Eternal Strands (2025)

Yellow Brick Games

PC (Microsoft Windows) · PlayStation 5 · Xbox Series X|S

3.03 from 33 ratings

108 members have it in their collection · 2 playing now · 37 backlogged · 42 wish listed

How long? · with extras 41h · 100% 56h (from 6 logged playthroughs)

Fight epic, towering creatures while blending magical abilities with an arsenal of powerful weapons to keep the world from crumbling in this third-person, action-adventure game.
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Release dates

  • Jan 28, 2025 (Full Release) (Worldwide) PC (Microsoft Windows), PlayStation 5, Xbox Series X|S
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Featured in lists

Favourites of 2025 by BMO · 6 games · 0

Rating distribution

5 stars
4
4 stars
7
3 stars
9
2 stars
12
1 star
1
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Community All Reviews Statuses

Jeroen

Status Jeroen Nov 28, 2025

Loved the game, mostly the story and the world. Combat was not impressive, but I like story mode anyway :)

BMO

Status BMO Feb 27, 2025

Wow, I haven't played anything on Xbox's GamePass streaming platform in a while because most games I'm playing can be accessed via PC GamePass through GeForce Now. I wasn't quite prepared for how much poorer quality Game Pass streaming is than GeForce Now because I haven't done a direct comparison in some time.

  • GamePass streaming seems to limit itself to …
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Wow, I haven't played anything on Xbox's GamePass streaming platform in a while because most games I'm playing can be accessed via PC GamePass through GeForce Now. I wasn't quite prepared for how much poorer quality Game Pass streaming is than GeForce Now because I haven't done a direct comparison in some time.

  • GamePass streaming seems to limit itself to about 10-12Mbps, with no option to adjust this. This is much much lower than GeForce Now which has a fully adjustable bandwidth slider from 5Mbps all the way up to 75Mbps if your connection can support it. I've never needed anywhere near 75Mbps, but I usually have GeForce Now around 30Mbps which tends to make for a very nice smooth streaming experience.
  • There is quite a lot of compression artifacts, especially when panning the camera. I don't recall Game Pass streaming exhibiting this before, but Xbox seems to have removed the "boost clarity" button, which I believe did increase the Mbps throughput.

The Xbox version of Eternal Strands is also suffers from a significant visual downgrade from PC.

  • The only graphical settings option available it to toggle depth of field on Xbox. There is not graphics or performance mode.
  • Even at 1080p, texture quality is exceptionally low.
  • Shadow quality is set to low with a great deal of dithering visible. Shadows are also very chunky. The Xbox might have a custom shadow setting because I didn't notice huge differences in shadow quality on PC between the lowest and highest setting. High quality shadows tended to exhibit better blending and more natural edges, but low wasn't particularly bad. On Xbox the shadows appear to be lower than the lowest setting on PC, which is surprising because I didn't think this was a particularly taxing game.
  • I don't think either the texture issue or shadow issue is related to streaming or bandwidth because all the prerendered visuals such as the illustrated dialogue scenes and menus are nice and crisp.
  • Why is Field of View a PC only variable setting? Why can't console players have FoV control? Not only can adjusting FoV alleviate motion sickness for some, some games feel way too zoomed in. I immediately increased the FoV for this game on PC, which gave me much better situational awareness. Playing on console without FoV feels like a punishment.

I don't really care much about fidelity, especially in a game that is as visually abstracted from realism as Eternal Strands is, but there's such a steep drop in texture and shadow quality on the Series X version of this game that I really feel like console players are getting a raw deal. That, plus the absence of a FoV setting would make it really hard for me to recommend this to console players. Which is too bad, because despite its wonky physics and the odd flaw, I do like this game. But it's obvious console players get the worst version of Eternal Strands and I don't know how that won't hurt its popularity.

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BMO

Status BMO Feb 25, 2025

It’s frustrating that Arkons can grab you while you’re climbing them even if they can’t quite reach you because your hitbox is so big you magnetize to their hand (i.e. magically teleport inside their grip). It’s also frustrating that if you run behind them during the animation leading them to hurl something like a boulder in front of them, the …

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It’s frustrating that Arkons can grab you while you’re climbing them even if they can’t quite reach you because your hitbox is so big you magnetize to their hand (i.e. magically teleport inside their grip). It’s also frustrating that if you run behind them during the animation leading them to hurl something like a boulder in front of them, the boulder magically flies backward behind them and toward you. I like this game but there’s some wonky physics going on for certain.

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BMO

Status BMO Feb 24, 2025

Recent annoyances aside, I appreciate that one of the side quest chains deals with a companion’s severe clinical anxiety and recent struggles she had with it. I appreciate that the game treats it thoughtfully, dealing with something that would certainly affect anyone in the tense situations depicted, but that very few games like this tend to explore.

BMO

Status BMO Feb 24, 2025

I just experienced what is now the most annoying thing to happen in Eternal Strands. I was harvesting a Drake and usually upon success the drake crashes to the ground. Well this time the Drake crashed outside the boundaries of the area, causing me to die and all the resources I was gathering from the drake to despawn. And …

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I just experienced what is now the most annoying thing to happen in Eternal Strands. I was harvesting a Drake and usually upon success the drake crashes to the ground. Well this time the Drake crashed outside the boundaries of the area, causing me to die and all the resources I was gathering from the drake to despawn. And now I’ve learned never to harvest flaying creatures in The Bastion because the Bastion clearly wasn’t designed to keep them within its boundaries (this despite the fact that the first creature you harvest in The Bastion is also a flying one).

