Going back to the original Ar tonelico after playing its sequel first is a strange experience. You can feel exactly which ideas got refined later and which ones were still being figured out here. This 2006 PlayStation 2 role-playing game laid down the bones the whole series would spend years polishing, floating cities perched on a giant, sentient tower, singer-priestesses called Reyvateils bonded to human knights, and the Dive system that lets you climb straight into a Reyvateil’s subconscious to dig through her memories and buried trauma. It’s a wildly creative foundation. Whether the game built on top of it lives up to that idea is a different question entirely.
I played as Lyner Barsett, an Apostle of Elemia sent to defend the Tower from a wave of virus-like enemies, who ends up stranded in the lower world after a mission goes wrong. That’s how he bonds with Aurica Nestmile, a nervous, self-doubting Reyvateil whose singing voice keeps cutting out on her at the worst possible moments. Later the story pulls in a second Reyvateil, Misha, more confident and secretly tied to Aurica in ways I won’t spoil, and Lyner’s search for an artifact called the Hymn Crystal gets tangled up with a much bigger mystery involving the Tower’s history and a virus-aligned Reyvateil named Mir. Her motives ended up landing with more sympathy than I expected going in.
The Dive system is the clear standout, and I get why it’s stuck around in every game after this one. Instead of treating those Cosmosphere sequences as some side activity, the game builds real character development straight into them. Diving into Aurica’s or Misha’s headspace played almost like a self-contained visual novel tucked inside a bigger JRPG, and for a PS2 release from 2006, that combination felt genuinely ahead of its time to me. Where it stumbles is the writing carrying that system. I found the overall plot pretty thin and predictable in stretches, and the branching character routes create some strange gaps once the story pulls back together. Skip one character’s route and you flat out miss chunks of development that never get explained anywhere else in the game itself.
Combat left me with mixed feelings. The battle system stays simple and rarely challenging, which honestly works fine given how much the game leans on story over fighting. The problem is how easy it is to break. I found a crafting loop early on that let me steamroll difficulty well before the story’s climax, and once I discovered it, most of the danger drained out of every fight that followed. The item synthesis system carrying that crafting loop is genuinely satisfying on its own though, and I spent a good chunk of time just experimenting with ingredient combinations. Hunting down specific rare materials occasionally turned into a scavenger hunt with barely any direction, which got frustrating by the third or fourth time I had to backtrack for one missing item.
Presentation is where the budget shows. The 2D character sprites and Reyvateil costume designs have real personality, and I found myself genuinely charmed by some of the outfit choices. The 3D overworld is a different story. Navigating the field environments felt repetitive and occasionally confusing, and it’s clearly rougher than the character art would lead you to expect. The localization didn’t do the writing any favors either. Dialogue leaned melodramatic in spots that already felt thin on their own, and the voice acting landed as flat rather than actively bad, which somehow felt worse.
None of that touches the soundtrack, which is the one part of this game I have zero complaints about. The Hymnos vocal tracks, performed by Akiko Shikata in her first video game scoring credit before she went on to score Umineko, are built around a fully constructed language with its own grammar and alphabet, designed specifically to carry emotion through singing itself. I sat through several scenes just listening rather than reading the subtitles, and that’s not something I can say about most JRPG soundtracks I’ve played.
Aurica and Misha both won me over as leads with distinct personalities, though I walked away with some real frustration over how their arcs get handled. Misha goes through a cycle of self-sacrifice that gets narratively walked back in a way that undercut the weight of those moments for me. Aurica, despite being the character I bonded with first, ends up feeling strangely sidelined later on, overshadowed by Misha and by Shurelia, a major character who doesn’t even show up properly until surprisingly late in the story. The three act structure organizing the whole plot compounds that problem. Each phase basically resets the tension and throws in new complications instead of building toward one connected arc, and the endings landed flat for me, told through simple slideshows instead of anything resembling a proper animated send-off for characters I’d spent this much time with.
Verdict
Ar tonelico: Melody of Elemia is an important, ambitious starting point for a series that would go on to fix nearly everything wrong with it here. The Dive mechanic hooked me immediately, the constructed sung language is unlike anything else I’ve heard in a JRPG, and the soundtrack alone made the whole playthrough worth it. But the story around those strengths is thin and unevenly paced, the combat is easy to break wide open, the 3D environments show their age badly, and the localization doesn’t do the cast any favors. If you’re a genre completionist or already invested in narrative-heavy JRPGs and willing to look past the rough edges, this is still a worthwhile, historically important starting point for one of the more distinctive hybrid visual novel RPG series out there.



