Eternal Strands' Physics Systems Make Its World Your Greatest Weapon
Subtitle:In Eternal Strands, dynamic physics systems let players manipulate the environment, making the world itself a powerful tool in combat and exploration.
Eternal Strands, the debut title from Yellow Brick Games, draws inspiration from some of the most iconic action-adventure games, blending elements from Breath of the Wild, Shadow of the Colossus, Dragon's Dogma, and Monster Hunter. Despite being a first release for the studio, Yellow Brick Games brings decades of experience to the project, infusing every aspect of the game with meticulous attention to detail—especially when it comes to its ambitious physics systems. These systems are not just a backdrop for the action but form the core of the gameplay, turning the game’s world into a dynamic, interactive force that players can control and use to their advantage.
At the heart of Eternal Strands is Brynn, the protagonist, who wields a set of powerful abilities as she journeys through the Enclave. Her powers—Flame, Frost, and Telekinesis—allow her to manipulate both enemies and the environment itself. But these abilities go beyond simple attacks; they’re governed by complex physics systems that make the world react in real-time, creating a deeply immersive experience.
The Power of Thermodynamics in Eternal Strands
One of the standout features of Eternal Strands is how it incorporates thermodynamics into its core mechanics. Brynn’s Flame and Frost powers don’t just serve as typical elemental attacks. Instead, they tap into a detailed system where heat and cold impact the environment and the creatures within it. Rather than merely causing damage, these powers interact with the world’s materials, allowing players to manipulate their surroundings in creative ways.
For example, Brynn can create bridges of ice to cross chasms, burn through barriers, or freeze enemies in place. The challenge for the development team was to ensure these powers felt satisfying while also affecting the environment in a meaningful way. According to director Mike Laidlaw, creating a thermodynamic system that accurately models heat and cold was crucial. "It’s not just fire damage," he explains, "but a system where heat crosses a threshold and has a tangible impact on the world."
Designing a Reactive, Destructive World
The physics-based gameplay in Eternal Strands is not just limited to elemental powers but extends to the very environment. With Brynn’s abilities to manipulate fire, ice, and objects through telekinesis, the world itself becomes a weapon. But designing a semi-open world where every material and object reacts to these powers presented significant challenges for the development team.
Laidlaw explains that the world had to be built with this destruction in mind, with environmental assets having specific weights and properties to be reactive to Brynn’s powers. For example, certain objects might burn or freeze faster than others depending on their material, while some structures might collapse when Brynn telekinetically rips out a pillar. Frederic St-Laurent, another director at Yellow Brick Games, adds that finding the right parameters for every material in the game was one of the greatest challenges the team faced during development. However, Laidlaw notes that this "systemic approach" ultimately proved invaluable, giving players the freedom to "create their own fun with the tools we provide."
The End Result: A World That’s Your Weapon
The culmination of these efforts is a game where the environment itself serves as a powerful tool for the player. In Eternal Strands, the world is not just a backdrop for combat—it is an integral part of the gameplay experience. The complex physics systems governing the interactions between Brynn’s powers and the environment make the world a living, breathing force that players can manipulate to gain the upper hand in battle and overcome obstacles. Whether burning through a wall of ice or hurling enemies with telekinetic force, Eternal Strands turns the very laws of nature into an invaluable weapon in the hands of the player.