
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 →
Prices
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.
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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
平平无奇的作品,要不是冲着hd2d的画风我都不会买这个游戏,先说一个最大的缺点——游戏复用特别严重!注意,是特别严重!300块的游戏玩来玩去其实也就一张图,说是四个时代,其实地图基本没差,给的奖励也无关痛痒。如果你玩过战神4的话应该能理解我说的话。战神4里面的换皮怪这里面有,战神4里面没有的地图复用这里面也有,简直是把玩家当傻子了。而且本作的战斗系统也就那样,武器种类也少的可怜,人物机动性几近于无,我玩下来的感觉就是这是一个半成品。这种游戏还能总体特别好评吗,我感觉有点离谱。魔石系统我刚接触的时候就联想到神之天平的嘉隆了,既视感特别强,但论战斗的话我还是更偏爱神之天平一些。总之,这个游戏纯属SE拿出来割韭菜的,没什么玩的必要,如果你是hd2d忠实粉丝,那就随便你了
この会社の技術力が無いのか、考え方がイかれてるのか。 FPSのデフォルト設定が無制限(VSync)で出してるんだよな。 アクションとはいえHD-2Dでそんなにぶん回す必要無いだろう。 選択が出来るからって言うなら、むしろデフォルトを60FPSぐらいにするもんだろう。 で、更に60FPSまで下げても結構な負荷。(RTX 5070tiで52%ほど常時回る。) 他にもパラノマサイトとか言うアドベンチャーのくせに無制限FPSで出してくるし。 フルにGPU使い切ったほうが偉いと考えてるのか馬鹿なのか。 最適化ということが何なのか理解できないエンジニアとそれでOKだす上層部。 普通はリソースが有り余ってもそれの消費を出来る限り抑えるコードにするものだ。 それを何を勘違いしてるのか全力で振り切る方向で調整している。 ハイスペック機であっても常に100%回されるようなことは機器寿命にもつながるから 出来る限り局所的な負荷に押さえて、描画負担を下げるのが技術力だとおもうのだがどうだろう。 兎にも角にもその時点で評価は糞扱いになるだけだな。
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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
TooLongDidn'tRead Review: It's a superior Zelda a Link to the Past with heavy Ys: the Oath in Felghana influences with just a hint of Chrono Trigger. The combat seems simple at first, but quickly rewards you with a level learning curve to mastery with a second reward for customizing your weapon abilities to achieve some overpowering combinations. I appreciated how the game initially introduces very simple combat and slowly ramps up its complexity as you progress both in terms of where you are at in the game and in terms of what skills/weapons you have access to. It achieves this partly by increasing the amount of enemies you face at once, partly by giving enemy groups the combat synergies, and partly by introducing "elite" enemies into the mix. Enemies have a large variety and later on are placed in groups that synergize well with each other, forcing you to strategize a bit before you commit to combat... at least until later when your tactics and skill combinations turn you into a whirlwind of death. One last note on enemy variety is that they are nearly always "where they should be." Your main opponents will be the various beast tribes and, save for a few events/areas where it thematically makes sense, you will never encounter them in areas that they don't live in. Despite this, each group of enemy types has multiple warriors to contend with and synergize like I touched on earlier, making early to mid game combat something of a puzzle. Late into the game, I would be bullying elite enemies and found myself experiencing a dopamine rush of satisfaction for annihilating large groups of these enemies. Enemies I previous had a hard time with one on one would be placed in large groups; what used to be a rough encounter with just one or two of them turned into an absolute slaughter where I would zip through entire dungeons in a "chain" of kills, not stopping for anything. The bosses have some satisfying patterns and thematically fit into the game, but by the time you are at the end of the game you will be able to ignore some boss mechanics due to your power level, especially with some of the skill combinations you can adopt. I appreciated this, but I did lament a bit that I didn't have to learn the attack patterns of late game bosses (even on Hard which I played on). There is a feature where you can fight old bosses later in the game and it is eye opening how much of a difference skill combinations make (which is very fun). I really enjoyed obliterating old bosses before they could even go into their second phase, not because of raw stats, but because of skill combinations. I recommend hard difficulty by the way if you have even a little experience with these games and even average motor skills. That said, completely annihilating what would otherwise be a challenging final, final true boss with my loadout felt immensely satisfying, though my apologies to the encounter programmers who gave him all sorts of abilities that I effectively ignored due to my loadout. Puzzles exist, but they are as simple as they come; still, I'd rather they exist than not. I played in Japanese, so complaints I've heard about the "annoying" fairy sidekick to be mystifying: it was quite the opposite experience and it made the adventure far more comfy with having a dialogue between the main character and his support. I can't speak for English as I never choose it if the game is foreign-made as, despite the great advances in english voice acting that we've had in the last thirty years, there is something about how english VA's are produced for media that grates on my nerves; that could be the disconnect. Instead, in Japanese I found the voice acting to be a joy and never skipped a dialogue. I understand Japanese so your mileage may vary here. On that note, I played with an english script and the translation/localization was mostly okay. There were some mystifying choices that the localizers made, but