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The Adventures Of Elliot The Millennium Tales Makes A Strong Argument For Silent Protagonists Review

0h 10m video Transcribed Jun 17, 2026
Intermediate 5 min read For: Gamers and RPG enthusiasts interested in game design critiques and reviews.
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AI Summary

The Adventures of Elliot: The Millennium Tales is an action-adventure RPG from Team Asano at Square Annex, known for the Bravely and Octopath series. It emulates top-down Zelda games with the studio's HD-2D visual style, featuring sharp combat and a flexible upgrade system. However, the game is marred by a dull story and overly verbose characters that dampen the momentum.

[0:00]
Studio Reputation

Team Asano at Square Annex is known for fresh takes on retro RPGs, experimenting with new ideas and visual styles.

[0:33]
Game Strengths and Weaknesses

The action and adventuring are well-crafted, but a dull story and verbose characters deaden the momentum.

[0:51]
Setting and Premise

The game is set in the kingdom of Feldia, where adventurers like Elliot travel outside castle walls to fight beastmen. A sinister duke discovers time travel, and Elliot follows him through different eras.

[1:39]
Combat and Visuals

The HD-2D style works well for top-down adventure games. Combat is sharp and responsive, with a variety of weapons and a shield for blocking/parrying.

[2:35]
Enemy Variety

The game has a small pool of enemies with palette swaps, but mixes them for fast-paced combat encounters.

[3:04]
Companion Fay

Elliot is joined by Fay, a fairy only he can see, who offers commentary and magical powers. She can be moved with the right stick.

[3:37]
Dungeon Design

Dungeons are well-crafted homages to 2D Zelda games, though not particularly distinct.

[3:50]
Magisite Upgrade System

Magisite allows flexible upgrades to weapons and abilities, with slots for customization. A quick command option can auto-build a balanced set.

[4:41]
Accessories and Convenience

Accessories provide perks like a hovering jump. Side quests are clearly marked, and warnings prevent nullifying ongoing quests.

[5:34]
Silent Protagonist Trope

Elliot is a voiced protagonist, earnest and hokey, which contrasts with silent heroes like Link. His constant dialogue and Fay's chatter slow the pace.

[7:42]
Time Travel Premise

The time travel concept is underutilized; time periods are vague and the map remains similar, unlike Chrono Trigger's distinct eras.

[8:49]
Time Travel Highlight

A side quest where teaching an ancestor kindness impacts the future shows the potential of the time travel mechanic.

[9:11]
Overall Verdict

The game is a strong first attempt at the genre, with fun combat and customization, but falls short in story and character depth.

The Adventures of Elliot: The Millennium Tales offers solid gameplay and visual style, but its weak story and overly talkative characters prevent it from reaching its full potential, leaving a foundation for future improvements.

Clickbait Check

80% Legit

"The title accurately reflects the review's focus on the silent protagonist trope, though the game itself is not solely about that argument."

Study Flashcards (10)

What is the name of the studio that developed The Adventures of Elliot?

easy Click to reveal answer

Team Asano at Square Annex.

What visual style does The Adventures of Elliot use?

easy Click to reveal answer

HD-2D visual style.

0:29

What is the name of Elliot's fairy companion?

easy Click to reveal answer

Fay.

3:09

How many time periods does the game feature?

medium Click to reveal answer

Four time periods.

8:06

What is the Magisite system used for?

medium Click to reveal answer

It is a flexible upgrade system that enhances attack power, gives passive bonuses, or changes weapon properties.

3:52

What is one criticism of the game's story?

medium Click to reveal answer

The story is dull and characters are verbose, deadening the momentum.

0:35

How does the game handle side quests to prevent nullification?

hard Click to reveal answer

It gives ample warning if the next story step will nullify an ongoing side quest.

5:05

What classic game is the time travel premise thematically inspired by?

medium Click to reveal answer

Chrono Trigger.

7:53

What is the main difference between Elliot and a silent protagonist like Link?

medium Click to reveal answer

Elliot is voiced and talks extensively, while Link is silent.

5:34

What accessory did the reviewer keep equipped for the entire game?

hard Click to reveal answer

An accessory that gave Elliot a hovering jump effect.

