
A brand-new action RPG from the creators of OCTOPATH TRAVELER and BRAVELY DEFAULT – The Adventures of Elliot: The Millennium Tales combines stunning HD-2D visuals and exciting action-adventure gameplay for the first time!
Modeled estimate, not a reported figure. How we estimate →
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The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $59.99 | 2.3Kreviews | 80% | — | $2.9M |
| $59.99 | 3Kratings | 91% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 931 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great gameplay, best zelda-like in years. Beautiful artwork. Some of the most immature and bland writing ever put down. 100% must mute, don't be afraid to skip most scenes. Which, uh, is another way of saying don't pay full price for gods sake.
I actually did enjoy the mechanics of this game and intend to finish it but there are two things that really annoyed me to the point of not recommending: 1) Faie (and no shade to the voice actor who did a great job) was way, way to intrusive. Yes, I know there is a setting to reduce the amount of talking, but even on the 'reticent' setting, Faie still comments every time you get a combo streak, end a streak, block something, get low on health, encounter any point of interest, enter a zone, and more. Think Navi from Ocarina of time except it's ~10 seconds of hammed up anime girl interjections. Add that to Elliot's "hyah" which only has 3-4 variations. and jumping noise, it's like one of those brain rot simulators. It got so bad that I switched the voice acting to Japanese just so I could get some variety before just turning off voices all together! Also, Faie just gives up the solution to every puzzle it's like I am playing Dora the Explorer. 2) Minor thing, but regarding the mechanic that allows you to let Faie bring you back to life, unless you do it once the tool tip comes up forever and there is no way to turn it off without turning off all the tutorials. So every time I died for half the game I had to page through 3 screens of tutorials. Please fix these issues because I think the game is really good if a bit overpriced.
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 5: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Japanese*, Korean*languages with full audio support
Hours played at review time, across 934 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]首款HD-2D像素风的ARPG[/h1] 《冒险家艾略特的千年奇谭》是一款又“复古”又先进的ARPG,说它复古吧!是他的各项游戏机制基本都是RPG黄金年代时期的经典设置!但它又采用了如今较为“先进”的HD-2D像素风来展现,而且在如今HD-2D像素风游戏基本都是回合制战斗的情况下,最先采用了即时制战斗的一款!把名头升级一点的话,应该说它是“首款HD-2D像素风的ARPG”吧! [h1][quote=] [table] [tr] [th] 欢迎关注 [b][u][i]U_U鉴赏家培养计划[/i][/u][/b][/th] [/tr] [tr] [th] 关注U_U鉴赏家,开启精彩游戏之旅。 [/th] [/tr] [/table] [/quote][/h1] [h1]略微王道的冒险故事[/h1] 《冒险家艾略特的千年奇谭》虽然算是一款较为优秀的新时代ARPG,它的剧情故事却依然是相当的“王道”,感觉这是要把“复古”进行到底了!故事发生在蛮族横行的菲拉贝迪亚大陆,此时的人类已经只能躲在魔法屏障后的赫萨王国苟延残喘了,而我们的主角冒险家艾略特在这时发现了能穿越时空的“时之扉”,也遇见了只有他能看见的小精灵飞飞,由此开启了穿越这片大陆时空的冒险之旅,为解开时代之谜拯救大陆而努力! [h1]跨越千年的时代故事[/h1] 游戏里我们可以自由穿梭不同时代(萌芽时代、魔法时代、重建时代和庇护时代)的菲拉贝迪亚大陆,虽然是同个大陆地图,但在不同时代却是有不同时代的场景建筑特色,不同时代还有不同时代的背景音乐。从RPG的角度来说,优秀的音乐加上优秀的美术,基本就胜利了一半了!哪怕剧情和战斗差上点点,基本也差不到哪去了! [h1]散落不同时代的故事[/h1] 而且制作组还把剧情碎片化的分散在各个时代,需要我们在不同时代里探索来拼凑完整剧情。再加上在不同的时代解开的谜题开关还会影响后面的时代地图,也促使我们为了一些迷宫谜题,就需要在不同的时代里频繁穿梭,这些个设计其实也算是非常具有巧思的了! [h1]优秀的HD-2D像素风[/h1] 另外,游戏在美术上是真的下心思的!虽然是HD-2D像素风,但游戏画面的光影渲染和场景细节却是相当的到位,角色立绘也是相当立体细腻的。比之早期的HD-2D像素风,在各方面的表现都要强上许多的。 [h1]简约但不简单的战斗系统[/h1] 游戏的战斗系统虽然是即时制的,也提供了剑、枪、弓、锤、镖、锁镰和炸药等7种武器供我们装备使用(同时只能装备俩种),但战斗机制却是相当的简单,有轻攻击和蓄力攻击、有格挡和弹反,但没有躲闪和冲刺、也没有技能!甚至还没有角色经验值和等级!打起来多少有那么一点远古的《伊苏》的感觉!整个角色成长全靠探索和收集,虽说有魔石镶嵌系统可以改变武器的攻击形态(弓箭前期没锁定操作比较恶心,后面镶嵌追敌魔石后战斗体验就大幅度提升了),但不得不说的是,这种战斗模式就算打击感相当不错,玩久了是真的会腻的。 [h1]游戏不错,就是略贵了点[/h1] 整体而言,《冒险家艾略特的千年奇谭》在美术和音乐上的表现是相当的不错的,剧情和系统机制略逊,如果不是售价太高的话,整个游戏是真的相当不错的。但结合这么高的售价的来说的话,“首款HD-2D像素风的ARPG”的名头还是太贵了点,建议各位哪怕是真心喜欢JRPG的,也都还是等打对折再入手吧!
