Eternal return black survival обзор

Обновлено: 06.07.2024

2 hours. An update is not required.

  • Zahir - Narayanastra(Q) is now fixed to deal the right amount of damage.
  • Shuriken - Caltrops(D) is now fixed to deal the right amount of damage.

Hello there all Lumia Survivors! Aesop here to introduce you to a new system coming to Eternal Return

Beginning today, and over the next 2 weeks, we'll be introducing the new Augment system, set to release in Season 4!
(Think talent or rune system from. similar games.)

Before we get started, I'd like to note that everything is still in development and may change a bit!

Augments are divided into 3 categories. Each category has Core and Sub augments.
Core augments are more powerful and help make up for things that test subjects may lack - and sometimes reshape their playstyle entirely!
Sub augments will typically boost multiple stats and give buffs in special situations.

You'll be able to select a total of 5 augments in-game.
One category will be your Primary Augments, allowing you to select 1 Core augment and 2 Sub augments. You'll also be able to select a Secondary category, allowing you to grab 2 additional Sub augments.

Augments mostly consist of conditional abilities and have a cooldown time.
Mastering augments will enable to do some crazy stuff and tap into their full potential!




The 3 categories we've developing for Season 4 are Havoc, Fortification, and Support.

Today we're going to start off with a dive into the Havoc category.


As you may have guessed from the names, Havoc will provide some nasty offensive boosts, strengthening aggression and. strength. That's right, they strengthen your strength.

First, let's take a peek at 2 Core augments and 1 Sub augment.


Frenzy: Using your weapon skill grants you attack power and attack speed based on your level, but also increases your damage taken. Glass cannon style.

This augment would be choice on characters that are more basic-attack focused, but you'd have to build some life steal items to avoid getting wrecked. (Or you could really trust yourself to evade every skillshot. )


The Havoc augment Vampiric Bloodline grants Omnisyphon when you damage an enemy with a skill.
You can max out at 4 stacks of Vampiric Bloodline. When you're at max stacks, you'll get some bonus Skill Amplification.
If you're on a roll and landing every skillshot, you can really use Vampiric Potential to increase your sustain and take some enemies by surprise if they don't have any healing reduction!


We'll end the initial augment reveal with Stopping Power.
Stopping power grants you Armor Penetration based on your current level.

Naturally, both Basic Attacks and Skills are reduced by Defense, so this'll help you shred your enemy if they went FULL TANK.

We'll have another SEVEN augment reveals until October 25th (KST).

Season 4 is shaping up to be the absolute BEST season of ER YET.
We hope you're all excited as I am for the new and improved Season 4! It's gonna be GOOD.

Приобретите игру и начните играть — примите участие в ее развитии

Примечание: Данная игра в раннем доступе находится на стадии разработки. Она может измениться в будущем, а может остаться в текущем состоянии, так что, если вам не по вкусу то, что игра может предложить сейчас, рекомендуем дождаться её дальнейшего развития. Узнать больше

“Eternal Return is a character-based top down Battle Royale. It’s a bit different from older BRs; it’s a unique mix of MOBA and Battle Royale elements.

Early Access started with 17 characters, but it is still missing a lot to make it even more fun. In the MOBA genre, new characters and new items are two of the things that make the game deeper and encourage creative playstyles. It creates more combinations, more counters, and more strategy. By entering Early Access, we are able to continually develop the game while receiving valuable feedback from an even greater audience -- allowing us to tune the game and add requested features quickly.

Eternal Return is a new form of strategy game. It enables players to dig into the game's meta, and form new strategies -- both essential for strategic games. Early Access is when the meta will be established on a macro, and to a smaller degree, meta levels. Early Access enables us to observe how the meta evolves and act/develop accordingly.”

“We plan on officially releasing the game late 2022. During the Early Access period, we will expand the number of characters and establish a baseline meta.”

New in-game win condition: “Hacking”, active skills on items, and more advanced game system updates will be made.

Advanced extra features will also be added: skins, battle pass, etc.”

“We have 31 playable characters, and plan on adding a new character every 2 to 4 weeks.

Three PvP modes are currently playable in 18 player matches: Solo, Duo, and Squad.”

“Eternal Return will not allow the purchase of items to enhance your chance at winning.

Our business model will be based on the sale of Battle Pass and cosmetic microtransactions, like skins.”

“We mainly communicate with our players through our Discord server.

