When Generation of Chaos was released in North America last year, it was greeted by a near-unanimous yawn. Whether it's a matter
of a basic change of game mechanics between GoC IV, which Generation of Chaos was based on, and GoC V, which Aedis Eclipse:
Generation of Chaos is based on, or a reaction to the last game's critical failure, Aedis Eclipse: Generation of Chaos makes some
major changes to the formula set by its predecessor.
One of the biggest changes is the way in which the game's board game-esque playing field is set up. Rather than one constantly
expanding playing field that encompasses multiple nations and tribes in a single, enormous area, Aedis Eclipse has an overworld
map with stages in key locations that the player can enter and do battle in. Rather than the terrain-based system of Generation
of Chaos, where the movement of characters was restricted by the types of terrain they moved on, Aedis Eclipse uses a largely
elemental-based terrain system. The system combines basic elemental symbols with panels that can be crossed by only a specific
type of elemental, or can only be crossed in one direction, among other effects. In addition, the player can terraform panels
in their area of influence, changing elemental properties and panel types to suit their purposes. The malleable nature of the
battlefield is further enhanced by the player's ability to construct Hospitals, Recruitment Bases, and other types of bases on
"...Aedis Eclipse: Generation of Chaos makes some major changes to the formula set by its predecessor."
As for the actual combat system, Aedis Eclipse uses a system very similar to the RTS-style system used by Generation of Chaos.
The basics of the system remain largely unchanged--the player lines their army up on one end of a long playing field, with the
opposition on the other side. The armies charge at each other, infantry units exchange blows, Captains use special techniques that
do damage, alter Morale and affect base statistics, and the last man standing wins. Aedis Eclipse changes a great deal about the way
this system works, both in the way Captains use techniques in battle, and in the way they manage their troops. In Generation of Chaos,
each Captain had a specific kind of troop that they used -- some Captains used Gunners, some used Archers or Swordsmen, and so forth.
In Aedis Eclipse, the player can allocate certain troops to certain Captains. For instance, the player can assign Gunners to back up
a Swordsman Captain, or give Swordsman-type soldiers to a Mage Captain. Though battles can have a maximum of 30 soldiers on each side,
each Captain starts out with a compliment of only ten, which increases as they get promoted.
Like its predecessor, Aedis Eclipse features two major plotlines which the player can select between at the beginning of the game.
The first plotline, thankfully, includes a useful and surprisingly detailed tutorial, which outlines the game's basic mechanics over
the course of four or five stages. The story itself follows three young military cadets, Quinn, Gon, and Keri, as their nation of
Zevans is attacked by the rival nation of Destreid. With their peaceful nation under siege, the three friends dedicate themselves
to protecting Zevans and its citizens. The world of Aedis Eclipse is apparently split into three sections, the Lower World, a land
of airships and cybernetic armor suits, the Surface World, a medieval war zone, and the Divine World, a land of Demons and Angels.
The three worlds are connected by a massive tower, which the Destreid Empire hopes to gain access to by invading Zevans. So far,
the story has been a little muddled, with a huge cast and no shortage of cryptic remarks, but it certainly has unique world design
on its side.
So far, the changes Aedis Eclipse: Generation of Chaos makes to the series seem to be a distinct improvement over its predecessor.
The game is currently slated for a release in late April, and RPGamer will bring you news, updates, and a full review as soon as they