Sword Art Online Hollow Realization All 2 Handed Sword Weapon Model

As I write the Sword Art Online Hollow Realization Review, I find myself deflated. It's non that I had any expectations for this game, but rather that it could have been good. Instead, Sword Art Online fans are in one case over again fed a healthy dose of niche market place reality pie. This activity RPG is heavy on the text but low-cal on delivering its story in an engaging way; at its all-time when relentlessly bashing away at enemies with the one battle skill that suits y'all. For more on why I walked away disappointed, read our full review below.

If yous'd prefer to watch a video, we ran a live-steam at launch that yous can check out right here!

Look and Feel

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It'due south fair to say that, while it doesn't have a loftier fidelity, Sword Art Online Hollow Realization captures the SAO feel quite well. Ainground (the game's setting) is based off of the original plot-line's expiry game set in Aincrad, so there's a great deal of nostalgia for fans of the franchise.

That said, everything from the graphic symbol models to the environments ever struck me every bit "budget title". Sword Art Online isn't exactly a blockbuster hit in gaming. It'due south not surprising that it wouldn't receive a large investment given the likelihood that Sword Art games volition sell to Sword Art fans and that'south all. This observation becomes a problem when you come across what a Sword Fine art Online game could exist through the scarce cut-scenes. As a fan of the anime, I identify SAO's high production values and intense fights as its core appeal. Those appealing traits are found in the aforementioned cut-scenes and it just serves to highlight that the rest of the game is presented in a visual novel-esque "this cardboard cut-out character has 3 stances they'll switch betwixt in every chat with you" way.

The soundtrack is largely forgettable. I've literally simply completed the game and I couldn't provide anything of note in that regard. It's not bad, it merely lacks whatever presence and leaves no impression.

Japanese VO in Full Force

If there'southward a positive to Sword Art Online Hollow Realization's presentation, it's that it features what I believe to be the total Japanese voice cast for many of its featured characters. Non just that, the majority of the text is voiced. In fact, I'd say you'd exist hard-pressed to find a worthwhile chat that isn't voiced. Whether or not that appeals to yous, it shows dedication to the fabric that came before information technology.

Ainground vs Alfheim

Up until this point, I've compared this game to the standard on the market, but what about its predecessor: Sword Art Online Lost Song? Well if we guess it solely on that, Hollow Realization features some improvements and a major drawback from my perspective. On the one hand, the myriad of areas in HR experience varied and full of life, with very trivial wasted infinite. On the other hand, flight is no longer an selection. Based on the lore, this is understandable, but i of the greatest avails Lost Vocal had was exploring the verticality of its admittedly empty earth. Lost Song was vast but information technology was barren, which is why flying over information technology was both enjoyable and necessary.

The aesthetics vary at a base level (fantasy vs, well…. less-fantasy?) but the textures and general particular of Hollow Realization are superior to Lost Song. It'due south worth noting, with all of the points fabricated, that the 2 games were developed by different teams (Aquria for Hollow Realization and Artdink for Lost Vocal) only Hollow Realization is a directly sequel to the events of Lost Song.

Finally; the character models. Hollow Realization allows y'all to create your own avatar. You're still the SAO protagonist Kirito, only you tin can be male or female. A weird determination, given the use of Kirito'southward voice from a outset-person perspective at all times, but we'll discuss that afterwards. Through the character cosmos tools, it's like shooting fish in a barrel to meet how well 60 minutes stacks upward against LS. It's not the deepest well of variety in all of gaming, but there'southward a sufficent amount of diversity in this world that easily trumps LS from scope to style. My indicate here is besides represented past the many other wandering adventurers you'll likely see effectually the hub town.

Enemy Blueprint Efforts Made

If I recollect correctly, many of Lost Vocal's enemies felt like palette swaps to me. For my full thoughts, feel costless to read the SAO Lost Vocal review. Hollow Realization does a fair bit more. From pare decay to a more elaborate gear up of wings, the monsters often stay within the same family throughout the game but a slap-up deal of effort appears to have been made to differentiate the family members themselves. For all of the problems I have with Hollow Realization, the enemies and their habitats certainly aren't ane of them from a design standpoint. I'm non going to tell y'all at that place aren't palette swaps, but there's a divergence between the occasional enemy with dissimilar skin and virtually every enemy being merely that.

User Interface Concerns

Unfortunately, the game falls autonomously from an interface perspective. Not that it doesn't await good. It does. Almost also skillful. As if the interface might have existed somewhere before.

That's probably because information technology did.

The majority of your time will be spent looking at an interface that'll be familiar to bodily MMORPG players. Specifically Last Fantasy Fourteen: A Realm Reborn. The map system in particular struck an odd chord with me in this regard. There are events in the field indicated by a coloured circumvolve catchment surface area and two gold daggers staked at its centre. This is the exact same system that was featured in the aforementioned MMORPG. Unabashedly so.

