Atelier has always been one of the more niche JRPG franchises out there, but it started to gain much more widespread appeal with the significant success of the Ryza trilogy over the past few years. Now that Gust has closed the book on Ryza’s adventures (for now, anyway…), it’s come time to see if they can maintain that momentum and successfully pass the baton to a new leading lady to act as the face of the franchise. We’d say that it’s been largely successful in that endeavour. Beyond the title, Atelier Yumia: The Alchemist of Memories & The Envisioned Land may not be immediately recognisable as an Atelier entry, but it’s a really good JRPG that justifies the liberties it takes in playing with series conventions.

Eschewing the low-stakes, slice-of-life approach of past releases, Atelier Yumia goes for a somewhat grittier and more grounded approach to its storytelling. In this world, alchemy is a forbidden and mostly forgotten art blamed for the catastrophic downfall of the Aladissian Empire centuries ago. Now, only the ruins of that once powerful and advanced civilization remain, and lone alchemist Yumia joins with the Order of Eustella to assist the organisation on a research expedition to uncover answers about the empire's history and mysterious destruction.
Though there are still plenty of cute and chipper interactions among cast members that fit in with the series’ cheery identity, it’s interesting how Atelier Yumia generally goes for a modestly, but not insignificantly, darker tone. This is evident in the thinly veiled scepticism most characters initially harbour towards Yumia and alchemy, and how much of her characterisation is influenced by her mother’s violent death in an accident three years prior.
It’s an interesting tale, one that keeps your interest by tantalisingly teasing the answers to bigger questions, and we’re curious to see where Gust goes with this as it works on the inevitable sequels.
Given the premise of Yumia being a key part of a research squad, a substantial amount of the gameplay loop is focused on exploration, to the extent that we were reminded of many recent open-world releases. Each region features an extensive, fog-covered map rife with points of interest while there are various ruins and ‘Ubitowers’ that act as Zelda-lite dungeons packed with puzzles and secrets.

We appreciated the freeform approach, as you can't go far without finding something to collect or get caught up in. And though there’s a main quest you can always follow and oodles of side quests to knock out, you’re encouraged to set many of your own goals via the use of the ‘Pioneering Effort’.
These are smaller regional objectives, such as finding a specific number of shrines or bringing down a tough mini-boss enemy, that give you points for special unlocks upon hitting various thresholds. Not only does this mean that exploration is constantly given a secondary, extrinsic reward, but these goal lists are often constructed in such a way that they intentionally nudge you to step off the beaten path and get the most out of each region by ferreting out secrets.
Naturally, the land is crawling with all sorts of foes, and combat follows an action approach that smartly mixes both turn-based and live-action elements. Though you can fight alongside party members, you can only control one character at a time, each of which has a small slate of available skills (and, of course, item uses) that are governed by cooldowns. You can string blows into flashy combos, while enemies can interrupt at any time with a poke attack or a bigger MMO-style AoE attack that gives you a few seconds to get out of the hot zone.

You can freely run in a circle around your foe, and there are two ‘rings’ to jump between to dodge incoming strikes or set yourself up for dropping attacks that hit an enemy’s weakness. It's like a livelier and more involved version of FF's famous Active Time Battle system—even though there are combat elements where rapid timing and proper positioning are necessary to succeed, a lot of your wins come down to managing cooldowns and carefully planning out how you break a foe down.
Some may be disappointed that Atelier is pretty clearly leaving behind turn-based combat, but Yumia’s system feels like a satisfying evolution of the work Gust did on the Ryza trilogy while still feeling unique.
Naturally, it wouldn’t be an Atelier game without a robust item synthesis system. The main idea here is that you have a central ‘core’ of an item surrounded by a few nodes, a bit like subatomic particles orbiting a nucleus. You place ingredients on each node, ideally in a way that allows their energy levels to overlap with other nodes and the core. Depending on the type, quality, and placement of the ingredients, the item itself will ‘level up’ its various passive effects.

It’s a quality crafting system that goes way beyond the tired and minimal efforts of most games with obligatory ‘crafting’ elements these days. Creativity, skill, and knowledge of the components is richly rewarded here. Naturally, this careful system would be laborious if you had to go through the entire process every time you wanted to make something; thankfully, there’s always an auto-build feature you can activate and direct with goals like ‘quality’ or ‘bare minimum’. It, of course, can never make things quite as nice as you could if you put the time in, but it’s nice to have features like this when you’re crafting things in bulk.
