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The Adventures of Elliot: The Millennium Tales: Team Asano leaves turn-based behind and it's stunning
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The Adventures of Elliot: The Millennium Tales: Team Asano leaves turn-based behind and it's stunning

Square Enix and Team Asano bring their HD-2D mastery to a real-time action RPG somewhere between Zelda and Secret of Mana. The art direction is breathtaking. The fairy is insufferable. June 18, 2026 on Switch 2, PS5, Xbox, and PC.

A

Alexandrosse

·2 juin 2026·7 min read

Team Asano built its reputation on turn-based combat. Octopath Traveler, Bravely Default, Triangle Strategy, Live A Live: meticulously designed combat systems, turn-based encounters with tactical depth that justified every hour spent in menus. The Adventures of Elliot: The Millennium Tales breaks with all of that. For the first time, the studio moves to real-time action, in an HD-2D presentation that is the most accomplished art direction they've ever produced. It releases June 18, 2026 on Switch 2, PS5, Xbox Series X/S, and PC.

Two public demos have circulated long enough for the community to form a solid opinion. It's very good. And the fairy is insufferable.

The Adventures of Elliot, meeting Faie

What it is

Elliot is an adventurer. Faie is a fairy who has lost her memories and joins him in the opening minutes. Together they explore the world of Philabieldia (yes, that's the name, the community noticed it sounds like somewhere) through a time travel mechanic: the same maps are accessible across multiple Eras, and what each time period reveals changes what's accessible in the others. Announced runtime is 30 hours for the main campaign, 50 hours for full exploration.

The game is developed by Team Asano and Claytechworks, under Square Enix Creative Studio 5. Claytechworks is notably known for the Switch port of Chrono Trigger, which gives a sense of the register the project is aiming for.

The art direction

You recognize the visual signature from one screenshot to the next. Octopath Traveler's HD-2D was already impressive in 2018. Elliot's is a different generation. Depth-of-field environments, light effects on water, oversized flowers in the background, magic particles crossing the screen: each environment is composed like an illustration, not like a video game level.

The pink and gold water lily field serving as an exploration area, the flooded stone ruin dungeon with its columns emerging from turquoise water, the aquatic boss filling three quarters of the screen from the depths: the variety of biomes and their visual treatment confirms that the team pushed the HD-2D style in directions previous titles hadn't explored.

You can feel the Octopath Traveler DNA in every pixel, but with an ambition of scale and color that goes further than anything the series had shown before.

The Adventures of Elliot, dungeon exploration

The real-time combat

Team Asano steps outside its comfort zone and the result, based on demo feedback, is convincing. The combat resembles Zelda or Secret of Mana: directional attacks, dodges, reading boss patterns as the central mechanic. The demo offered a hard difficulty that, according to feedback, created genuine resistance without becoming punishing.

Faie participates in combat with her own commands: go ahead, stop, hide. She can be sent forward as a scout or kept back depending on the situation. Her magic develops through the game and unlocks new areas and mini-games in already-visited zones, building a progression over the map that resembles Metroid or item-trading Zelda games.

The Magicite system and weapon shortcuts were significantly improved between the first and second demos, suggesting the team actively incorporates feedback. The community notes the menus feel noticeably better in the second version.

The Adventures of Elliot, Greatsword Guardian boss fight

The fairy

Faie is present in every screenshot, every scene, every fight. She's visually beautiful, narratively important (her amnesia is the central mystery thread), and she says exactly the same thing every time you walk through tall grass. The community has catalogued the repetition: "this grass is slowing us down" triggered eight times over ten meters. Chests announced, commented on, and celebrated at every opening. Combat lines triggered on loop.

It's a recurring criticism across both demo threads. The first demo established the problem, the second hadn't yet addressed it. Team Asano runs demos precisely to incorporate this type of feedback before launch. If the volume of comments about Faie translates into formal feedback, a dialogue frequency option before June 18 is not out of the question.

The character herself remains a narrative asset. Her amnesia opens legitimate questions about what she was before, and the most invested players in Asano games are hoping her arc will have the depth of the best Bravely Default characters. But until the story reveals what it's hiding, the companion dialogue mechanic needs to find a balance.

The Adventures of Elliot, flower field exploration

The time travel

Each region of the world is accessible across multiple Eras. What you do in a past period modifies what's available in the present, and vice versa. The screenshots already show the same types of environments with marked visual and compositional variations across time periods.

This system draws comparisons to the Zelda Oracle of Ages / Oracle of Seasons games, a reference the community made spontaneously. The depth of this mechanic in the final version remains to be confirmed, but the second demo's structure, covering multiple zones across different time periods, indicates that time travel is central to the game design and not just a narrative backdrop.

What remains to verify

The second demo covered the game's complete prologue. The dungeon progression in the main campaign, the difficulty curve beyond the introductory areas, and the quality of storytelling across the full 30 hours are angles the demo can't cover.

A few technical points: performance issues docked on Switch 2 were reported in the first demo. The team had several months to address these before launch. The Switch 2 physical version is a Game Key Card, which generated negative reactions in a portion of the community that prefers traditional cartridges. PS5, Xbox, and PC versions are not affected.

The Adventures of Elliot, Lord of the Maw boss

For whom

For those who loved the Asano game aesthetic but always preferred action over turn-based. For 2D Zelda fans looking for an equivalent with the visual and narrative richness of the Square school. For players who have 30 hours to invest in something beautiful before summer.

The structure of an exploration game with time travel, action combat, and dozens of hours in a world of this HD-2D quality has no direct equivalent on the market. That's what the demo establishes clearly, despite Faie.

The Adventures of Elliot, dungeon platforms

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