Eternal Poison

Eternal Poison

released on Nov 11, 2008

Eternal Poison

released on Nov 11, 2008

Eternal Poison begins in the Kingdom of Valdia where the demonic realm of Besek has suddenly appeared. This realm is home to demons called the Majin who have captured Valdia's Princess. The King of Valdia then issues a decree for her rescue which brings upon numerous adventurers of dissimilar intentions, the story of game is told from multiple perspectives of five key parties as they journey their way through the realm of Besek to rescue the princess.


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it may have driven me absolutely insane at points, but I really loved the experience overall, although it is by no means a flawless masterpiece
the game's weird structure that splits it into multiple routes each with a completely different story is maybe both the best and the worst thing about it, on one hand it made me wonder about what goes on in each tale and how its story plays out (which often had satisfying payoff) especially when they would cross over, but on the other hand rerunning through the game again and again did tire me out quite often, even if there's still a good amount of things to spice up every foray into the demonic realm of besek
the overkill/majin capture system put an enjoyable spin on the gameplay as it provided a lot of options as to what to do with the said captured majin, the difficulty felt appropriate as I could feel myself getting better and better at understanding the flow of the game with each route and having less trouble every time, but I wish there was even more unique maps to every route than there already are, which brings me to a more general issue that sadly permeates the entire game
after a certain while it becomes apparent that this game didn't have the biggest budget, so despite its ambition and a grand vision a lot of corners had to be cut, there's some cool majin designs and I really like a lot of the boss fights in this game but it would sometimes reuse majin models for what should have probably been a brand new enemy, the soundtrack has a lot of highs and really inspired choices for an srpg but I would catch myself thinking that a decent amount of the more traditional fantasy tracks could use some more work, the art is absolutely gorgeous but the on-map models and the few 3d cutscenes this game does have look kind of rough, and obviously not all routes are created equal
but despite its flaws I played this nearly every day until its full completion (but I would advise literally anyone else to take breaks lol) and I think that says something about the game and how much I liked unraveling its mysteries, in my wet dreams I can see a remake of this game ironing out its imperfections and adding features and content where needed, but unless whatever big company that still owns the ip is one day magically convinced that there's money to be made from that idea I don't think it's going to happen (cuz its actual developer flight plan sure doesn't exist no more)
I'm glad I played this and gave it a fair shot because I feel like this game could use more love and recognition in spite of all of its sins, but above all else, I just think this game doesn't deserve to be forgotten

Summon Night's developer Flight-Plan moved away from medieval-steampunk and embraced dark fantasy for Eternal Poison, another episodic tactical-RPG but divided into multiple scenarios this time. Each of its five 'tales' feature different teams who must complete certain mission routes to clear chapters, structured as a level-select menu with branching paths and a hub world. Its combat, which flows smoothly with the cinematic cut-ins toggled off, is also marked by a strong focus on exploiting weaknesses, as reflected by its element-themed maps and a handful of foes that nullify all but 1 type. Slightly more interesting is its Lead command (where allies can move/act during the party leader's turn) and a few weird twists on Tactics Ogre mechanics, namely their position effects (governing damage instead of hit/counter chance) and their mid-battle recruitment system (that relies on overkills to collect monsters). While these captured mobs are somewhat disposable (seeing as they last for a limited time and can't gain EXP), they can still be sacrificed to either gain resources, unlock shop items, or extract skills for weapons that may carry over between playthroughs. The rest - unfortunately, can't measure up to that creative standard, and even those ideas don't make for a particularly memorable game to begin with.