As an extension of the synthesis system, there’s now a base building system for those who like to give their surroundings a personal touch. Whether you’re in the atelier or out uncovering yet another campground as part of your ongoing survey, you can now craft all kinds of decorations and furniture to be arranged as you see fit in designated areas. Those who don’t care for this sort of thing can pick from a growing list of pre-selected builds if you just want to drop a basic camp down and move on, but we appreciated the ability to customise hang-out spots.

Visually, Atelier Yumia is… well, middling. On one hand, we loved how streamlined and slick the UI looks, and the instant transitions in and out of combat right there on the field are quite impressive. On the other hand, texture quality is poor, pop-in is frequent, and the relatively low resolution gives everything a rather fuzzy and messy appearance. The world and character design itself is beautiful — we were particularly in favour of the inventiveness of many of the ruins you encounter — but the issue is that the old Switch just isn’t very up to the task with this one.
Sure, this game runs on the Switch, but it’s abundantly clear that the humble hardware struggles mightily to even achieve the disappointing performance here. In either docked or handheld, the frame rate typically hovers around 20fps during the best of times, dipping even lower when there’s a lot going on.
You can recover a few frames if you go into settings, enable the ‘performance’ mode, and disable the more advanced video effects, but this then leaves you with an even poorer image quality which admittedly doesn’t feel like it performs that much better.

Unfortunately, the Nintendo Switch is clearly not the ideal place to play Atelier Yumia, unless portability is an absolute must. If you’re a series fan and there’s no other hardware available to you, this port is certainly passable, but we’d highly suggest you consider picking it up for another platform (if you have that option) to get the full intended experience of this release.
Another point that bears discussion, neither positive nor negative, is that Atelier Yumia feels like a much more significant departure from the traditional format the series has slowly been moving away from over the years. Gust producer Junzo Hosoi described this latest release as “a completely new JRPG series that has Atelier features,” and we couldn’t agree more.
Things like the diminished focus on a slice-of-life plot and the heavier focus on things like action combat and extensive exploration are certainly welcome, but leave us wondering if this means that future entries will continue to distance itself from the series hallmarks that once gave it that 'humble and cosy' vibe. Suffice it to say, it’s clear the series has come a long way from the days of Atelier Marie or even Atelier Sophie, and there are increasingly more pronounced differences between modern and retro Atelier.
Conclusion
In most respects, Atelier Yumia is an impressively ambitious and strong new entry for the long-running series, blazing a trail to parts unknown much like its titular protagonist. Things like the darker story, action-heavy combat, and increased focus on exploration gameplay all work well in its favor. The only major complaint is that this was clearly designed with much stronger hardware than the Switch in mind, and while its performance here is just about acceptable, it’s very far from ideal. At any rate, we’d give this one a recommendation not only to long-time Atelier veterans, but also to fans of other vast JRPG adventures such as the Xenoblade series. Atelier Yumia is a bold step forward for this franchise, and it stands as a strong indication that the Atelier series has a lot of life left in it yet.
Comments 61
So, we should wait for a performance patch
The poor performance on Switch is a shame but also not unexpected. I've played a whole heap of games from the series on Switch over the last several years but this one I'll be getting on PC.
This sounded delightful up until reading it runs pretty much at 20fps. Switch 2 can’t come sooner
It's already 11/10 in my heart
looks like we'll have wait for my review.
Performance is irrelevant
We really need that Switch 2 asap....
Thanks for the review, fingers crossed this will run better on Switch 2 (and that's one more reason for me to wait to play my discounted physical copy other than of course being busy with the games I'm currently playing and soon Xenoblade Chronicles X), but I'll eventually play it for sure regardless - at this point Yumia will be my first Atelier game!
This was unexpected in that it reads like a Xenoblade style game! Interesting move for the series and it looks like they pulled it off bar the performance on the Switch. Honestly, I would have been happy for this to be released as a Switch 2 launch game or something but here we are.
Looks like one to defo consider on a discount and/or a performance patch.
Cheers for the review
Sounds like I’m getting this in a different platform. Shame but there’s only so much the Switch can do.
A question from someone who knows pretty much nothing about coding, game performance, etc: if this game runs on Switch 2 (no tweaks, the same software running on a new, more powerful system), is it gonna run automatically better? Or is additional coding required for improved performance on S2?