4:44

💡 Key Takeaways

💡

Game's Core Strength and Weakness

Identifies the key trade-off: good gameplay vs. poor story.

0:33
🔧

HD-2D in Action-Adventure

Shows how a visual style originally for turn-based RPGs works well in a Zelda-like game.

1:39
💡

Silent Protagonist Critique

Provides a nuanced analysis of why voiced protagonists can fail if not written well.

5:34
📊

Time Travel Underutilized

Highlights a common issue in time travel games: lack of distinct eras.

7:42
⚖️

Time Travel Side Quest Example

Shows a moment where the time travel mechanic works well, contrasting with the overall critique.

8:49

✂️ Creator Tools: Viral Hooks

AI-generated clip ideas for Shorts based on the transcript

HD-2D Zelda-like Has One Big Problem

41s

Sets up a controversial flaw in a highly anticipated game, sparking debate among fans.

▶ Play Clip

Why Silent Protagonists Are Better Off Silent

50s

Challenges a common game design trope with a compelling argument that resonates with players.

▶ Play Clip

This Game's Time Travel Fails vs Chrono Trigger

57s

Educational comparison that highlights why a classic succeeded, appealing to nostalgia and game design insights.

▶ Play Clip

[00:00] In a relatively short time, Team Asano

[00:02] at Square Annex has made a name for

[00:04] itself. Between the Bravely and Octopath

[00:06] series, it has become known for taking a

[00:09] fresh look at retro RPGs by

[00:11] experimenting with new ideas and visual

[00:13] styles, creating games that feel both

[00:15] familiar and new. The developer takes a

[00:18] similar approach when it comes to The

[00:20] Adventures of Elliot: The Millennium

[00:21] Tales, an action adventure RPG that

[00:24] emulates the feel of a topdown Legend of

[00:27] Zelda or Manny game, but uses the

[00:29] studio's signature HD 2D visual style.

[00:33] But while the action and adventuring are

[00:35] well-crafted, a dull story and verbose

[00:39] characters have the unfortunate tendency

[00:41] of deadening the momentum.

[00:51] The Adventures of Elliot takes place in

[00:53] the fictional kingdom of Feldia. Try the

[00:56] cheese stakes. Ruled by a kindly king

[00:59] and under the magical protection of his

[01:01] daughter, the area surrounding the

[01:03] castle grounds is beset by deadly

[01:06] beastmen. And the princess's presence

[01:08] carries a passive spell of safety that

[01:10] keeps them at bay. Elliot is an

[01:13] adventurer, an actual job title that

[01:15] appears to be some mixture of mercenary

[01:18] and wandering odd job doer. And only

[01:21] adventurers are known to travel outside

[01:23] the castle walls and brave the beasts.

[01:26] After a sinister duke discovers a method

[01:28] to go back in time to claim a powerful

[01:31] relic, Elliot follows him and thus

[01:33] begins hopping between different eras,

[01:35] going further and further back in his

[01:37] kingdom's history. In terms of sheer

[01:39] mechanics, The Adventures of Elliot is a

[01:41] modest but welcome step forward for the

[01:44] genre. This HD 2D visual style works so

[01:47] well for a top-own Zelda style adventure

[01:49] game that you would never have known

[01:51] that it was created for turn-based RPGs.

[01:54] The combat is sharp and responsive, and

[01:57] the diarama-like presentation gives you

[01:59] a very clear idea of where the enemy

[02:01] threats are coming from. Elliot gets a

[02:03] wide variety of weapons, each with its

[02:06] own advantages and disadvantages in

[02:08] combat. And as you find upgraded

[02:10] versions of each, they get stronger

[02:13] charged effects that can have a big

[02:15] impact on the battlefield. Elliot also

[02:17] has a shield for blocking and parrying

[02:20] enemy attacks, adding a little more

[02:22] defensive nuance. And Elliot has a

[02:24] dedicated jump which is used for

[02:26] traversal and light platforming,

[02:28] especially within dungeons, but can also

[02:30] be used offensively depending on your

[02:32] build. True to its classic inspirations,

[02:35] Elliot only features a relatively small

[02:38] pool of enemies with pallet swaps

[02:40] representing stronger variants with new

[02:42] abilities, but it manages to offer a

[02:44] good variety of fast-paced combat

[02:47] encounters as these enemy types are

[02:48] mixed together. Combat scenarios are

[02:51] quick and snappy. So even though I could

[02:53] run past them when I was in a rush, I

[02:55] would usually stop to fight just for the

[02:57] fun of taking down some monsters. That's

[02:59] the mark of a strong combat system.