It'south non merely the map either. The skill bar, access to additional skills using the second shoulder buttons: a lot of it feels every bit if it were pulled from an already existing production. It makes sense, with the MMO feel they're attempting to replicate in a single-player setting, and I won't deny its effectiveness but it besides feels uninspired as a result.

When it comes down to it, Hollow Realization is the best looking Sword Art Online game to date. That praise is equivalent to being the tastiest repast cooked in a microwave.

Story

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Sword Art Online Hollow Realization brings fans of the franchise dorsum to familiar territory. Kirito and his harem are invited to the beta test of a new Virtual Reality MMORPG – Sword Fine art: Origin. Get it? Because "SAO"? Yeah. (To be fair, it's done with purpose). When Kirito stumbles across a nameless AI in the Town of Ancestry, a disturbing message is sent his way: Agil'south been sending Asuna some questionable pictures.

No, just seriously, I don't mean to undermine Hollow Realization'due south plot. It's fine. Merely fine. Directly following on from where Lost Vocal left off, there'southward many a familiar SAO character to be institute. Naturally, the busty heroines return along with other friends of Kirito. It'due south a "love wins" time as per usual for Sword Art.

I Guess Visual Novels Aren't For Me

Telephone call me a regular nut-job, but I similar a story that's presented well. Sure, I enjoy exposition in the course of the skits in a Tales' game or an audio-record in Bioshock, but the core story? I want it designed and animated to make me feel something. What doesn't practise that for me is a paper-thin cut out whose facial expression occasionally changes. Sometimes a character volition lean forward a bit, but in-case you'd forgotten she had massive breasts (Strea). Other times, they'll lean back for a second, or put their hand to their rima oris. Hell; they might fifty-fifty glimmer! All of this could exist forgiven in a dedicated VN game such every bit Psycho-Pass: Mandatory Happiness (which I too didn't enjoy for similar reasons) but in a full-fledged game? Not so much.

If they resonate with y'all though, be my guest. There's much to come across here. In fact, the side-quests? They essentially characteristic no gameplay, opting instead for streams of dialogue. Usually falling on the side of "Hey Kirito! Remember when nosotros did stuff earlier? I know, right? *whispers* I beloved you". They even try to game-ify your interactions with the bandage, which doesn't go down besides well just that's a gameplay topic.

With fully voiced main characters and a seemingless countless need to bother y'all all of the time, there'southward a lot to enjoy if you're here for these characters and their bonds. I just wish they weren't done against static backgrounds in such a tired fashion.

Deficient But Impressive Cut Scenes Deserved More Attention

I've mentioned that I believe Sword Art Online Hollow Realization is an obvious budget title. I feel that manner mainly due to its impressive opening, ending and occasional slice of anime/CG cut-scenes. Rather than opting for this arroyo across the game (which would exist expensive) they jarringly render to visual novel form for an excruiatingly long time.

I experience as though this is why I didn't feel connected to the antagonists. Their personal struggles didn't feel real to me because they only felt fully realised in the two (mayhap three?) moments they're animated in an impressive style. And it really is crawly when they are, but because I've been staring at these blinking 2D images for 40 hours, I'chiliad jaded on their occasionally cool moments.

BE the Kirito…. What?

Sword Fine art Online Hollow Realization has an identity crisis. Kirito being able to make his own avatar in this new game is fine. That's not the event. Men can create women and vice-versa in MMORPGs. It'due south a tale as old equally time. What'southward odd is to put the player in a showtime person perspective AS Kirito during all of the interactions. I doubtable this is largely due to the fan service efforts of Everybody Loves Kirito. Every bit in "Hey, you know Asuna right? Well she loves Kirito, which means she now loves Y'all…. even when they telephone call yous Kirito".

The previous game, Lost Song, understood the separation. Kirito appeared in the moving-picture show interactions because y'all aren't Kirito. Y'all're playing AS Kirito'due south avatar. That'south true of Hollow Realization likewise, except they insist on keeping information technology in starting time-person for the interactions for the aforementioned fan-service aspect in my opinion. Y'all can take all of the anime boobs, butts and adopted child AI people you desire but don't faff about with perspective. I do sympathize that rendering the customised avatar in the conversation wouldn't piece of work, merely only evidence Kirito. The Kirito people know. The way that he'due south shown in the CG cut-scenes (because he's certainly non your created avatar there!) and in the odd static motion picture. Aquria slot good ol' Kirito in when it suits them and makes him disappear when they desire him to feel like "y'all".

A Good Plot Hampered By Countless Text and Repetition

The cadre story of Sword Art Online Hollow Realization is actually pretty good. The Null NPC result, the digital drug abuse, the gang enjoying a brand new Virtual Realty MMO without threat of death in a identify based off of where they nearly died: all fine concepts. What doesn't sit well is the never-ending dialogue. There'southward so much circle-jerking going on that information technology turned me off to the plot. Many a conversation seems to experience the need to epitomize the events that yous've just endured.

