Eternal Strands review

When it’s enough to fight with dogs in a respectable and easy way, I pick them up in my mind – drop them directly off the cliff, with casualness that you need to be very insulted if you’re a dog. This will soon end the battle. Sometimes I rely on this low movement out of frustration. I accidentally ignite all the hard surfaces within 10 feet or freeze on the wall, so I sometimes turn to it out of panic. Often, it’s just for the pleasure of it.

Yellow Brick Game’s debut title, Eternal Strand, will perform the leader of the “Weaver Band,” a crew of freelance magicians. A few years ago, the enclave, a city-state that serves as the heart of the world’s magical isolationists, exploded with some kind of power surge – a part of a tsunami, a blown-off fuse – and was likewise quickly sealed off from the outside world. Somehow you can violate the wall, and your band is the first people since the disaster to step into a ruined capital, setting it up to reveal the mystery of exactly what went wrong.

It’s a convincing mystery! From off, the world was sharply drawn and the stakes were revealed. The land outside the enclave (Rogues gallery of various countries familiar to those who spent time at Cyrodiil and Thedas) relies heavily on the magical output and technique of isolationists, with the effects of surges being wide and miserably wide. This is first expressed in ambiguous terms: things break, magical structures become wild, resources become thinner. The war has begun. As the game continues, more and more concrete results will burn. For example, everyone bought enclave tools to control the weather. The magicians were criticized and vile even among those outside the enclave walls. Of course, this all happens in the background. But it is there, giving an electric sensation to the first step into the enclave. You are touching the live wire that started the fire that burned down the continent.

In fact, what you’re doing starts easily. Enter a set of large open levels to perform a simple “setup” task. Get your Enclave’s teleportation system back online for deeper travel. Find material to bring your annoyed band back on track. The enclave was very famous – the center of the world – so while your party has some understanding of what to expect and what to prioritize, the interaction between their expectations and the reality of the ruined place is the tension that was often exploited by the game in the first act. Walking through the magical structures of Arkon, Titanic, suburbs. There is a dragon in the swamp.

It is equipped with two spells that speak to the game’s systematic aspirations from the beginning. A rapid freeze reminiscent of the prey glue gun that can attract ice to the environment and the power of classic telekinesis to drop dogs off a cliff. These are almost unlimited. I draw ice for anything. Make a small bridge. Immediately pick up the enemy and throw it into the lake. Obviously heavy things take the upgrade, but here is the freedom I am grateful for. Ice abilities also serve as a way to the game’s elemental magic system. This is a world filled with plants exploding on ice, dynamically propagating fire spreading through the underbrush. Not only are the ways you are encouraged to fuse the usefulness of your power, but also the cascade, sweaty disasters, you are encouraged to meet regularly, but there is also the sensibility that immersive sims that immerse you in here bubbly. Passing a certain point, I burned myself very regularly, so I gave in and built an armor suit that was functionally fire-resistant. I found a spell that summoned a small, fiery boy to chase after me, but warned him that if he dealt enough damage he would explode. I said. There is no skin from my nose. Free from having to worry about flames, the fiery boy becomes a reliable problem solver. A heavy wooden door that I couldn’t open? With magic, they pick up the young man and both throw him very hard at the obstacles that exploded. My son, thank you for your service.


A patch of grass covered with domes of eternal chains.
Some idyllic trees in eternal chains.
A forest of misty chains forever.

I hope this magic is used better. Ah, it’s so much fun, it’s always fun to run around the knife edge levels between control and chaos, but under the hands there’s a sponge and it gets obscured. There is a lack of acceleration of objects, or fragmentary delays, making things flashy and weightless. When you play it on the controller, there are no accusers associated with the spell. The sound design doesn’t really emphasize the raw magic weights, power and zips poured from the hand. Melee combat feels even worse. The attack combo runs long and directionally, while the lock-on is sticky at once, and is too inaccurate. You cry into shrubs instead of the hissing armor suit that is targeting you, or blow the Great Sword with all the powers of what feels like a baked sweet potato. One enemy was like an invisible lizard dog that shook a poisonous gob in my direction, barely trapped, and the experience of fighting was a nuisance as I left the encounters that it involved.

This magic trick of magical beings and physical beings, the dark art of “feeling action in the game” is an injustice science. Anyone who has tried to explain why jumping in one game feels great will learn this quickly from the lack of another game. The words start to fail, and you hand over the controller, “You should try it. Don’t you feel better?” In fact, like so many things, budget plays a major factor. It is unfair to compare the telekinesis of eternal chains and the apocalyptic rock throw of control, or half the lifespan. This game is a small team work on a limited budget and it is admirable for success with resources.

It is especially praiseworthy when they see what they have been chosen to prioritize. The enclave’s abandoned maze environment is amazing and has a real sense of character and place. The colorwork throughout the game is really something: candy colour and saturation, like a crown jewel ring. The Dragons burn with teal fire. Blue tarred copper paints the roof of a golden sandstone building. The first two levels (forest paths, and swamps filled with those terrible lizard dogs) are well-behaved. It’s a bit overwhelming considering what you’ve been said about the Byzantine Enclave’s sparkling reputation. I thought to myself: “What Really It’s the very city we want to see, but certainly we never go there. And for my joy, we, the capital of the capital, Dainjebron, opens at the third level, and is an absolute joy. Infinite dog paw street patrol by magical structures. to the heart, or to its market district.

