It's a novel concept that gives you the chance to fully explore how altering past events can cause a cascading effect on the future, and it becomes quickly engaging as you're given free reign to complete your objective. In the original timeline, all six members of the house survived the fire, but due to the corruption of the time stream all the residents died, meaning it's your job to fix the timeline and manufacture the most desirable outcome. You take on the role of a recently qualified agent who is sent back in time to the location of a deadly house fire in the north of England. Countless events from the past were altered beyond recognition as the timestream was broken, leading to the creation of the Second Chance Project where agents are sent through time to surgically alter the events of the past and restore the original timeline. Let me make my own blunders, because making mistakes is what time travel is all about.Eternal Threads takes place in a near future world where the discovery of time travel has had devastating effects on the earth. ![]() What the studio has now is a compelling set of character studies, but it held my hand too much. Eternal Threads consists of about 10 rooms, with six primary characters, and it's easy to imagine Cosmonaut expanding on that compact format, further exploring crisscrossing vectors in temporal fiction with a sequel that makes me feel cleverer than Eternal Threads did. I hope it gets another bite at the apple. It hinted at a much grander sci-fi conspiracy that could not be contained in a dormitory, and I got the sense that Cosmonaut was kicking the can down the road, happy to delay the specifics of their worldbuilding for a distant chapter. That lack of satisfaction permeates the finale, which left off on a wild cliffhanger that, I suppose, will be cleared up in a potential sequel. Cosmonaut wants to tell a story first and foremost. If you are after a Obra-Dinn sized experience, where you must comb over every one of the stills with bloodshot eyes, drawing abstruse conclusions about the dusky shipmen, then Eternal Threads will not satisfy your craving. There is only one kind of decision, and that is the decision to watch and react to cutscenes. The door I referred to earlier? You find the key to it after one of the characters just… announces where it is. The True Ending, which I achieved, came into focus pretty naturally by simply watching all the scenes, and editing the junction points that looked unsatisfying. What the studio has now is a compelling set of character studies, but it held my hand too much.īut Eternal Threads doesn't offer much straight-up, gumshoe-style sleuthing. That said, the voice cast generally does a good job. The NPC models have a distinct Second Life tang to them, and that can be difficult to overcome when you're asked to buy their bone-deep suffering. These tricks are necessary to mitigate Eternal Threads' glum, prehistoric graphical quality. A room might look completely different after adjusting a resident's decision-making, and that's usually a sign you're on the right track. (It reminded me a bit of Gone Home.) Developer Cosmonaut Studios uses this mechanic as a canvas for some neat, brain-tickling time-travel tricks. When you explore the apartments, you'll be prompted to pick up notes, postcards, and smartphones-all of which contain important contextual information-which fill out the riddle. You will do a bit of detective work, though. Do not expect to uncover an arsonist in our midst. ![]() Eternal Threads bakes in a few points of intrigue along the way-seriously, what's up with that door in the basement?-but there are no macabre curveballs buried in the code.
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