that's par for the course with Japanese games localized into English. I would say there were no particularly obnoxious choices made such as "suspicious" being localized as "sus" that we see in other projects. My condolences to the localization team for attempting to localize a joke about the japanese words "strange" and "sweets" being the same word though. I don't see how they could have conquered that without straight up translation notes. The story is wholesome good versus evil with surprising amounts of moral grey; most of the villains are portrayed as wanting to do good, but choose a riskier path for compelling reasons: I really appreciated this complexity. They're not just one off commentaries: the first villain you encounter and defeat is talked about constantly through even the ending credits of the game. I really appreciated this depth of character and it's something I don't recall ever seeing given this much narrative space in a piece of media. It made me wish I could save even some of the villains, which surprised me! The time travel aspects are handled in a "The character remembered that this changed, but he also remembers the old, different outcome" soft way and so don't require you to think too hard as you engineer a superior future for everyone, which I appreciated. I hate time travel in general, but treated like this where there are no annoying and tired butterfly effects was very comfy. Speaking of which, the plot advances at a good clip thanks to the time travel mechanic and allows you to see characters from different perspectives, past, present, and future which I don't recall other media projects taking advantages of. Going back to my previous point about moral greyness, this really framed the first villain in a different light and even opened up plot lines that allowed me to preserve their legacy of good intentions, if that makes sense. I loved that. There are three endings and the game does not hide that fact: I believe the game forces you to reach them in sequence. Since the game doesn't require you to start over and merely builds upon the previous end save file you had, it was a natural progression and really allowed me to appreciate the final ending where you create the brightest future. By that time, I felt that future was well earned by everyone and made me smile during the ending credits when I saw the fruits of my labors. Speaking of which, the game remembers the side quests for the ending in a way that feels natural and not forced: this was a phenomenal touch and had a tremendous sense of payoff for doing all those side quests. There is even this side quest where you gather musicians and they didn't neglect to include them in multiple (actually many) scenes, even before the ending actually starts. Well done. The HD-2d is beautiful, but I do wish we could graduate from blocky pixels to a bit more high definition sprites in these games, but I understand it is a stylistic choice. The levels of production are not lacking by the way: they go out of their way to use that engine to *show* you your effects on the world in cutscenes and gameplay. Very well done. If I had one, maybe two complaints, it's that the world is very small (understandable since you have to traverse it across multiple eras and that would get old fast in a bigger world) and that "Cities" have like three houses for everyone to live in. It's a complaint as old as jrpgs, but I do wish the area design team had included more houses and whatnot to keep me immersed in the world. It's a pet peeve of mine that is rarely satisfied in these sorts of games, alas. I must say, this is probably the greatest 2d Zelda/Ys like that I have ever played and I will be thinking fondly of this title for years to come. The game filled me with joy both for the experience and for the bright future I was able to deliver its characters. If this had been released in the days of Alundra for the PS1 or time period for the PS2, it would likely be hailed as one of the greatest games of its era. High praise.
To put it simply, if you're thinking of buying it : -the story is too generic -the game isn't worth €60 -there are 4 maps that are all the same with just a reskin -empty areas -dungeons with puzzles that would be fit for a 5-year-old
I played this on Hard and I enjoyed the moment to moment gameplay quite a lot, I surprisingly ended up actually liking this quite a bit more than Mina the Hollower which I kind of regret playing. Unfortunately Team Asano games tend to either have really great stories (I think Octopath II is one of the best modern jrpgs) or just kind of ok ones and this fits in the latter, the plot is nothing special except the last like 10 minutes if the rest of the game had that juice it would have been something really special maybe!
El gameplay, sus escenarios, el pixel art, las mecánicas, todo está muy guay pero lo que mas me ha acabado enamorando y emocionando han sido sus personajes y la historia que a primera vista parece sencilla pero tiene mucha miga si acabas haciendo el final verdadero. Buenísimo!!