Before entering Early Access, we had conducted 5 Alpha Tests and 2 Beta tests where we consistently received and implemented feedback given to us by our players.

We take feedback directly from players to improve each aspect of the game, whether it is new game resources, balance, quality of life features, modes etc. We will continue to do this in the future as well.

We also strive on being a 'watchable game'. We want to have an open line of communication with streamers and tournament participants to support them and develop an Esports scene.”

Приобретите игру и начните играть — примите участие в ее развитии

Примечание: Данная игра в раннем доступе находится на стадии разработки. Она может измениться в будущем, а может остаться в текущем состоянии, так что, если вам не по вкусу то, что игра может предложить сейчас, рекомендуем дождаться её дальнейшего развития. Узнать больше

“Eternal Return is a character-based top down Battle Royale. It’s a bit different from older BRs; it’s a unique mix of MOBA and Battle Royale elements.

Early Access started with 17 characters, but it is still missing a lot to make it even more fun. In the MOBA genre, new characters and new items are two of the things that make the game deeper and encourage creative playstyles. It creates more combinations, more counters, and more strategy. By entering Early Access, we are able to continually develop the game while receiving valuable feedback from an even greater audience -- allowing us to tune the game and add requested features quickly.

Eternal Return is a new form of strategy game. It enables players to dig into the game's meta, and form new strategies -- both essential for strategic games. Early Access is when the meta will be established on a macro, and to a smaller degree, meta levels. Early Access enables us to observe how the meta evolves and act/develop accordingly.”

“We plan on officially releasing the game late 2022. During the Early Access period, we will expand the number of characters and establish a baseline meta.”

New in-game win condition: “Hacking”, active skills on items, and more advanced game system updates will be made.

Advanced extra features will also be added: skins, battle pass, etc.”

“We have 31 playable characters, and plan on adding a new character every 2 to 4 weeks.

Three PvP modes are currently playable in 18 player matches: Solo, Duo, and Squad.”

“Eternal Return will not allow the purchase of items to enhance your chance at winning.

Our business model will be based on the sale of Battle Pass and cosmetic microtransactions, like skins.”

“We mainly communicate with our players through our Discord server.

Before entering Early Access, we had conducted 5 Alpha Tests and 2 Beta tests where we consistently received and implemented feedback given to us by our players.

We take feedback directly from players to improve each aspect of the game, whether it is new game resources, balance, quality of life features, modes etc. We will continue to do this in the future as well.

We also strive on being a 'watchable game'. We want to have an open line of communication with streamers and tournament participants to support them and develop an Esports scene.”

Alright, I love this game, its great, the normal queues aren't too long. The crafting is fun and interesting, it adds a nice level of depth other than the typical MOBA just purchase an Item and go the same build every game.

The characters are charming and fun to play, the anime aesthetic is welcoming for a lot of people and leaves a lot of room for some great skins in the future.

There are some issues of course. The game is hard. I won't sugar coat it. The game has a massive learning curve with the crafting and character match-ups/mechanics. Which leads to the main problem this game is facing.

The normal lobbies which have little matchmaking because of it being kind of a quick play mode, typically snowball really fast because there is a lot of more experienced players killing newer players! So right now the only way to truly learn the game, meaning your routing, match-ups, builds, character niches, mid to late game transitioning, (things that can only be taught through actual PVP) is to just queue up and get smacked over and over until you learn it. Its like being new to streetfighter or another fighting game, where the only way to learn to "take your lumps". It's showing in others reviews and in what my friends have said about the game, that its just to hard to learn and it's not fun to just get 1 shot, because you just didn't know that character could do that. Oh well back to the queue you go buddy!

What this game needs, is a less punitive game mode, for not just new players but for anyone. That is fast paced, single zone, maybe like 10-15 people, respawning materials in boxes, quick crafting, if you die you respawn and try to get items and fight. That way people can learn match-ups and become intimate with the crafting system and the characters. Routing and all that can be learned later. But right now it's, if you die. your out. and it SUCKS if your new and just walk into some tryhard who has been playing for months.

With that said, if you take the time to learn the game as it is right now. You will consistently beat players that are worse than you, which is great for any PVP game.

And btw it's free. So try it and generate your own opinion, but remember they patch this game a lot so if you don't like it leave it installed, wait a few weeks and try it again.

Edit: The mastery system is also really bad. Hopefully they just do away with it.

