
A classic tactics RPG where magic and technology clash to determine the fate of the world. Command tactical battles, befriend and train your troops, create custom heroes, and experience the story through multiple branching paths.
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| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 56reviews | 91% | — | $16K |
| $9.99 | 15ratings | 91% | — | not modelled | |
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Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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To be honest, I don't know how to feel about this one. I can repeat what other people have said: the characters are well-written (Mahk my beloved), the story is compelling, and the gameplay is enjoyable. But I don't think that fully encapsulates some of the mixed feelings that I have. What I experienced in the final route was far more personal than I was expecting, and I don't know if that's a good or bad thing? This review is going to be a reflection on the true ending and why I don't I have it in me to hate this game. Spoilers from here on out. [spoiler]Coming into my 5th and final playthrough, I was already burnt out from over 80 hours of gameplay at this point. Every route I had experienced so far had an unsatisfying conclusion, which motivated me to see what the true ending would be. Some issues I had with the story at this point were that the characters, while individually fleshed out, never felt like they had the opportunity to interact with each other much due to how the game was structured. Once you got on a route, the main party members of your faction felt shafted in favor of that route's faction leader and their plans. I also wished that your party members would exert more of their agency instead of fully trusting every decision you made as their commander. In some routes you are doing things that your party members would probably hate you for (enslaving dwellers, planning to exile/kill all spacefarers), but rarely do they voice their concerns, and even when they do, those doubts don't lead to anything. Needless to say, I had high expectations for the final route of this game. In it, you unify both spacefarers and dwellers through the knowledge that you've gained through multiple playthroughs. I thought that without the restrictions that the other routes had, there would be room for development and interactions between factions as characters grapple with what to do after being told to wait until the anomaly comes. I definitely didn't expect every character, especially the faction leaders, to so readily trust you and band together, nor did I think that this route would be the shortest, skipping straight from week 10 to the final days without any cutscenes in-between. A few battles later and I see the final scene with all of the characters vanishing...then the game just ends. None of the issues I had with the story or characters were resolved. I find it difficult to just exclude this route from an evaluation of the full game because of its impact. The title screen is empty now, and a new game is treated as a hypothetical scenario rather than canon. If every route before seemed to be about escaping, ignoring, or fighting against the anomaly with varying degrees of success, this one is about accepting the anomaly, and I didn't know how to feel about that.[/spoiler] [spoiler]Now for a badly timed segue into something completely different (but still relevant, I promise)! Did you know that Eden’s Last Sunrise is based on the Reconstruction series that the developer created over 10 years ago? I’ve never played any of these older games, but I do know that characters and themes from those games make a return. Knowing this, I started to look at the Last Sunrise in a very different light. I see Eden’s Last Sunrise as a second chance and sendoff to the Reconstruction series as a whole. The developer with his newfound experience took characters, new and old, and told their stories the best he could. He offers them empathy through their complex emotions, compassion for all no matter their deeds, and mercy by essentially “freeing” them from the story. These characters were born in a doomed world, and all of their attempts to fight against the anomaly aren’t without sacrifice or consequence. Maybe, in the developer’s eyes, the only way to really give them peace and end the time loops was to allow them to transcend the bounds of the story itself. To accept the anomaly is to accept that all stories must come to an end. For us, it also means accepting that death is inevitable. The difference between us and these characters is that our stories haven’t ended yet. Even when we close the book on a lifelong project of ours, we can always make something new. A new day will come, and we can still watch the sunrise. And you know what? Maybe I’m wrong about all of this. I don’t know what was going through the developer’s head when making this game. This is the most charitable reading I can give with a bit of context. I still have issues with this game, and the Last Sunrise feels like it was meant more for the developer than the player. But I can’t bring myself to hate this game. Ending a story is never easy, especially one that you’ve been working on for over a decade, and I respect the developer for being able to end things on his own terms instead of letting the series stagnate. I can’t deny the fact that I got a bit emotional after seeing the narrator remind us that all things must come to an end. It felt like the developer was finally leaving the past behind and reassuring himself that things would be okay. So while the Last Sunrise wasn’t what I personally expected, which left me feeling unsatisfied, it will stick with me for a long time. I know I’m arriving to this party extremely late. It has been 3 years since this game was released and since then, the developer has released Dragon Detective which I plan to play in the future. I also haven’t played through the Reconstruction series, which may have made the true ending feel more impactful. At the very least, I’m happy that the developer was able to achieve some sort of catharsis with the end of this project, and that he is still making games to this day. [i]“And, don't forget...All things must end. It's time to go. Have you left your mark upon the world? Are you ready to move forward?”[/i] [/spoiler]
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Languages: English
| $14.99 |
| 9ratings |
| 98% |
| — |
| not modelled |
| $9.99 | — | — | — | 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.
