[0:00] In a relatively short time, Team Asano [0:02] at Square Annex has made a name for [0:04] itself. Between the Bravely and Octopath [0:06] series, it has become known for taking a [0:09] fresh look at retro RPGs by [0:11] experimenting with new ideas and visual [0:13] styles, creating games that feel both [0:15] familiar and new. The developer takes a [0:18] similar approach when it comes to The [0:20] Adventures of Elliot: The Millennium [0:21] Tales, an action adventure RPG that [0:24] emulates the feel of a topdown Legend of [0:27] Zelda or Manny game, but uses the [0:29] studio's signature HD 2D visual style. [0:33] But while the action and adventuring are [0:35] well-crafted, a dull story and verbose [0:39] characters have the unfortunate tendency [0:41] of deadening the momentum. [0:51] The Adventures of Elliot takes place in [0:53] the fictional kingdom of Feldia. Try the [0:56] cheese stakes. Ruled by a kindly king [0:59] and under the magical protection of his [1:01] daughter, the area surrounding the [1:03] castle grounds is beset by deadly [1:06] beastmen. And the princess's presence [1:08] carries a passive spell of safety that [1:10] keeps them at bay. Elliot is an [1:13] adventurer, an actual job title that [1:15] appears to be some mixture of mercenary [1:18] and wandering odd job doer. And only [1:21] adventurers are known to travel outside [1:23] the castle walls and brave the beasts. [1:26] After a sinister duke discovers a method [1:28] to go back in time to claim a powerful [1:31] relic, Elliot follows him and thus [1:33] begins hopping between different eras, [1:35] going further and further back in his [1:37] kingdom's history. In terms of sheer [1:39] mechanics, The Adventures of Elliot is a [1:41] modest but welcome step forward for the [1:44] genre. This HD 2D visual style works so [1:47] well for a top-own Zelda style adventure [1:49] game that you would never have known [1:51] that it was created for turn-based RPGs. [1:54] The combat is sharp and responsive, and [1:57] the diarama-like presentation gives you [1:59] a very clear idea of where the enemy [2:01] threats are coming from. Elliot gets a [2:03] wide variety of weapons, each with its [2:06] own advantages and disadvantages in [2:08] combat. And as you find upgraded [2:10] versions of each, they get stronger [2:13] charged effects that can have a big [2:15] impact on the battlefield. Elliot also [2:17] has a shield for blocking and parrying [2:20] enemy attacks, adding a little more [2:22] defensive nuance. And Elliot has a [2:24] dedicated jump which is used for [2:26] traversal and light platforming, [2:28] especially within dungeons, but can also [2:30] be used offensively depending on your [2:32] build. True to its classic inspirations, [2:35] Elliot only features a relatively small [2:38] pool of enemies with pallet swaps [2:40] representing stronger variants with new [2:42] abilities, but it manages to offer a [2:44] good variety of fast-paced combat [2:47] encounters as these enemy types are [2:48] mixed together. Combat scenarios are [2:51] quick and snappy. So even though I could [2:53] run past them when I was in a rush, I [2:55] would usually stop to fight just for the [2:57] fun of taking down some monsters. That's [2:59] the mark of a strong combat system. [3:04] >> Wow. How long can you keep this going? [3:07] >> Shortly after beginning on his quest, [3:09] Elliot is joined by Fay, a squeaky [3:12] voiced little fairy that only he can see [3:15] and hear. She's his constant companion [3:17] through the rest of the game, offering [3:19] her own commentary and being a sounding [3:22] board for Elliot to think through his [3:24] next steps. She also gains a number of [3:26] magical powers. You can freely move Fay [3:29] around within a certain radius of Elliot [3:31] with the right stick, which makes her [3:32] feel like a natural extension of [3:34] Elliot's, and thus your power set. The [3:37] dungeon design throughout the game is [3:39] wellcrafted, even if most of them don't [3:41] feel particularly distinct. This whole [3:44] game is an homage to classics like the [3:45] 2D Zelda games, and you can particularly [3:48] sense that in the dungeons. Elliot can [3:50] also enhance his abilities with [3:52] Magisite, a very flexible upgrade [3:54] system. Equipped Magic can enhance your [3:57] attack power, give passive bonuses, or [4:00] change weapon properties. Each piece of [4:02] equipment has its own magisite box with [4:04] a certain amount of slots, and you can [4:06] both find pieces of magic in the world [4:08] or turn in fragments to get random ones. [4:11] Gotcha style. After you've upgraded [4:13] enough, your total level goes up and you [4:16] get even better magistite. So, it's [4:18] always worth to be on the lookout for [4:20] fragments. You can really get into the [4:23] nitty-gritty of managing magesite to [4:25] optimize your build. But if you don't [4:27] want to worry about it, there's also a [4:29] quick command option to let FA create a [4:31] build for you, which she does decently [4:34] well to make a balanced set. There are [4:36] also accessory slots, which can change [4:38] your style in even more meaningful ways. [4:41] accessories can provide several [4:43] different perks. I found one that gave [4:44] Elliot a hovering jump effect on his [4:46] regular jump and kept it equipped for [4:48] the entire game because it was so [4:51] helpful to the dungeon platforming. And [4:53] then there are just thoughtful [4:54] convenience features that help modernize [4:56] and sand off the rough edges. Side [4:59] quests are clearly marked with a visual [5:01] indicator and a dedicated menu showing [5:03] the character it centers