The Adventures of Elliot: The Millennium Tales is a good game that does an incredible job at putting its absolute worst foot forward. The flaws it has are most apparent and most prominent in the first hour or two, but settles into a very good groove past that and elevates itself surprisingly well in the last 5-6 hours of the game. Set in the instantly-memed land of Philabieldia, The Adventures of Elliot stars the aforementioned Elliot, who apparently is an honors graduate from the Gary Stu Academy for RPG Protagonists. Right out of the gate you're presented with a number of cutscenes that largely establish that Elliot is incredibly kind, humble, generous, reliable, and an orphan looking to do right by the kids at his former home. He's trustworthy enough for the king to immediately present him with a critical task on a single recommendation from an advisor, because in Philabieldia adventurers are less of the grungy mercenary sort and more just wandering do-gooders. Through this you're also introduced to the kingdom's princess, Heuria - she's just as tropey as Elliot, but also incredibly chatty, which is one of those out-of-the-gate problems the game struggles with. Heuria acts as the game's navigator type character for the prologue, and her running commentary does her and the game no favors in terms of characterization and presentation. If you see a treasure chest and wonder what's inside, don't worry, Heuria's already vocalized that question. See a switch? She's telling you to step on it. Cracked wall? Maybe you should bomb it. To be clear, the chatty navigator type issue is prevalent later in the game with Faie, your eventual fairy companion, but Faie comes across as a little less overbearing about it, and by then you've probably already found the "Chattiness" option in the menu and turned it down (as well as the voice volume). If you get through this initial stretch of presentational excess and the obligatory "dungeon with one puzzle" tutorial type segments, things stabilize and become more interesting relatively rapidly. The central theme of the game is in the subtitle - the game takes place in four distinct periods over a thousand year stretch in the kingdom, and you'll ultimately explore the land in all four eras. The game takes an oddly cavalier approach to its time travel for most of the game, mostly minor ripple effects based on your actions, not the kind of drastic and immediate butterfly effects that you see in most media - you'll do a sidequest to help a blind picture book creator find an assistant and make a new book, and in the future, you'll hear people talk about the stories in it, that sort of thing. It does eventually take some interesting curves, but for much of the runtime the fact that you're opening doorways that anyone can use to cross hundreds of years back and forward in time feels incidental. The lategame stretch (across a series of bad/good/true endings) really leans into things though and the final few hours are by far the most interesting and strongest while also demonstrating that there's a lot of subtle story beats being layered throughout the entire game. Gameplay throughout Elliot is good though and keeps you going through the slow or annoying stretches. The obvious visual comparison here are the 2D Zelda games, but the inspiration cited by the team is Final Fantasy Adventure/Sword of Mana, and that feels well in line with what we have here. You'll explore the land across the eras, with some minor differences, going through dungeons, getting upgrades and powerups, and expanding your ability set accordingly. Elliot has a standard and useful arsenal, from the legally distinct sword and boomerang to a bow, bombs, spear, hammer, and chain sickle. Several of these have traversal implications, but they're all interesting and fun to use in combat, particularly combined with