The game's main focus on is the lead protagonist, Vayne Aurelius, son of a legendary alchemist named Theofratus who had disappeared sometime after Vayne's birth. Vayne, since then, had led the life of a hermit, his only companion being a Mana in cat form named Sulpher. Vayne is invited to the Al-Revis Academy for alchemy training by Zeppel, one of the professors there. He is quickly indoctrinated into the school by becoming part of an atelier led by Flay Gunnar (an older student who is known as The Defender Of Justice) along with two other students, Jess (a clumsy girl who is nevertheless adept at alchemy) and Nikki (an impulsive beastgirl). They are soon joined by Pamela (the school's resident ghost), Anna (a 12-year-old master swordsman), Roxis (the son of a famous family of alchemists who is quickly forced to join the workshop by Flay) and Muppy (an alien the group discover on an assignment). The 8 of them are able to succeed at completing assignments and allow the workshop to prosper and learn the skills of alchemy. The game takes place during the three years Vayne is attending the school. A colorful cast of characters accompany him as he learns of his past, his skills, and the world. All seems to go well until a dark force begins sending other students after Vayne, who becomes increasingly aware of how important he is.
Throughout the game, your characters must synthesize many items for school assignments. However, Mana Khemia has a unique item synthesis system, unlike most other popular RPGs. Each synthesized item can be made in a variety of different ways with a variety of different materials to different effect.s Generally speaking, using higher-quality materials will yield better results, but that depends on your goal. In addition to this, there is also an "item level" mechanic which can also change the outcome of your created items. Again, generally speaking, a higher item level (in-game: E-level) will produce a better item, but there are times when a deliberately low item level is required. E-level is decided by the beginning E-levels of all the component materials, then adjusted by timed roulette-esque minigame.
Both alchemy and combat are necessary to grow the characters. Unlike typical role-playing games, there are no experience points or characters levels. Instead, through combat, the characters earn "action points" which are used in the character-specific "grow book" to unlock new skills and character bonuses such as additional health or mana points. However, these bonuses are tied to completing the recipes for specific items in that book. The grow book is presented as a graph of synthesizable items. The bonuses for an item cannot be acquired using action points until an adjacent item on the graph and the item itself has been made
Like most console RPGs, Mana Khemia has a turn-based combat system. Unlike other games, however, Mana Khemia gives you the same advantages that the computer has, specifically predicting order-of-action. When selecting an attack in battle, you can see immediately how that will affect when your character will be able to act next. This is done through a card-stack display at the top of the battle screen. In addition to timing help, the card stack allows for co-ordinating time-based attacks. Many spells in the game will not do all of their damage (or healing) upfront. Instead, they will add cards into the stack and activate several times over the course of battle.
Completion of classes is an important gameplay element. The class system is set up with a mission system, and the game requires you to attain a set number of "units" by completing courses. By getting a higher mark in a course, you earn more units.
There are added features like multiplayer battles, Jump Start function to allow the game to load faster, and more items that can be synthesized. In multiplayer battles, enemies may drop rare items that cannot be found in the main game. Student Alliance was generally given lower reviews than its PS2 counterpart due to its additional loading times, but this can be remedied by playing the download rather than the UMD or using the install function.
Mana Khemia: Alchemists of Al-Revis[a] is a role-playing video game developed by Gust Co. Ltd. in 2007 for the PlayStation 2. The game is the ninth entry to Gust's Atelier series, and incorporates elements of standard turn-based combat and alchemy. A PlayStation Portable version was released which included additional features.
At the core of the game is alchemy through which the player can create weapons, armor, usable items, and complex ingredients for these recipes. The player is required to gather core materials through field exploration, spoils of combat, or by purchasing them in the shops. Each item carries fundamental properties that include elemental and special abilities, and character stat improvements, that can be infused into equipment. Through the creation of new items, these properties can transfer over into the new item. A new "alchemy wheel" allows the player to adjust the quality of each ingredient as it is added to the mix, for better or worse, in order to alter the final item's properties as well. Recipes for items are learned over the course of the game by finding or buying recipe books, conversing with characters, or can be extrapolated from existing recipes by altering the ingredients list.
