After some odd 120 hours, I'm finally done with Sophie 2. Overall it was a fairly strong entry, though with enough stepbacks compared to other entries that I am hesitant to jump on the "best Atelier ever" train.
The setting is essentially a dream world, which explains how there can be multiples of the same person and why Sophie's totally bangin' grandma is her age. The cast is... very meh, I cannot say I particularly cared about most of the characters. Ramizel is best girl, and this is a scientifically proven fact. The story beats are very predictable and there are so, so many filler cutscenes that I can't imagine anyone actually watching them with zero skipping or speeding up.
The alchemy system is naturally where the meat of the game is and it's easily the most in depth (and thus biggest time sink) of the ones I've played so far. The various catalysts add so many variables to the mix that you'll be twisting your brain in several directions trying to figure out the best angle to approach some particular recipe. I like that they've tied the friendship system to it as well but that, again, adds to an already complex system. Unlocking recipes is also an endeavour since they generally have to be unlocked in order and sometimes have requirements you need to go out of your way to meet, or may have completed already but it won't count until the recipe is visible - e.g., crafting or collecting a specific item.
Combat was pretty fun - it's a purely turn based affair with a 3+3 party. You will however be disincentivized from using items, at least bombs, against regular enemies because the CC system is gone and instead you just pay the big titted Chinese jew merchant lady to restock your used items, which can get really expensive until you get those -50/-70% cost traits. I much prefer the old CC system - it's ass backwards to have a game focused around crafting punish you for making the most out of your fruits of labor.
Difficulty on very hard was generally too much on the easier side for my liking. There were some spikes where I figured it was time to go back to the atelier for new gear, but also long sections where I was just busted and had to apply very little strategy. One such spike happened at the very end where I went from failing miserably against the boss to wiping the floor with it on the second try after some much needed armor and accessory upgrades.
On that note, holy boss reuse, Batman! You fight a few of the bosses three times, including a two reskins of the same boss back to back. After that, I wasn't interested in the boss rush mode in the slightest. There is no real post game besides it and the upcoming DLC doesn't seem to offer anything to rectify that. A serious missed opportunity. And, of course, heavy regular enemy reuse as well, as is series tradition.
I am a bit mixed on the music - I am not exaggerating in the slightest when I say that getting the BGM DLC revitalized my interest in the game. Before that, I had the game muted most of the time when crafting since having one single alchemy theme combined with endless repetitive chatter from the girls turned my brain into absolute mush. The DLC is not a nice bonus, it's essential.
I'm generally a fan of very long JRPGs though I think here it started to wear out its welcome. I would gladly have traded some of the game's length for a meaty postgame. Though, on the flipside, there are tons of areas to explore. I sometimes went back to older areas only to find that I had missed some side area which lead to even more areas.
So yeah, I am spent. I've had my Atelier fix for the time being.