I played The Adventures of Elliot: The Millennium Tales
This game was released in 2026 by Square Enix for modern platforms. I played the Nintendo Switch 2 version.
This is a fantasy exploration-action-adventure kind of game, very reminiscent of The Legend of Zelda or classic Ys. Running around, hitting enemies with a sword, solving dungeons. Exactly my genre of game.
My overall verdict for this game after completing it would be..... "it's pretty good.". it's a good game. But unfortunately, there were several aspects of the game that felt disappointing or underdeveloped.
The basic premise of the game, without getting too deep into the story specifics, is that Elliot the adventurer has been tasked by King Hichard of the Huther Kingdom to investigate the old ruins. Upon discovering a "doorway of time" that leads to another age, the king's minister Kaifried takes it upon himself to travel back in time to betray the king and seek power for himself. Elliot rushes after Kaifried to stop him before he changes history, and he eventually meets up with a fairy named Faie who can help him overcome Kaifried's newfound power.
Later in the story, the princess falls mysteriously ill, and Elliot must travel through more doorways of time to go back in time even further, to discover the cause of the princess's ailment. And eventually...he will save the world from a great evil.
The game takes place in the continent of Philabieldia, a land full of hordes of bestial tribes (the regular enemies you encounter) that are in constant conflict with humankind.
The story takes place across four eras:
The Age of Safekeeping is Elliot's present day, with the Kingdom of Huther, a castle town with the king and princess.
The Age of Reconstruction, with the Village of Littlehope, a settlement built upon the remains of a once-thriving nation.
The Age of Magic, with the City of Weyzn, a town of magical research and innovation governed by nobility.
The Age of Budding, with the tribal village of Hitoyori, a settlement of humans who fear the magic of the beast tribes.
Also mentioned throughout the game is the Age of Myths, but disappointingly, you never actually go there at any point.
As a side note... the name "Philabieldia" apparently is what you get when you try to localise the name "Firebirdia", which is from the original Japanese version of Elliot. (Try reading it Japanese-style: fi re bi ru di a). It's named after a fire bird because there are legends of a great phoenix sleeping within the mountains of this land. ... but that intended meaning seems to not have been noticed at all by the English localisers, so they just came up with something that matches the phonemes, but it ended up nonsensical and weird-sounding. ...and it's hilariously so easy to mis-read Philabieldia as Philadelphia, it's ridiculous.
I've noticed this in modern English translations of Japanese games - these days, they're all so scared of re-naming anything. Everything must be accurate to the Japanese source, even if a different name would fit better for English audiences. They'd rather make up some nonsense than find a good fitting name. ...Is the target audience for role-playing videogames nowadays just Japanophiles, or what?
anyway. ...
The graphical style of this game is nice. It's Square-Enix's signature "HD-2D" style, which was first introduced for Octopath last decade. Seems like they're still going all-in on making as many HD-2D games as they can, even after so many years. It's nice to see. (my favourite one of these was the Live A Live remake they did a few years ago)
The environments, especially the towns, are set up in a way that makes it feel like a sort of pop-up picture book. And the scale and scope of the world is kept small and relevant, kind of like the setpieces of a stageplay, or even a puppet show. The towns are small, but Faie does say, "Whoah, this place is huge!" and that kind of stuff in order to give you an idea of what it's supposed to be like in-fiction. It's more about the storytelling than the actual layout design, it seems. Just like with a stageplay, they want you to use your imagination a bit.
This kind of suspension of disbelief is also required when thinking about the doorways of time Elliot travels through. Even though they're just out there in the open, nobody else in the whole world seems to know about them, and so the secret of time travel is Elliot's to keep. ... It feels a bit too...contrived, maybe? I think it would have made more sense if Elliot needed some kind of device to resonate with the doors to use them or something, but.... no, they're just doorways that are out in the open, but nobody else in the world ever stumbles across them. ... ...yeah, I dunno about that.
Some imagination is also required for the dialogue scenes too. NPCs will talk about things in very straightforward terms that don't feel like natural conversation, but do make sense for a story with a hero like Elliot as the lead. Everything in this story revolves around Elliot being the hero, even if that means the story has to go out of its way to get him involved with matters that otherwise don't pertain to him.