Adventures of Elliot for me was a bit of a U-curve. I started off quite excited with the game, then at some point in the middle it started to get a bit tedious and I found myself a little less engaged and excited to play, only for the final quarter or so of the game to get a big boost and end very strongly, leaving me with overall, a pretty positive reception on Elliot's adventure! This is Team Asano's first foray into the action RPG genre, hearkening to classics such as the older Ys titles, Zelda games and even stuff like The Adventures of Alundra. The action combat honestly feels pretty good! The hits feel impactful, your movement and animations are pretty fast and fluid, and the mix of weapons and upgrades you get allow you to find your combat niche. The boss fights are also very solid, with all the main ones feeling pretty distinct and well designed. So where does the action gameplay falter? Well in despite of the weapons and upgrades you get, I hit a certain point in the game where I felt like my combat approach wasn't really going to be changing much. This, combined with the relatively limited monster variety (you'll have seen most of the monster types in the game from a relatively early point), means that the dazzle and shine the combat has initially, becomes more of a going-through-the-motions, sort of thing. Still fun, but I felt that a lack of meaningful permanent upgrades or character development options halted the chance of combat maintaining that early excitement. On the topic of the limited monster variety, I will also throw out my main complaint with the game, and that's that the area variety does not feel varied enough for how much it wants you to explore. Despite the gimmick of the game being that you travel through different ages, the actual ages themselves don't feel distinctly different a lot of the time, which can lead to the feeling that you're just doing the exact same areas multiple times, and it's a bit of a dampener. It's probably the main factor that led to the middle-game dip of enjoyment that I had. This is mitigated a little once you start to just beeline for the main points of exploration for your upgrade hunting, but yeah, it is what it is. And also in relation to upgrades, there's one item you can buy from a shop VERY early on that I cannot imagine playing the game without. I had this accessory equipped for the entire game as soon as I got it, and it feels like you can do a whole bunch of platforming skips with it, use it to improve your overall mobility, and just strikes me as something that should be built into the overall kit of Elliot, instead of taking up one of the three limited accessory slots. This isn't really a negative, but just something that I kept thinking about. Without going too much into spoilers, I would say that the story starts off relatively straightforward. You'll get to meet a handful of likeable characters, and felines, but it feels like the plot meanders a bit at some point and loses the traction that it sets up. This might also be hampered slightly due to the side quests which can appear in rather large abundance, so if you're dead set on keeping up with them, as well as exploring all the maps, the pacing of the story can feel a little off. However, as previously mentioned, I felt that in the last quarter or third or so of the game, the story got much better. Things start to come together, revelations are had, everything feels collectively more engaging and it culminates in a finale that imo was pretty strong. The kind of finale where it makes up for the weaker paced parts of the story, and I'm glad it went in the direction that it did. I also in general appreciate how the game manages the endings, and the information that they reveal. Also, I've seen people complaining a bit about Faie. I can appreciate that some may be irritated by the very talkative and suggestion-giving companion, but she never bothered me that way. I had a particular source of enjoyment just watching her portrait change whenever Elliot was going through story dialogue with someone, and seeing her swap from her many poses of smugness, shock, and ganbare-ness, honestly always made me smile even 40 hours in. She's just really cute, and a nice companion to go with Elliot on his adventure. Related to Faie's portrait, the portrait art in general for the game is just really pretty. The character art is striking, and even has some little mouth animations for an extra touch in dialogue. There are moments too where a character may have a brand new portrait pose for just a couple of dialogue lines, and then it's never used again, and I personally always appreciate things like this. It feels like the developers care about making small moments feel polished and special, instead of just relying on the same stock poses/portraits/etc for the entire game. Oh and the music is also solid. The soundtrack is actually surprisingly large, with you being able to unlock a sound gallery of sorts by playing some cute little minigames with Faie. Outside of the main theme, I'd say the town themes and dungeon themes got stuck in my head the most. I think I felt this way about Triangle Strategy. Team Asano made big strides going from Octopath 1 to Octopath 2, and I suspect if they ever do a sequel to TS or Elliot, the same level of advancement and quality improvements will be felt. Even in spite of the faults from their first foray into a different genre, there's a lot to like in the game, and depending on your tolerance for certain gameplay elements or design choices, there's even a lot to love. For me, I ended the game with the feeling that I can largely overlook the negatives, thanks to the positives having a much more lasting impression on me, which is an attitude I've tried to approach more games with in recent years. I'm hopeful for a sequel one day that improves the formula even further, now that Team Asano have the foundation for their action RPG series!