@LEGEND_MARIOID I would be absolutely shocked if there isn't a Switch 2 port or patch sitting on the shelf behind the scenes. There's no way Gust would want to miss the hype of being one of the first RPGs on the new hardware, especially given how well the series has done so far on Switch.
I'ma try the demo, but look forward to @Princess_Lilly's review.
I will be getting this game, but I want to hear from Nintendo about how the Switch 2 will handle Switch games. I'd rather buy this on Switch and it just get a modest boost of some sort on Switch 2, than wait and buy a Switch 2 version that will probably be more expensive. I'm prioritising my cherished Switch collection over ultimate performance here.
Guess I'll play it with a very high overclock.
Not surprising the Switch has problems with performance.
I really do want to play this, but I'm happy to wait til Switch 2 comes out before I commit to a platform. The portability really goes a long way in crafting RPGs like Atelier.
Switch 2 performance patch please? I'm not a huge performance snob but if I can get a better experience by waiting, I will take it.
My feet hurt looking at that character design. I am behind on these games so I will wait for a sale and patches.
Will consider this a Switch 2 game.
I wanted to get it for Switch but the performance sounding as bad as it does, since I also have access to Steam Deck and PS5, I guess I'll have to go with one of those. Portability is preferable, but physical is most desirable...
Like others have said, Switch 2 can't come fast enough.
Thanks for the review. Looking forward to get the game (I'm getting the PS5 version) next week.
still getting it for my switch and the devs needs to do a better job optimizing these games better instead of releasing them with minor problems.
maybe it will run better on switch 2.
@John_Deacon most of the time yes for coding it in. However if the game has a dynamic resolution and unlocked framerate then it will get a performance boost automatically on more powerful hardware. Some switch games do have this but lots of them don’t too. This game could have probably or it will be some sort of patch because koei tecmo has a good relationship with Nintendo and probably knew about switch 2 for a while. Like others say here say, the switch 2 can’t come soon enough. Luckily I will be busy with xenoblade before I play this but will get it at some point
@gcunit
yeah im really curious and hoping that there's some form of boost to older games to help stabilize them (or even select games getting patched to take advantage of it like how some backwards compatible 360 games got on xbox one, an example being sonic unleashed running at 60fps on it)
As others here have said, I think waiting for Switch 2 is the way to go. That’s what I’ll be doing.
switch 2 will hopefully fix the issues of performance..
Was going to get this but I found out it's not going on cartridge 😔
Just pre purchase on the eShop to get the bonus costume.
Can not wait to also buy the bikini DLC.
@Mirage-5x5 Waaaaat!?!? Source of that bomb?
@Ryu_Niiyama Yeh, I saw those and immediately thought, 'Heel size slider customisation when?'
@John_Deacon Certain things will be boosted just because of more efficient hardware; load times, frame rate stability, pop in, and a few other things. Otherwise, things have to be coded with an update cause the newer hardware is physically different so they have to tell the game what parts can draw more and where the info is now going.
@gcunit In Europe it's been confirmed it won't have a physical version for the Switch and Xbox one. The only ones getting a physical version are PS4, PS5 and Series X, although I believe you get a physical Switch version if you buy the overpriced limited edition but that could just be a code in a box.
@John_Deacon Even with a performance boost, it'll never look nearly as good as a native NS2 version.
end of switch generation: this game barely runs 😐
end of every generation growing up: OMFG THIS GAME IS BLOWING MY MIND RN 🥳🥳🤯🤯
@Mirage-5x5 how so? I saw it on PlayAsia and 1 more site (import)
I’m not very surprised. I bought Ryza 3 on PS5 because the writing was already on the wall.
Atelier doing something different isn’t crazy to me as someone whose introduction to the series was Atelier Iris. I like the look of this one and am really looking forward to playing it when I have time, but probably on PS5.
First half of 2025 is definitely too many games for me.
@-wc-
Eh. Sometimes. Shadow of the Colossus was frequently a 20fps game on PS2. The re-releases have done a lot for it.
Shadow of Mordor on PS3 ran at like 10-20 fps and cut the Nemesis system aka the entire point of the game practically.
Cyberpunk on PS4 was a mess.
Generational transitions are a messy period.
I really can't get behind those impossibly perky designs. It looks so fanservicy and cheap.
@-wc- Oh, absolutely, mate. I remember that the C64 in particular had some STAGGERING games towards the end, games which seemed technically impossible. The Amiga too.