around. and [5:05] you're given ample warning if the next [5:07] step in a story quest chain will nullify [5:10] an ongoing side quest. As you discover [5:12] more eras, you'll often have to jump [5:14] back and forth between them, which is [5:16] easy because there are guideposts [5:18] littered throughout the map in every [5:20] area. And while pointing can be a little [5:22] difficult due to winding pathways, the [5:25] overall map layout remains relatively [5:27] similar in each era, which helps you to [5:30] keep your bearings. [5:34] As I've been playing The Adventures of [5:36] Elliot, though, I've been thinking a lot [5:38] about the trope of the silent [5:39] protagonist. Classics like The Legend of [5:42] Zelda have been known for their hero [5:44] being remarkably quiet while the action [5:46] occurs around them. Much has been said [5:48] about this particular odd remnant of [5:51] early video games. But in Elliot, we can [5:53] see an example of what it's like to have [5:55] that type of character written with a [5:57] voice. Elliot is remarkably earnest, [6:00] even hokey, and everyone who knows or [6:02] encounters him comes away feeling he's [6:04] just a swell guy. His personality often [6:07] borders on feeling cloying and shriekly. [6:10] But at the same time, a character like [6:12] this almost has to be written this way [6:14] because how else do you justify his [6:16] status as a wandering dogooder? [6:18] Sometimes other characters hint at [6:20] Elliot being a mercenary and taking [6:22] payments, but it's clear that he does [6:24] most of his work pro bono or accepts [6:26] whatever people can offer. So instead of [6:29] a Linklike character who accepts his [6:31] fated quest with quiet dignity onto [6:34] which we as the player can map whatever [6:36] internal motivations we want, we have to [6:38] stop and listen to exhaustive [6:40] explanations that don't add much [6:42] interesting shading or texture to the [6:44] character. What does Elliot want? To be [6:47] a helpful, great guy. What does everyone [6:49] think of him? That he's a helpful great [6:52] guy. This type of character is mostly a [6:55] cipher, so they make him utterly [6:57] good-natured and well-liked and wise [6:59] instead of simply silent. But it's not [7:02] just Elliot. Fay is equally chatty, and [7:05] her tone is even more sickly sweet than [7:07] Elliot, though you can toggle an option [7:10] to make her chime in less during your [7:12] exploration. Wonder if there's anything [7:14] to find here. [7:16] >> And almost every quest giver you [7:18] encounter details the motivations and [7:20] their own stories in exhaustive detail. [7:23] The classics that inspired Adventures of [7:26] Elliot were forced into an economy of [7:28] language and would get their points [7:30] across with a few sentences or a [7:32] paragraph at most. Without those [7:34] limiters in place, these cutscenes feel [7:36] over long and overexlained. Checking in [7:38] to advance the story between dungeons [7:41] just slows the pace to a crawl. [7:42] Adventures of Elliot also struggles to [7:45] really capitalize on its time hopping [7:47] premise largely because it's different [7:49] time periods are so nebulous. The [7:51] concept appears visually and [7:53] thematically inspired by Chrono Trigger. [7:56] But one element that made Chrono [7:57] Trigger's era spanning story work so [7:59] well is that it mapped more or less [8:01] recognizably onto actual historical [8:04] periods. Adventures of Elliot's time [8:06] periods are more vague. We explore four [8:09] time periods in total that help us [8:11] understand the essential sequence of [8:13] historical events in this world. As we [8:15] travel further backward, there was a [8:17] great magical society that collapsed [8:19] into ruination. The modern era from [8:22] which Elliot Hails has recovered largely [8:24] due to the influence of a great king. [8:26] But none of the periods map cleanly onto [8:29] real world history, and they aren't [8:31] separated by clearly defined spans of [8:33] time. The map remains largely the same, [8:36] which is helpful for navigation, but it [8:38] also makes it feel like not much has [8:40] changed in this world over long [8:41] stretches of time. There are moments [8:44] where the idea of an adventure spanning [8:46] generations shines through. One side [8:49] quest showed a bar owner treating his [8:51] employees poorly until I went back in [8:53] time and accidentally taught his [8:55] ancestor about basic kindness. And then [8:57] I got to see that lesson passed down [8:59] through the generations and impact the [9:01] future. Moments like that and occasional [9:03] story beats that I won't spoil did [9:06] remind me of how you could see your [9:07] actions echo through time in video games [9:10] like Chrono Trigger. The Adventures of [9:11] Elliot just doesn't reach quite the same [9:13] heights. The Adventures of Elliot the [9:16] Millennium Tales is a surprisingly [9:18] strong first attempt at reaching into [9:20] the genre from a studio not known for [9:22] it. The combat is snappy and fun with [9:25] loads of build customization and ability [9:27] tailoring to your style. The dungeon [9:29] designs are well-crafted homages that [9:31] allow room for creative problem solving, [9:33] and the HD 2D visual style is lovely for [9:36] this type of game. I was left wanting [9:38] for a story I cared more about with [9:41] characters that were more [9:42] three-dimensional in a world that felt [9:44] alive and took better advantage of its [9:46] time travel concept. Those factors make [9:49] the game fall short, but it creates a [9:51] foundation that I hope Square Annex [9:53] builds upon.