Atelier Iris: Eternal Mana
Atelier Iris: Eternal Mana (イリスのアトリエ エターナルマナ Irisu no Atorie Etānaru Mana) is the 6th iteration of the Atelier series and the first to be published outside of Japan. The game takes place within a new sub-series which is the Iris trilogy whose entries were released between 2004 and 2006 in Japan, and from 2005 to 2008 in the rest of the world.
Eternal mana is the 4th Atelier game to be released on the PlayStation 2, following on from Atelier Viorate and cutting short the Gramnad duology, which therefore does not reach trilogy status. The main protagonist of the Game is Klein Kiesling
Although Atelier Iris was not released internationally, it was distributed in North America, Europe and Australia.
Entries
You can find other entries of the game here: Atelier Iris
Characters
The cast of Atelier Iris Eternal Mana features around 55 named characters. This makes it one of the most extensive cast among the whole series.
Party
Unlike most of the other sub-series, in the Iris trilogy the player does not choose which characters to include in his party for battle. These are defined by events in the story, and are not switchable. Therefore Atelier Iris does not have more than 6 playable characters, so that they can just about fill an entire team.
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The Main Character, A Young Alchemist, Searching the Lost City of Avenberry. |
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The Second "Main Character" A Galgazit Girl, with greath combat abilities searching for the truth about her life. | ||
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A Lazy but reliable Galgazit who love alcohool, manly drinks and runs away from his origins in search of love. |
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A Mysterious and very skilled wandering Swordman who hates "Mull" more than anyone else. | ||
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A Little cat-girl, with mysterious origins who aspires to become a witch. |
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A serious woman and a powerful retired knight who wants to bring her old comrades back to reason. |
Supporting Characters
As one of the games with the highest number of named characters, the number of supporting characters in atelier iris is quite high. Including villains, Eternal mana has 19 secondary characters, excluding minor characters such as Rurona.
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Antgonists
Atelier Iris is divided into two parts to determine the antagonist. The first part of the game, which consists of reaching Avenberry, puts the player in direct opposition to Alkavana and the Knights under their leader Beggur. The second part brings Eternal Mana's main antagonist, Mull, to the fore.
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Minor Characters
Unlike other Atelier games, Atelier Iris has a great number of "Random" characters that play a role in the overall game. Even tough these characters can hardly be be considered as NPCs, they are more like "One Quest Characters" and the fact that they drive minor events that can be related to the main story is enough for these characters to be named, and have their own personality with sometimes mini narrative arcs.
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Not exhaustive: Some minor characters may be missing.
Manas
In Atelier Iris, Manas are magical entities representing a special element. They are the alchemists' companions and help them to make various objects. They are represented by characters with a whimsical appearance and varying degrees of characterisation.
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Gameplay
The gameplay of Atelier Iris has been redesigned following the episodes of the Gramnad sub-series. This one is intended to take a more classic approach, moving closer to a conventional JPRG formula.
In Atelier Iris: Eternal Mana, alchemy is less important than in the previous episodes, and the emphasis is placed on combat and exploration, to provide the player with a sense of adventure. The storyline and stakes have also been revised to suit this vision. The world map of Atelier Iris is the first attempt at 3D in the series, well before the move to full 3d in Atelier Rorona, and is a zone in its own right.
Otherwise, the second focus of Atelier Iris lies in the combat, which has been taken much further, adding a more tactical aspect through different mechanics, supported by a large number of major boss battles.
Alchemy in Regallzine
The first Atelier Iris is the only entry in the series not to contain a conventional alchemy mechanic. To replace alchemy, the game offers players two new ways of doing sythesis, far removed from what was done until 2004.
Alchemy in Regallzine is not as widely spread as alchemy in most of the other ‘’Atelier‘’ titles. Alchemists are now rare and often focus their studies on the legendary city of Avenberry or on the alchemist Iris Blanchimont, who lived before Avenberry's fall. Those who don't study Iris or Avenberry wander the world, seeking ancient recipes and artifacts for synthesis.
