Steam · Action · Adventure

The Adventures of Elliot: The Millennium Tales

The Adventures of Elliot: The Millennium Tales Review: Sharp Swings Trapped in 2D Space. Square Enix and Claytechworks marry HD-2D presentation to real-time weapon swapping, but flat depth makes spacing messy.

Vance · Jun 21, 2026 · Played for 22 hours on PC with an Xbox controller.

First Swings and Stick Response

The moment Elliot pulls out a blade, you can tell the team wanted direct manual control instead of turn menus. The left stick feels heavy right out of the gate, but your basic swings come out without sluggish input lag. You get seven weapon categories to pick from and you can strap two to your loadout simultaneously, flipping between them mid-brawl to adapt to whatever beast tribe packs run down your lane. English voice and interface options are included from the start, so callouts during combat are easy to track without staring at text boxes.

When an enemy lunges, the dodge has decent invulnerability right at the start of the roll. The recovery on heavy chops is long enough that you cannot just mash your way out of bad positioning. That discipline works in its favor. You commit to a strike, you deal with the recovery window, and you swap to your backup blade if you need a quicker arc to catch a stray flanker. It feels like an actual action game rather than an RPG pretending to have real-time combat, at least until the perspective gets in your way.

Elliot swings a heavy blade against encroaching beast tribe fiends.
Elliot swings a heavy blade against encroaching beast tribe fiends.

The Flat Perspective Trap

The problem comes down to how HD-2D handles spatial depth. Octopath and Bravely used fixed diagonal planes for turn-based skirmishes where vertical alignment never mattered. Here, you are running around in real time trying to line up horizontal hitboxes against fiends that occupy slightly different vertical strips of the floor. You think your sword tip is going to connect, you press the attack, and your blade whiffs right over their shoulder because their sprite was two paces deeper on the z-axis than yours.

It leads to sloppy trades that are not your fault. When three large beast tribe bruisers crowd you on a narrow dirt path, their collision boxes push each other around unpredictably. You hit the dodge button to slide under a claw swipe, only to clip the edge of an overlapping enemy hurtbox that you could not cleanly judge against the tilted camera angle. That lack of visual clarity turns precise duels into guessing games about whether your weapon arc genuinely intersects the target.

Navigating combat across the layered backgrounds of the Age of Safekeeping.
Navigating combat across the layered backgrounds of the Age of Safekeeping.

Time Shifts and Fairy Magic

Outside of standard steel, your fairy partner Faie handles elemental magic and utility. Her spells clear environmental roadblocks, but you also pop them in fights to disrupt incoming charges or expose fiends while you position your next swing. The story sends you through the Doorway of Time to help Princess Heuria of Huther by roaming four distinct historical eras: the Age of Safekeeping, the Age of Reconstruction, the Age of Magic, and the Age of Budding. Each era switches up the visual palette and drops in tougher enemy variations, though the basic layout of corridors stays familiar.

Magicite drops flesh out your offensive options. Slotting different stones into your equipped weapons tweaks how Elliot delivers his hits, granting extra utility to specific attacks and letting you tailor two entirely different functions across your active pair. Putting utility magicite on a fast secondary weapon while keeping raw impact on your primary blade gives loadouts genuine tactical weight. The systems are clean and easy to tinker with in the menus without unnecessary clutter.

The Cost of Choppy Arenas

The PC build holds up decently during quiet village walks, but busy combat encounters test the engine. Whenever Faie unleashes screen-filling fairy spells while multiple beast fiends swing at once, the animation cadence stutters just enough to throw off tight dodge timings. In an action game priced at $59.99, losing your rhythm during a boss pattern because the screen drops a couple of inputs on a busy particle effect is infuriating.

It does not completely ruin the adventure, but it stops the combat loop from reaching the razor-sharp tier it clearly wants to occupy. When the terrain is flat and you only have one or two targets to manage, spacing feels great and weapon swaps click instantly. As soon as arenas get crowded and the camera pulls back over dense sprite layers, the mechanics struggle against their own visual dressing. You get a competent action RPG with good combat bones that frequently fights its own display.

Faie casts fairy magic during a multi-target skirmish.
Faie casts fairy magic during a multi-target skirmish.

Related reviews

View all ›

Comments 14

BestNewest

★ Best comments

bramley_danJun 22, 11:48 PM

did anyone else try to jump over a low enemy swing and just eat it because the depth made you think you were farther back? asking for a friend. who is me.

hjt76Jun 23, 11:59 PM

Y'all ever notice how the recovery frames on the heavy weapon don't match the animation? I've been clipped by an attack that looked like it already finished. That ain't right.

prego_tonyJun 22, 11:59 PM

Approximately how many hours to finish the main story? I'm not interested in side content. I need to know before I decide on the $60 entry fee.

timberJun 25, 07:17 PM

Is the fairy spell targeting tied to the camera angle? And does the performance on PC hold at 60fps when there's 4 enemies on screen?

flanders mustacheJun 24, 10:17 AM

just vibing with the music honestly the magicite swapping sound effects are super satisfying even if i keep walking into attacks

buongiorno_billJun 23, 01:33 PM

Good call on the spacing issues. The fairy spell targeting completely misses if an enemy is even slightly off your vertical plane. Don't expect your spells to connect cleanly if they aren't lined up dead straight.

prego_tonyJun 22, 11:59 PM

Approximately how many hours to finish the main story? I'm not interested in side content. I need to know before I decide on the $60 entry fee.

danke_danJun 24, 01:14 PM

@prego_tonyI clocked in around 26 hours for the main story with minimal side content. Some folks online have said 24-28 depending on deaths. Hope that helps with your decision.

tampa_tyJun 22, 01:18 AM

bro the hitbox thing is so annoying. i swear i was lined up perfect but the game said no. u gotta be pixel perfect rn and its not even a pixel art game. also 60 bucks is insane for this

bramley_danJun 22, 11:48 PM

@tampa_tydid anyone else try to jump over a low enemy swing and just eat it because the depth made you think you were farther back? asking for a friend. who is me.

VanceJun 24, 10:17 AM

@tampa_tyI agree $60 is a stretch. The hitbox alignment gets worse when you're near walls. I'd wait for a sale unless you really like weapon swapping.

d4rk_pr1nc3Jun 21, 11:54 PM

yeah the depth thing is real (was dodging a fairy spell and ran right into an enemy's overhead swing because i thought i was further back). still fun though honestly just good to chill out with (after a rough shift anyway).

flintJun 22, 06:38 AM

@d4rk_pr1nc3the vertical depth is easily the most annoying part. i keep whiffing normal swings because i think an enemy is right on my lane when they're actually a tiny bit above me.

hjt76Jun 23, 11:59 PM

@d4rk_pr1nc3Y'all ever notice how the recovery frames on the heavy weapon don't match the animation? I've been clipped by an attack that looked like it already finished. That ain't right.

danke_danJun 21, 11:06 PM

Fair score. Swapping weapons on the fly feels super responsive and the recovery windows actually let you plan out your next hit instead of just mash. 60 bucks hurts, but messing with magicite to change up basic moves has been pretty fun.

oofJun 22, 01:39 PM

@danke_danyeah the magicite system is cool (i put the fire one on my sword and it added a nice little burn effect on combo enders). but i keep getting hit because i can't tell if the enemy is 2 feet away or 5 feet away (no stress either way though it's still a decent timewaster)

lanternJun 24, 12:06 AM

@danke_danHave you tried pairing the ice magicite with the spear? The freeze procs on the thrust give you extra recovery time to reposition. It helped me a lot with the depth confusion.