the Magicite system. You'll find and create randomly generated magicite as you go, and these directly modify your weapons to let you customize your playstyle. If you want a normal but stronger build and just want to load up on attack and crit magicite, sure. If you want bombs that bounce when you throw them and turn into giant pools of lava, sure. I particularly enjoyed making my chain sickle freeze and stun enemies and then followed up with bouncing arrows that would explode on impact if the target was on fire. While you're doing this, you also have full control over Faie with the right analog stick - she's got a variety of useful magical spells such as a fire explosion, the ability to let Elliot warp to her position, vacuum enemies and drop them into pits, or even turn into a controllable Elliot clone for a short time. The fact that your navigator can also set things on fire for you or revive you for a small cash fee goes a long way to making some of her chattiness tolerable, and simultaneously controlling the two of them in battle is a fun wrinkle. One of the selling points of the game is also that this is the first time the Square Enix in-house HD-2D style is applied to an action game, and it looks great - perhaps a bit visually overstimulating at first, but you get used to it, and the animations and environments are quite nice. The voice acting is a bit of a letdown - certainly very competent, but weighed down by a script that's a bit flowery and verbose. The soundtrack is the real highlight, a large number of interesting tracks across a variety of genres, from jazzy dungeons to the obligatory hard rock volcano track. Ultimately, The Adventures of Elliot succeeds at its goal - be a throwback to 90s style action RPGs with some modern touches and a fresh coat of paint. The pacing problem is real though, and there are people who are just going to bounce off the game in the first two hours when Heuria points out the most obvious thing in the world for the thirtieth time. It's an interesting litmus test of which flaws in games are dealbreakers for players and which are just overlookable problems. That said, Square has the entire prologue of the game (which is up to 4-5 hours of content if you're being thorough) up as a demo with progression carryover, so if you're interested in the game or concerned that it will drive you insane, give it a test drive first and see where you land.
I really really wanted to love this game but it just doesn't stand up to the hype. This will be short but here's the good and the bad: Good Stuff: -Music is 7/10 -Combat is pretty fun (the companion you get later makes it novel) -The Art is great -Magicite system is a fun lil gacha experience and adds some cool customization to weapons and playstyle. Bad Stuff: -SO MUCH of the world is recycled and halfway through the game the quests and re-exploring you have to do feels mega stale. -The general difficulty is horribly easy except when they randomly choose to make a boss much harder. It just sticks out as not really fitting the curve. I'd love it if every boss was more akin the final boss in difficulty (at least on a curve towards that one) -The puzzles are braindead, 4-year old easy. No further comment. -The story is pretty boring most of the time and the twists are seen coming miles away. Very lackluster. Even though I throw a whole lot more in the bad category, I can see this kind of as I saw Octopath Traveler's release-- It is a stepping stone that they can use to make a better version of the game just like they did with Octopath traveler 2. Keep the good stuff and gut the boring stuff. I would welcome an Adventures of Eliott 2 but this first game is.... disappointing overall. Really wanted to love it and I played through the whole time, but I don't really feel fuzzy about the experience.