While I do prefer to see a more naturalistic and fleshed-out world in my RPGs, I think it's okay for a game called "The Adventures of Elliot" starring the dashing hero Elliot to be... you know, focused entirely on Elliot. It's fine. It works for what it is.
That being said.... a lot of the dialogue in this game is on the rather bland side. It's not bad, just, a lot of it isn't the most engaging. When doing sidequests, it can feel like a bit of a slog watching so many of these dialogue scenes that are functional, but lacking punch. ...I'm not really sure what the solution is.
...
So the game is an action-exploration kinda game, you get a sword and can use it to whack enemies. You can charge the sword by holding the button, which will fling a shockwave forwards. You can also acquire several different weapons throughout the game: a spear, a bow-and-arrow, a boomerang, bombs, a hammer, and a chain-sickle. Each one attacks enemies in its own way, so it's up to you to decide which one you like the best. You do need to replenish arrows and bombs, but the other weapons don't cost any resources to use.
I ended up literally never using the spear or hammer for anything, ever. The boomerang was useful as a ranged option before I ended up getting (and preferring) the bow. And the chain-sickle ended up being my preferred ranged option when I didn't want to waste arrows.
Bombs are super-powerful and always useful, but you can blow yourself up too if you're not careful.
Throughout the game you can also find and equip "magicite", which is used to power-up your weapons. Some of the magicite effects are pretty simple, such as just increasing damage dealt. But other ones can be pretty specific. There's a bow magicite that makes it so that your arrows are more powerful if you have fewer than ten remaining, which is fun at encouraging you to not be too thrifty with your shots. There's a boomerang magicite that lets you throw two of them at once, but they become weaker.... which is actually pretty good if you primarily use the boomerang to interrupt enemies rather than damage them. There's a bomb magicite that makes them take longer to blow up, but the explosion is more powerful. Makes it harder to use on fast-moving enemies, but the extra strength is real good.
Some of them change your weapon behaviour entirely - there's a boomerang magicite that makes charged attacks orbit around Elliot rather than fly forward, which can be nice to use as a shield versus projectiles. There are several spear magicites which only come into effect if you're swapping between spear and another weapon often, which ... kinda seemed a bit too specific for me to want to mess with.
But each magicite you find does add another way to customise the weapons to your liking. It's quite varied and intricate, and it does lead to a nice variety of possible playstyles. I found the ones I liked, and I'm sure different players will find their own weapon combinations they like too. Who knows, maybe the spear is super-powerful and I just don't know it. I think they did a great job giving us a large variety of playstyles.
I do like how the game allows you to pick and stick with the ones you prefer, but maybe it's a little sad that the game never really makes it necessary to experiment with them all. I feel like there is a whole world of spear and hammer techniques in this game that I don't know about, simply because I preferred to use the boomerang and chain-sickle.
I think it would have been cool if there was a battle arena side mode where you were restricted to just one specific weapon, for example.
There does exist a trial arena in this game, which includes an endgame boss-rush trial, but they never restrict your build options. There are only four trials in the arena, which feels like wasted potential. I think it would have been cool if there was more to it. And if they designed challenges that really put to test everything that's possible with the systems they built. Oh well.
Elliot also has a shield, which blocks enemy attacks when you hold the button. If you sustain enough shield damage, it temporarily breaks and you can't shield again until the cooldown finishes. Later on in the game, once Elliot acquires the Moonmirror shield, you can also press the button with perfect timing to parry with the shield, which avoids shield damage and stuns the enemy. Or if it's a projectile, it reflects it back. I always enjoy "perfect guard" moves like this in action-RPGs, so I find this very fun.
Faie the fairy is Elliot's travelling companion. She appears in the game as a little blue butterfly who can be controlled with the right stick. She can be controlled independently of Elliot, though she can't fly too far away from him.
They actually do allow you to set a second controller to control Faie if you want, so The Adventures of Elliot can be played as a co-op game. I like that they thought of this. Maybe fans of Secret of Mana's co-op play will enjoy this.