@Princess_Lilly cool I did not know that thanks 👍😊
Considering the fandom's definition of "unplayable", "ideal" and "just about acceptable" Switch performance, I can look forward to a quality experience next week. Bloodstained, Xenoblade 2, Rune Factory 5, The Outer Worlds, Hogwarts Legacy - so many games have been supposed to melt my eyes out over the years... and yet the only noticeable framedrops I've ever encountered on the platform were confined to some of the wackier loadout runs in Isaac, a top-down indie roguelite. Even the screenshots above do little to corroborate the allegations that accompany them - but by all means, let's continue pretending that games like this require the "stronger hardware" (whose strength, with the exception of SSD-tackled loading times, has been widely but not unpredictably wasted on frixel bloat for five years).😏
As for distancing oneself from cozy vibe hallmarks... the Iris trilogy would like a word. There's long proven room for more than one recipe (no pun intended) within this franchise.
@Solid_Python people with no backlogs need Switch 2 ASAP. I need it sometime down the road and primarily for the stuff the respective devs themselves [will] have ruled out for Switch itself, be it stuff like Starbound and OG FFXV or this gen's "cloud versions" like Kingdom Hearts or Dying Light 2. Nothing I've seen about Yumia so far suggests a dire need for spec bloat for spec bloat's sake. And I have a suspicion that NS2's actual "character sheet", while naturally above its predecessor's, will have many a fan nintendoom all over the place again on April 2.😆
@Owozifa SMD Lost World came out in September 1997 and is easily one of the best and most spectacular games on the platform.
Don't forget that Koei Temco always do some performance patch for their game on the Switch. Lastly they did it for Atelier Ryza 3. However, Atelier Yumia seems like a next gen Atelier game, so I don't expect a lot of change for a performance patch on the Switch.
@Owozifa
1) Shadow of the Colossus was released when I was an adult so I didn't "grow up" with that. But even if I did:
1.1) were you around when SOTC came out? because it was mind blowing. Everyday, blowing minds. And I don't remember a single person saying "geez ps2 can barely handle this" or "well I guess I can get used to this chugging along." I never played the various rehashes. ✌️
2) Obv None of your other examples are relevant to my post, either but you didn't know that. For the record I "grew up" between 1985 and 2003, and there will never be a better time for gaming imo.
3) I agree that the transitions were "messy" but it was more on the incoming generations' side back then, IMO. 🫛
@-wc- SOTC is an unforgettable classic. I was also an adult when I played it on PS Now (when that was a thing). There's a haunting beauty to the game's atmosphere that never lets you go.
I still want a physical copy for a console I don't even own.
Sorry, had to get that out of my system
here's to hoping the Switch 2 has built in performance boost. I do wanna play a game like this. Well, I wanna own all Atelier games on Switch tbh. Still need to get Marie though
That said, the darker tone of Yumia is probably nothing new. I recall (from what I played) that the Dusk Trillogy is equally melancholic, even if it is still cheery.
Still looking forward to it, but I think I'm gonna wait a bit. Backlog is crazy right now.
@-wc-
Yes I was in college when Shadow of the Colossus came out and I definitely remember poor performance being talked about. It was a great game, but that was always a small caveat. But no things were not talked about in the same way when it comes to those types of things, but I believe it to be more a difference of perception and expectation.
My examples are more apples to apples because the era of games targeted to one specific system is largely over. When targeting a large range of platforms in the modern day the oldest ones are sometimes going to stretch too thin at the end. But way back technology was such that you couldn’t do it -at all- You can’t get a N64 game on a SNES so the comparison just doesn’t make sense to me.
@Owozifa
i think you are right in general! I fully believe that perception has a lot to do with it, along with contrast between the generations and even consoles within generations. 👍
I'll reserve any how I feel until it gets released and played on Switch 2 to see what it can do and most likely it will get a Update when it does release or have the update on it for game mechanics and graphics.
@gcunit They aren't as noticeable in the tales of graces f costume so I will likely be using that. But her feet and calves have to be screaming.
@Ryu_Niiyama They are using the old tried and failed troupe of Switch isn't powerful enough to play those game. But at same time it sold 150mil+ unit and game library sales that would stagger the mind.
Ya I'll probably wait until they announce a Switch 2 version or wait and see if the PS5 version goes on sale. In the meantime I'll be diving all my time into Xenoblade Chronicles X.
@nhSnork yeah yeah yeah, we all know you have a backlog of 50'000 games and you don't care about the console already choking to death running those games, you say this all the time here, good for you.