It has the makings of a masterpiece, but falls short in every way. It needs more map variety in the different ages, more enemy variety, more reason to explore. The pacing also suffers, you get bogged down by dialogue that's not that interesting. I was very excited for the game to come out but ended up having to force myself to beat it. I'd probably give it a 6/10 and I don't think I would recommend to anyone, especially at full price.
[h2] 金玉其外 败絮其中 [/h2] 第一次探索这片大陆,我是充满好奇心和新鲜感的 第二次探索这片大陆,抱着对跨时空题材的些许偏爱,我还是由部分好奇心和新鲜感驱动着走了一遍 第三次、第四次,如果说还能对这块地有什么期待,那我一定是得了阿兹海默症 [hr][/hr] 业界顶尖的HD-2D技术、高质量的音乐、优秀的美术、超多大牌声优、制作过八方旅人...乍一看似乎每条都足以成为吸引人游玩的理由,但在闪闪发光的外壳包装之下,带给我的只是一段略显空洞的冒险。 [b] [u] “不用心” [/u]大概是我游玩过程脑中浮现频率最高的词,[/b]途中可以明显感觉到各个支线之间跳楼机般的落差,上一个有诸如让人想流眼泪的音乐家、旅行商人这类精致支线;下一个就直接把你分配过去通马桶。因为主角出场就是较为成熟的状态,我们看不到什么艾略特的迷惘之处,所以角色的成长弧光大都经由被主角之手帮助、邂逅过的配角们展现,然而,在稍显单薄的主线剧本中,[b] 这些在支线里虽有些许脸谱化但性格鲜明的伙伴们并没有过多加入进来,这让我感觉不到角色彼此之间的羁绊,更多的感受是在扮演一个万事屋里的“友好邻居”,[/b]配合上一些过于套路化的剧情走向令人难免有些疲劳和厌倦。 [hr][/hr] [h3]回到游戏的另一主题,[b]冒险和探索:[/b]糟糕的探索体验正是我写这篇评测的主要原因[/h3] [b]冒险家艾略特的千年奇谭[/b],我认为游戏的主要玩法应该从[b][u][i]【冒险】[/i][/u][/b]两字出发。 事实上,满分十分,探索带来的正反馈能有3分都算浅野组用心了;各式各样的地牢与遗迹是本游戏探索的主打部分,那么探索的奖励有什么呢? [b] 50G、180G、260G、数不清的魔石碎片 [/b] --------------------------------------------- 飞飞:这里面装了什么呀?好期待呀! 打开宝箱:【50G】 ... --------------------------------------------- 如果期望落空的感觉只是部分,倒也不是无法接受,可几乎所有的宝箱里都是这些,包括大量设计了能力锁区域里的宝箱;[h3]我第一次见到一款冒险题材游戏,迷宫探索的最终奖励是一把把开门的钥匙。 [/h3]所以到了游戏后期跑图时,即使宝箱就在面前,我也懒得再打开了。 毫无欲望的探索让人逐渐失去对游戏的耐心与好感,无意义的岔路遍布各处,哎真的,地图怎么能设计的这么差啊?! [b]“一片树林里分出两条路,而我选择了人迹更少的一条”[/b] 在道路尽头迎接我的是...空地和墙壁?不是...那费劲半天绕路过来的意义是?隔壁还能给个诱敌头盖骨证明我来过呢。四个时代跨越千年的历史厚重感丝毫没有表现出来,除了四个主城之外,整张地图上年份跨度那么大,制作组能想象到的变化就只是:[b]这边多一块石头,那边多一条护栏...甚至连一颗蛋的位置都不愿意挪动一下。[/b]无敌了SE,噢原来是穿越数百年的时空了啊,不说我还以为是睡到下一个季节了呢。 至于战斗部分,我都不知道说些什么好,游戏的收集成就有笔记、有武器、有能力有装饰品,甚至有药品使用次数和击杀数这种凑数成就,为什么不搞一个怪物收集成就呢?当然是因为惊人的怪物数量;如果游戏的流程有20+小时,那么你有很大的概率在前5小时就集齐本作所有的杂兵类型,几种怪物从序章打到终章,区别就只是血多血少。看似BD繁多的魔石系统,在把魔石箱等级升高之后也只是殊途同归,大同小异罢了。唯一可圈可点的就是战斗的手感尚佳,几个重要boss设计和交互也还说得过去,暴击一下确实是能感觉到暴击。至于其它...难评,这也是为什么我更倾向于叫它JRPG,因为以ARPG的角度来看,游戏连合格分都达不到。 这份敷衍,不用心,自上至下从游戏的头贯彻到了脚;敷衍的遗迹、敷衍的地图、敷衍的解密、敷衍到马上就快用十根手指数完的怪物设计等等等等......自认为我对JRPG已经是相当宽容的人了,结尾只要主角团集合说几句话,ED一放,似乎没有什么无法释怀,无法和解的; 本作也是同样,我同样会从几个精致支线和主线中获得幸福与快乐,真结局也着实令人动容,倘若有一首高质量的人声ED,恐怕这次我也要和解了。但思来想去,不愉快的地方实在是更多,又一想,这是SE定价300块的游戏,所以差评; 一如好友评测写的那般,有其他更多的选择。 ≤7/10 一次不成熟的创新 最标准的6-7分游戏
