Eternights’ narrative whiplashes between silly moments and some genuine darkness, with players taking a simple scavenging side quest to retrieve a teddy bear for their crush before being faced with the mounting death toll in city scenes (which they will alternately employ as a dating backdrop). What’s left, then, is the story and simulation of romance, which does fare somewhat better. The QTEs are almost immediately exposed as cumbersome half-baked gimmicks which wear out their welcome as quickly as the first hour. These fundamentals carry the combat for the majority of Eternights and, aside from a particularly noxious series of endgame encounters, it’s accessible and coherent enough in the small doses of its structure while never truly rising above that bar. Basic combat is mostly restricted to a single attack button and combo, which allows players to work up to a stronger strike and activate a simple QTE, the latter of which is required to break the shields of tougher enemies.Ī simple rock-paper-scissors elemental system is occasionally used, and perfectly timed dodges throw the action into slow-mo while opening up the more defensive enemies to damage while building up to the next combo. In the action portions, players command the hero through mutated city environs while other characters follow close behind as conscripted supports. It's clear that the game aims for that Persona-perfected balance of work and play, but both sides of the Eternights gameplay coin often fall short.
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