Eternal Anima lets you push an enemy’s attack so far down the battle timeline that it loses its entire turn. That’s more interesting than simply knowing what a monster will do next: you can read the sequence of events, then act to change it.
That distinction won over Polygon’s Michael McWhertor after an hour with Marvelous Entertainment’s RPG. Its time-based combat made it his most anticipated RPG of 2027, offering what he considered a compelling new approach to classic turn-based battles.

The system starts with Future Sight, which displays enemy actions and their predicted outcomes on a literal timeline in the battle interface. You can see exactly when one or more enemies will perform particular moves or attacks. If an ally is about to take serious damage, you can decide whether to defend, attack, or prepare a healing or revival spell.
But the forecast isn’t fixed. Depending on your actions, a mechanic called Knock Back pushes an enemy’s attack later along the timeline, disrupting the sequence. Concentrating attacks on a foe can delay its action enough to remove it from the timeline entirely, effectively canceling its whole turn.

For McWhertor, Future Sight changed how he approached turn-based battles and chose abilities. During his session, he guarded strategically and used weaker abilities that took less time, placing them earlier in the sequence so another character could follow with a stronger ability later. The timeline also made trouble easier to spot, letting him buff or preemptively heal a character to keep them healthy and fighting.
The appeal isn’t just advance warning. It’s a tactical timeline puzzle in which an ability’s timing can matter as much as its power. McWhertor’s example gives a concrete reason to choose a weaker move rather than automatically reach for the hardest hit.
What is Eternal Anima?

Marvelous Entertainment presented the game during a Nintendo Direct in September. Its introduction had plenty of familiar retro-JRPG ingredients: a handsome, mysterious, amnesiac protagonist named Wade, colorful magic-wielding companions, and a world on the brink of ruin. A massive steampunk-style ship carries its group of freedom fighters across vast oceans.
[IMAGE:static0.polygonimages.com Anima]That fantasy world is Urvis Ael, officially described as “a false paradise where hoping for a better future is a capital offense.” Wade serves there as a soldier, but his powerful Psychometry ability lets him read memories embedded in objects from the past and foresee future events.
Branded a heretic because of those gifts, Wade throws himself into the sea in search of answers. His journey takes him to past events across multiple continents, seeking the powers of ancient heroes and altering the past to change the future.
Psychometry takes two forms. Future Sight supplies the battle predictions, while Inherit Wisdom lets Wade absorb classes and abilities by recovering memories embedded in artifacts and other objects. Time manipulation shapes both what he can do and how he uses those abilities.
While exploring the game’s diorama-like world, McWhertor saw Inherit Wisdom grant Wade an archer’s skills at one point in the story. His account suggests Wade will also be able to combine different classes, or jobs, into a customized play style that complements the other party members. He didn’t confirm class combining during his hands-on session.
[IMAGE:static0.polygonimages.com Anima 04]McWhertor met and fought alongside an eclectic group of companions: Neria, an unwavering warrior seeking freedom; Magick-Operated Sentinel (MOS), a sentient automaton whose manner reminded him of Alan Tudyk; and Martin, a rebellious, idealistic magic-user. He praised the fully voiced characters’ smart designs and the personality they bring to the game, and wanted to learn more about their individual stories.

Some of the adventure felt very familiar to him, but deliberately so. The developer describes its world as “dedicated to all JRPG fans.” McWhertor saw the themes of inheritance and bridging eras extending beyond the setting and story into the design itself: familiar RPG foundations paired with a more forward-looking battle system. That combination led him to suggest it could become one of 2027’s sleeper hits, rather than declare it one already.
The staff includes Katsuhisa Higuchi, whose previous work includes Chrono Trigger, Final Fantasy: Origins, and Monster Hunter Stories. Scenario developers Kazushige Nojima, Keisuke Makino, and Hironao Fukuda bring experience spanning franchises such as Final Fantasy, Persona, and Phoenix Wright.
Eternal Anima is scheduled for release on March 4, 2027, for Nintendo Switch 2, PlayStation 5, Windows PC, and Xbox Series X.



