The game's world is split between three realms, each with their own structure and style. The lower world is modeled after modern society, but with a bit of steam-punk flair. Magic exists, but only in an extremely limited capacity. Instead, most of the world is built around crude, steam-powered technology. The middle world takes on more of a fantasy-flavor where magic and knights rule the day. The final, upper world is filled with demons and angels. Each world features its own story that eventually ties in with the other two.
In the lower world, you play as three military cadets who are pulled into a bloody war. In the middle world, you are a knight and his companions as they work to overthrow a leader and the royal army. Finally, the divine world features a radical group of angels who assassinate the leader of the demons. Playing as a team of angels and demons, you try to stop war from breaking out.
Gameplay is similar to the first game, but much less confusing and a little more flexible. You control a commander while he controls the rest of the army. Most of your time is spent giving orders to the commander, which are relayed to the army. Unlike last year's game, army composition is a little more open-ended. You are no longer limited to one troop type, and can instead mix and match armies and commanders that compliment each other. Your commanders can also use special abilities that can turn the tide of battle when used correctly.
The over world map is perhaps the more interesting of Aedis Eclipse: Generation of Chaos's offerings. The map is set up like a game board with various paths set up on a grid. This path is dotted by small structures that you can take control of such as strongholds, caves and forts. Although ownership of some structures is locked into place, some can trade hands several times since you can attack and overtake them at any time. Some spaces are left undeveloped. Once you capture these spaces, you can build new structures to support your war effort.
Each panel also has an elemental alignment, as do commanders. During a battle, alignments can have either a positive or negative effect depending on if they line up with the commander's elemental status. The elemental status of each space isn't set in stone and, for a price, can be terraformed into a new element.