The Adventures of Elliot: The Millennium Tales review – It's Always Sunny in Philabieldia ...Middle East

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But while these giants continue to dominate the limelight, one of SE's smaller teams has rather quietly been building itself a reputation.

Branching away from Asano's JRPG roots, Elliot is more of an action RPG, reminiscent in many ways of the era of top-down Zelda.

But what would be an otherwise overly simple fantasy plotline is expanded massively by the game's core conceit of time travel.

Beyond the importance of time travel to the story, it also allows for perhaps my favourite aspect of Elliot, which is exploring the world.

Exploring one dungeon in the Age of Safekeeping will pit you against certain enemies, puzzles and challenges, while the same dungeon in the Age of Magic offers an entirely different experience.

You'll acquire all of the available weapons, from a sword and spear to boomerang and bombs quite early on, giving you the chance to play around with them from the start.

Typically, these abilities are learned just before a dungeon where they might be useful, but they do all seem optional – though I'm not sure why you would avoid getting them.

The first, and the good one, is that the early hours are a joy. An entire world – or four of them – is at your feet, and you have the chance to explore freely, trying out different combat styles and clearing out dungeons.

In Zelda, when you uncover a new item in the depths of a dungeon, using it is key to finishing the dungeon's puzzles and, eventually, its final boss. The lack of this approach in Elliot means that after a few hours, many dungeons begin to blend into one.

In a strange sense, while ostensibly more similar to the likes of A Link to the Past in terms of presentation and theme, it feels more apt to describe its exploration as part Breath of the Wild, part original The Legend of Zelda.

While Elliot's gameplay is unique in many senses, despite wearing its influences openly, I struggle to say the same about its story.

It's a simple 'rescue the princess' tale that certainly did enough to pull me through, but never really hit the heights that other Team Asano games have.

Thankfully, in its final third, Elliot regains its footing, building to an excellent finish.

In each era, Elliot's story is somewhat localised in helping out the people of the time, resulting in what is effectively four separate tales.

I also wished that the people of Philabieldia had a bit more edge to them. Bar, naturally, the villains of the piece, almost every character from Elliot and Faie down to the townsfolk are far too nice.

Everything feels a bit too saccharine, a bit too perfect, and I think many of our main cast could have done with being a bit rougher around the edges, or in some cases, just out and out a***holes.

In all areas, Elliot lays the foundations of a genuinely top-class RPG, but never fully follows through on any of them.

But nonetheless, it's a game carried by a truly wonderful world, crafted by some of gaming's most underrated world-builders.

Instead, it offers a vast and beautiful world that rewards exploration and curiosity; one that left me time and time again with a smile on my face.

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