Edge of Eternity test: when French devs pay tribute to the Japanese RPG

The test

Entered early access in December 2018, Edge of Eternity received more than two years of updates before the final version was released this month. Developed by Midgar Studio, a small French structure, this emulator of Final Fantasy and other Shadow Hearts remains relatively modest technically, but we will see that it makes no concessions with regard to the combat system, which is really tactical and interesting. The opportunity to remind some players (and journalists) that there is life outside of AAA.

Edge of EternityThe fantasy world of Heryon is attacked by the Archelites, aliens who were thought to be benevolent but who ultimately unleash their technological arsenal and their magical powers on poor innocent people. Their major weapon takes the form of an aptly named Corrosion, which transforms people and animals into creatures thirsty for destruction. It is in this context that a young soldier named Daryon will be led to desert and go on an adventure. Dynamic and scripted, the game’s prologue plunges us directly into the action and does not lack efficiency. It gives us a good overview of the journeys to come, before giving way to a calmer pace, in a relatively peaceful quest area. In addition, this very first chapter is particularly educational. Although they are clearly aimed at JRPG fans, the developers show kindness to new players and explain through the menu the various concepts of the game, including the most basic such as life points or experience. All without cumbersome for seasoned gamers, which is not far from being a feat.

Edge of Eternity

The followers of Japanese role-playing games will indeed immediately feel at home. Between the hero with the big sword and the hairstyle in firecracker, the music signed Yasunori Mitsuda (the composer of Chrono Trigger, Xenogears, Shadow Hearts, Xenoblade Chronicles …), and the Nekaroo mounts (giant cats with double tails) as a of Chocobos, we are evolving a priori on familiar ground. Fortunately, all this evokes much more sincere homage than the vile plagiarism, and thus constitutes in the end a quality rather than a defect. Especially since Edge of Eternity does not lack personality when it comes to the development of characters and dialogues, humor (even self-mockery) being regularly present. From the introduction that evokes the complex of heroes wielding giant swords to the tragicomic inscriptions on certain tombstones or the surreal scenes of discussion with flowers, there is something to smile about on several occasions.

HEXAGONAL PRODUCTION

Edge of EternityFaithful to the main principles of JRPGs, the combat system uses turn-based movements punctuated by an ATB (Active Time Battle) gauge. But again, Midgar Studio brings a little personal touch thanks to the presence of a hidden hexagonal grid. Instead of using an item, casting a spell or attacking, the different characters on our team can choose to move one square, which has the effect of revealing the grid on the screen. These movements allow you to avoid a coming blow, to place yourself on a space benefiting from a bonus, to use a siege weapon anchored in a certain place but also, and above all, to position yourself in such a way as to be able to strike the enemies from behind using a sneak attack. Other subtleties enrich the clashes, such as the possibility of interrupting attacks while loading, analyzing our heroes as well as their enemies (in order to make the most of the weaknesses, resistances, skills and state ailments of each), or to complete the optional objectives indicated on the screen during each fight (perform three sneak attacks, never use the same attack, kill such and such an enemy last, not heal, etc.) to obtain loot additional. This last characteristic makes it possible to restore interest in the most basic fights, in particular when one has already faced too often the same type of creature.

Edge of Eternity

Other good ideas: the hexagonal grid system is also used to solve small puzzles in a limited time, while the weather influences not only the presence of certain NPCs and monsters, but also the activation of certain elemental resistances during fights. This point is clearly indicated in the interface, which overall deserves some praise. The game may use a system of crystals to be crimped on weapons that gain experience, all in order to obtain certain active spells and passive bonuses, the whole is still clear and easy to manage. The only downside comes from the compass at the top of the screen, which sometimes turns out to be a bit confusing. We also regret the lack of jumping, which is very frustrating when you have to bypass an obstacle that any normal human being would be able to overcome. And the most Anglophobic will regret the absence of French voices, even if the Gallic subtitles happily answer the call. But in truth, the most important faults of the game concern the technical and graphic aspect, which cannot compete with a product made by several hundred people. If the sets are doing it with honors, and are sometimes even frankly very attractive, the characters seem however often dated. Flawed animations, small collision issues and other character bugs that float for a while are part of the game despite two years of early access. However, we have already seen AAAs come out with a much worse finish. And then the content matters more than the form, right?

Edge of Eternity


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