I have a giant backlog and others like me would like to move on to something that doesn't have a stroke running anime and indie games at this point, if you're fine with your Switch 1 then just stay playing Switch 1, nobody is forcing you to upgrade.
@nhSnork I can't speak for all the games you mentioned but I have completed Rune Factory 5 and Xenoblade Chronicles 2. For XC2 I didn't notice any performance issues infact it's one of my favourite games of all time but Rune Factory 5 definitely did have bad performance, the framerate would tank lower than 20fps for a few seconds whenever leaving a building and when there's quite a few enemies on the screen. But overall it's not unplayable and is still quite an enjoyable game. I just think people like to nit pick too much and fixate on the minor issues rather than hours of fun they can have with the rest of the game. It's the same on PS5 as well as people constantly complain about games being 30fps yet it's never been a problem the previous gens and these games from critics get good scores but some how people just get fixated on little issues and convince themselves because of that it's a bad game.
20fps isn't really running on Switch, more like crawling or slogging through it. Performance aside I liked the rest of the review and look forward to playing it some day, on a system where the word run is appropriate.
I've never played a game in this series before and am only interested in this one seemingly for everything that is different from the previous entries.
@John_Deacon You'll have to remember to take with a grain of salt what the other commenters have said in their replies to you here.
Nothing at all is currently known about how the Switch 2 will work, especially regarding backwards compatibility.
My point of reference is always the N64 expansion pak. It doubled the amount of RAM on the machine. And it had absolutely zero effect on any of the previously-released games for the system. No frame rate increase, no resolution bump, no reducing of fog, nothing. This is because the games were coded to make use of the original machine's resources, so that's all they were ever able to do.
Of course, these days games can get patched, but that's the question that you were asking in the first place. The only safe assumption right now is that we'll have to hope that the developers/publishers release patches to make their Switch 1 games perform any better on the Switch 2.
It is possible that Nintendo have something up their sleeve that will magically do it automatically for all/most games. But that's something that we'll have to wait to find out.
Playing Demo it's not bad for Switch v1 graphics. Getting used to the controls and game mechanics is tricky right now...
@mlt Glad I am not the only one.
I don't know, the demo version on Switch is pretty nice, albeit constant and expected fps hiccups during exploration on Quality mode, I haven't noticed any major issues with it. The graphics look pretty impressive for a Switch game and the battles are really smooth with responsive controls and comfortable camera angles. I'll be picking up the Switch physical version for sure, doubt I'll have any regrets about it tbh.
This is going to be my first Atelier game. Have to say the visuals are pretty good for the Switch. After playing the demo, it was definitely better, than what I have been hearing. By releasing a demo on the eshop, it seems the developers are confident, that it will do well. Although it’s being released on other platforms, I find it more comfortable playing handheld. Certainly convinced that I will be purchasing on Nintendo Switch when it comes out.
I also was hoping this game would wait for a proper Switch 2 port rather than rush out a frail Switch 1 version, but ah well. I'll still be buying it as soon as I learn how they will handle a Switch 2 port/patch!
Just a heads up. The game also has performance issues on pc and is really awfully optimized. Huge lag spikes and framerate issues while the game barely even uses my graphics card mostly relying on CPU. It's a disaster.
@Solid_Python my NS2 ownership was decided the moment it was confirmed to carry on the hybrid torch, so this conversation might go well with popcorn months later when I'm enjoying my next gen console while you guys are bitterly redirecting your savings towards home consoles or aya neos (I'd say "steam decks" but Valve's micro PC gets unironically ridiculed even for its own quite bloated specs) and lamenting another obscenely underpowered Nintendo portable. Because if Switch "has a stroke" running games like Yumia from your perspectives, then Switch 2 is pretty much guaranteed to regardless of naturally expected comparative spec bumps. You play frames and pixels. I play games.
@UltimateOtaku91 the worst I've ever seen from RF5 on my Switch is a tangible initial loading time (a legitimately common thing on the console), and even that got curtailed within a patch or two as is equally typical in this game library. The framerate holds up even when I'm ganged up on by different species with melee/ranged attacks, so the proverbial mileage seems to be a harsh mistress here as well. But yeah, like I mentioned above, even Steam Deck with its more modern (if AMD-based) chip and four times Switch's RAM gets complaints - forget 30 fps, I've seen many a first world gamer bellyache about only getting 40! Definitely not a mindset you'd catch me envying.
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