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Recommended for fans of turn-based tactics and squad management who like a technology vs magic atmosphere and don't mind some budget elements. I also recommend you check out Fell Seal, God Wars, Tactics Ogre, Fire Emblem, Final Fantasy Tactics, and Arcanum which all have a bit more polish. +Art style +Story +Choice of faction (land/magic vs space/tech) +Turn-based tactics battles +Variety of abilities +Some unique classes +Some battle barks voiced +Variety of weapon types +AP system allows multiple attacks +Triple-Triad style card minigame -Dated visuals -No voiced dialogue -Text-heavy -Slow AI, no speed up battles/animation -Awkward multiple menus for basic commands -Time limits -Can't buy new equipment, only random rewards -Attacks often miss -Can't easily tell status ailments -Can't easily tell height, path blocked, etc -Very limited use weapons/ammo -Healing enemies can drag out battles -Dialogue can be long-winded
A decent game created by a solo dev. Some parts stand out as unique and very well done, namely its story and the characters. But there are small issues such as repetitive combat, inventory management, and UI in general. The story is set up in a way that encourages multiple playthroughs. Basically I'll need to choose which sides to play, either as Dwellers or Spacefarers. I chose the Dwellers first, then the Spacefarers next. It's interesting because the whole premise stays the same between playthroughs, but you'll be experiencing the events from different perspectives. The pre-made characters are memorable, and I liked how they develop and start to open up to the player as the story progresses. It's possible to create custom characters for the combat phase, and its customization is incredibly in-depth; you can change the voice and its pitch, choose any body/outfit color, and even add custom portraits. However I've run into many annoyances. First and the biggest one is combat, and how simple and repetitive it feels. The game doesn't explain the mechanics well, and it took me a while to even notice Tension mechanics (basically a resource used for Ultimate moves). Almost every scenario consisted of 5-6 enemies, and the goal was to just defeat all of them. It could have been more complex, such as enemy reinforcements and diverse objectives (survive for X turns, defend point Y for X turns, move all friendly units to point Z...) I ended up setting the combat difficulty to easy/very easy because it became too boring. Secondly, inventory management is a pain. There are no ways to sort/filter items which makes finding the specific one very time-consuming. I can see it becoming more of an issue after many playthroughs because it's not possible to sell any of them. Last but not the least, the UI is somewhat a mess. Everything is very colorful and expressive, which made finding the exact information I need very difficult. Sometimes I couldn't tell which button I can click on and which one I can't. It's also apparent during combat phase. It does a poor job at explaining status effects, and I found myself opening the character sheets everytime they got applied to my characters. It also doesn't fit the whole "impending doom" narrative at all. It took me 16 hours to complete my first playthrough, and I'll need to go through it at least two more times to see the supposed true ending. If the positives outweigh the negatives for you, the game is very much worth it especially on sale. Thankfully the dev always offers demos for their games. You'll get to experience everything it has to offer except for the crafting system.
