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Video Game / Atelier Escha & Logy: Alchemists of the Dusk Sky
aka: Atelier Escha And Logy

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The main heroes: Escha (left) and Logix (right)

Atelier Escha & Logy is the second entry in the Dusk Trilogy of Atelier Series games on the PlayStation 3, released in June 27, 2013 in Japan, March 7, 2014 in Europe, and March 11, 2014 in America. An Updated Re-release, Atelier Escha & Logy Plus for Play Station Vita, adds a new character (Nio Altugle), extra story content, and Optional Bosses. Atelier Escha & Logy DX, a second re-release based on Plus, was released for PlayStation 4, Nintendo Switch, and Steam in late 2019 in Japan and early 2020 globally.

The game takes place a year after the end of Atelier Ayesha: The Alchemist of Dusk, this time in a land far to the west known as the Twilight Land, centering around an apple orchard village of Colseit. Two alchemists, Escha Malier and Logix "Logy" Ficsario have been recently assigned to Central's R&D Division. Escha, an apprentice of the old-school, cauldron-stirring variety of alchemy taught to her by her mother, and Logy, an up-and-coming student of more modern alchemical techniques, have vastly differing personalities and skills, which serve to both exasperate and complement each other. Headed by Marion Quinn of the previous game, they run errands, fulfil requests and chase off any monster that strays too close to town, all in order to prove to Central that the R&D Division, which was just recently disbanded, actually has worth. In their free time, they busily maintain their relationships with their rather eccentric circle of friends and colleagues.

The plot eventually centers around the one oddity with the village: there are unexplored ruins floating above. While Colseit was originally established in order to explore them, the villagers have failed to achieve that ambition thus far, and for very good reason — the journey to the ruins could prove fatal. Few airships can stand up to the floating debris and turbulent winds that surround these remains of a past civilisation, and so the ruins remain a local fairy tale, tantalisingly close yet completely out of reach. The duo hopes to build an airship capable of reaching the ruins to uncover its secrets.

Meanwhile, The Land Of Dusk continues its slow downward spiral, as water sources dry up and towns are abandoned. Relics of the past turn out to be distinctly more lively than they have any right to be, and then Central City turns its eyes towards the floating ruins...

While there have been other games in the series involving two or more alchemists as major characters, this is the first in the series with two title characters. Like most Atelier games, it can be described as one-part JRPG, one-part Time Management Game and three-parts Item Crafting with a dollop of Moe for flavour. The game is slightly changed depending on which protagonist you choose at the start, with Escha intending to provide a more traditional Atelier experience and Logy meant to lean more towards a typical heroic JRPG protagonist. He's also the first playable male alchemist since the Iris subseries. Both characters are still playable regardless, with each one providing a different type of alchemy to be used by the player.

A direct sequel named Atelier Shallie: Alchemists of the Dusk Sea was released in Japan in July 2014 and in North America and Europe in March 2015. A 12-episode anime series done by Studio Gokumi ran starting in April 2014.


Tropes that appear in Atelier Escha & Logy: Alchemists of the Dusk Sky:

  • Action Commands: Combat is mostly turn based, but after picking an action for the party, you have a few seconds to decide which, if any, of the other party members should make a support attack. After seeing which party member will be targeted by the enemy, you get a few seconds to decide if another party member will defend them. Support attacks and support defends cost against the same pool of points.
  • After the End: Building off the last game, it's revealed that the alchemists of the past eventually stopped fighting and worked together to try and avert it, but still failed.
  • The Alleged Car: The balloon that the R & D Department receives. Awin fixes it up so it doesn't fall to pieces, and it does make moving between fields on the world map faster, but it's still old. Later, you get to build a Cool Airship of your own which is much better.
  • And Your Reward Is Clothes: In the Plus and DX versions, completing assignments and achieving certain endings grants you new costumes and a few accessories.
  • And Your Reward Is Edible: The homunculus that support logistics are paid in with sweets. Later you can earn sweets from Solle. You can either use them as curative items or ingredients, or give them to the homunculus for special jobs.
  • Anti-Frustration Features: In addition to what Atelier Ayesha introduced...
    • How item duplication works. In previous games, synthesized items needed to be registered into a shop and they'll magically be restocked over time. The Homunculus now restock each consumable items for free every time you return to home base. For other items, another Homunculus will clone the item in exchange for sweets that you can get for doing requests from Solle.
    • Playable characters are permanently in your party. You don't have to find them and swap them out as necessary.
    • Characters in the back row recover a small amount of HP and MP every turn. It's actually enough to fully heal someone after a few battles.
    • In Atelier Ayesha, the in-game date is on screen at all times, but the player is responsible for making an accurate note of the deadline. In this game, the time remaining on the current round of objectives is on screen, as well as the date.
  • Artificial Human: Clone, Escha's mother-figure, is an automaton that has been around for generations.
  • "Blind Idiot" Translation: For a game that was otherwise praised for being pretty nicely polished, it has quite a few English translation problems. One example is that in the fifth assignment, Marion sends you to a "slag graveyard," but then speaks several times of fighting "slugs." Another example: "This may be strange coming from me, but I believe you work to hard, Miss Quinn."
  • Breaking the Fourth Wall: Almost at the end of the game, there is an event of Lucille mentioning her curiosity with Escha and Awin's status as unmaternal siblings. Logy casually remarks, "It's kind of late in the game to be asking that, isn't it?". However, this could be referring to many other meanings of "game".
  • Call-Back: Nio, Harry, Marion and Linca return. Keithgriff is mentioned as a wanted criminal, and Ayesha is also on the run after her curiosity destroys some old ruins. Also, Keithgriff is actually the uncle of one your playable characters, Threia.
  • Cassandra Truth: Wilbell performs magic shows on the side for a little money. She says that it's real magic that she's using in the shows, which it is, but nobody believes her, because nobody believes in magicians, save those that Wilbell has specifically revealed the truth to.
  • Cool Airship: One major objective of the game is to create a Dreadnought-class airship strong enough to endure the strong winds surrounding the floating ruins.
  • Crack is Cheaper: In-Universe, Logy and Reyfer have this reaction to Lucille's hobby of collecting and painting models.
  • Damn You, Muscle Memory!: In the previous game Atelier Ayesha, you change the view of the battlefield with the right thumbstick. In this game, it's the left stick.
  • Death Is a Slap on the Wrist: Losing a battle loses one day of time and nothing else. Which, given how many days the game gives you, is practically nothing. Save Scumming is possible most of the time, but really not even worth bothering with.
  • Disappointed in You: Avoid getting this from Marion at all costs. However, this is occasionally unavoidable from other characters, especially if playing Escha. Officials will wander into her workshop during cutscenes and lambast her for not being at her cauldron.
  • The Ditherer: Central City are this on a bureaucratic level.
  • The Enemy Weapons Are Better: Yes and no. If you use the option to fight strong enemies in your initial playthrough, you can often end up obtaining weapons or armor that are better than what you have at the time, simply because these enemies will drop weapons and armor of a higher classification than what you've learned to imbue at the atelier. However, once you do learn how to imbue them, you can easily imbue weapons and armor that blow anything that was dropped out of the water.
  • Expressive Accessory: Although it's really a clip-on accessory, Escha's tail behaves as a real one. One of Logy's alternate costumes, the Furry Battler, gives him a clip-on tail that acts similarly to Escha's own. If you have him wear the matching fox ears, they'll droop when he's tired during battle.
  • Fetch Quest: Now has an entire government department devoted to it! Some of your "official" work is also comprised of fetch quests — specifically, the Gathering category of quests.
  • Gameplay and Story Integration: Logy describes the cauldron process Escha uses for synthesizing items as inefficient compared to the methods in Central City. And, indeed, whereas it can take days to synthesize items using the cauldron, weapons or armor imbued by Logy always take only a day to complete, no matter how good they are. And the disassembler works immediately.
  • Gameplay and Story Segregation: In Logy's side, there's an event where he has to help synthesize an item for Reyfer. When it comes time to present the item, Logy claims to have synthesized the item and Escha seems to have no knowledge as to how the item was made. This is all said despite the fact that the item can only be made using the cauldron and only Escha can create it.
  • Guide Dang It!: When synthesising, "Effect L" and "Effect S" are Effect Low and Effect Strong, not Large and Small. It might take you a while to get used to this.
  • Hot Springs Episode: Episode 8 of the anime.
  • "I Know You're in There Somewhere" Fight: The final boss battle is essentially this. The party is sure that the real Flameu is in there somewhere and they're determined to save her. In the end, they do.
