

Coupled with some fantastic writing, especially for our party of heroes, Chained Echoes wonderful story and satisfying exploration chews up the hours relentlessly. There’s a lot of political manoeuvring at play, but the characterisation ans impressive sprite work elevates a story that we have seen before. There are plenty of twists and turns to the story, along with oodles of side quests and world-building that always ensure there’s something new to do or encounter. Everyone has their own backstory and the game often throws you into the shoes of other party members to drive home the point no one here is a throwaway accessory. There’s a wonderfully diverse cast of party members to play with, none of whom feel like a second-fiddle sidekick just there to buff the hero. While the overall story is pretty much par for the course for many role-playing games, it’s really what Chained Echoes does in between the major story beats that make it shine. Before long, a plot to start a new war between the kingdoms throws Glenn and his friends deep into the middle of an assassination plot in the hope that they can stop it before it begins.

But when war without surcease and unreasoning hatred continue to hold sway, peace can only last so long. When an operation to gain hold of a magical artifact unleashes a terrible force of destruction, peace becomes the only option. The kingdoms of Valandis have been at war for several generations. The question now, after such a long time in development, is if Chained Echoes stand amongst the greats of the genre, or was it left in the oven too long? I said Valandis not Vana’diel

It’s a spectacular 16-bit inspired progressive JRPG meant to invoke the wonder and joy from what many consider the Golden Age of JRPGs.

After seven years in production, indie developer and mostly one-man army Matthias Linda’s Chained Echoes has finally come out.
