Edge of Eternity
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Review: Edge of Eternity

Review in Progress

Editor’s note: The “Day One” patch, which came out after completion of this review, greatly improves many aspects discussed in the following paragraphs. The review was done on an earlier “Press” build.

While it’s not the most refined or original JRPG experience you could be having in the spring of 2021, Midgar Studios Edge of Eternity is 100% what could expect to get in terms of an homage to classic JRPGs made by a studio of just 13 developers from the south of France.

It’s very much an honest love letter to the tropes from early gaming and anime we’ve come to love. One that promises that you can “follow Daryon and Selene on their quest to find a cure to the all-consuming Corrosion in a grand tale of hope and sacrifice.”

The problem is that I’m 10 hours in at the time of this review, and it’s hard to say that what we’re getting.

Suffer the Corrosion… of the story

The thing I am struggling the most with in terms of Edge of Eternity is its story.

In the first hour of the game, you are introduced to a plague that our main character, Daryon’s, mom has contracted, known as “Corrosion” — an illness that consumes the body in a blight complete with great pain until they die. The Corrosion comes from an alien race of robots who are out to annex planets and have set their sites on ours. There are whispers of a new, more potent version of Corrosion that turns people aggressive fast that you are introduced to… well, kind of fast. Oh, and did I mention an unexplained god and a church is acting as the last line of defence — which also may be a death cult?

I also knew the way things were going when I was introduced to Daryon through a comment from one of his fellow soldiers about his brooding and his love of oversized swords.

It’s a lot! It’s also abundantly clear that this game is a love letter to the JRPG genre, but it promises that it has enough levity and comedy to also make it enjoyable. And I’ve seen that firsthand. One of my favourite part of the game up to this point has been finding the graves of NPC’s around the map, as they often come with jokes like, “Perghan’s greatest fear was being buried alive, so we whacked his corpse real good to make sure it was dead. His ever-loving family.”

There are serious problems with the story, though. And I’m going to try and break these down despite feeling as though through my 10 hours of a playthrough, I am a little in the dark.

Through 10 hours of gameplay in a five-act story, I’ve only reached act three. And in doing so, I’ve come to the first story development outside of the opening hour of the game.

The contents of act one and act two have felt like an hour-long long guided tutorial where I’ve done several seemingly insignificant hunting and fetching quests for NPCs who could exist in any JRPG story. Thus, I’m struggling with how much of a lack of exposition there is present in the story of this game.

There’s also not a compendium for information at this time, which is a problem because Edge of Eternity isn’t particularly good at explaining anything about the world or its inhabitants. Replaying Mass Effect has reminded me about how good world-building and story direction can be when you take the time to focus on it.

I mean, granted, Bioware could afford to get award-winning, guy-whose-voice-is-in-everything Neil Ross to bring things to life. But even just a simple text-based sub-menu that characterizes things would be amazing!

Over characterized

Edge of Eternity suffers greatly for its surface-level characterization.

Daryon is a stand-out here. Funimation veteran Micah Solusod [Dragon Ball Z: Resurrection ‘F’, Soul Eater and Free] deserves high praise for bringing another run-of-the-mill soldier to life with a great deal of inflection. Sadly, that amazing performance bounces off of Aryn Rozelle’s Selene and other characters. There’s a great disparity in inflection and even in overall levels with lots of little distortions and hiccups. 

In a JRPG like this, where a bond is front and centre, I expect to feel something between the individuals. Off the top of my head, I’ll pull Violet and Laphicet from Tales of Berseria. The two of them share a deep familial respect, but they also educate one another.

Daryon and Selene are going on a joint quest to find a cure for their mother — one that will become a world-saving adventure over time — but they seem to be worlds apart. Daryon and Selene very much feel like people who haven’t seen one another in eight years, as the story suggests. But my time in the game so far has done little to bring them any closer.

There are a lot of lines traded between the two as well as with NPC’s that just don’t feel like they connect. Thinking of examples from the top of my head, I ran into a battalion of guards stationed out front of the first city I came to. They were actively keeping refugees outside of the city, and when Daryon and Selene attempt to get past that blockade, a couple of the guards stop them. I found myself expecting to need to do a side quest for the guards to gain entry to the city. But instead, I got a short interaction where Selene commented along the lines of being a priestess doing priestess things, and you wouldn’t want to block priestess things now, would you, boys? And suddenly, they let her right on in. I found it a waste but hoped Daryon would chime in with some witty remark. Alas, no, things just continued.

There are also several NPC jokes and lines of dialogue that don’t appear to land in English that I feel would possibly land better in Japanese or even French. These include things that are even standard tropes, like characters being bound to marriage after a single date.

