![]() ![]() It would be great to see an update down the line that allows for auto-walking to an objective area across the board just to cut down on needless stick usage. Areas outside of towns are generally easy to navigate, but can have some needless backtracking due to the faint icons. Moving around the world is fine, but the markers for key objectives are a bit hard to see with small icons and text that only shows how far the player is from it. As a whole, Edge of Eternity is a remarkably accessible game visually but does have areas of improvement.įrom a fine-motor and visual perspective, there is room for improvement that involves both areas. This makes it so much easier to see what is being selected and that can make a huge difference in a boss battle, or just a tougher battle against higher-level foes, to ensure that the player doesn’t select the wrong spell, item, or attack. It is also fairly easy to read by default since it uses white text on a translucent dark grey background – so there is a stark contrast between them. The systems are logically laid-out and use a d-pad orientation for menu selection that is intuitive and quick. The battle system itself is turn-based and quite intuitive and includes a fast-forward option to cut through things like long magic spells. The battlefields also don’t blend in with the UI – so no matter what, the stark red and blue schemes stand out at all times when they need to. The use of bold colors comes in handy as does an icon over the player’s team and enemy characters. The ability to switch between multiple camera angles helps the player get a better idea for where everyone is spatially to one another, while bold blue and red color schemes for allies and enemies on-field allow for proper positioning across the game board. JRPG veterans in the market for something with a more tactical approach will be in for a treat, and the grid-based battles have been made highly accessible in several ways. However, while it is a flawed example of a great format, it does serve as a textbook example of making the genre more accessible for all players. It goes heavy on the drama without a lot of character growth at times, making some of the attempts at drama feel forced. Edge of Eternity has been in early access on PC for a while but has finally gotten its official release in a “final” form and it largely hits the mark when it comes to accessibility but does miss a bit in terms of being a genuinely thrilling RPG. We have seen great strides made when it comes to making them easier to navigate, and things like fast forwarding have helped keep the pace up for turn-based games. JRPGs can be one a very approachable and accessible genre when done correctly.
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