

This feels like a common theme throughout the game really. The story just has no urgency to it and nothing to make me want to continue on. If I’m honest, there’s not much incentive to progress at all really. There’s not much incentive to push on through the risk of dying though. You retain all your combat levels if you die but lose any items you acquired. You are meant to progress until you die or teleport out. However, the dungeon-crawling aspect of this game is incredibly difficult and doesn’t provide much in the way of enjoyment.įor example, you can’t heal during the dungeons. You have to time your attacks, blocks, and evasions so you can avoid enemy attacks and parry them. You have a food bar and a health bar, and the combat with enemies is reaction-based in real-time. The second act shifts into a dungeon-crawler like Chocobo Mystery Dungeon but more low-budget. Sometimes, if you don’t look up solutions to progress, you may be fumbling around for a while until you accidentally stumble across the solution. However, the game seems like a drug trip that has bizarre pacing and nonsensical progression. It wouldn’t be bad to have the game be an adventure style puzzle game if the dialogue was any good. There is no synthesis, there is no real alchemy, and you just undergo a myriad of fetch quests until you finally reach a “boss” at the end of the act. Sadly, this was nothing like the Atelier games. Her adoptive grandfather is an alchemist, and you spend the first few hours of the game following Mylne’s desire to learn to be an apothecary and make potions. The first act is a sort of Point-and-Click puzzle adventure of sorts, where you play as Mylne, a girl living in a mysterious forest.