As you progress the game, Faie learns five different spells. Ignite, Sprint, Warp, Vacuum, Copy. These are mostly used for solving dungeon puzzles, though they can have other utility as well. Ignite is a pretty decent fire spell that will be Faie's main method of dealing damage to enemies, especially once you find the upgrade that adds a little burst of fire to it. Sprint makes Elliot dash really fast, which is nice to save traversal time throughout the game. Warp lets Elliot teleport to Faie's position, which is mostly useful for puzzles. Vacuum makes a tornado that sucks in enemies, and Copy turns Faie into an invulnerable copy of Elliot who attacks with the same strength... these last two I didn't end up using much, since Ignite was more than powerful enough to deal with enemies just fine, and I didn't want to have to keep swapping abilities all the time, cause it gets a bit fiddly to do so. Though Copy can be particularly strong when a boss is stunned and it's your chance to get attacks in. Two Elliots mashing the sword at once can really drain the boss HP pretty quickly.
...
The exploration in this game is open-ended, though the story progression is linear.
The world map size is fairly small in this game, but that doesn't mean exploration is too simple, as there are lots of caves and dungeons to find throughout. You can pretty much just run around the world as you please, and enter the dungeons whenever you come across them, with very few roadblocks preventing you from accessing places.
Dungeons in this game are easygoing affairs for the most part. You kind of go in, run around a bit, solve a few simple puzzles, defeat a few enemy rooms, find treasure, and leave. Each dungeon has its own theming to help it stand out, such as a desert dungeon full of sand pits, an ice dungeon with slippery floors, a water dungeon with rising and lowering water levels, a volcano dungeon with platforms that rise in and out of the lava... Oh, this is all very standard videogame dungeon theming, isn't it?
The Adventures of Elliot does invite a lot of comparison to The Legend of Zelda, but I have to say, the dungeons in Elliot are nowhere near as interesting or as memorable as the dungeons seen in a Zelda game.
In Zelda, the design of the dungeons really does encourage you to really think about how everything fits together, in order to solve some kind of big-picture puzzle, or to figure out how to cleverly use a new tool to manipulate the environment in specific ways to progress.... meanwhile, with Elliot, the dungeons really are just a series of small rooms full of enemies, platforming, or simplistic isolated puzzles that don't necessarily need to relate to anything else too much. Elliot dungeons are straightforward affairs that don't feel like big stops on your journey, whereas a Zelda dungeon is a significant event that requires your full attention.
I still enjoy it. But Elliot isn't replacing Zelda in my heart any time soon.
The world layout is exactly the same between the four different eras, and the dungeon locations are in the exact same place in each age.
Each dungeon only has one age where it is a complete fully-explorable dungeon. If you visit a dungeon in the wrong age, you may only be able to explore two or three rooms and find one treasure chest. When you reach the chest at the dead-end, Faie will say "Oh, that's all? Maybe we could continue exploring in another age...".
So yeah, while each dungeon has four different versions of itself depending on which era you are in, only one of them will be the dungeon's true form. I think this is good, because otherwise we'd have to do every dungeon four times, which would get extremely repetitive.
The story progression doesn't force you to visit the majority of the dungeons, interestingly. They do exist mostly as optional exploration content, which I very much enjoy. I like that the game truly does let you explore at your own discretion.
The plot of this game is very linear. If the next quest marker tells you to go somewhere or talk to someone next, that's what you gotta do. But you do have the freedom to go everywhere else first if you want to. You can choose between exploration and story progression at any time, pretty much.
This basically meant that, whenever I arrived at a new age, I would halt the story progress to go explore literally the entire world all over again, and only then would I return to the main quest. .... Maybe this is not how the designers expected the player would behave...? It did start to feel repetitive once I reached the fourth and final age. ... maybe they were expecting players to pace exploration and story a bit more evenly?
The thing is, though, it is rather disappointing how the world is basically unchanged in each age, aside from the town in the corner, which is either Huther, Littlehope, Weyzn, or Hitoyori depending on the age. But pretty much everything else in the overworld is identical between eras. And that's a disappointment.
I would have loved to have seen more variation in the world layout. Because as it is, you basically just have to uncover the same exact world map four times throughout the journey. It's not nearly as interesting as it could have been if they decided to add more changes.
I was also disappointed to see how the whole idea of the beast tribes was not explored to any degree. I was anticipating that we might travel back in time and find a village or settlement where the beast tribes were not always so violent, or something else that would expand their role in the world. But no. They literally exist just to be gameplay enemies, and they don't have a whole lot of story relevance other than "these guys attack humans". It's a missed opportunity for sure.
