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Eternal Strands Q&A – Game Length Confirmed Between 25 and 35 Hours

Wccftech's first Gamescom 2024 appointment was with Yellow Brick Games, a Canadian studio getting ready to release its debut game, the fantasy action/adventure Eternal Strands. The developer was founded in late 2020 by Mike Laidlaw, formerly franchise director for Dragon Age at BioWare. After showing a new trailer at the Xbox Showcase, there's a brand new gameplay video out today.

More importantly, the embargo for Gamescom 2024 hands-on is now up. You can read our enthusiastic preview here; this article, on the other hand, is dedicated to our chat with Game Director Frederic St-Laurent, who confirmed the game's estimated length and talked about the physics emphasis designed into the title and much more.

Related Story Eternal Strands Gamescom Hands-On Preview – Surprisingly Fun Magical Mayhem

Eternal Strands is slated to launch in early 2025 for PC, PlayStation 5, and Xbox Series S|X.

Can you introduce the main character?

Frederic St-Laurent: You play as Brynn, the point scout of a band of magic holders called Weavers. This is your base camp, where all the companions are located, the smith, the enchanter, and the lore keeper.

At this point of the story, you have just broken through the Enclave, a magical place that has been shut down for 50 years. You're the first one to get in since, and when you get in, everything is half-destroyed and you're trying to find what's going on here.

Your objective here is to defeat a big epic monster to collect some of the magical threads for you to just gear up and get more powerful.

You mentioned the big monster. Was Shadow of the Colossus a major inspiration for Eternal Strands?

Frederic St-Laurent: Yeah, absolutely. Absolutely. We've all been a big fan of that. A mix of that, Dragon's Dogma, and, of course, Zelda has been another inspiration because of the vivid colors.

You also have an emphasis on physics, right?

Frederic St-Laurent: Yes, our character is driven by physics. All our climbing is with physical constraints. We have

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