[03:04] >> Wow. How long can you keep this going?

[03:07] >> Shortly after beginning on his quest,

[03:09] Elliot is joined by Fay, a squeaky

[03:12] voiced little fairy that only he can see

[03:15] and hear. She's his constant companion

[03:17] through the rest of the game, offering

[03:19] her own commentary and being a sounding

[03:22] board for Elliot to think through his

[03:24] next steps. She also gains a number of

[03:26] magical powers. You can freely move Fay

[03:29] around within a certain radius of Elliot

[03:31] with the right stick, which makes her

[03:32] feel like a natural extension of

[03:34] Elliot's, and thus your power set. The

[03:37] dungeon design throughout the game is

[03:39] wellcrafted, even if most of them don't

[03:41] feel particularly distinct. This whole

[03:44] game is an homage to classics like the

[03:45] 2D Zelda games, and you can particularly

[03:48] sense that in the dungeons. Elliot can

[03:50] also enhance his abilities with

[03:52] Magisite, a very flexible upgrade

[03:54] system. Equipped Magic can enhance your

[03:57] attack power, give passive bonuses, or

[04:00] change weapon properties. Each piece of

[04:02] equipment has its own magisite box with

[04:04] a certain amount of slots, and you can

[04:06] both find pieces of magic in the world

[04:08] or turn in fragments to get random ones.

[04:11] Gotcha style. After you've upgraded

[04:13] enough, your total level goes up and you

[04:16] get even better magistite. So, it's

[04:18] always worth to be on the lookout for

[04:20] fragments. You can really get into the

[04:23] nitty-gritty of managing magesite to

[04:25] optimize your build. But if you don't

[04:27] want to worry about it, there's also a

[04:29] quick command option to let FA create a

[04:31] build for you, which she does decently

[04:34] well to make a balanced set. There are

[04:36] also accessory slots, which can change

[04:38] your style in even more meaningful ways.

[04:41] accessories can provide several

[04:43] different perks. I found one that gave

[04:44] Elliot a hovering jump effect on his

[04:46] regular jump and kept it equipped for

[04:48] the entire game because it was so

[04:51] helpful to the dungeon platforming. And

[04:53] then there are just thoughtful

[04:54] convenience features that help modernize

[04:56] and sand off the rough edges. Side

[04:59] quests are clearly marked with a visual

[05:01] indicator and a dedicated menu showing

[05:03] the character it centers around. and

[05:05] you're given ample warning if the next

[05:07] step in a story quest chain will nullify

[05:10] an ongoing side quest. As you discover

[05:12] more eras, you'll often have to jump

[05:14] back and forth between them, which is

[05:16] easy because there are guideposts

[05:18] littered throughout the map in every

[05:20] area. And while pointing can be a little

[05:22] difficult due to winding pathways, the

[05:25] overall map layout remains relatively

[05:27] similar in each era, which helps you to

[05:30] keep your bearings.

[05:34] As I've been playing The Adventures of

[05:36] Elliot, though, I've been thinking a lot

[05:38] about the trope of the silent

[05:39] protagonist. Classics like The Legend of

[05:42] Zelda have been known for their hero

[05:44] being remarkably quiet while the action

[05:46] occurs around them. Much has been said

[05:48] about this particular odd remnant of

[05:51] early video games. But in Elliot, we can

[05:53] see an example of what it's like to have

[05:55] that type of character written with a

[05:57] voice. Elliot is remarkably earnest,

[06:00] even hokey, and everyone who knows or

[06:02] encounters him comes away feeling he's

[06:04] just a swell guy. His personality often

[06:07] borders on feeling cloying and shriekly.

[06:10] But at the same time, a character like

[06:12] this almost has to be written this way

[06:14] because how else do you justify his

[06:16] status as a wandering dogooder?

