This game has the same principles as Factorio, only you play as a little girl and her book/doll

This game has the same principles as Factorio, only you play as a little girl and her book/doll.

Clearly a selling point, in a game that can't sell.

...

If it doesn't sell, why do they keep making these games? I'm sure they would of pulled the plug ages ago and made something else if these games don't sell.

Atelier Sophie scrapped the shitty timelimits and introduced a more fun synthesis feature. Anyone defending the timelimits is some dipshit from /r/hardcoregamer thinking the series was casualized.

>Japanese business making illogical choices
Koei Tecmo was given the rights to the series after NISA somehow under-performed. The difference is prices on Atelier games remain skyhigh, when demand remains low, due to lack of advertising and promotions.

This newest entry in the Atelier series was clearly designed for a PS3. The problem is, the poorly constructed environments would be considered an eyesore to most PS3 users.

hopefully everyone who works at nisa dies in a car accident

nigga, I never said if this game was good or bad. I don't give a fuck about timelines or synthesis.

I'm just here to argue against your bullshit that these games can't sell. And all I see if you're changing goalposts when being called out on it.

>Koei Tecmo was given the rights to the series after NISA somehow under-performed.

Wrong. Koei Temco did a hostile takeover of Gust so now they own Gust.

>due to lack of advertising and promotions.

Personally I believe weeb games like these sell the same regardless if you advertised it or not. Weebs will know when and what weeb games are coming out regardless of advertising. Normies still won't buy games like these with or without advertising. It's a waste of money to advertise weebshit.

It's still a mess though. NISA handles special edition pre-orders and distribution, while Koei controls pricing.

>casualized
The time limits were never a matter of difficulty, they were a matter of structuring periods of the game and events. Sophie has stripped them out and replaced progression with the poorly thought out ideas system which resulted in massive pacing issues and grinding, two things the series never had before E&L.
This is why removing the time limits was a bad thing, and you idiots are too stupid to even understand that because you assume anyone defending them is attacking your inability to play games.

>Weebs will know when and what weeb games are coming out regardless of advertising.
The funny thing is that not a single person knew when Totori+ was coming out because it just suddenly appeared on PSN one day, having had quite literally no advertising at all.

But it does not mean in any way that Nisa has anymore part in translating or localizing the game anymore.

They probably just offered a better price than amazon and Nisa does have their own warehouse and storage space.

>The difference is prices on Atelier games remain skyhigh
Except they go on sale every few months for 40% or more off.

>This newest entry in the Atelier series was clearly designed for a PS3. The problem is, the poorly constructed environments would be considered an eyesore to most PS3 users.
The games have always had shit looking environments, but Gust have made massive improvements to the character models over the last 8 years. As far as B-list Japanese devs making JRPGs go, Gust have by far the best looking character models of the lot.

That was a exception because at the time Temco Koei recently bought out Gust so someone spilled spaghetti and forgot to tell anyone.

For me, that counts as a negative.

Wait, it did? The time limit was the one thing that kept me from checking out these games

Time limits were pretty shitty, only thing it ever accomplished was forcing you to do new game+ to see the other endings.

Not that the games were ever hard with time limits in the first place.

Totori+ was their second release after acquiring Gust.

It did, but it didn't matter much because Sophie is the worst game in the series since original Rorona.

> Totori+ was their second release after acquiring Gust.

And?
It was still around the time when they acquired Gust.

Well I suppose it doesn't matter much because either way the point is still that KT are incompetent and nobody had any idea that Totori+ was coming out at all, let alone when.

I want to frenetically flip this book's pages if you know what I mean

Shallotte was the better girl

Time limits did absolutely nothing for pacing. Rorona assignments only took a few days, then you'd have over two months of down time. Escha & Logy was similar. Totori gave you even longer to get the license and the other various goals. Ayesha also had tons of down time. I had to aimlessly walk around the map just to waste days in Ayesha. Fuck time limits. The only time they made sense were for the optional side jobs/assignments. Those were fine, but overarching time limits are just a bad idea.

How anyone can still buy Gust, NISA, or Compile Heart games in 2016 is beyond me

Nothing but trash and I like weeb games

Shit design though. Could've been so much better.

Well memed. The worst HD Atelier is Totori by far. Even vanilla Rorona was a much better game.

Gust make some of the best "weeb" games out there, shitposter-kun.

This. Sophie is also one of the best selling titles so GUST is never going to bring back the time limit like before, only partially like Firis. If Firis sells less than Sophie the limit will be fully gone again in the next game.

>16
>Little girl
???

>Rorona assignments only took a few days, then you'd have over two months of down time. Escha & Logy was similar.
This is how I know you didn't actually play the games. Rorona Plus assignments would take from a week to 2 months, while you'd spend the rest of the time doing the bonus tasks, and if you planned well you'd get maybe 2 weeks to spare after clearing them all. E&L on the other hand you could clear every assignment and bonus task in the first month, and were then left with far too much free time, which was a result of the shit world map and extremely lax time limits due to people bitching about the mechanic in the first place.

The point was that for each time period you'd have a task, you'd have new maps opened up to help you complete that task, and you'd have events pertaining to that task. Sophie barely has this at all. You grind for whatever the next plot idea is which just gives you one very vague cutscene with another vague goal with a grinding requirement, meanwhile not a single side event has any relation to the story's progression and everything feels massively disconnected, and you go through periods of either being swarmed with events or barely getting any at all as a result. The game's pacing is completely fucked.