Mana Sythesis
Alchemy in Atelier Iris is called Mana Synthesis, and allows its user to create Items with the help of a Mana companion which can be used to create different recipes depending on the element. Mana alchemy is entirely dependent on the alchemist's ability to make a pact with a Mana, as well as their reserve of elements.
Manas
Normally, alchemists can only make a pact with a single Mana, but over the course of the game, Klein will have the opportunity to meet and make pacts with several Manas, which in their own way act as an "alchemy level", making the progression in the ability to make recipes more organic and gradual. The recipes themselves are unlocked individually in special-looking chests
see Mana Synthesis Item List.
Elements
Instead of the classic ingredients used in alchemy up to now in the series, the most basic form of synthesis in the first Atelier Iris uses element gauges, which can be filled from 0 to 100 using the Elemental Extraction ability while exploring areas or fighting monsters. Element extraction consists of destroying different map elements or enemies in exchange for a certain quantity of element. For example, rocks give stone elements, and shrubs, water and wood elements.
Synthesis mechanics
Mana synthesis first requires mana of the appropriate element. For example, Uru mana of fire to create a flame, as well as a defined quantity of one or several ingredients. Using mana for alchemy makes it tired, forcing the player to regularly increase their affection and fatigue levels to maintain friendship with their mana companions. This can be done by offering gifts to the mana.
Main Mechanics | Present | Gimmicky Mechanics | Present |
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Quantity of Items crafted is definable | ✓ | Performable without cauldron | ✓ |
Quality/Effects | Character based system | – | |
Item based Properties | Skill/Reflex Based | ||
Ingredient based Traits | Recipe variations to get new items | ||
Stackable items & ingredients | ✓ | Weapons Synthesis | |
Individual properties ingredients | Element notion | ✓ | |
Alchemy Skills | Puzzle Mechanics | ||
Crafting trees | No ingredients needed | ✓ | |
Alchemy Level | Recipe Level |
In addition to being very simple and inexpensive, mana synthesis can be performed anywhere without limitation and does not require a cauldron as has been usual up until now in the series. Klein also has the option of synthesising mana during battle, to make any item by using it directly, which uses up the turn and results in a greater delay before the next action.
Shop Synthesis
A method that is more faithful to the basic vision of alchemy in the Atelier series is also available in Atelier Iris, in addition to Mana Synthesis. This method is called "Shop Synthesis" and consists of combining several ingredients to create an object.
Legacy and new focus
Although Shop Synthesis is the heir to classic Atelier Alchemy, it is not as prominent as Mana Synthesis in Eternal Mana, and is used as a means of deepening Synthesis Shopkeeper characters, as it often leads to interactions when the player discovers new combinations. Compared to mana synthesis, shop synthesis is hampered by the fact that ingredient stacks are limited to 9, meaning that the player cannot store more than 9 items of the same type. This is the lowest number in the series and has been criticised for preventing shop synthesis from being more appealing, given the large number of recipes available and the very limited stocks in shops.
Synthesis Shopkeepers
Unlike mana synthesis, shop synthesis requires a specific location to be performed, in this case, 6 shopkeepers in the game offer Klein the option to synthesize in their shop. List of synthesis shopkeepers:
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Synthesis Shopkeepers are often the most developped characters in the cast, thanks to the wide amount of arcs they are given as the player progress through the Synthesis catalog. Especially in the case of Veola, who has the largest number of recipes in her catalog and can almost be considered the true alchemist of Atelier Iris. A drama CD was later released under the name Atelier Viola: The Magician by Regallzine, recounting Veola's (non-canon) adventures after/or during the events of the game.
Unlocking new recipes
There are several ways for players to unlock new recipes for the Synthesis Shop. The first is through scripted events that are unlocked at a certain point in the main quest, the second requires the player to obtain certain specific items, such as books, which give access to a large number of recipes in Veola's shop. Some recipes require the player to have made another recipe or reach a certain level of popularity in the shop to unlock them. Finally, ingredient substitution allows the player to discover hidden recipes, which account for almost half of the recipes made in the game.
