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So, they tried a lot of new stuff here like the trait system, no time limit, different structure, rotting system, battle system changes, etc... Some of it didn't quite work out, like the rotting system. Making some good items and seeing them crumble to dust before you can use them doesn't feel too great. The world map implementation was neat yet too slow and clunky for its own good - constant battles and interruptions made travelling cumbersome. Experimentation was good as a whole though, a lot to like here even if it's somewhat wonky. The whole game builds up to a big dungeon that you have to slowly pick at and crawl your way through, making better items to get a little farther each time. Great stuff. Felt like they tried to expand the scope of the story and events again too, but in a good way (unlike Lillie...). I really enjoyed Judie overall even if it was kind of an uneven experience. The next Atelier game in the Gramnad series is probably amazing since they had time to work out some of these kinks...but we'll see
Anyway I'm gonna go to sleep thinking about how Judie finally agreed to stay with Rastel and opened up an Atelier with her instead of accomplishing the goal she had been fighting for the entire game because she loves Rastel good night