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Atelier Iris ~Eternal Mana~ - NIS Prepares Something Completely Different
Atelier Iris ~Eternal Mana~ is a bit of a break from what players have come to expect from titles released under the Nippon Ichi label. Instead of a game that is easily identifiable as one of pure strategy, Atelier Iris is instead more of a hybrid, bringing elements of strategy and action to a Role-Playing Game. To get a better understanding of what this will mean for gamers, we sat down with the folks at NIS America to talk about Atelier Iris ~Eternal Mana~, which is expected to be released this summer.
Snackbar Games: A lot of esoteric games seem to come out of NIS that otherwise would never see American soil. What has enabled NIS to be so gung-ho when even major developers are often afraid to port games even slightly deviating from the mainstream overseas?
NIS America: First, let me thank you for this great interview opportunity. We at NIS America really appreciate eToychest.
We believe that major developers steer away from non-major titles because of cost issues. Thanks to our company's small size, we can make a profit from a game without selling millions. However, it's not so, for many big developers and that is why we believe bigger companies avoid smaller titles. Being small has its own advantages and this is just one. Our flexibility to respond to market and fan demands is what keeps us alive.
SBG: What kinds of demographics are you shooting for with Atelier Iris?
NIS: Our demographics for Atelier Iris are strikingly similar to Makai Kingdom, Disgaea, and Phantom Brave. Those who appreciate a well-made, solid RPG with a little taste in Anime/Manga will certainly love Atelier Iris.
SBG: While most developers have eschewed 2D sprites for 3D polygon models, NIS has kept to sprites in games such as Disgaea, La Pucelle: Tactics, and now Atelier Iris. Why is that? Do you find sprites lend themselves more to whimsy and fantasy than polygon models?
NIS: We love polygons too and I see the future of games and even anime to be in some form of polygons, whether it's cel shaded or not. However, for the current moment we believe that 2D is the best form of expression for our titles. Creating a great looking 3D cel shaded anime style graphics, like the recent anime movie Appleseed, costs a lot of money, and I mean A LOT. Plus, both media and hardware capacity of game systems are not up to par to create such stunning 3D graphics that can represent "emotions" as will as movies, so for now we are avoiding 3D. Never know in the future though!
SBG: Most games that come out of Gust/NIS tend to have a distinct, pseudo-anime sort of style to them. What would you cite as some of the team's artistic influences?
NIS: From classic anime movies like Miyazaki's to recent hit anime series. Both Gust and NIS are greatly influenced by Japan's pop anime/manga culture. It's a distinct artform and we would love to help spread this form of artwork as much as we can around the world.
SBG: How integral is the synthesis and alchemy portion of the game? Will people who tend to skim over weapon synthesis still be able to complete the game?
NIS: Synthesis and alchemy is the key point to this game. It would be extremely difficult to beat this game without weapon/item synthesis, since that is how you strengthen your weapons and special skills.
SBG: How many and what kinds of different items can be synthesized? Are there any items whose ingredients are so rare you'll only be able to make one?
NIS: In Atelier Iris, you can create over 300 different items, ranging anything from food to bombs. Some of the most rare items are so difficult to find, you might not find it if you miss a certain event or opportunity.
SBG: Is the story of Atelier Iris broken up into cyclical "chapters", each with its own beginning, middle, and end?
NIS: For Atelier Iris the story is not broken up into chapters, but rather a single long story with several non-story related events and side quests.
SBG: How long is the story of Atelier Iris? Will there be any side quests or optional chapters to explore?
NIS: The story of Atelier Iris is fairly long. Players can expect to play the game for well over 50 hours, not including the side quests. Yes, there will be many side quests in Atelier Iris. Players can explore the world of Regallzine during these side quests to find and unlock the secrets of Alchemy.
SBG: What kinds of special combat abilities can the player use if they save up enough Moves/turns?
NIS: Special combat skills for Klein depend on the types of Mana you have on your team. Every Mana has their own special trait. Therefore, locating all the hidden Mana would be the key to success in this game. My personal favorite move in the game is Norn's Snack attack. She would change enemies into snacks for an instant death move.
SBG: Finally, how does Atelier Iris balance the action/adventure and strictly role-playing aspects of the game, to say nothing of the simulation and creation aspects? Usually so many cooks would spoil the broth, but Atelier Iris seems to make it work...
NIS: The secret is not to over do everything. In Atelier Iris, action is used only to get around places and collect elements. The same can be said for the simulation and creation aspects of the game. Atelier Iris is a RPG, so it needs to retain its RPG aspects. The rest are simply extras that spice up the main dish.
Thank you very much for giving us this wonderful opportunity. For more information on Atelier Iris ~Eternal Mana~, please check out our website.
Mar 20, 2005 - 10:16 am | 0 comments
Ryan Sharpe
