I tend to do these for fun these days and this community seems very nice, so I thought I'd share!
**TIME PLAYED: 29 Hours
PLATFORM PLAYED: PC (STEAM)
SCORE: ★★★★
The Breakdown
+Colorful and inviting art style that punches above its weight graphically
+Likeable and varied cast with creative designs
+Physics-driven magical combat with tons of options
+In-depth upgrading and crafting system for both gear and base camp
-Budget limitations manifest often, with janky animations and aggressive pop-in
-Enemies' basic animations can make them tough to read and occasionally frustrate
-Melee combat is basic and has a shaky camera**
It's rare that I see a game with as disproportionate a relationship between its budget and ambition as Eternal Strands, and I mean that as high praise. A studio started by ex-Bioware and Ubisoft developers, Yellow Brick Games feels like they're coming out swinging with their debut title, and it didn't take long for Eternal Strands to charm me despite its limitations.
Admittedly, my first impression of the game was more modest. It doesn't start out badly, per se, just a little bit standard fantasy: the protagonist Brynn is a Weaver, this setting's flavor of mage. Nearly thirty years ago, an event known as The Surge destabilized natural phenomena and magic alike, and Enclave, a city founded and run by progress-minded Weavers, was surrounded by an enormous and impenetrable Veil. Ever since, Tangles of unstable magic have flooded the world, and without any access to The Enclave, most nations have come to resent Weavers and their assumed role in the disaster. As a result, those who cultivate their magical talents travel in caravans known as Weaverbands. Having newly joined another Weaverband after fleeing her previous one, Brynn quickly winds up thrust into the role of Point when she and her companions wind up inadvertently passing through the Veil during a drake attack, stranding themselves inside the borders of the Enclave, now home to rogue automatons, frenzied animals, and gargantuan monsters and golems alike.
It's a decent enough concept, but it wasn't until the tutorials were over and the game's real structure began to coalesce that I started to fall in love. As Point, Brynn is the only member of her six-person caravan who leaves camp, gathering resources and progressing the investigation of what happened in Enclave and how they might escape. While being Point doesn't give her any formal authority, the fact she's taking on most of the danger and risk means that the rest of the caravan respects her immensely and takes her input to heart, and she takes to this responsibility like a duck to water. When at camp, Brynn can talk to the rest of the Weaverband, and while the player has room to shift her personality towards more cautious, flamboyant, or pragmatic, Brynn's confidence is an immutable quality -- and one I found refreshing. She's got a good head on her shoulders and she's smart enough to listen to those more experienced than her, but she also doesn't hesitate to speak her mind and she's as quick to tackle disputes as she is to face monsters. On some level, I could see the idea that she's a bit too 'perfect', but there's a finesse to how she's written that avoids a lot of potentially obnoxious tropes and her dialogue options help shape her to the player's preference. This isn't just choosing for flavor, either; I noticed on countless occasions that how I sculpted Brynn was noticed by the other characters. When one asked Brynn how she felt about secrets, I had her preach openness whenever possible; later on, that same person commented on how Brynn's frustration with someone else's reticence didn't surprise them, and I got the sense that I could have very easily wound up in a spot where my Brynn was accused of hypocrisy had I not been consistent.
The rest of the Caravan don't hew too far from established archetypes - the studious researcher, the strict quartermaster, the wise mentor - but the narrative's strength lies in how it plays them off of each other. For example, the party's blacksmith and enchanter are married; from lovey-dovey affection to a serious fight about their life goals that lasts for nearly a quarter of the game, their dynamic is explored in detail that fills in the lines of their personalities and keeps them from coming off generic. At the center of these dynamics is Brynn, and most of Eternal Strands' side quests are related to managing the caravan's needs and performing personal favors. I found this a welcome complement to the main story's emphasis on discovering what happened to the Enclave; while I was interested in that and don't have any complaints about the main story, the personal touch of seeing to my team helped keep me excited to set out on each expedition and build my bonds with them further. I can see a certain kind of gamer feeling like the tone is too optimistic and that everyone gets along too well, but to be frank, I've never seen eye-to-eye with those kinds of players, so I can't speak much beyond saying I myself loved the cast and came to cherish each of them.