In order to use ingredient substitution to obtain a new recipe, the player must choose the right combination of ingredients, changing the default recipe. If the player manages to discover a new combination, the synthesis shopkeeper will have a special dialogue box, warning that something new will result from the ingredients chosen.
Mechanics of Shop Synthesis:
Like ancient alchemy, shop synthesis works by following recipes, however, no properties or traits are applied to the results depending on the ingredients chosen. The only difference may be in quality, for which each ingredient has a hidden statistic. See for Quality : Materials (Atelier Iris)
Main Mechanics | Present | Gimmicky Mechanics | Present |
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Quantity of Items crafted is definable | ✓ | Performable without cauldron | |
Quality/Effects | ✓ | Character based system | ✓ |
Item based Properties | Skill/Reflex Based | ||
Ingredient based Traits | – | Recipe variations to get new items | ✓ |
Stackable items & ingredients | ✓ | Weapons Synthesis | |
Individual properties ingredients | – | Element notion | |
Alchemy Skills | Puzzle Mechanics | ||
Crafting trees | No ingredients needed | ||
Alchemy Level | Recipe Level |
List of Shop Synthesis recipes : Synthesis Items (Atelier Iris)
Item Reviews
Instead of the traits of the Gramnad dulogy, Atelier Iris: Eternal Mana uses variations called ‘Review’. However, these have no influence on the item, and are used to influence the popularity of the shop. Progressing in the shop popularity is useful for obtaining new recipes or to deepen the arcs of each character. However, some shops, such as Mofuma, don't use the popularity mechanic, so there's no point in trying to increase it. Furthermore, depending on the recipes available, it may be difficult or even impossible to increase popularity beyond a certain percentage.
Weapons Synthesis
Despite its name, weapon synthesis cannot be used to synthesise weapons. The weapon synthesis mechanic in Iris allows players to convert their Mana Stones into crystals, each with a trait, up to level 9. The player is free to combine the crystals as they see fit to create a combination of 3 traits, which can then be applied to one of the compatible pieces of equipment: Each Mana stone has its own list of possible traits, depending on the mana companion used to crystallise it.
Exploration
The exploration takes centre stage in Atelier Iris. After the Salburg trilogy, which had no exploration mechanics, and the simplistic dungeons of Gramnad, Iris aims to be more like a traditional RPG, with a number of mechanics put in place to make exploration, along with combat, the core of the adventure. Furthermore, the game features a complete global map, which is divided into several small areas, the global vision of the world map, is one of the prominent feature in Atelier Iris.
Much more than any other entry in the series, Atelier Iris displays a kind of complexity in its appropriation of the game space. Numerous nooks and crannies gradually become accessible as the player unlocks new movement options and ways of getting past certain obstacles. See: Field Actions (Atelier Iris)
Atelier Iris: Eternal Mana is an RPG that encourages backtracking in this way, inviting players to re-visit areas already explored as part of the main quest. Various rare items can be obtained in this way, such as mana stones, which are a very limited and useful resource before the post-game dungeon. Mana Stones are often hidden in places that can only be reached at the end of the adventure, especially using the "flying" skill.
The environments in the game are mostly 2D CG, then converted into explorable maps. This gives the maps a painterly look, with hand-crafted landscapes, but also makes it difficult to get the perspective right.
Side quests and Events
Many times during the game, Klein and his team will be approached by minor or supporting characters giving the group a side quest. Active side quests are indicated by the following icon at the bottom of the screen:
Most of the side quests in Atelier Iris are small adventures in themselves. Although some remain nevertheless requests to be satisfied as by going to seek some items. Certain characters, such as Rurona, are often drive side quests.
For example, one of the quests involves Rurona wanting to help Klein, so she asks the party to gather a list of certain ingredients so that she can give you an item that will make it easier to defeat a boss. Other quests are directly related to the main quest, such as Rurona's quest to find the Flawless Marvel, which is needed to progress in the story. The rewards for side quests can vary, but usually consist of a more or less rare item.