When in the field, the player can opt to avoid encounters with monsters by running and jumping over them, but also may attempt to strike first to go into battle. Mana Khemia uses a turn-based system similar to previous Atelier Iris games. Once the player has more than three characters in the party, he or she can then have up to three characters in reserve; these characters can switch in during a normal turn, or be called in at the end of one character's attack to provide an additional blow, or be called in to replace a character about to be attacked. The swapped out characters require a number of turns to recover before being called in again. As the player becomes able to inflict more damage, they can activate "Burst Mode" that temporarily increases the damage from each attack; this mode rewards the player with a large number of hits. Additionally, about mid-game, Burst Mode can lead to a "Finishing Burst" that requires the player to meet a certain condition while Burst Mode is activated, such as striking with each team member, or healing a certain amount of damage; this allows for a special powerful finishing move to be unleashed by one of the characters.
Both alchemy and combat are necessary to grow the characters. Unlike typical role-playing games, there are no experience points or characters levels. Instead, through combat, characters earn "action points" which are used in the character-specific "grow book" to unlock new skills, and character bonuses such as additional health or mana points. However, these bonuses are tied to completing the recipes for specific items in that book. The grow book is presented as a graph of synthesizable items. The bonuses for an item cannot be acquired using action points until an adjacent item on the graph, and the item itself, has been made.
The game is presented as a series of terms at a school. Each term is made up of several weeks, typically starting and ending with an event, ultimately leading to a key battle to be won. In between, the player is generally required to complete two or three courses, earning a grade depending on how well the course was completed. This is then followed by two or three days of free time. If the player should fail to make a decent cumulative grade by the end of courses, they will need to spend one day of free time in detention, doing required tasks. Once in free time, the player is free to take odd jobs, talk with characters, and perform side quests related to the other members of the party.
The game's main focus is on the lead protagonist, Vayne Aurelius, the son of a legendary alchemist named Theofratus who had disappeared sometime after Vayne's birth. Since then, Vayne has led the life of a hermit, his only companion being a Mana in cat form named Sulpher. Vayne is invited to the Al-Revis Academy for alchemy training by Zeppel, one of the professors. He is quickly indoctrinated into the school by becoming part of an atelier led by Flay Gunnar (an older student who is known as The Defender of Justice) along with two other students, Jess (a clumsy girl who is nevertheless adept at alchemy), and Nikki (an impulsive beastgirl). They are soon joined by Pamela (the school's resident ghost), Anna (an 11-year-old master swordsman), Roxis (the son of a famous family of alchemists who is quickly forced to join the workshop by Flay), and Muppy (an alien the group discovers on an assignment). The eight of them are able to succeed at completing assignments, learn the skills of alchemy, and allow the workshop to prosper.
The soundtrack was composed by Ken Nakagawa and Daisuke Achiwa and includes opening song "Run For Your Life"' by Haruka Shimotsuki and ending song "TOGGLE" by Yuuki Mizusawa. It was released May 30, 2007 in Japan by Team Entertainment.
Student Alliance received "unfavorable" reviews, moreso than its PS2 counterpart, according to Metacritic.[13] This was due to its additional loading times, but this can be remedied by playing the download rather than the UMD or using the install function.
A sequel was released on May 29, 2008 in Japan and in North America on August 25, 2009.[citation needed] Its story is set 15 years after the original game, and the only returning characters are Flay, Tony, and Zeppel.
I forgot so much, it was like playing for the first time again. I remembered some key story beats, a couple endings, and the music. For all these years, I had the game as vaguely cute in my head, but nothing special. Frankly, my position hasn't changed much.
The last time I played it was in 2010, so I'll explain a little personal context before I get deep into it. I was 18 at the time I did not replay with the expectation that my trash childhood taste would get overridden. I was an adult, this title was not nostalgic to me. I expected my initial feelings to be mostly validated, and they were. However, being much more familiar with the Atelier series gives me a different lens to view it through now.
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