...
I felt like, as a time-travel story, this game really didn't utilise time-travel in interesting ways the way I was hoping. For the most part, the four different ages are entirely self-contained.
...Occasionally a sidequest done in one age will affect a future age in a very minor way. For example, if you complete the sidequest where Elliot helps an old picture book author create a new storybook in the Age of Reconstruction, when you return to the Age of Safekeeping afterwards, the two kids who are reading stories will have their dialogue updated to imply that the book they're reading is now the same one Elliot helped with. ...Doing sidequests in the past affects the future only in very self-isolated and largely inconsequential ways like this, that are only really reflected in throwaway NPC dialogue.
And sometimes, it doesn't seem to make... chronological sense? There's sidequest where you need to investigate why a group of rogue automata are gathering around a spot and attacking anyone who approaches. So you go back in time, and discover that these automata were originally protecting someone who died in this spot, and were never programmed to stop. So you go back even further in time, and rescue the man so he doesn't die. When you go back to the present, the questgiver asks if you figured out why the automata were there, and he thanks you for solving the problem. ..... but if we truly did change history so that the automata never guarded this spot, how does he still have memory of the problem to begin with?? Hello???
There's another sidequest where you help establish a construction company in the Age of Budding, and they go on to become world-renowned builders. After completing this quest, when you return to the Age of Safekeeping, there's NPC dialogue saying how this famous construction company even built Huther castle! .... ... but.... but in the timeline that existed before Elliot completed this sidequest, why is there the exact same castle anyway?
I feel like, maybe the castle should have changed to look upgraded or something after completing this quest? to imply that the new construction company caused a better future? But instead.... history is "changed", but nothing actually comes of it. Why not? It would have been so cool if completing this quest completely changes the look of the castle or something.
The game is full of frustrating little inconsistencies in the rules of time travel that are kind of just brushed aside for the sake of status quo. The threat of a bad guy changing history for the worse never actually materialises into anything you see. History is never changed for the worse, and Elliot never has to fix time-travel induced problems like that. And I find it annoying how Elliot was so concerned with Kaifried going back in time and changing history, but has no problem changing history himself. That feels like very simplistic "well it's only bad when the bad guy is doing it" kind of storytelling that doesn't sit right with me.
It's just.... okay, so. Let me mention something here. So the HD-2D style of modern Square Enix games is designed to call back to the old 16-bit days of RPGs. This is a deliberate feature of these HD-2D games. ... and when you think of 16-bit Squaresoft games, especially when you've got time-travel on the mind, obviously, obviously the first one that comes to mind is Chrono Trigger. Right? I'm not just bringing up a legendary game like Chrono Trigger out of nowhere here. ...Elliot can't help but invite comparison to Chrono trigger just by its very nature as a classic-style time travel game by Square.
Right? Right.
Well. If I compare Elliot to Chrono Trigger... I'm sorry man. Chrono Trigger just blows it out of the water and it's not even a contest.
Elliot's utilisation of time travel is just straight up boring when compared to what Chrono Trigger was able to do with it. Chrono Trigger has so many fun and interesting ideas that play with the concept of travelling through time, and it can affect the world and characters of the game in fun and unique and memorable ways. And I know. . . ... I know Elliot is doing its own thing. And that a comparison like this isn't exactly fair. But the comparison is right there, and it's just so disappointing to see that Square is still not able to match something they made in 1995.
Anyway. With all that being said, The Adventures of Elliot does actually have one lategame plot twist that utilises time-travel in a good way. Elliot unwittingly rewrites a significant part of history about himself, and I actually did find this twist compelling. The last parts of the story were quite fun and interesting to watch due to this. ....... I only wish the whole game was like that. Seems like they saved all the interesting stuff for the end.
...
Overall, I actually did have a good time with this game.
The gameplay is really fun, I always enjoy bashing monsters, running around, clearing dungeons, and finding upgrades. It's all good stuff.
I was just... so let down by the game's half-hearted implementation of a time-travel story. I feel like Square Enix's HD-2D team needs to be way more ambitious.
...That's why I liked Live A Live - that's an RPG where one of your party members is a robot powered by turtle soup. why can't the HD-2D team make something as inventive as that themselves, huh?