A lukewarm recommandation. Eden's Last Sunrise is kind of an hybrid of TRPG and Visual Novel. Unfortunately, I don't think those two things go well together. At least not in this specific game. On the visual novel side, you have several routes available as typical, four normal ones (two on the dweller side, and two on the spacefarer side) and one "golden" one, and you have to go through at least two of the formers (one for each side) to unlock the later. But here's the thing - TRPG aren't quick affairs. My first playthrough took something like 20 hours, and for the other ones - well, look at my playtime (I did all the routes though, not just two + golden). Even though about halfway through my second playthrough I put the game on story difficulty and rushed through thing, it still took a hell of a lot of time to finish. And there simply aren't enough events to sustain that many playthroughs, I saw a LOT of repetition. I enjoyed my first playthrough, the second a little less, but the next ones were just plain boring. As for the tactical side, well there's just half of one here. What's there is fine, but it doesn't go very deep. There's a decent amount of classes (17), but it feels like way less than that, because they all feel very samey - you can clearly tell there was a very rigid formula that was followed when making them : exactly five active skills, two innate passives, two reactions, three "tension" (ultimate) abilities, four cross-class passives, and two advanced innate passives per class. And there's a lot of repetition even in the details : the first active of every single class is a basic attack with a rider of some kind (usually a minor status effect, sometimes an accuracy bonus under certian conditions, or an AoE, or something like that). Then you usually have one buff, two more specific attacks, and a final, more powerful but less usable attack. The cross-class passives also follow the same boring formula : the first one is almost always a resistance bonus (with every class having a different permutation, e.g +15 to this and +15 to that, or +30 to this, or +30 to that...), and the second one is often an equipment ability (that allows you to wield a specific weapon even with other classes). Only the last two stand out. That leaves the innate passives, and they are indeed notable, but they are only active for your primary class, as do the tension abilities. Add the fact that you can only have four cross class passive equipped at a time, and in the end a huge chunk of a class abilities are completely irrelevant when used as a secondary class. Though in the case of tension abilities it's not a big deal because you never use them anyway. Tension just takes far too long to build up - when I finally have enough to use an ability, I'm basically done with the map and don't need them anyway. There's also the impression that classes are all meant to have their own little niche and be a viable choice, except that some classes do have objectively better stats than others (including, inexplicably, four classes having an extra action point - which is a big difference, but they don't cover all archetypes so some builds are screwed). So if you're min-maxing you're going to want to use those classes, except if you do well you lose out on the innate passives of the previous class which might be better for what you want to do. There are also a number of interface annoyances. Inventory management is genuinely bad, there are no way to sort, filter, or discard equipment, and after several playthroughs you'll have amassed a huge amount of it, and it's a CHORE to go through it when you find something new you actually want to look into. The game also turns every effect into its own status instead of presenting things clearly. For example, the Engineer has an ability that inflics a physical resistance penalty and inflicts the sick status effect. But instead of just having the floating text say "-30 phys res" and "sick" after a unit has been hit, it says "Irradiated" - it's up to you to check what it actually means if you don't already know. And that's the case for EVERYTHING - the Enforcer's Evasion penalty? "Staggered". The Miasmatist's bio resistance debuff? "Noxious fumes". The Bodyguard's combat skill debuff? "Bruised". And so on and so forth. And finally, there are the resistances. There are six types of damage in the game, and every unit has different resistance to it. Problem is, there's almost no consistence to those values for the enemies, except "a class that uses mostly one damage will be resistant to it". Resistances can vary hugely from one battle to the next, and so you have to check them every single battle for every. Single. Enemy. Which gets extremely tedious. And if you're thinking you could just overpower that, well, no, you can't, quite the opposite actually. Enemy resistances are affected by the game's scaling, to the point where when you approach the level cap enemies will have massive resistances against every damage type except one or two. Hilariously, they're not dependent on the actual unit level - story difficulty sets the enemies level at 1, but I still found units with multiple triple digit resistances in every battle. Speaking of level cap, that's another issue with the visual novel aspect. I hit the level cap for my main squad about one third of the way through my second playthrough. Having so much of the game still left to do without gaining anything new was a chore and further reinforce my impression that you're not actually supposed to do all four routes, just two and then the golden ending. Now yeah, I'm kind of dumping on the game here. But I really want to stress out that to me, putting a visual novel and a TRPG together results in something less than the sum of its part. I still liked the game well enough to play it through entirely. The gameplay was great before it got stale, the story was nice enough, the characters seemed mostly believable, and the final route was a... let's say "interesting" twist. It's worth your time and money. But "the full experience" of doing ALL routes isn't. Ultimately, here's my advice. If you're looking for a TRPG, buy the game on sale and do ONE playthrough. The TRPG aspect gets stale very very fast after that. If you're looking for a visual novel, buy the game on sale or not and do TWO playthroughs before going for the golden ending. The game just takes too long to go through for the minor story payoff of seeing the other route for your chosen side.
I really like tactics games, and I was expecting this just to fill the desire I had to play one. I was not expecting such an interesting and immersive story and an incredible cast of characters. The gameplay loop is very fun! The classes are all interesting and suit a variety of playstyles too! The only thing I so far haven't really found all that interesting is the armor and accessories, but the approaches you can take to combat more than make up for it!
Fairly uninspired and simplistic gameplay aside, there's no reason for this to eat 11GB of storage space.
