I was just climbing the top of the attractive tower covered, to look better at my surroundings, a stunning view bathed in a hot delicate of the perfect summer day. Fiery monsters set fire to a stain of soil nearby, launching several volatile plants. I should examine it. Treasure Glints on a rocky exposure, putting me to try to reach him. I should catch it too. When I take this wonderful scene, the huge bird flies over my head, casting a shadow after a battered stone and ruined architecture. I bet I could take it if I tried.
I need to know
What is this? ARPG sports ARPG set on a wonderful playground in the world
Release date: January 28, 2025
Expect for payment: $ 40 / 33.50 £
Developer: Yellow bricks
Publisher: Yellow bricks
Reviewed to: Intel i9-13900HX, RTX 4090 (laptop), 32 GB of RAM
Parma steam: Unknown
Multiplayer? NO
To combine: Official website
In Eternal Strands, everything I see is part of a novel challenge: something that can be scaled, gathered or cut.
I don’t even have to waste time on trekking through uninteresting open field extensions to reach things that caught my eyes, because this compact game is divided into a series of carefully made areas attached to the home center. It reminds me of the Hunter monster more than fluid, but the open world was flabby #contents. Some regions invite me to run on the roofs, while others want me to immerse myself in the intestines of the earth. Along the way, I came across fragments of the story in these abandoned places, told by indefinite magical mishaps, forgotten statues and dusty conference rooms.
Oria, my group’s leader, is still watching me with a magic video link over me, and her voice in the ear turns the details that I fall into significant tasks; The story of Eternal Strand covers everything, from sweet personal relationships to deadly hordes of sealed horrors. Her extensive experience in the scout role I currently take, makes her a bit intimidating – and also makes it softer, somewhat awkward moments, honestly cute. She wants to connect and care, she just is not entirely sure how to do it.
Everyone else in the camp is also a layer. The quartermaster knew what everyone needed before they did it and was at the top of our supplies and logistics. But what She to want? What would support her? All right. I have never had an enthusiastic conversation about shelves before, but now I have and I came back to her in the hope of having another.
These missions often overlap in a convenient way, so although the optional request of one character to collect glowing plants at night I was not quite in a hurry from the camp, I ended up with easily gathered everything I needed, when I later found myself in the same area in the more stimulating trips.
The weather, shown on the screen of a quick summary for the map zone before leaving, is critical as the time of day. Huge magical temperature swings turn lush greens into frosty blue, strang the area in a shiny heat mist or leave a choking pulp. The climate becomes established for the time of the trip and intentionally extreme and unnatural – another secret to solve in this strange soil. These conditions raise novel threats to known places; Drought makes the fire dangerously basic to spread, Miasma forces me to choose between a detour or a painful run through the fog. Just ask if me Really I want to take part in ice monsters when there is frosty in the air, but never such a dramatic change I feel the need to sleep in a tent in the camp until I get the “right” weather.
Regardless of the temperature, I have to survive my miniature but versatile fire pool and ice skills well. Some of their applications are obvious – the enemy in the ice gives me time to get free hits, setting up fur and leaves will cause additional damage with time – but from the very beginning there is always something more cunning and imaginative, which I can do with these powers. A huge abyss can be traveled with improvised ice bridges if I’m swift and brave enough. Wooden floors can be placed by sinking under the enemy chasing me. It feels natural and improvised. When I tried things in eternal threads, he consistently provided the moments of “WOW, I can’t believe that it worked” instead of hitting me in the face of artificial screaming configurations: “Pay attention to this clearly flammable thing in the cold area.” Here, almost everything is flammable if I try strenuous enough.
Complementing unplanned magic is comical telekinetic powers, calling me to tear my surroundings into pieces. I love that the fastest way to open a massive door is that they are really explosive and like a bench or table can become an offensive weapon to throw yourself at my enemies. The only better thing than breaking up a smaller monster is to raise it and throw it into the abyss, although this means the lack of materials that drop after defeating.
I really need them if I intend to create novel armor and weapons from the projects that I collect during exploration. Instead, it is a uninteresting duty in which I ride on the laundry list of specific items and curse enemies for being scanty with their drops, all materials are divided into wider types, and the game really cares for the fact that I have enough of any categories of any categories requires. However, the individual materials I chose have a huge impact on the strengths and weaknesses of these works; Thick fur helps to isolate yourself from frosty, sporadic ore, leaving me a stronger armor. The elections I have made are also reflected in the appearance of my equipment, my own efforts and experiences in everything I wear.
This adaptation is balanced to the right, with the Min-Maxing Store of Forging, but very optional. I am definitely more powerful if I bother to take equipment adapted to the enemies I fight with, and I can take more injuries if I make my armor with golden, but not need Down. There was never a moment when I was broken into pieces by a giant monster and I thought that I had to give up and collect five shiny rocks and a thread instead of fighting more skills next time.
In any case, I had a great time in these epic meetings to take a break for agriculture. Just like falling into a vast one in Monster Hunter or Drake in Dragon’s Dogma 2, those outstanding enemies make a sedate effort to bring. They are all so vast that one could climb, and I had to reveal their frail points, break the armor or damage certain parts of the body, preventing the landing of some attacks with the intensity they performed earlier.
Sometimes I have to pick up my shield before I fought fiercely for quick dragging of the sword. Other times, I hit air opponents from a high point of view, maximizing my damage from afar. And then there are moments when only the swaying of a huge lump of pointed metal would be done, the monsters clearly grimaced under the strength of these sluggish, massive blows. I have only three types of weapons to switch smoothly between the battle, but they all play a unique role and significantly change my tactics and style of play – and before I start considering any of them special attacks that I created in them. From the beginning to the end of the reception of these huge monsters they have always felt a real feast, unique materials and novel skills later rewarded only with the icing on a pleasant cake.
Open adventure games often make me offend me endless hamster wheels, choking me with hardworking work. But the strict focus here, always offering specific tasks in well -defined locations, which naturally led from one point of the story to another, meant that I honestly did not want the game to end. 20 hours and a chance to return and slide down any unfinished tasks or just go out for another walk, were not enough. I wanted to spend the evenings in conversations with the cast. Once again I wanted to with his huge beasts. I wanted to climb every high tree and deceive every deep cave.
Eternal bands dared to give me less until I finished it more.