这游戏正常标签应该是HD-2D J ARPG,但实际体验可以说一个不沾。制作组真得给设计飞飞这种陪伴对话式跟随和gacha系统的磕一个,好歹是拉回了一点点可玩性 - 画面差:HD-2D 一定要是HD👐。粗糙的贴图+几乎不存在的光影,你说这是26年的HD2D?20年前的手绘JRPG都能秒了 - 动作体验差:角色性能也差,BOSS设计几乎不太可见。越玩越让人怀念曾经的伊苏起源 -素材反复堆砌:喜欢我一张地图让你玩4轮吗?再怎么喜欢收集探索的,玩到后两轮都该乏了 - 地图探索和引导的开荒体验糟糕:开荒时探一下就被堵住是常有的事 标记做得又烂;连潜水这种核心地图探索技能,整个主线和引导都没提 玩到最后清图的时候才拿到 - 几乎摆脸上但又严重影响体验的BUG,制作组反应十分缓慢: 1) 设置不了4K?Win下手动禁用程序全屏优化 2) 飞飞呼出强制锁帧40?每次启动 设置进程相关性,手动只保留大核(或者用相关调度软件处理)
丁寧に作られた虚無ゲー。 伏線回収が優先されてストーリーラインに違和感が残る。 フルプライスでこの内容だとおすすめできない。
This was the most fun game I've played in a long time. I am unfamiliar with any of the other games by this developer, and usually shy from RPGs as they're too much of a time sink. But a 2.5d zelda-esque game.. yes please. I played on hard mode with Japanese VA from the demo through the end of the game, so my enjoyment is based off of that experience. This game really respects your time put in and is easy to pick up and play, and easy to remember what you were doing when you stopped. I appreciated all the map markers and locations which let me know what areas I had already cleared out, and which ones to come back to later. I really liked the maps and viewing the differences between them as the story progressed. All the weapons were fun to build out, and the combat is really responsive. For performance, I ran this at 120fps 2k, with slight drops when I was slaughtering hordes of enemies with bombs >:) But it was otherwise buttery smooth and beautiful to experience. I did 100% this game, and I believe to fully enjoy the story all the sidequests should be completed at a minimum. I honestly only had one minor irk and that was the character sound effects when using weapons got a bit repetitive. I did experience a glitch with a late-game boss that soft-locked me, but out of the 40ish hours I put in that maybe set me back about 15 minutes. Everything else about this game is beautiful, the character artwork is amazing, and the world you're in feels so alive. I enjoyed every minute of it.
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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| $2.9M | 6.1K | 83% | $19.99 | |
| $2.9M | 4K | 90% | $19.99 | |
| $2.9M | 2.6K | 95% | $39.99 | |
| $2.9M | 3.5K | 67% | $39.99 |