[h1]Eden's Last Sunrise: Tactical Masterpiece in a Furry Fur-pocalypse[/h1] [h2]Introduction[/h2] Greetings, fellow furries and gaming enthusiasts! It's your alpha ice wolf, Kiba Snowpaw, hailing from the frosty expanses of HowlStrom. With my magical paws and a lifetime of gaming wisdom, I've delved into the tactical RPG world of [i]Eden's Last Sunrise[/i]. This review will cover every nook and cranny of this game, offering a deep dive into its mechanics, story, and overall experience. So, gear up and let's embark on this pixelated journey together! [h2]Basic Plot Summary[/h2] [i]Eden's Last Sunrise[/i] takes place in a world where magic and technology are at odds. You play as the commander of the Cradle Project, tasked with deciding the fate of the world as a cosmic calamity threatens all life. Commanding tactical battles, befriending and training troops, and navigating multiple story paths are just a few aspects of this grand adventure. Will you trust the spacefarers with their digital collective consciousness, or will you harness the power of magic to protect your home? [h2]Originality[/h2] What makes [i]Eden's Last Sunrise[/i] stand out is its blend of retro tactical RPG elements with a unique action point system and branching story paths. The game's premise of a world divided by magic and technology is executed with finesse, offering players a fresh and engaging experience. [h2]The Studio[/h2] Developed and published by Sungazer Software LLC, [i]Eden's Last Sunrise[/i] is the brainchild of the same creative mind behind [i]The Tenth Line[/i]. Sungazer Software LLC is known for crafting intricate and heartfelt indie games that resonate with players. With [i]Eden's Last Sunrise[/i], they've managed to create a tactical RPG that stands tall among giants like [i]Final Fantasy Tactics[/i] and [i]Tactics Ogre[/i]. [h2]Analysis/Evaluation[/h2] [b]Gameplay:[/b] At its core, [i]Eden's Last Sunrise[/i] features classic turn-based tactical combat with a twist. The action point system allows for multiple actions per turn, making each decision crucial. The game also incorporates a unique blend of character classes, equipment management, and time-based mission planning. [b]Graphics and Sound:[/b] The pixel art style is both nostalgic and modern, with detailed environments and character sprites. The soundtrack complements the game's atmosphere perfectly, enhancing the emotional weight of the story and battles. [b]Replayability:[/b] With multiple story paths and endings, [i]Eden's Last Sunrise[/i] offers high replay value. Each playthrough can be vastly different based on the choices you make and the factions you align with. [h2]Character Development[/h2] [b]Main Characters:[/b] - [b]Commander (You):[/b] As the player, you shape the fate of the world through your decisions. Your interactions with the diverse cast of characters influence the story's outcome. - [b]Kara:[/b] A spacefarer with a mission to save her people. Kara's journey explores themes of trust and sacrifice. - [b]Zeko and Sicious:[/b] Leaders of the Dwellers, their arcs delve into faith, tradition, and the clash between old and new. [b]Supporting Characters:[/b] The game boasts a rich cast of supporting characters, each with unique backgrounds and motivations. From the introverted chemist Moke to the pragmatic Kesh, every character adds depth to the narrative. [b]Character Arcs and Relatability:[/b] The characters' development is intertwined with the game's branching paths. Your choices shape their destinies, making their arcs relatable and emotionally impactful. [h2]Structure[/h2] [i]Eden's Last Sunrise[/i] is structured around a time management system where you must balance mission dispatches, training, social interactions, and exploration. The game's pacing ensures a dynamic and engaging experience, with each week bringing new challenges and opportunities. [h2]Impact[/h2] The game leaves a lasting impression with its thoughtful storytelling, complex characters, and tactical depth. Its exploration of themes like trust, faith, and the clash between magic and technology resonates deeply, making it a memorable experience. [h2]Hook and Thesis[/h2] The hook of [i]Eden's Last Sunrise[/i] lies in its compelling blend of tactical combat and narrative depth. The thesis revolves around the choices that shape the fate of a world teetering on the brink of destruction, emphasizing the importance of leadership, trust, and sacrifice. [h2]Praise and Critique[/h2] [b]Praise:[/b] - Rich, engaging story with multiple branching paths. - Deep and satisfying tactical combat system. - Memorable and well-developed characters. - Beautiful pixel art and an evocative soundtrack. - High replay value with diverse endings. [b]Critique:[/b] - Inventory management can be cumbersome. - Some classes feel underutilized. - The requirement to replay the game multiple times for all endings may be daunting for some players. [h2]Personal Opinion[/h2] [b]Enjoyment:[/b] As an avid fan of tactical RPGs, [i]Eden's Last Sunrise[/i] was an absolute delight. The game's strategic depth, combined with its rich narrative, kept