Atelier Iris 2: The Azoth of Destiny review

It's hard to bag on such a stunningly bright, cheery adventure

GamesRadar+ Verdict


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    sharp visuals

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    Fast-paced battles

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    You'll want to give the game a hug


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    Story isn't so hot

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    Getting led from place to place

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    Some cheesy dialogue

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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.

More info

GenreRole Playing
DescriptionAnother typical RPG adventure with an overused plot and tons of reading. Luckily, its aggressive battle system and infectious charm keep the world alive.
US censor rating"Everyone 10+"
UK censor rating""
Release date1 January 1970 (US), 1 January 1970 (UK)
Brett Elston

A fomer Executive Editor at GamesRadar, Brett also contributed content to many other Future gaming publications including Nintendo Power, PC Gamer and Official Xbox Magazine. Brett has worked at Capcom in several senior roles, is an experienced podcaster, and now works as a Senior Manager of Content Communications at PlayStation SIE.