Battle
Combats in Atelier Iris are one of the main focus of the gameloop, and tries to break away from the simplistic approach of previous episodes, in which combat was merely a utilitarian device that didn't feature very prominently in the game.
Random Encounters
The transition from dungeons divided into a multitude of small screens to maps in real space has brought a new form to standard combat. In keeping with Atelier Iris' classic RPG approach, the game uses random encounters that depend mainly on the distance the player travels. Every time the player takes a step, an encounter can be triggered without the player being able to predict it.
The random monster encounters are factored into the difficulty curve of Atelier Iris, which encourages the player not to run away from encounters at the risk of being underlevelled. Unlike many other Atelier episodes, the powercreep in Iris is very low, and the increase in damage between the beginning and end of the game is not enormous, with most of the power gain coming from levels. At the beginning of the game, heavy damage is around 75 dmg, while at the end only rare attacks can exceed 600 without a buff.
Combat mechanics
The camera view of the terrain has changed: whereas up to Atelier Viorate the terrain was a battle plateau with a certain number of visible squares, in Atelier Iris the terrain is viewed from the side and presents a complete environment that encompasses the entire background.
The battlegrounds in Iris 1 are divided into tiny invisible squares that define the damage range of an attack. Due to the large number of enemies that can be present on the field, it's important to make use of zone damage. For example, Delsus' crossbow shot will hit all enemies lined up in a fairly narrow line, while Lita's claw shot has a relatively wide, circular damage zone.
Every character can use Synth. Items bought or made in the synthesis shops, but only Klein can take advantage of Mana Items, and even sythesize some in the middle of a fight to use them immediately, using the "mana synthesis" skill, in exchange for a greater recoil. Although items have been at the heart of combat since Atelier Marie, Atelier Iris has an incredible variety of items with different effects up to the player to try out.
Atelier Iris' approach to skills is also very different from most other games. Skills are not always preferable to standard attacks, and are often designed for specific purposes, such as giving a character with a mainly physical attack the ability to use a magical attack, or a less powerful attack with status effects. In Klein's case, skills are mainly used to affect the area of effect or the power of the mana items he uses. The Norn's Turn Into Candy skill from is a case of a utility "farm" skill, it allows Norn to turn an enemy into candy, which is often the only way to get those useful ingredients.
Plot
The game takes place in the world of regallzine and follows the young alchemist Klein Kiesling, who is travelling to learn more about alchemy by going to the lost city of Avenberry together with his friend, a Wood Mana, nicknamed Popo. One day, he is saved from a monster by Lita Blanchimont, a young Galgazit, monster hunter. Lita eventually recruits him to become an Galgazit as well, and they start working together in the town of Kavoc. However, Klein is soon caught in many troubles, and eventually becomes involved in a quest of saving both the world and Lita.
Initially involved in trouble with the Knights of Alkavana, led by Beggur, Klein will have to understand the reasons for Beggur's change of heart from the once helpful and altruistic Beggur. First and foremost, it is Klein's recruitment into the Knights that motivates Beggur to come into conflict with the protagonist's team. But that's without considering the presence of Mull, the real antagonist, pulling the strings behind the scenes.
Story
Unlike the vast majority of the other episodes, the story of Atelier Iris is far more important, with high stakes and in stark contrast to the mundane, restful life of Atelier Salburg and Atelier Gramnad. The antogonist's goal here is to awaken a dormant alchemical entity to allow humans to do without manas and restore the alchemists to their former greatness, which could lead to the disappearance of manas and the collapse of balance in the world of Regallzine.
The first goal of Atelier Iris' main storyline is to open Henmil's Gate and gain access to the city of Avenberry. To do this, the hero must complete various quests, the most important of which is to reach the Mana Lands, which can be reached by crossing the Mist Forest, in order to find answers to the hero's questions about alchemy and Avenberry. Then, after various boss battles across the map, multiple magic stones must be collected in order to open the Gate of Henmil, and finally Avenberry can be reached.