me hooked from start to finish. [b]Highlights:[/b] The intricate class system and the engaging story paths were standout features. The ability to influence the game's outcome through my choices added a layer of immersion that I thoroughly enjoyed. [b]Drawbacks:[/b] The inventory management system and the need to replay the game multiple times to see all endings were minor drawbacks in an otherwise stellar experience. [h2]Evaluation[/h2] [i]Eden's Last Sunrise[/i] is a standout title in the tactical RPG genre. Its combination of strategic gameplay, compelling narrative, and high replay value make it a must-play for fans of the genre. While it has a few minor flaws, the overall experience is deeply rewarding. [h2]Comparison[/h2] Compared to other tactical RPGs like [i]Final Fantasy Tactics[/i] and [i]Tactics Ogre[/i], [i]Eden's Last Sunrise[/i] holds its own with its unique action point system and branching story paths. It offers a fresh take on the genre while paying homage to its predecessors. [h2]Overall Conclusion[/h2] [i]Eden's Last Sunrise[/i] is a gem in the tactical RPG landscape. Its rich storytelling, deep strategic gameplay, and memorable characters make it a game worth experiencing. Whether you're a longtime fan of the genre or a newcomer, this game offers something special. So, don your tactical gear, rally your troops, and embark on a journey that will test your leadership and strategic prowess! [hr][/hr] Kiba Snowpaw, signing off from the frozen tundras of HowlStrom. Until next time, keep your paws warm and your gaming skills sharp! [code]For more pawsome reviews, follow my curator page: [url=https://store.steampowered.com/curator/8527224-DanishFurryGame]DanishFurryGame[/url][/code]
First off, let me say that I'm giving this game a positive review because I've had fun playing it, but I actually have a couple of mixed things to say about it. Eden's Last Sunrise is very much one those games that comes with all the right elements but ends up being afraid to really force the player into them. The entire experience is overall quite mellow. From the story, the characters, and the character moments, it does just enough to get the job done, but it doesn't dare to try anything groundbreaking. And sadly, not daring to try anything groundbreaking is also how the gameplay unfolds. Every character can freely choose their primary and secondary class. However, the mixing and matching of classes isn't quite there because the primary class is the dominant one, determining a character's stats, available equipment, and enabling the primary class' passive effects and unique tension abilities. The secondary class is merely a vassal for more abilities, which means that classes are generally made to be independent from each other, so it's lacking the aspects of combining classes for more offensive or defensive builds. This is further limited by abilities only being usable with certain weapons. Ultimately, this ends up being most flexible with melee classes and really limited with ranged weapons. I swear most ranged weapon types are only intended to be used with 1 or 2 classes at most and not really intended for flexibility. The class I ended up enjoying the most was actually the Flightblade with Agent as a secondary class. This actually resulted in characters who could actively choose between ranged and melee attacks, moving around and going "invisible" with Infiltrate. And equipped with abilities of various AP costs. Speaking of, action points are scarce to the point that more abilities are not necessarily helpful anyway. The fights actually start feeling a lot more fluid once more AP comes into play - either by mastering classes or using higher tier ones that have more AP by default. It really makes me wish the baseline AP was higher so that the initial gameplay was more involved than just moving and attacking once. Another aspect the game seems scared to engage with is the ammo management of ranged weapons. It makes me wonder why this even exists of enemies are given way more ammo than me, but I get to use bonus abilities that stop ammo from ever running out. This makes me wonder - what if I had to spend inventory slots on additional ammo instead? What if guns had to be reloaded? This seems like a missed chance to differentiate the ranged weapons by things like ammo capacity, range, reload speed, ammo types. There would have been many more things possible other than getting me what is essentially the same weapon multiple times with different base damage types. So yeah, there are several more things I believe the game could have dived into to spice up the strategic elements. What it has, works well enough, but I truly believe that there is a lot that could be done here for added depth - the game just needs to not be afraid to actually with it.
I’ve finally finished it and unlocked all achievements! What a journey — I really enjoyed the story. It would be amazing if future updates could allow faster dialogue and battle skipping!
Nice tactical RPG with good writing. I want to give Moke a hug.
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