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Atelier Iris 3 - PlayStation 2

by NIS America
PlayStation2
Teen
3.9 out of 5 stars  See all reviews (11 customer reviews) 63 / 100

Price: $29.99 & FREE Shipping on orders over $35. Details
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  • Quest system that allows the players to decide which quest to play
  • You can battle enemies on the field- no more random encounter
  • Customizable job classes
  • Combine and create your own original items and weapons

Frequently Bought Together

Atelier Iris 3 - PlayStation 2 + Atelier Iris 2: The Azoth of Destiny + Atelier Iris Eternal Mana - PlayStation 2
Price for all three: $89.97

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Product Details

  • Shipping: This item is also available for shipping to select countries outside the U.S.
  • ASIN: B000OQ1XAQ
  • Product Dimensions: 7.5 x 5.5 x 0.5 inches ; 4 ounces
  • Media: Video Game
  • Release Date: May 29, 2007
  • Average Customer Review: 3.9 out of 5 stars  See all reviews (11 customer reviews)
  • Amazon Best Sellers Rank: #7,543 in Video Games (See Top 100 in Video Games)
  • Manufacturer’s warranty can be requested from customer service. Click here to make a request to customer service.


Product Description

Atelier Iris 3-Grand Phantasm tells the story of two young adventurers, Edge and Iris. They accidentally discover a fragment of a magical book that can grant any wish, once all 8 pieces are brought back together. On their quest to find all the pieces, the

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Customer Reviews

Most Helpful Customer Reviews
6 of 7 people found the following review helpful
4.0 out of 5 stars a little disappointing September 3, 2007
Fun: 3.0 out of 5 stars   
I just finished this game, and as a newcomer to this series it was a little disappointing I mean you spend all this time doing quest for a mediocore ending to say the least. I got both the normal ending which was a joke and the true ending which you had to do 64 different quest before you got the 1 quest that would give you the true ending, which wasn't much better then the normal ending. The quests become repetive...some you keep doing over and over again. One of the things I noticed while I was playing this game was that some of the quest monsters were harder to beat then the actual bosses. Another thing I didn't care for is the at the start of the game you get these beautiful animation cut scenes, but during the game there are no cut screens everything is done in game format....even the ending is done in game format...come on how lame is that you spend 50 hours on a game the least you should get out of it is a few good cut screens. all and all the game was alright and if you don't mind repetiveness and have 50 hours to kill go ahead and pick up the game.....just don't expect much out of it
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11 of 15 people found the following review helpful
5.0 out of 5 stars Great! June 10, 2007
Fun: 5.0 out of 5 stars   
To be honest, I only heard of this series a few months ago (heck, I finally beat the first one just before I got my hands on this one). But for anyone who has played the first, this is an enjoyable continuation to the series. My only complaint would be that the game is rather short (9 chapters all told, but all done in 35 hours). Other than that, the game is very enjoyable. The combat system works well, and the different forms that you get mixes things up a bit. A good solid game when it all boils down.
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1 of 1 people found the following review helpful
4.0 out of 5 stars Good Conclusion July 19, 2014
Nippon Ichi Software’s North American branch has become a godsend among role-playing game enthusiasts, what with their localization of niche Japanese titles that other companies would largely ignore such as Gust’s Atelier series, with the company localizing the first and second installments of the Atelier Iris subseries. In 2007 they brought the subfranchise’s third entry, Atelier Iris 3: Grand Phantasm, to North Americans, providing another solid Atelier experience.

Like the second game, the third mixes things up yet again with regards to the battle system, with enemies now visible in a few varieties of blobs: blue that the player can immediately kill by slashing, with these foes sometimes dropping items; white whose levels are on par with those of the player; and red, whose levels are higher than those of the player. Slashing a red or white blog will bring players to the battle screen and typically give the player the initiative, while running into them will usually result in the faster side in terms of agility getting the first turn.

Rather than having a Grandia-esque turn order meter like the second game, the third game changes to a system where cards represent player and enemy turns, with each character and enemy’s next turn always represented unlike the half-assed system of the Xenosaga trilogy where the turn order meter runs out of icons and refills at times.
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5 of 7 people found the following review helpful
3.0 out of 5 stars A Major Step Down January 19, 2008
Fun: 3.0 out of 5 stars   
This review was written by my son, James Shea

The third AI game to be translated and brought over from Japan, Atelier Iris 3 retains many of the gameplay conventions and stylistic types used in the previous games. However, compared to previous games in the series, it is actually reduced in quality in many ways.

The game centers around a central city. Quests are accepted at the guild, and then the characters go through a portal to reach a smaller sub-world (the "afterworld"). Doing these quests is what advances the plot. There are rules for these afterworlds, though; there is only so much time that can be spent in one. After this time is spent, the party is automatically ejected from the afterworld. Thus, it is necessary to plan wisely. On the afterworld map, enemies show up as colored blobs - red for hard, silver for medium, and blue for easy. Time spent in fights counts as time in the world, so fights must be completed quickly.

There are three characters (a large reduction from AI's previous games) - a swordsman, an alchemist, and another girl who joins later on. Their talents are simplified, lacking the diversity of earlier installments. Besides the regular use of magic and items, the only different gameplay element is the burst chain - racking up hits gives you the game's version of a Limit Break, where your skill and strength are at maximum.

Like in previous games, alchemy is used to construct new items using elemental spirits. However, it has been scaled down from earlier games. For one thing, items in the game field can no longer be turned into elemental points (one of my favorite parts of the first PS2 AI game). Secondly, the general types of items that can be made has been reduced.
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