Although the goal of reaching Avenberry was originally motivated by the hero's quest for knowledge about alchemy, after the theft of Lita's Prism Ruby, the motivation for reaching the city becomes to allow Lita to continue living. Because only the knowledge contained in Avenberry, which will turn out to be materialised by the ghost of Iris Blanchimont, holds the key to forming the ruby prism.
The second part of the game is the creation of the ruby prism, which requires the player to collect a reptile egg, which can be found in the Valiant Path, and the legendary Gurgu's Cane, which can be found at the top of the Marcus Tower once the it has been awakened. The player must then travel to Silencia's secret laboratory to continue the creation of the Prism Ruby.
Once Avenberry is reached and the Prism Ruby is created, the hero and his friends will set out to defeat Mull, who is hiding deep within the final dungeon of the main quest : Selk's Cry.
In addition to the main story, Atelier Iris contains a post-game semi-adventure. It shows the return of Arlin and gives the player the chance to explore a brand new dungeon: Mull's Castle. This dungeon is gigantic and contains the only true superboss of Atelier Iris. There's also a True Ending that can be unlocked by meeting Arlin in Mull's Castle, but you don't have to complete the dungeon to unlock it. Fighting the Amalgam with Arlin's help is the only requirement.
With its larger central story, Eternal Mana uses its more serious tone to tackle some very dark themes on a number of occasions, largely through the narrative arcs of the Sythesis shopkeepers. Some of the more serious themes dealt with in Atelier Iris include suicide, abandonment, and the illegal trade of goods for survival. Suicide, in particular, is mentioned several times in the game, by several characters.
Lore
In Atelier Iris, the lore is built around the existence of magical beings called "Mana Spirits", abbreviated to "Manas". Although, unlike Mana-Khemia, Atelier Iris seems to barely shows their importance, Manas are much more present in the Iris trilogy (especially the first two) than in the following duology. Manas are beings that represent an element or concept.
Examples of what manas can be range from Flay, the Ghost Mana, to Paltia, the Holly Mana, or Plua, the Mana of Darkness. Otherwise, more traditional manas such as Uru, Nymph and Silwest represent Fire, Water and Wind respectively, and concepts can take shape through entities such as Grupt, the Mana of Power, or Fanatos, the Mana of Evil. Manas are the alchemists' friends, but more importantly, they are their assistants and the key to use mana synthesis. Without fire mana, no object required to manipulate this element can be made, and the same goes for all the other elements.
Originally, Mana Spirits are the creation of the First One, the Mana of creation : Lilith . A mysterious being whose only known fact is that she is at the origin of alchemy as well as the other manas. We also know that she was reincarnated 400 years after her disappearance. In the first two Atelier Iris games, Lilith is reincarnated in the person of Iris Blanchimont, thanks to which her genes are the only ones to give alchemists the ability to make pacts with several manas, giving them incredibly greater abilities in alchemy; the main character, Klein, is thus a member of the Iris lineage.
The city of Avenberry was once considered 'the ultimate paradise', where everyone aspired to live, and where the first alchemists appeared. Though never explicitly stated, it is likely that Avenberry is the name later given to Eden due to the similarity of their histories, though this would introduce some inconsistencies. While Eden and Avenberry are not actually related, Eden from Iris 2 represents a Retcon[3] (Retroactive Continuity) to the origins of the early alchemists.
The story of the Iris trilogy is not entirely coherent, as it was probably not considered suitable for a complete trilogy, and had to be written in a relatively short space of time. The lore of the first Atelier Iris can be summarised as the presence of the Spirits of Manas, alchemists in decline, and a line of chosen alchemists descended from Iris Blanchimont, prodigious alchemists who rest in Avenberry, a city that has fed the desires of adventurers and alchemists for years.
Developpement
According to its creators, the development of Ateler Iris was an especially difficult process. At the time of its release, Ateler Iris was the studio's most ambitious project, Atelier's teams had to double their efforts to renew their series formula, which they felt was gradually losing popularity.
