Atelier Ayesha Plus Has Bravely Default Style Battle Speed Options

By Sato . March 11, 2014 . 5:42pm


Tecmo Koei and Gust recently shared a look at their portable version of Atelier Ayesha: The Alchemist of Dusk with the new Atelier Ayesha Plus for PlayStation Vita. This week’s issue of Dengeki magazine reveals a few more things that will be added to the upcoming game.


According to the magazine report, you’ll be able to unlock costumes upon clearing the “Album Missions”. Additionally, you’ll have the option to adjust the battle speed, similar to what we’ve recently seen in Bravely Default, so your grinding time goes by quicker.


Atelier Ayesha Plus will also include all of the DLC from the PlayStation 3 version, when it’s released for PlayStation Vita on March 27, 2014 in Japan.

Read more stories about & on Siliconera.

  • TheExile285


  • ARMs7777

    cool feature but I remember the games battle speed was pretty fast as it was. And the game was super easy and there was no time to grind even if you wanted to since you have very limted days. Each turn and battle ate a portion of your day.

  • cloudcaelum

    This must be in all turn based JRPG’s.

  • Faizal Reza

    Pointless since grinding will eat your remaining days before getting bad ending. I wish I could roam around more freely without time constraints in this series. You have to carefully schedule your activities in this game.

    • Juan Manuel M. Suárez

      Micro management of your time in the Atelier games is actually what makes you cherish and treasure what you do in it. It gives you a schedule to stick by and helps the pace by not letting you drift away. At least, during the first playthrough~.

      • Kumiko Akimoto

        Nah it just frustrates me because I’m constantly restarting over and over again if I don’t feel like I’m gonna make it. Totori is painful but fun in that respect

  • FitzpatrickPhillips

    Grinding time? Its like you haven’t ever played these games before.

  • Juan Manuel M. Suárez

    Hexyz Force [PSP game back in 2k10] had this feature first where you could fastforward battle animations. It’s not a concept that BD introduced first~.

    • Akemi Homura

      Bravely Default’s probably just being used as a buzzword in this context.

    • SlickRoach

      I remember that feature very well in Hexyz Force. Saved me a lot of time in battles.

  • Kumiko Akimoto


  • Michael Richardson

    While I’m not so thrilled with the degree of customization in Bravely Default (in that I honestly think giving control over things like the random encounter rate to players is not a great strategy), the ability to speed up battle animations has been a god-send for me. I keep battles on 2x speed all of the time and that helps to keep combat from feeling sluggish. I’m thrilled to see other games trying this out. Hopefully it becomes an industry standard for JRPGs.

  • notentirelythere

    Neat! But also, not THAT big a boon… if this is anything like the Arland games, compared to other JRPGs, there aren’t as many fights, they’re relatively infrequent, and the speed of the game is veeery fast. ‘Sure it’s a godsend for people going after the extra bosses, though.

    Relevant to the discussion going on under here: it’s a nifty feature for a lot of JRPGs for sure, but isn’t there a more elegant solution of, like… managing the length of the default animations accordingly, and how they layer onto/precede/follow game information?

    I feel like a lot of the ancillary features of Bravely Default are solutions to the wrong questions. Here, “how do we make these long combo attack strings and extravagant skill displays more repeatedly tolerable but still visually interesting?” The answer we got was “put them at ridiculous, jerky speeds once the novelty wears down!” uhgghghhgggg

    • Yvonne Tsang

      Yeah, I feel like it’s the easy way out for developers as opposed to making actually fluid and quick animations. It just isn’t great design. Same with BD’s random encounter meter. It’s a far less elegant solution compared to, say, TWEWY’s, where monsters existed on a separate plane and you don’t fight them unless you enter it.

      Would prefer it if developers put more polish when designing this stuff as opposed to giving us “options” that don’t have as much heart in them.

  • Altin

    Very faithful and original translation of what Regina says to Ayesha:
    “I caught a fish thiiiiiiiis big!” :D

Video game stories from other sites on the web. These links leave Siliconera.

Siliconera Tests
Siliconera Videos