Many of the NPCs and side characters along the way just feel too much like they are begging to be fleshed out.

Edge of Eternity is Visually Stark

Speaking of flesh, let’s talk character models and how they act. I’ve gone back and watched footage of how characters look and act over the two-year development cycle, and I can appreciate so much of the growth and development that this small team has made. This isn’t a game where the hottest people in media have been recorded in motion capture studios so that a game has life-like movements and mouth-flaps. However, in my time spent with Edge of Eternity, there are just so many examples of flaps that are extremely off of synchronization.

I’ve alluded to it above, but there’s also a lack of action to characters during things like cutscenes or victory poses. The few victory poses there are appear to you entirely static. It’s a total letdown when you’ve spent a couple of minutes in an amazingly animated battle only to be met by a still of Selene or Daryon. And even more of a letdown when you consider something like this famous pose is over 20 years old!

However, as stated in the editor’s note above, a lot has changed with the “Day One” patch, which I haven’t yet been able to really experience. I went back and played the first half-hour, and I can tell you there’s much more movement and synchronization now, though.

Grids of War

But let’s speak of combat now because it’s where Edge of Eternity thrives. While it’s prominently based on the ATB systems of later Final Fantasy games, it incorporates a tactical moment system that lets you truly play the field.

Magic covers a lot of ground and does a lot of damage, but it’s very slow and can be interrupted if you aren’t careful to stay out of the way of attacks. An interrupted spell will take longer to land, which is annoying enough to keep you concerned about keeping your castor in the background.

Meanwhile, physical fighters like Daryon can close the gaps, but they have to keep moving.

While I haven’t had to move around much or use the intractable elements of the battlefield, those who have been a part of the Early Access for a while seem to suggest both with become important in act three when bosses begin to ramp up. So far, I’ve only had to use the ability to move to avoid a few special attacks from a couple of bosses. 

Several buff systems make combat an absolute joy. There’s a crystal system that functions the way Materia functions in Final Fantasy VII Remake where it sometimes adds spells and skill, but it also adds buffs like additional health, attack and haste between turns.

There’s also a robust challenge system where you are assigned a battle task like enduring 600 points of damage or landing hits on the backs of three enemies. Rewards for completing these challenges are in the form of more currency, crystals or items and crafting supplies.

Honestly, the combat is a large part of the reason I’ve sunk 10 hours into this game. Hunting the diverse menagerie of beasts has kept me on the edge of my gaming chair through the whole process, which has more than made up for the lack of story buildup.

This land was made for you and me.

Landscapes are the other thing that this game gets right. It’s not always easy to make things pop when it comes to using Unreal as your engine, but Midgar Studios have found a way to make it happen.

The land of Heryon comprises of several of the biomes we’ve all come to love in JRPGs, rolling plains, chilling mountain ranges, eerie marshes and royal cities — the last of which can feel rather on the small side thanks to there being no interiors I’ve been able to explore as of yet. However, the cities I have been to have enough life and jubilance to make me feel as though they are alive.

I do wish there were secrets and more set pieces to explore as the maps can feel somewhat too open, but there’s enough resource collecting, chests and puzzles to make you appreciate exploring Heryon.

Verdict so Far

Midgar Studios touts that “What Edge Of Eternity lacks in budget, it makes up with its honesty, passion, and heart.” And I fully agree with that from the time I’ve spent in the game so far. I haven’t gotten far enough yet to really experience the story, which is a little bothersome, but also regrettable on my behalf as I review what I’ve played so far. The opening hour of this game packs so much content into an experience where you will get at least three of four hours before you get any further tangible story development. I am just now getting to the ramp-up, and for the moment, I am invested in its revelation.

Midgar is well aware that this game lacks the polish or downright poshness you’d find in a AAA JRPG, and I’ll be honest in saying that it can be a hard sticking point to get over. However, I really can’t argue with the value proposition for this game. A game that spans five acts over roughly 50 hours is well worth 34 bucks. So, it’s fair to say that it’s recommended as a JRPG that will give you hours of enjoyment without the AAA price tag. There’s also a pretty sweet community member/dev relationship here that I’m sure many of you will be happy to be a part of. I mean, look at what they’ve been able to produce in two years of working together.

The upgrade to the build means that I have to start a new playthrough, which is a little annoying, but I’m excited to see improvements coming to the game. It’s one I don’t think that I can recommend right now. But I encourage you to watch it.

[A copy of the game was provided by the publisher for review purposes.]

Reviewed on: PC

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