Developper Diary from 2004
See More in depth with the original source: http://www.salburg.com/products/a6/staff_diary.html [4]
Reception
Overall, the reviews for Atelier Iris were positive or Mixed. The game wasn't really well exported internationally, remaining mainly in Japan in terms of sales. It received a 74/100 on Metacritic, The game was praised for musics, Alchemy, and a global production quality despite the fairly small size of the studio. I the other hand, Writing and pacing was considered a bit underwhelming.
Atelier Iris Global Rating Reception
Rating | By | Lang. | |
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IGN : | 7.8/10 | Users | ENG |
IGN : | 8/10 | Critics | ENG |
Famitsu : | 7/10 | Critics | JAP |
Metacritic : | 7.2/10 | Users | ENG |
How long to Beat : | 6.9/10 | Users | INT |
Gamekult : | 6.4/10 | Users | FR |
Joko.jp : | 6.6/10 | Users | JAP |
Psmk2 : | 5.2/10 | Users | JAP |
Booklog.jp : | 6.4/10 | Users | JAP |
GameFaqs : | 7.6/10 | Users | INT |
Eurogamer : | 8/10 | Critics | ENG |
Senscritique : | 7/10 | Users | FR |
RPG Gamer : | 5/10 | Critics | ENG |
Gamers Europe : | 4/10 | Critics | ENG |
gamecontrast : | 7.6/10 | Critics | GE |
Diehardgamefan : | 5/10 | Critics | ENG |
NTSC-uk : | 5/10 | Critics | ENG |
JVC : | 7.9/10 | Users | FR |
JVC : | 7/10 | Critics | FR |
Computer Games Magazine : | 5/10 | Critics | ENG |
Offi. PS2 Magazine UK : | 6/10 | Critics | ENG |
G4 TV : | 6/10 | Critics | ENG |
GamePro : | 6/10 | Critics | ENG |
Gaming Horizon : | 6.9/10 | Critics | ENG |
Games(TM) : | 7/10 | Critics | ENG |
GameFeed : | 7/10 | Critics | ENG |
Edge Magazine : | 6/10 | Critics | ENG |
Game Spy : | 7/10 | Critics | ENG |
Yahoo Games : | 7/10 | Critics | ENG |
Offi. PS2 Magazine US : | 7/10 | Critics | ENG |
Gamespot : | 7.2/10 | Critics | ENG |
Just RPG : | 7.5/10 | Critics | ENG |
PALGN : | 7.5/10 | Critics | ENG |
Detroit Free Press : | 7.5/10 | Critics | ENG |
Play Magazine : | 7.5/10 | Critics | ENG |
Elec. Gaming Monthly : | 7.5/10 | Critics | ENG |
Inside Gamer Online : | 7.8/10 | Critics | ENG |
GameZone : | 7.8/10 | Critics | ENG |
GameBiz : | 8/10 | Critics | ENG |
4Players : | 8/10 | Critics | ENG |
PSM Magazine : | 8/10 | Critics | ENG |
Play UK : | 8.1/10 | Critics | ENG |
Bonus Stage : | 8.2/10 | Critics | ENG |
Netjak : | 8.3/10 | Critics | ENG |
Into the Liquid Sky : | 8.3/10 | Critics | ENG |
Game Informer : | 8.3/10 | Critics | ENG |
Game Chronicles : | 8.5/10 | Critics | ENG |
Deeko : | 8.5/10 | Critics | ENG |
Worth Playing : | 8.5/10 | Critics | ENG |
Etoychest : | 8.6/10 | Critics | ENG |
Gaming Trend : | 8.5/10 | Critics | ENG |
Acegamez : | 9/10 | Critics | ENG |
Da Gameboyz : | 9/10 | Critics | ENG |
RPG Fan : | 9/10 | Critics | ENG |
VGPub : | 9/10 | Critics | ENG |
Music
See : Atelier Iris Original Soundtrack
Credits
Composer | Ken Nakagawa, Akira Tsuchiya, Daisuke Achiwa |
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Arranger | Ken Nakagawa, Akira Tsuchiya, Daisuke Achiwa, Takashige Inagaki |
Vocals | Mami Horie, Haruka Shimotsuki |
Lyricist | Ken Nakagawa, Akira Tsuchiya, Kanae Aoki |
Piano | Mami Horie |
Engineer | Takashige Inagaki, Tsuyoshi Yamane, Satoshi Morishige, Mas "Golden" Anai |
Coordinator | Takaaki Kurahashi |
Source : VGMDB[5]
Song Gallery
Atelier Iris Feature 4 Song, sung by Mami Horie and Haruka Shimotsuki Famous main singer of the series. Atelier Iris Soundtrack was the first Atelier OST which include Shimotsuki Vocals.
