Reviews and Problems with Mana Khemia: Alchemists of Al-Revis
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Mana Khemia: Alchemists of Al-Revis PS2 Review
30 May 2010
Excerpt: Alongside the more traditional elements of fighting and item collection, Mana Khemia: Alchemists of Al-Revis has a focus on item synthesizing. Its battle system functions similarly to Atelier Iris 3, its humour is of the oddball variety, and the game is represented by old fashioned but charismatic 2D visuals.
Excerpt: Although Mana Khemia: Alchemists of Al-Revis isn't directly related to Gust's Atelier Iris series, it shares a very important link with the series - alchemy. While the lost art played a big part in the Atelier Iris series, Mana Khemia takes it much further by incorporating it into just about every aspect of gameplay.
Conclusion: If you are looking for a change in the RPG genre then this might be the perfect game for you. I can’t say Gust has tried to hard to change their games too much, but the formula is still welcomed. This game is worth checking out, just make sure that you are aware of the games easy difficultly curve. Completing Mana Khemia is easier than beating Super Mario Bros.
Excerpt: Some believe the Japanese RPG is on the way out; it had its heyday back in the days of the SNES and PS1, and now, most developers are moving past the old-fashioned gameplay concepts and opening up into more non-linear, less story-oriented adventures. Those of us who will always love many JRPGs find this to be a most depressing turn of events, especially considering the fact that we’ve had very few RPGs (Japanese or otherwise) so far in this new generation.
Conclusion: Mana Khemia is a great value for the price of admission. With 12 main story chapters, a bonus dungeon, side jobs, multiple endings and loads of extras; this can take some serious time. In fact, there are eight endings, which may prompt multiple playthroughs. Players can also access a bonus dungeon once the game is initially completed, fight a modified final boss, face an Atelier Iris 3 boss, unlock an art gallery containing all of the character-ending portraits, access a...
Excerpt: Placing a wide-range of ingredients and recipes and resulting items into a crafting system without it all getting a little unwieldy is actually a fairly nuanced process, but after a slew of games, Gust has pretty much gotten it down pat, which may explain why they were so eager to put alchemy front and center in a game that otherwise doesn't really deviate from their previous works all that much.