>The worst HD Atelier is Totori by far.
Your opinion is wrong and you suck dicks for money.

The difference here is that Gust games are actually good.

Really? I loved it, looked super cute. Wasn't a fan for Shallistera's look, for lack of a better word, she looked a bit dull for me

Shalotte's design went overboard in accessories. But it's easy to overlook it now with how tame and simple it is compared to the new clusterfuck Mysterious designs.

I didn't play Rorona Plus, I only played vanilla. Even the later quests can be completed quickly. You have way too much downtime in that game unless you're completely shit at it.

And he's right Totori is mediocre at best. Definitely the worst of the recent games.

>useless fat
What a gay.

I agree that she has too many accessories but take out the satchel and broom and she looks a lot better, even better without the big ass belt

I dislike the hat more than anything else. But mostly I just like #4-a from a lot more.

>b-but the quests

Why are you fixating on this and ignoring the actual meat of the argument?

Opposite of me, hat has alot of charm for me, to each their own I guess.

I'm talking about the main assignments. They can be done quickly and still leave you with tons of down time. Every Atelier since at least original Rorona could have shit pacing depending on how you played it. If you played well you'd have tons of time with little to do, and events would pile up on you if you neglect doing them and focus on story stuff instead. That shit happens in every Atelier. If you're out of the hub areas doing shit all the time you come back to a ton of events. Nothing you're whining about is exclusive to Sophie.

books are not allowed to be that sexual

The games end up selling over 200 thousand which is just fine

>shitposting atelier threads
I hate you Sup Forums

Except it is, because the difference is that the previous games gave you specific time periods where you had certain tasks and events, while Sophie doesn't, and the progression of story is entirely based on specific recipe ideas which often require stupid grinding shit like "synthesize 50 items, gather 20 dirt items", while character events are entirely detached from the story.
Even if you had some spare time in Rorona after completing an assignment and every task and every event, you'd know that in another week it'd be the next period and you'd have new areas to explore, new items to make, new events to get, and a new goal to meet. Sophie doesn't have that, everything is guided by the player grinding recipe ideas and friendship points, which turns the whole thing into a slog that also takes longer to complete than the previous games while not having any additional amount of content.

PC fucking when

Maybe it's because I always crafted everything anyway to eat up the time, but my playthrough didn't seem any different from the other games. Whether I'm crafting to kill the clock to get to the next piece of content, or crafting to directly unlock the next piece of content makes no difference. It was the same shit.

I can't imagine how you didn't notice. With the removal of the time limits they changed things up to require significantly more grinding instead. Compared to the previous games you have to make more items (even with the restocking mechanics), which means you have to get more materials, and getting experience is slower than ever, especially once you hit the advancement points shit and the grinding it takes to get the skills they're needed for. Sophie has you spending far more time doing the same things with less sense of progression because of how little actually happens with each plot recipe.
I hated E&L because I was finishing every task and assignment with 1-2 months left and had nothing to do but craft and grind in the meantime and Sophie recreated that exact same feeling of doing nothing but grinding only without a clock showing when I was finally going to be able to move on.

At the very least Firis being focused on adventure and travelling gives me hope that it's going to be more structured than Sophie was.

Are you serious? Because I'm acoustic enough to unironically enjoy Factorio and a sad fuck enough to enjoy cute anime girls. Mixing the two would probably kill me, but it sounds like it's worth the risk.

>Game is about cute girls doing cute things
>See that "Despair" is a difficulty setting
>Decide to start the game with that
>Die to a puni
>Die to a fucking puni
>A puni that knows ICE STORM
>THIS IS LITERALLY THE FIRST AREA OF THE GAME AND ENEMIES ARE ALREADY USING MAGIC SPELLS THAT TAKE OFF 1/3-1/2 OF MY HP

Jesus, I wasn't expecting things to get so real right off the bat.

cute

Stupid shoes.

...

Which Ateliers' shoes do you like?

Ones not designed by Noco or Yuugen. But then Hidari had a lot of dumb shoes too.

HOW IS IT LIKE FACTORIO?
Also I don't have a PS4 or vita

What the fuck is Factorio?

Why are the new Ateliers such sluts?
cf. Atelier from the mid 2000s.

It's a game where you collect resources to craft shit that automates the collection of resources so you can craft more shit more efficiently. The idea is that you create a massive factory that barely needs any input from you to function. Machines will mine coal and drop them onto conveyor belts, which feed the coal into burners which powers the entire system. That sorta thing.

Meanwhile, Atelier games are "collect resources and craft an item." It's not really like Factorio at all, since it doesn't have that automation aspect to it. It's more about time management, since you have a bunch of deadlines to meet for your various quests and you need to make sure you have all the materials, hunted all the monsters and crafted all the items before time is up.

At their core you're still collecting shit and crafting shit, but they're pretty different games.

Nah, look at this slut.

>Atelier from the mid 2000s

They're sluts, too.

>since it doesn't have that automation aspect to it

Actually, to get through Arland games for the True Endings you need to manage your chim/hom factory so it can be as efficient as possible. Those games do have these elements, only they're tied down to a turn based clock instead of running in real time.

I blew a friend's mind when I said that I have Chims making pies to feed the other Chims.

Don't look slutty at all. Tasteful and athletic.