Midnight Illusion (白夜幻想譚/Byakuya Gensoutan)
Midnight Illusion is the opening Theme
Song Composed By Akira Tsuchiya, Vocals by Haruka Shimotsuki
Iris
Iris Is the song playing for the Iris mythology introduction:
Song Composed By Akira Tsuchiya, Vocals uncredited
Walking Path (歩む道/Ayumu Michi)
Walking Path is the normal Ending credits song
Song Composed by Ken Nakagawa, Vocals by Mami Horie
Silent Rhyme
Walking Path is the true ending credits song
Song Composed by Daisuke Achiwa, Vocals by Mami Horie
Other Media
Novels / Manga
- Atelier Iris: Eternal Mana (Novel), A novel-based adaptation of the game's story published by Square Enix.
- Atelier Iris: Eternal Mana (Famitsu Comic), A serialised full-colour comic released in Famitsu issues.
- Atelier Iris Eternal Mana Yonkoma Carnival, A Yonkoma comic published by Koei Game Comics.
- Atelier Iris: Eternal Mana ~Setting Off~, a full-colour Manga/Comic contained within the May 28th 2004 (Vol.382) edition of Softbank's "The Playstation 2" magazine.
Audio
- Atelier Iris ~ Eternal Mana ~ Soundtrack Book, a booklet including concept art, lore and a CD containing remixed tracks from the game. It also contains a 5 page full-colour comic, authored by Yuuki Hidaka.
- Atelier Viola: The Magician of Regallzine, A drama CD focusing around Veola and also starring characters from Atelier Iris 2: The Azoth of Destiny.
Mobile
- Several themed wallpapers and ringtones were released for Japanese feature phones following the release of the game.
Trivia
- A few unused images from the game's ROM seem to indicate that it at some stage included a Horoscope function, likely at the title screen; it appears to be entitled "Faith's Horoscope".
- Veola originally would teach the player runes which actually correspond to the fantasy language spoken in the opening theme, White Night Illusion and the track Eternal Eyes; it appears they were also reused for the track Truth from Atelier Iris 2: The Azoth of Destiny.
- These runes displayed are in 'Elder Fulthark', one of the earliest runic alphabets that was often used in what is now Germany; this coincides with a large amount of German words used throughout Eternal Mana and the Atelier series.
- There was also intended to be a feature entitled Movie Bonus Theater but only the image of this remains in the ROM
- Several unused frames are also included in the ROM, as well as a screen-capture showing some of the software that was used to animate the intro cinematic.
- On the official Japanese website of the game, there was a section where staff who worked on the game would submit their own illustrations as mini blog posts. Many of these parody the designs and writing of the characters, and one expresses the pain of having to work with a large spreadsheet that contained all the dialogue lines.
Gallery
References
- ↑ https://nichebarrier.com/game/30186-atelier-iris-eternal-mana
- ↑ https://www.calcprofi.fr/echange-taux-histoire-yen-a-euro.html?date=2004
- ↑ https://en.wikipedia.org/wiki/Retroactive_continuity#:~:text=Retroactive%20continuity%2C%20or%20retcon%20for,breaks%20continuity%20with%20the%20former.
- ↑ http://www.salburg.com/products/a6/staff_diary.html
- ↑ https://vgmdb.net/album/761