Edge Of Eternity Screenshots Showcase Impressive Graphics

The Kickstarted project that aims to bring a JRPG-influenced role-playing game to PC, PS4 and Xbox One platforms has just received some brand new screenshots. Midgar Studios unveiled two new in-game shots of the role-playing title and the graphics are looking more and more impressive each time a new set of shots are showcased.

The press notice recently went out to give media websites a heads-up that two new gameplay screenshots were available for the game, they depict an action sequence and an outdoor segment with the main character admiring the gorgeous landscape surrounding him. You can check out both screenshots below. They’re pretty large so they may take a while to load.

Edge of Eternity
Edge of Eternity

I’ve been following Edge of Eternity throughout the development phase and Midgar Studio has been doing an excellent job of slowing eking away any of the rough edges around the game’s visual design. Hopefully the gameplay is as solid as its graphical presentation.

For fans of the old-school turn-based mechanics, they’ll be pleased to know that Edge of Eternity does feature the back-and-forth turn-based combat system that helped shape the JRPG genre back during the 1990s and early aughts.

The game will feature cinematics, a full orchestrated soundtrack from Yasunori Mitsuda, the famed composer who put together the score for Chrono Trigger, as well as the latest and greatest graphics powered by the Unity Engine.

You can check out a pre-alpha tech demo running on the Xbox One below. It was released back during the game’s Kickstarter campaign.

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If you want to keep track of Edge of Eternity you can do so by paying a visit to the game’s official website. It’s set for release sometime in December of 2016, next year for the PS4, Xbox One and PC.

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12 thoughts on “Edge Of Eternity Screenshots Showcase Impressive Graphics

    1. Final Fantasy VI had a few significant choices you could make that altered the outcome of the game.

      Chrono Trigger was famous for having multiple endings based on the choices you made throughout the game.

      JRPGs have sometimes included narrative choices to alter the outcome of the ending.

      1. Need I point out that both of the examples listed came out prior to Final Fantasy VII, which single-handedly cemented the JRPG subgenre in a quagmire of linear storytelling, over-the-top melodrama, and amnesiac protagonists with large swords (the same way World of Warcraft stunted the MMORPG market for a decade by being so popular everyone wanted to copy/paste it)? Do I have to remind everyone that, just as the WRPG was born from tabletop gaming (emphasizing player choice), the JRPG was born from the visual novel (emphasizing predetermined storytelling)?

        Daniele is completely correct. The JRPG subgenre is highly inferior in the player choice department, especially post-FF7. JRPGs were at their best when the limits of technology forced the creators to strike a balance between story and gameplay — with the tech we have now, surely you’ve noticed that big-name JRPG franchises have poured more and more money into telling their story instead of improving the actual game (Exhibit A: Final Fantasy XIII).

      2. Need I point out that both of the examples listed came out prior to Final Fantasy VII

        Yeah FF7 did degrade the versatility of many JRPG titles but there was still Legend of Mana and Ar Tonelico that offered gamers plenty of choices. In fact, Legend of Mana was entirely non-linear and mostly open-world (or as close to it as the hardware would allow back then) giving players a more Monster Hunter-oriented feel than a typical JRPG.

        Daniele is completely correct. The JRPG subgenre is highly inferior in the player choice department, especially post-FF7. JRPGs were at their best when the limits of technology forced the creators to strike a balance between story and gameplay

        Nah, I don’t think it was so much the hardware as it was pubs weren’t quite as greedy back then. They were bad, but after FF7 Square started going more money-mode and by the time FF13 came around they had succumbed to the dollar-dollar bills.

      1. Sadly yes. I don’t think Spencer would of ever made the version of X1 we have now. He’d of spent the extra cash on horsepower…but we do now have a badly gimped console which is holding the generation back.

  1. This game is looking better and better every time I peek my head into the project to see how it’s going. It looks like they’re making all the right choices and I’m getting more and more excited to play it. Keep up the good work!

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