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Gameplay[edit | edit source]
Atelier Rorona consists of four different styles of : field maps, a battle screen, an system, and a system. Navigation occurs via two static map illustrations, which depicts the Arland town and its surrounding area in a scaled down view. Field map areas such as the town and forests are depicted as realistically rendered environments, in which the player can converse with locals, gather items, or encounter enemies. Enemies on field maps are openly visible to the players, and players can either engage or avoid the encounter. Contact with the enemies initiates a separate battle screen.
Battles in Atelier Rorona are turn-based and continues until either side is defeated or flees. The player may use physical attacks, items, or skills to either wound targets or heal characters. Each character and enemy has a number of which depletes as he or she is attacked or performs certain skills. When a character loses all hit points, he or she faints; if all of the player's characters fall in battle, he or she is sent back to the game's town. Certain items and skills also affect the battle's element, which, depending on the element, could either increase or decrease the efficiency of certain skills performed, or make additional skills available.
Atelier Roronas storyline is presented as a series of twelve tasks. Each of these tasks amounts to three months of the game's storyline, and requires the player to complete it by the end of the period. If the player fails to complete the task, the game ends and must be restored from a previously saved game. The plot develops as the player progresses through text conversations akin to a -style gameplay. Gameplay in this segment requires little player interaction as most of the duration is spent reading the text that appears on screen. There are fourteen main plot lines that the player will have the chance to experience. To view all of the plot lines, the player will need to replay the game multiple times and perform different quests for the game's various characters.
Development[edit | edit source]
Atelier Rorona was first revealed on March 13, 2009 in ' Dengeki PlayStation magazine. Yoshito Okamura, main planner for the Mana Khemia series, served as the game's director. Ken Nakagawa, who contributed to previous Atelier soundtracks, also returned as the sole composer for the title. Mel Kishida, who also provided the game's illustrations, designed the game's characters. Okamura appointed Kishida, whose work is the artist's first video game contributions, to serve the position after finding his work meeting his desires for a "modern and clean design in visuals". Atelier Rorona is described by the development team as a recreation of the series' starting points. It is the first title in the Atelier series to be produced for the, and it is also the first to feature .
Reception[edit | edit source]
Atelier Rorona sold quickly in on its first day of release, and by 1:00 pm, the majority of the district's stores were sold out of the limited edition release. This is because the majority of the stores reserved a limited amount of copies for regular sales to meet pre-order demands. The game was the third best-selling title and sold 43,000 copies between June 22 and June 28, 2009. It dropped to the ninth highest, selling 11,000 copies for the following week. According to public sales information published by, Atelier Rorona was the best-selling title on the website for the week ending on July 9, 2009. The game dropped to the second highest the following week ending on July 17, 2009, marking its final appearance in the ranking; overall estimates from this time put Rorona at or near 70,000 copies sold, with low-level sales continuing since. This makes Atelier Rorona the fastest, and best, selling title in the franchise since at least Atelier Iris Eternal Mana, and it may match or beat Atelier Lilie's 90,000 copies sold in 2001 by the end of 2009. Atelier Rorona has generally reviewed well so far, scoring 90/85/80/75 in Dengeki, and 8/7/8/7 in Famitsu.