[06:18] Sometimes other characters hint at

[06:20] Elliot being a mercenary and taking

[06:22] payments, but it's clear that he does

[06:24] most of his work pro bono or accepts

[06:26] whatever people can offer. So instead of

[06:29] a Linklike character who accepts his

[06:31] fated quest with quiet dignity onto

[06:34] which we as the player can map whatever

[06:36] internal motivations we want, we have to

[06:38] stop and listen to exhaustive

[06:40] explanations that don't add much

[06:42] interesting shading or texture to the

[06:44] character. What does Elliot want? To be

[06:47] a helpful, great guy. What does everyone

[06:49] think of him? That he's a helpful great

[06:52] guy. This type of character is mostly a

[06:55] cipher, so they make him utterly

[06:57] good-natured and well-liked and wise

[06:59] instead of simply silent. But it's not

[07:02] just Elliot. Fay is equally chatty, and

[07:05] her tone is even more sickly sweet than

[07:07] Elliot, though you can toggle an option

[07:10] to make her chime in less during your

[07:12] exploration. Wonder if there's anything

[07:14] to find here.

[07:16] >> And almost every quest giver you

[07:18] encounter details the motivations and

[07:20] their own stories in exhaustive detail.

[07:23] The classics that inspired Adventures of

[07:26] Elliot were forced into an economy of

[07:28] language and would get their points

[07:30] across with a few sentences or a

[07:32] paragraph at most. Without those

[07:34] limiters in place, these cutscenes feel

[07:36] over long and overexlained. Checking in

[07:38] to advance the story between dungeons

[07:41] just slows the pace to a crawl.

[07:42] Adventures of Elliot also struggles to

[07:45] really capitalize on its time hopping

[07:47] premise largely because it's different

[07:49] time periods are so nebulous. The

[07:51] concept appears visually and

[07:53] thematically inspired by Chrono Trigger.

[07:56] But one element that made Chrono

[07:57] Trigger's era spanning story work so

[07:59] well is that it mapped more or less

[08:01] recognizably onto actual historical

[08:04] periods. Adventures of Elliot's time

[08:06] periods are more vague. We explore four

[08:09] time periods in total that help us

[08:11] understand the essential sequence of

[08:13] historical events in this world. As we

[08:15] travel further backward, there was a

[08:17] great magical society that collapsed

[08:19] into ruination. The modern era from

[08:22] which Elliot Hails has recovered largely

[08:24] due to the influence of a great king.

[08:26] But none of the periods map cleanly onto

[08:29] real world history, and they aren't

[08:31] separated by clearly defined spans of

[08:33] time. The map remains largely the same,

[08:36] which is helpful for navigation, but it

[08:38] also makes it feel like not much has

[08:40] changed in this world over long

[08:41] stretches of time. There are moments

[08:44] where the idea of an adventure spanning

[08:46] generations shines through. One side

[08:49] quest showed a bar owner treating his

[08:51] employees poorly until I went back in

[08:53] time and accidentally taught his

[08:55] ancestor about basic kindness. And then

[08:57] I got to see that lesson passed down

[08:59] through the generations and impact the

[09:01] future. Moments like that and occasional

[09:03] story beats that I won't spoil did

[09:06] remind me of how you could see your

[09:07] actions echo through time in video games

[09:10] like Chrono Trigger. The Adventures of

[09:11] Elliot just doesn't reach quite the same

[09:13] heights. The Adventures of Elliot the

[09:16] Millennium Tales is a surprisingly

[09:18] strong first attempt at reaching into

[09:20] the genre from a studio not known for

[09:22] it. The combat is snappy and fun with

[09:25] loads of build customization and ability

[09:27] tailoring to your style. The dungeon

[09:29] designs are well-crafted homages that

[09:31] allow room for creative problem solving,

[09:33] and the HD 2D visual style is lovely for

[09:36] this type of game. I was left wanting

[09:38] for a story I cared more about with

[09:41] characters that were more

[09:42] three-dimensional in a world that felt

[09:44] alive and took better advantage of its

[09:46] time travel concept. Those factors make

[09:49] the game fall short, but it creates a

[09:51] foundation that I hope Square Annex

[09:53] builds upon.

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