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Future Sight is the defining mechanic of combat in Eternal Anima. The Japanese term is 未来予測 and the Chinese terms are 預測未來 and 预测未来; our romanization of the Japanese is mirai yosoku, which is not official. English-language first-party copy is not perfectly consistent about the name: most surfaces say Future Sight, while one announcement post uses Future Prediction once and Future Sight once in the same paragraph. This wiki uses Future Sight and records Future Prediction as an attested variant.
Seeing the Turn Before It Happens
In each turn of the game's turn-based command battles the game continuously predicts and displays when an enemy will act and what the result of that action will be. The prediction is specific rather than a vague warning: official descriptions include who takes how much damage and, where it applies, who would die.
That turns each turn into an editing problem rather than a guess. The player is not weighing odds against hidden enemy behaviour; the outcome is shown first, and the commands chosen are what change it.
Rewriting the Outcome
Three responses are named in official copy, and they scale from absorbing the predicted event to erasing it.
Response | Effect as described |
|---|---|
Prepare | Raise defences ahead of the incoming action so the party survives it in better shape. |
Strike first | Act before the enemy does, pre-empting the predicted action so it never lands. |
Delay or cancel | Push the enemy's action back along the turn order, or prevent it from happening at all. |
The delay-and-cancel option is where Future Sight meets the Break mechanic covered in Battle System: hitting a weakness pushes an enemy's action later, and pushing it far enough removes that action from the turn entirely. Official copy sums the loop up as the player's chosen command rewriting the predicted future.
Why the Party Can Do This
The in-world explanation ties the mechanic back to the protagonist rather than leaving it as an abstract interface. Japanese and Chinese copy describe Wade using his ability to read the enemy's killing intent, written 敵の殺意 and rendered on the Chinese site as 察覺敵人的殺意, sensing the enemy's killing intent, which is what makes the outcome of their next action visible. English-language copy omits the killing-intent framing entirely and describes only the function. The ability itself is covered in Psychometry and Anima.
This also keeps the game's larger theme consistent at the scale of a single turn. The story is about changing what has already been set down, and a battle system in which the player is shown a fixed future and then edits it is the same idea in miniature. Time Travel is the story-scale version.
What Has Not Been Published
As of 15 September 2026 no official source has shown or described the interface for any of this: whether the prediction appears as a timeline, a list, or icons over enemies, how far ahead it looks, or whether it covers more than one upcoming action per enemy. Nothing has been said about whether the prediction can be wrong, whether it has a cost, or whether enemies can hide their intentions. No numbers of any kind have been published.
The game is unreleased and there are no hands-on impressions, so no one outside the development team has described how the system feels to use. See Gameplay for the systems around it.