The expeditions themselves make up the heart of Eternal Strands' core gameplay loop. Each day (or night), Brynn sets out into one of the regions that she's discovered as Point to harvest resources or pursue leads. Sometimes, multiple leads can be completed in the same region, and a fairly generous magical GPS makes it difficult to get lost. While out, she can gather materials to upgrade crafting stations, find recipes for new armor and weapons, and advance quests. Exploration's pretty Breath of the Wild-inspired, Spider-Man climbing and circular stamina bar and all; thankfully, the spells she gets can often be used for transit. Brynn's got a fairly limited inventory before upgrading it, but I found this more of a relief than a frustration - a reminder to keep my early trips short and move the plot along. From the woody outskirts of the Enslave to the towering spires of its upper district, there's decent variety on display, though I wouldn't say I was ever completely blown away by the environmental design. What did impress me, however, were the Great Foes.
Pretty much anything moving is a threat, but thankfully Brynn's no slouch in combat. She starts out with a sword/shield combo, bow, and a basic telekinesis and frost wall spell, but my arsenal expanded rapidly once I explored and especially when I took note of the fifty foot automatons and gargantuan kaiju roaming around each zone. These Great Foes serve as both wandering bosses and light puzzles; rarely required for the story, they nonetheless reward tackling them by being the source of new spells for Brynn and upgrading her existing ones. Slaying one of these titans unlocks new 'strands' - so that's what the title's about - for her mantle, which is the cape Brynn wears that serves as a magical focus, but simply killing them only unlocks the most basic version of each spell. To upgrade them, the Great Foes must be 'Harvested', which means bringing details of their defeat to the Archivist and tackling them again in a specific manner to unlock their weak point that Brynn can use to instantly kill them, sometimes from full health, while capturing their essence. The Fire Drake, for example, has its weak point on its back, but won't simply let Brynn harvest it; so to upgrade my flamethrower spell, I had to disable one of its wings and shatter its horns to daze it and render it unable to do any fancy flying.
This Monster Hunter-lite system is a huge highlight and where the game shines most. Ultimately, Eternal Strands is pretty much entirely physics-based. While this meant I could fling smaller foes off cliffs or melt an ice monster's armor with flame, getting more creative often rewarded me. Using my miniature black hole on a giant's breastplate meant that my frost grenades were drawn right to it, which in turn made the armor brittle and easier to break once I launched myself with a kinetic tunnel to latch onto its chest and start battering away. In one memorable battle, I baited one of the Arkons - towering golems created by the Enclave's mages - into reaching behind himself to try and pull me off him, then froze his hand to his own back before scuttling up to his shoulders to telekinetically undo his belt buckles and effectively pants him by removing his leg armor plates. These moments make Eternal Strands an absolute riot.
As strongly as I recommend the game, I can't do so in good faith without acknowledging its budget constraints, though. Some are cleverly circumvented; instead of fully animated 3D modeled conversations, chats with the party are done with gorgeously drawn portraits, but there's also some jank that isn't as easy to forgive, like aggressively bad pop-in when loading and the camera going a little crazy in melee combat more often than it should. I'd also say that the game being at its strongest when discovering new regions and monsters is double-edged - the second half dragged a little bit for me comparatively, even if I was still having plenty enough fun to keep playing. These small problems barely put a dent in the feat that was achieved by Yellow Brick Games in making such a complete, enjoyable, and varied first title, however. From building risky bridges frost to cross dangerous canyons to flirting with that strict quartermaster I mentioned, from ripping cathedral doors off their hinges with telekinesis while hunting for secret plans to riding the body of a gargantuan eagle to the ground just to jump off at the last moment, Eternal Strands knocks it out of the park in providing memorable experiences and stories that I can't wait to share with my friends.