Atelier Iris 2: The Azoth of Destiny review

Okay, so we've got the unlikely, underage hero who's been chosen by a talking sword to save the world. Your character, the half knight, half matter-manipulating alchemist Felt, is then off to another realm that's oppressed by a corrupt empire, and gets caught up in a growing rebellion. A larger plan is revealed, and Felt's group of fellow travelers turns out to be more important than it seems.

Hmm ... sounds a lot like every traditional, turn-based RPG we've ever played. From its "gotta save the day" storyline to the repeated, palette-swapped graphics, Atelier Iris 2: The Azoth of Destiny hardly screams originality - but even derivative works can be fun.

The key idea in Iris 2 is balance. Felt's on a mission to restore his magical, floating home by fighting monsters, while his childhood gal pal Viese hangs back and brews up new items. You can switch between Felt and Viese at any save point, but be warned: Viese's role is all about mixing ingredients and crafting new weapons, magical attacks and life-giving potions. It's more than a little frustrating to go from sword-swingin' Felt to Viese's long list of errands. It's cute, sure, and even sweet to see her concerned for Felt, but it wears thin.

What does work, though, is the alchemy system that Viese uses. There are raw ingredients all over the place, each of which can be stirred together to make something new. Obviously, there are secret, more powerful recipes and ingredients hidden in the world, but after you create something once, you're free to copy it forever. Easy inventory means easy gameplay.