Mostly, I only review games where a simple yes/no doesn't suffice. This is the case here as well.
Now, it's been a while since I kept procrastinating this, but there's still a clear impression I have of this game.
First of all, Battle Royale Moba Survival - the game actually works better than what it sounds like. It's more fun, but it has a lot of issues that need to be ironed out. I'll talk about this in-depth later.

I applaud that this game seems to focus more on actually making the game fun than monetization. It follows the microtransaction monetization where you pay for skins or characters to reduce the grind. At the point where I played, several characters didn't even have skins yet - including one of the starting characters you get. Kudos to that. That alone would be reason enough to support it imho.
It does seem strange though that they're already considering "seasons" while still in Early Access. You'd think that would be the case only after the game is considered a full release.

Word of caution: Plagiarism.
I am aware that you have to take ideas from somewhere. It's almost impossible to come up with something new as everything is essentially a combination of tropes and their inversions.
But, if I were to tell you the name Fiora and the weapon rapier, chances are you'd think of a different game entirely, if you've played or know other Moba games. Though this is nothing new in the Moba genre, it's worth pointing out.

Another word of caution: high queue times
In the current state of the game, queue times are quite long. Forget about playing off-peak unless you're fine with waiting longer than a single game lasts. And even during peak time in EU, you will frequently play with the same people multiple games in a row.

Now, for the actual crunch:
The survival part of the game is what makes it different, but it's also the part that causes almost all issues I have with the game.
You basically run around several districts, trying to clobber together random junk to then craft into useful things. There's 6 different item slots similar to an rpg and you're heavily encouraged to finish your weapon first. Certain areas get locked down periodically until only one location remains where the survivors (or surviving teams) duke it out. So far, so good. Sounds sensible and great on paper.

The problem is the execution and importance of gear over mechanical skill.
1. Item learning curve is ridiculously steep. You have to learn locations, build paths, navigation routes and ideally also learn about alternate routes / items in addition to the build you're using.
2. Most items can only be acquired in 2-3 regions. It makes sense, yet when you get chased out of one region and the others are locked, you can basically forget about winning the run even if it was just one more item you needed to complete because you're missing that one pair of shoes.
3. You're encouraged to look builds up online, as it's literally built into the game (both menu and pre-game lobby). I know others might not have a problem with it, but in my opinion, it's literally a crutch - and one that you really feel when point 2 kicks in. It would probably bother me less if I had played more, but I really did not feel like learning the location of every single piece of junk in the game.
4. Most of your run is determined by how quickly you find your items, which is luck-based. Locations have item pools, but the containers holding them are randomized, so you can find everything in just 1-2 containers, or in 10 or more. if others have been there before, it might take even longer. In the worst case scenario, there's this one item that you need but the place on your route has been picked clean and the other locations that you normally disregarded on your route are locked down. Not to mention that even if you find it in another location, the fact that you have to add another location to your route slows you down significantly, which makes it more likely the other locations you need to visit have been picked clean or locked down.
5. Item advantage is ridiculously impactful. I've had games where I won with better gear despite messing up my combo entirely and also games where I could tell my enemy misplayed just as badly but still won because they had better gear. This is frustrating when combined with the above factors.
6. Games are short. For one, it's Battle Royale, so only one life per run, which again, makes sense on paper. But, with fps, you can easily learn from what you've done wrong even with just one life and improve. Not so much with this game, as it's more decided by item advantage than anything else. So it's short, snappy fun if you're winning, nothing but frustrating if you're losing because you cannot even learn anything from it. All you see is "oh hey, they had better stats."
7. Team play is fun, but even there, if one is down, likely the team is down. Most of the time, the team that killed your mate will just camp the body since you'll have to go there to be able to resurrect them. Getting the resurrection item takes time. If the area becomes locked down, it's even worse. And of course, they too can loot the body for what they need, or just out of spite. Either way, one of the team going down almost always equals a loss.

I also have my doubts about this game ever making it big. It's late to the BR market, and ridiculously late to the Moba market. The Moba craze is all but over and the BR hype is past its zenith. Wouldn't really call it a survival game despite the elements, as the concept of looting and crafting is really everything it's taken from survival while the core gameplay is a mix of BR and Moba. I really wish they would have focused even more on these two aspects, rather than jumping onto every single mechanic of the big games on the modern market.

So, while I did have fun playing this game and it's an interesting concept, I am not really interested in playing this game in its current state. I might check it out in the future, see if skill matters more, but at present, it really seems like it's about nothing but items. Items should matter, but not so much that skill doesn't matter at all.

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