need not fear.

Q. In the same vein, Ryza 2’s dungeons had been maybe the perfect a part of the journey with how a lot scope they afforded, and the way they might actively change because the gamers progressed by them through the usage of alchemy. Will this type of dungeon return with Ryza 3?

Junzo Hosoi: Similar to earlier video games, the usage of alchemy for discipline methods performs an important position. Not solely will or not it’s obligatory for defeating highly effective monsters and executives that seem in dungeons, nevertheless it has an necessary position in relation to the “secret keys” and exploration. We have ready situations that delve into every area, so alchemy may even play an lively position.

Q. Earlier this yr Gust defined that if there was sufficient fan demand we’d see Atelier launch on Xbox sooner or later. While I’m unsure for those who’re in a position to share what platforms the sport might be coming to at the moment, is there any likelihood that Xbox homeowners would possibly have the ability to expertise Ryza’s journey for themselves sooner or later?

Junzo Hosoi: It’s not inconceivable. But, at the moment there aren’t any plans. However, I personally love Master Chief, so if there’s a likelihood, we would prefer to launch it on Xbox.

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Q. Ryza 2 launched a slightly drastic change to how Quality is calculated throughout alchemy, wherein as an alternative of Quality being a median of every merchandise used throughout Synthesis, as an alternative it might by no means truly drop upon an merchandise being added to the combination. While I personally discovered the change welcome, I can even perceive how some older Atelier followers might need been discouraged by it. What was the thought course of that led to the change, and is it being retained for Ryza 3?

Junzo Hosoi: When we started work on the Secret collection, we aimed to create it to turn into one thing that folks taking part in the Atelier collection for the primary time would discover it straightforward to grasp. If we had continued alongside as earlier than, then the method of “looping the standard traits to organize the best high quality ingredient” that gamers had been doing in previous titles would require new gamers to grasp a sophisticated course of, which in flip in the event that they don’t perceive it they will not have the ability to surpass a sure customary of high quality of components for synthesis. So as an alternative, we modified it to make it simpler to grasp by phrasing it such that “for those who add a whole lot of objects, the standard will enhance. The higher the components, the upper the standard.” In that side, Ryza 3 has not modified.

Q. A foolish, however total charming, addition that Ryza 2 added was rain – and the way it could not solely simply drench the characters whereas out and about, however would additionally depart noticeable puddles for a interval even after a downpour had subsided. Are there any plans to increase upon the climate system with Ryza 3?

Junzo Hosoi: Although it isn’t climate, we now have added the looks of filth or getting soiled. For instance, when Ryza crawls by slim paths or an intense battle has ended, these outcomes are proven.

Q. Traversal upgrades in Ryza 2 had been one of many best adjustments versus the primary sport – permitting Ryza to swim, even underwater, added a whole lot of depth to the areas that gamers might discover – and opened up a complete new world of supplies you might collect. Have Gust developed another distinctive methods for gamers to discover the world with Ryza 3, and in that case – is there something particular you need to level out to followers?

Junzo Hosoi: For this sport, we now have elevated the variety of animals gamers can journey from one to 3. Each of them have distinctive results, and acquiring them will increase the exploration space. We have additionally added methods the place gamers can expertise much more numerous conditions.

Q. While the hole between Ryza 1 and Ryza 2’s launch was round a yr – even throughout the peak of COVID-19 – it stands out that Ryza 3 has had a noticeably longer turnaround. How lengthy has the sport been in improvement – and has the bigger hole between releases allowed the workforce any extra liberties whereas creating the title?

Junzo Hosoi: I feel this sport had an extended improvement interval than most Atelier video games, however it’s as a result of we spent a whole lot of time laying the groundwork for it. Since we had been going to proceed telling Ryza’s journey, we had to consider what sort of location we would wish to allow gamers to really feel the vastness of the world, what sort of characters can be appropriate and slot in with the prevailing roster of pals and learn how to add them in, and so on. Aside from that, we had been re-examining issues relating to the system, so we ended up taking extra time than standard for improvement. And although it isn’t fairly a further liberty, at Gust our mindset is that having fun with life is what permits us to develop video games, so we made positive to create a improvement atmosphere the place the workers is ready to take time without work.

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Q. While the Atelier collection has all the time had tales, it personally looks like Ryza 1 and 2 have had a a lot bigger emphasis on the plot than a few of the collection’ prior entries. Has that been a deliberate resolution – and in that case, can gamers anticipate that to proceed with Ryza 3?

Junzo Hosoi: The idea of the Secret collection is to have an environment and storyline in contrast to earlier Atelier video games, so the story and plot that’s on the core of this collection is what takes a whole lot of time. For Ryza 3, it follows the identical path, and I feel we now have ready a narrative that’s becoming for Ryza’s remaining journey.

Q. Finally – is there anything you need to convey to followers as they watch for the sport’s launch? Thank you for taking the time to reply our questions!

Junzo Hosoi: The Ryza video games have been performed by a lot of you, and we now have acquired a whole lot of suggestions about them. This sport is created in response to that suggestions. This is probably the most difficult title of the collection, so I hope a lot of you’ll play the sport and really feel the fervour of the event workforce!

And thanks for all the time supporting the Atelier collection and Gust. I’ll be thrilled for those who can proceed to assist us!

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