Platform:
PlayStation 5, Xbox Series X/S, PC
Publisher:
XSEED Games, Marvelous Games
Developer:
Marvelous Inc.
Release:
Eternal Anima is the time-twisting RPG revealed during the big September Nintendo Direct that looked like a Square Enix HD-2D game but isn’t. It is also the game with the “Never Strive For A Better Tomorrow” splash screen. After playing the game for roughly an hour within developer Marvelous Inc.’s Tokyo office, I eschew that line – I will, in fact, strive for a better tomorrow, if only so I can play more Eternal Anima one day.
The world has essentially come to its final act in Eternal Anima. Urvis Ael is the last remaining bastion of civilization in a flooded world. That said, living in Urvis Ael isn’t all that bad; just don’t strive for a better tomorrow or really any kind of change. Protagonist Wade breaks those rules and sets out on an adventure, feeling deep down that a better life is possible.
Wade is bestowed with the power of Psychometry, which lets him look into the past, view memories, and inherit abilities and classes for use in combat. My hands-on time with Eternal Anima is mostly focused on combat, and for good reason: it rules. It is turn-based combat, but with a time-turning twist. Wade also has the power of Future Sight, which means he already knows exactly what every enemy will do each turn, reflected in the UI. Every ability has an action speed shown on the timeline at the bottom of the screen.
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