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BMO

Status BMO Feb 23, 2025

There’s a large enemy, one of what the game calls Arkons, that is such a pain in the ass that it’s bringing my feelings about the game down. Not because it’s hard to beat. Not at all. If you want to defeat the enemy you can do it in your sleep. Rather, it’s because in order to farm it for …

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There’s a large enemy, one of what the game calls Arkons, that is such a pain in the ass that it’s bringing my feelings about the game down. Not because it’s hard to beat. Not at all. If you want to defeat the enemy you can do it in your sleep. Rather, it’s because in order to farm it for an important element, you have to bait it into chasing you around so that it can do this one specific attack to reveal four weak spots. You then have to destroy those weak spots to reveal a final weak spot that you can harvest for the needed resource. Sounds simple enough and not anything to really complain about, right?

The problem is that the four initial weak spots have some of the worst, i.e., smallest, hit boxes in the game. That coupled with I’ll admit, despite my enjoyment of the game, are some wonky climbing physics and camera angles make the weak spots annoying to target. You have a small window to destroy the weak spots before they disappear. If they disappear you have to kite the enemy around the map starts again. If you only destroy one weak spot each time you have to kite the Arkon four times. Lord help you if you fail to destroy one, and have to encourage it to chase you for additional rounds.

Why? Because it’s honestly dullest thing in the game. The loop consists of the Armon chasing you for a couple minutes, followed by raging out and then chasing you a bit swifter for a couple more minutes. If you’re not trying to harvest elements from the Arkon, you can kill it in the time it takes to make one loop. But if you need to harvest it (which you do) you’ll have to endure basically doing nothing but running in a circle for twenty minutes.

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BMO

Status BMO Feb 21, 2025

I’m having a really great time playing this game. It’s not without its faults, some of which I’ve mentioned in previous posts. I don’t really know how to nail down a concise description of everything I like about it, but I enjoy the gameplay loop quite a bit. It’s not doing anything truly revolutionary, but it’s clearly influenced by everything …

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I’m having a really great time playing this game. It’s not without its faults, some of which I’ve mentioned in previous posts. I don’t really know how to nail down a concise description of everything I like about it, but I enjoy the gameplay loop quite a bit. It’s not doing anything truly revolutionary, but it’s clearly influenced by everything from Dragon Age to Monster Hunter and Dragon’s Dogma. It doesn’t have the depth of any of those, but it does borrow elements I like from each to make something new. It’s also has very generous systems that never punish the player for experimenting with new gear or weapons, always allowing you to recover all you materials and craft something new to suit your gameplay approach. In many ways that means it’s kind of lacking in the friction I so enjoy in a game like Dragon’s Dogma 2 but somehow I don’t mind. I’m just having a good time. I like the characters and the story, while conventional, is still interesting enough to compliment the gameplay.

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BMO

Status BMO Feb 20, 2025

This game seems to have a dialogue triggering issue. It's clear certain in-game events are supposed to trigger new dialogue with companions, and companions will have the talk option highlighted when they have something new to say to you. Much of the dialogue is contextual and will apply to events that just occurred. Every time I returned to camp, multiple …

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This game seems to have a dialogue triggering issue. It's clear certain in-game events are supposed to trigger new dialogue with companions, and companions will have the talk option highlighted when they have something new to say to you. Much of the dialogue is contextual and will apply to events that just occurred. Every time I returned to camp, multiple companions had new dialogue for me. Except Oria. Oria never seems to have anything to say. Well, it turns out she does, but it seems none of it triggered after the corresponding events. Instead, they suddenly unlocked after some random side quest I completed, and now she has upwards of ten distinct conversations for me. And each one pertains to an event that happened hours ago. It's as if there was some additional trigger that I hadn't activated, and once I did, all the other conversations triggered by other quests and events started to flow. It's nice to get some of those gaps filled in, but the flow feels very unnatural as a result.

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BMO

Status BMO Jan 28, 2025

Well now, this game starts with a narrative about a magical city/nation called The Enclave that was a thriving location of all magic users and a central hub for the rest of the world before an arcane disaster, called The Surge, cause the Enclave to seal themselves away from the rest of the world behind The Veil. In the resulting …

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Well now, this game starts with a narrative about a magical city/nation called The Enclave that was a thriving location of all magic users and a central hub for the rest of the world before an arcane disaster, called The Surge, cause the Enclave to seal themselves away from the rest of the world behind The Veil. In the resulting destabilization, the remaining nations were plunged into a series of decade long wars. At the end of the war, magic users were shunned, blamed for The Surge, the ensuing unrest and the wars. Weavers, magic users, are similarly shunned and have to carefully navigate the world giving the average person's hatred for them.

After making my way through that opening description, I really needed to look into the devs that made this game. Turns out it's made by a bunch of Canadian devs under the leadership of Mike Laidlaw, former Dragon Age creative director. It shows, lol. So maybe this is the second "Dragon Age" game in so many months, if only in spirit.

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