Role playing games are, in the end, the digital emanation of centuries of oral and librescal traditions, fairy tales, myths and fantastic stories. In some ways, perhaps from a more purely mechanical point of view, they also derive from the many board games that, over the last decades, have appeared on the market and have filled with intrigue, magic and memorable battles the afternoons of many teenagers and not.
Despite a huge legacy, creating an ad hoc role-playing game is now particularly complicated and difficult, precisely because of the greatness of the historical baggage that you voluntarily decide to carry on your shoulders. Eternity: The Last Unicorn, a third-person Action/RPG developed by Void Studios, is a representative of the genre. But will it be worthy of it?
Eternity: The Last Unicorn puts us in the shoes of an elf called Aurehen and a Viking called Bior who has been given a unique task, namely to save the last non-corrupted representative from the evil forces of the unicorns. In principle, the ludo under consideration will present all the classic crispnesses of the sector, with some characteristics of past productions framed by a surprisingly non-trivial plot. For example, the camera that will frame the action will be fixed and static (a bit like it worked in the old Resident Evil or Onimusha) which, in some ways, will be a bit complicated to digest conceptually especially for the more “recent” gamers.
But, putting aside the issue focused on personal taste, the choice will have significant repercussions on the gameplay with predictable mechanical complications that the choice brings historically with it, such as the sudden change of the “direction” of the controls to the changing of the camera, along with some secondary issues but still annoying such as running into traps that will not be visible on the screen or not have a clear battlefield when surrounded by enemies, because of the position of the view.
As said, the choice will visibly affect the combat system that, despite being mechanically simple and intuitive, will often be uncomfortable and a bit ‘woody also because of the aforementioned fixed frame. We will be able to use a heavy attack, a light one, a dodge one to escape the adversary attacks and a special attack that will reload in time, ringed in a mechanic that vaguely resembles the FromSoftware productions.
Much of the gameplay, clearly inspired by darksoulsiana, will revolve around the collection of crystals that we will use to enhance our equip or buy items from merchants. In the ten or more hours of the game, we will not only be called to fight, but also to explore environments all in all well-done, solve small puzzles and make “investigations” to complete a whole series of quests that will be presented to us. In general, although there is no obvious desire to offer something really different, Eternity: The Last Unicorn offers a playful package all in all fun and interesting enough.
Technically speaking, the game has some visible limits of aesthetic character and not. If in general the graphic level is quite good considering the independent origin of the production, some visual details are poor quality and coarse. For example, the foliage will seem taken at the same pace by productions of 10/15 years ago, while a good slice of the textures “glued” to the scenarios will tend to be in low resolution.
The models of the characters, while not reaching the quality of productions of another name (and budget), will all in all be acceptable and sufficiently detailed. But the visual limits proceed hand in hand with some marked technical margins. Often the enemies will get stuck in the props, even during a cutscene, making it easier or suddenly more complicated clashes all in all “predictable”.
In general, a handful of substantially minor bugs will be joined by a series of more serious technical issues, related to some experienced crashes during the test that have required some sections to be played several times (in Eternity: The Last Unicorn there will be no form of free saving) and decreases in frame rates quite frequent during the game.
As for the audio sector, it will be dignified and quite varied even if not present as the genre should be considered, since most of the dialogues will take place through text boxes, and sometimes even not perfectly synchronized with what happens on the screen.