[h1] 体験版の印象を大きく上回る、良質なアクションRPG [/h1] 難易度ハードで一通りクリアまでした時点での感想。 体験版での第一印象は2Dゼルダの焼き直しだったがゲームが進むにつれてフェイの魔法・ジャストガード・魔石によるパワフルなカスタマイズが可能になり、かなり違う手触りのゲームに進化していった。ジャストガードは判定がゆるく、アクセサリで更にゆるくできるので心地よくガードしまくれるし魔石で強化した各武器は初期状態とは比較にならないパワーで敵を吹き飛ばせる(前面に盾を構えた敵だってガードブレイクできる仕様なのもうれしい)。操作はシンプルだが攻撃も防御もパワーを押し付ける楽しさがあるゲーム。 ストーリーは各時代の社会が大幅にデフォルメされているのもあり、いずれの時代の人物もその後の時代に繋がっているリンク感が心地よく、序盤何気なく見ていた様々な要素が過去の時代を遡る中でこうなった経緯が見えてくるのが良い。特に体験版にも出てくる最初の大ボス・カイフリードには意外なほどに奥行きがあった。物語に凄いどんでん返しや衝撃の結末があるわけではないが、ざっくり予想していた展開がしっかりと良い映像、良い音楽、良い声優の演技で楽しめる。 全体的に満足度が高く、クリアする頃にはキャラクターにも大いに愛着が沸いた。もしシリーズ化したら次も買う。
全クエスト、全回収物入手、真エンドは到達済です 雑感としては、SFC版ゼルダ風のゲームを現代のスクエニがパク…作ってみたゲームという感じ 最初は武器も少ないしダッシュのようなものも無いし、モーションも少なくて地味だけど、ある程度すると色んなアクションやカスタマイズが増えてそれなりに快適に動けるようになります 難易度もハードくらいでもそこそこにダメージが大きく油断するとダウンします 若干個人的には否定寄りですが、死んだ後にお金で全快蘇生が手軽にできます なんなら終盤なら1~2回とかならお金蘇生の方が安上がりです アクション苦手な人でもどうとでもなるでしょう 謎解き難易度は基本的に、アクション謎解き入門編みたいな位のものが多く、小学生でも何とでもなるくらいです 全体を通して、いくつかだけやけに難易度高めなギミックがありますが ちょっと難しい位のギミックなら魔法を駆使して強引に突破できたりもするのは面白い所 ただ歴史を行ったり来たりする関係で、同じワールドマップとダンジョン亜種が4セットあってそれらを回ってのアイテム回収や開拓は正直だるいと思われても仕方ないかなぁ でもいわゆる、小さなメダル扱いのネコ集めや、強力な装備、ハートの欠片的なアイテム、ダンジョンの未発見宝箱なんかがMAPで位置確認できるのはかなり神システム。他のクソだるい攻略サイト見比べながら探さないと実質コンプ不可能なアレやソレも見習って欲しい ※注意!以下、軽いネタバレを含む感想です 時を遡って色んな歴史を見て、主人公はそこまで深く考えずどんどん干渉していくのは見てて少し不安になる けど、強制力みたいなものも多少はあるのか、ほんの少しだけ歴史が変わっていく位で進行していきます ちょっと地名が変わったり、後世に残る歴史書や儀式が少し変わったり、ちょっと綺麗な花が絶滅しなかったり そんな些細な変化しか起きない中、その些細な変化で結果的に歴史が大きく変わるフラグが構築されていくのは面白い あの人の子孫があの人かーとか、ここで何が起こって時代が変わっていったかという話が随所にあるのが面白い そして、メインになる町が基本的に一か所なのは判りやすくて良い。 下手に広すぎると判りにくくなりすぎる内容だったので丁度良かった ストーリー自体のメインテーマに大きく「人種差別」が関わっていて、その辺は割とデリケートな話題も多いからこそ、「日本にしか作れないゲーム」という感じが強い 自分たちと違う二足歩行の種族を蛮族と一括りにして敵扱いし、近しい容姿を見せ、会話すら通じる相手すらも排斥するような話が多く、日本以外でこういう表現の評価ってどうなってるのか気になりますw
This game is delightful. I think three major things are at force here: 1) Straightforward jrpg dialogue and actions; if you don't enjoy that sort of thing, give it a chance anyway in this case, because this game does it right. 2) Action combat and quick traversal - you can teleport, movement is quick, and weapons are varied to suit playstyles. You always have another way forward. 3) Magicite system - the namesake is from FF6, but the options are so huge. You'll find something you think is too strong and use it a lot, but that's because the system enables strength. The only qualm here is the price point - if you don't feel comfortable, wait for a sale down the line, but this game is really worth playing.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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