It is a castle-like structure in a large world with eternal chains.

The engine, where the core mystery (“What happened to the Enclave?”) is unraveled, is the game’s codex, assembled in pieces via a collection of fragments scattered across large levels, with rich background details and characters. Rather than abstract “fragments of knowledge,” each of these represent concrete discoveries: scribbled work order, or broken toys, or thwarted gates. These have been added to the journal and either enter a checklist into categories such as “Guild of Crafters” or “Raw Magic” or ambiguous headings like “Exile” or “Runner’s Code.” Once the full set is collected, it will be handed over to Laen, the party’s Loremaster. The Lowmaster then matches the classic RPG codex entries. I really admire this operation. The gradual and progressive process involves the pace crawling and stopping as you read 500 words about something like “plague”, slogging another 500 words about “The Sword Beard of the Moon”, then losing your place and losing your comfort. Even more interesting, it speaks to the process by which knowledge acquisition and integration is achieved, and the mystery is resolved. No entries for these codexes came out of nowhere. Laen frames them as a result of your actions. What do these different objects tell us about the history of this place? What conclusions can you draw? Where are you making the mistake?

The game’s world building and codex writing is subtle and successful, but the instantaneous dialogue is less than that. Your freelance magician band includes one of the story RPG characters of all types to a person. There is a nervous quartermaster, you need to be told to take a break because you are too thin. There are gorgeous, pseudo-kibaric magicians who find the party as annoying as it is essential. One of the nerve bones of a dishonorable family. Warm, one of the slightly harassed forgiveness and her assistant, nevertheless, for retreating. They are laser induced archetypes by individual thin character pitches, and while constantly gestures in some kind of internal community (book clubs, or ongoing relationships between enchantments and phagemasters), it never gets caught up above surface levels. The voice of the story may lie at the root of this issue. Everyone talks about the same thing. Sometimes he’s a little bit of language, sometimes a little more silent, but always has the looseness of the hryvus, who believes in the depths of the mystery and excitement they are involved in. The player character Brin may be the worst. A newly appointed young magician at the tip of the spear, she needs to crackle with energy and curiosity, but she says, “You’re right, I am morning Kickass, “Reduce to a vector where Bon Mots or other characters resolve their anxiety.

Several shining orange bushes in eternal chains. Maybe they're on fire, so they're a glittering orange colour.

That’s a shame, but it’s not the end of the world. Olia, a senior member of the band, is a bright spot. A brave birdwoman with a long history, her patience, care and curiosity passes clearly and is delivered with cut glass accents. The injured wing prevents her from taking on your role and there is a sad tension that has been well executed throughout her dialogue. Having a lifelong experience, here she is at the vast ruined city and an appetizing mystery gateway, unable to step inside.

After a few hours, the game hits its advances and everything starts to roll along organically and fun. Discovering each level allows you to learn where you can collect resources, and the craft system (frankly unnecessarily involved) begins your request. Do you want that fire resistant armor? You will need to go search for specific components at a certain level that only appears at night. While you go, while you’re out, you stumble over one of the game’s huge dynamic bosses. These are a bit similar to the shadows of the monster hunter beast, or the enemy of the Colossus Titanic, but less complicated than the former and less adoring than the latter. They ring around the level, and often stop by you when you don’t expect it, and multi-stage battles with them (hack a piece of armor, destroy a wing to ground a dragon, or find a weak spot) will reward you with the rarest and most useful components. Even more interesting, each beast can be harvested for its magical source, “strands,” allowing for the most satisfying emotions. You will absolutely be destroyed by the absurd attacks of the enemy, but with a little more effort, you know that you can gain strength for yourself.

A kind of stone rhinoceros-like beast in eternal chains.

Like magic and melee combat, traversals of these beasts are often complicated by weaknesses in the control scheme. You cling to the terrorist arm and instead mantle the mantle without help on nearby rocks, but these weaknesses are periodically offset by the lovely improvisational disruptions of the physical system bumping into each other. Every time I’m thrown directly into the sky, or Triceratops mists his attacks, slamming piano-sized rocks into my face, I’m full of wild joys that I’m alive.

This is an ambitious and confident debut by a small team shaking due to the fence. When games like this arrive, they bubble out of the industry, which often rewards a million-dollar sekel, but it will be celebrated. I went out to the glittering ruins of Dynebron, echoing through the boss battle, somehow lose The boss is sidelined by the flowers I need to find, opens the teleport gate to unlock it before finding the boss stubbornly stomping on the fallen cupola again. Certainly, I don’t mind any of these people very much and I wasn’t physically satisfied to wield a sword at these dogs, but then I realized that this beautiful cliff is 10 feet away, and I can pick up things in my mind, all my problems have been forgotten.

This review is based on a release copy of the game provided by the developers.

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