  • Interface Screw: Bosses can interfere with your ability to switch characters between the front and back rows.
  • Insistent Terminology: Reyfer and Threia don't have arguments according to Reyfer. They "express differing opinions at elevated intensity and volume."
  • The Inspector Is Coming: Micie's arrival isn't exactly announced, but you see the effects as he gets involved.
  • I Want Grandkids: Clone enjoys watching the cycle of life...and badgering Escha about continuing it.
  • Lazy Backup: Averted. Characters in the back row automatically move to the front if the person up front gets KO'd. Played straight by your seventh character (and any additional ones thanks to DLC), as you only have three front-row and three back-row slots.
  • Lost in Translation: The Japanese word for "and" is "to", so "Escha and Logy" becomes "Escha to Logy", a pun on eschatology, the study of the end of the world, which is a pretty fitting with the game's Post Apocalyptic setting as well as certain plot elements.
  • Missing Mom: Escha's died when she was very young. Clone stepped in to fulfil a maternal role.
  • Meaningful Name: Escha & Logy can be pronounced as "Escha to Logy" in Japanese. Eschatology is the science about the End of the World as We Know It.
  • No Sympathy: A believable example. Government officials don't care if you were waylaid, emotionally fragile or well meaning — screw up the paperwork or walk in late and they'll have something to say about it. Oh, and don't even think of making an excuse. Just be contrite and do better next time.
  • Obstructive Bureaucrat: Mentioned, but averted. Awin sees Solle as one, but acknowledges that Solle is simply doing his job. Micie gets a hard time for his Central-City sanctioned meddling in Branch affairs, but both Escha and Logy note that his job is difficult since it automatically makes him unpopular.
  • One Dialogue, Two Conversations: In one of her events towards the end of the game, Lucille approaches Threia to ask her about how she can get "bigger," meaning "taller." Threia, however, misunderstands and believes that Lucille is asking her about breast size. They talk for a fair while about stuff like drinking lots of milk until finally Threia says something that obviously has nothing to do with getting taller and Lucille, shocked, realizes what she is talking about.
  • Pirate Girl: In the Plus and DX versions, Escha, Logy, Linca, Wilbell, and Nio all get alternate pirate-themed costumes.
  • P.O.V. Boy, Poster Girl: A variation with the anime adaptation. While the game favors Escha & Logy equally in the promo material, the anime quite obviously favors Escha more than Logy. Her route is focused on more, her voice actress sings the opening theme, and Logy (or any male character for that matter) don't appear in any promo material or anime-related merchandise AT ALL. This being despite the fact that Logy's name is slapped on the title right next to Escha's.
  • The Promise:
    • The final boss, Flameu, once made a promise with Clone, a very important promise. While Clone planted trees, she would find out why the earth was withering and would return. Then, once she knew, she would come back and they would enjoy apples together. But things went wrong and she ended up being in the Unexplored Ruins for hundreds of years.
    • Escha and Logy make one in the True Ending. The promise is for Logy to return to the R&D Division in Colseit. This ending can only be achieved by playing both of the protagonists' routes.
  • Put on a Bus: Ayesha. According to Nio, her misadventures in some old ruins have landed her on Central City's "Most Wanted" list.
  • Running Gag: The "barrel" gag continues. Although there are a few variations on the line this time, only one of which per character is just "Barrel". As an added bonus, it is now possible to destroy barrels in the field in when out exploring. (The barrel gag comes from ones examinable in the hometown of Colseit.)
  • Scar Survey: In Logy's story, Escha accidentally walks in on Logy as he's cleaning the atelier and sees that he has a large scar on his chest. He explains that it's due to a past accident, though she doesn't get much more out of him than that. Seeing the scene, which is pretty much automatic, earns the player the "Scars of the Past" Trophy.
  • Shipper on Deck: YOU. A well-promoted feature of the Plus version was the addition of new events that allow the player to decide to upgrade Escha and Logy's relationship into a romantic one.
  • Shout-Out: When Escha and Logy accompany Reyfer on a treasure hunt, a trap is accidentally sprung. Said trap is a giant, round rock barrelling towards our poor heroes.
  • Stealing the Credit: After Marion's team do all the work to enable them to reach the ruins (including survey missions, gathering resources and designing and building an airship of unparalleled power and durability), Central City announce that they have a team coming to Colseit...and they will be the ones to explore the ruins. Using the R&D team's manpower and resources, of course. To add insult to injury, they also want to take possession of the airship itself. Thankfully, Central City are notorious for not following through... Though if you get the bad ending, then they do eventually show up, and basically work Escha, Logy and everyone else to death, while they take the credit and do the exploration.
  • Talking in Your Sleep: Nio asks Escha and Logy if they heard a strange voice. Logy accidentally let slip that he heard Escha talking in her sleep after she fell asleep while doing paperwork.
  • This Is My Name on Foreign: This is the first time in the series that the characters refer to the atelier as, well, "atelier". It was called "workshop" in the English releases previous. However, "atelier" is a French word meaning workshop.
  • Vitriolic Best Buds: Branch manager Colland and bar owner Duke. They used to work together until Duke's retirement, and still enjoy pushing each other's buttons.
  • Vortex Barrier: The ruins of Geosis is protected by a strong storm that prevents un-armored airships from passing through, because in addition to the turbulent winds, the storm also picks up surrounding debris that is very dangerous to any ship passing by. It is powered by a Weather-Control Machine inside that is controlled by Flameu, who seeks to use the ruins to revitalize the dying world but at the expense of humans. The heroes, Escha and Logy, manage to penetrate the storm by upgrading their airship into an armored dreadnought that can withstand the strong winds and debris. Once inside, Logy comes to the conclusion that the storm they flew through isn't natural and was deliberately put up to keep people out of the ruins.

Alternative Title(s): Atelier Escha And Logy

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