A lot of the included dialogue is simply unnecessary. Cumbersome, fifty-fifty. A friendly reminder that everybody's your friend, even when some people aren't your friends. To the point that at that place'due south so much of information technology that's mandatory, I didn't want to explore much of information technology in the side-quests (which are too INCREDIBLY dumbo on the dialogue and text). Information technology'south like somebody'south beating you lot over the head with a Japanese audio-volume and information technology harmed the core story which is otherwise quite enjoyable.

Localisation! Bad Job.

It seems that fifty-fifty the localisation team got tired of proof reading the text at some point as well. At that place are a vast amount of errors in the English language text. A ridiculous corporeality that prompted a palming of my own face at one point. A facepalm, if yous will.

I tin can overlook the occasional blip on the radar. It'southward a tough task, translating so many mind-numbing interactions. Where it becomes a problem is that this is just within the core story. Sure, the proof reading would be directed to priority content, and y'all'd think the principal story-line's text would be that.

Again, it doesn't leave you lot completely lost, but for a full-priced retail product being put out past Bandai Namco, whom I've largely complimented on their general localisation efforts in English, this was a surprising mess.

Gameplay

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Sword Art Online Hollow Realization is an Action RPG. It features skill bars at the lower eye of the screen, a mini map in the peak right and various menus that incorporate the game'due south MMORPG aspiration in to a largely unmarried player experience. Many of the common tropes exist, such as killing enemies and completing quests for experience to level up. Add in a bear upon of the Elder Scrolls style "use this school of ability to increment its level" mechanic and you lot take a core combat loop that tin can be quite fun when it isn't stretching itself out too sparse.

Kirito and Co. Do RPG-ing!

When you're ready to venture out in to 1 of the six regions from the teleport gate in the Boondocks of Ancestry, Kirito can take three additional people with him. Each has their own weapon and sub-grade. Characters that don't participate in the field level upwards with the party, and so nobody is left behind.

Past equipping Kirito with one of nine (somewhen x) bachelor weapon styles, it'll level upward with use. This, in plough, provides skill points to invest in the branching ability paths available to you. Some abilities are locked behind a prerequisite minimal skill level. Others are hidden inside unlockable sub-classes for yourself that can freely switched betwixt, though the abilities are only available if the sub-grade is equipped. The same applies to weapon "sword arts": if you have a rapier skill, simply if y'all've equipped a rapier can you lot utilise it.

Boxing skills, on the other hand, are a different story. These special skills are ordinarily unlocked at cross sections on the skill screen and can be used with any weapon and/or sub-class equipped. Battle skills can exist annihilation from SP recovery (the skill-resource i.e. mana) to increased feel or movement speed for a menses of fourth dimension. They're remarkably useful, especially for cutting down on the more grind-y aspects of leveling in Sword Art Online Hollow Realization.

No Control Over the Party Progression or Default Combat Stance

Though the player character progress is a fun, intuitive procedure of leveling when you arrange to information technology, any other character is a problem. Substantially, you "influence" their growth by complimenting them with a shoulder push button in boxing. After nearly 50 hours of gameplay and a completed story, I withal accept no solid idea on how this is supposed to work.

The party still levels in the bones sense, every bit do you. Experience ups your base level which, in turn, ups your base health, SP and various stats. Standard RPG fare. Information technology'due south just their bodily skills that become a strange thing. Healers that don't heal you. Attackers that stand idly by as you slash away at enemies. Sword skills of the same type that y'all're using aren't coming out of Asuna's rapier the way it does yours, and if they practice, it's once in a while under direct didactics.

Yes, as well as abilities, the (up to) iii political party members usable in single player are AI controlled. That'd be fine if the AI wasn't terrible at existence those characters. There are vague instructions you tin shout by belongings L2 on the dualshock and pressing a D-Pad button. One such instruction is "Attack", or equally I have affectionately named it, the "Why are yous just standing in that location watching me being eaten past a Dragon?" push button.

When the party does come together and chain skills, information technology unleashes incredibly powerful combo attacks that follow upward on your previous efforts. If this were a more than directed feel, that aspect could exist incredible, simply I likewise feel that's why the game refuses to give you proper control: it'd exist too easy. That's no excuse to arrive then obscure, but I practice empathise the delicate residue.

Combat Nuts: Dodge and Strike

Combat with enemies will brand up the majority of your time spent in Sword Fine art Online Hollow Realization. Their attacks are more often than not telegraphed via a scarlet cone of bear upon simply earlier they unleash it. The key to victory is evading and stunning the enemies past attacking simply afterward their set on to stun them. The timing mechanics keep the gameplay engaging as most enemies have mildly different patterns that force you to adapt to their speed.

Of course, at that place are balancing issue. Bosses exist that are far easier than your boilerplate skeleton in this game purely due to their attack patterns. Take a level 67 dragon, for instance. The dragon's movements are slow and deliberate. It could easily kill an unprepared player, merely its abilities are predictable and easy to counter. Not to mention it has two chief points of weakness: its tail and head, offering mounds of experience and an instant stun each time y'all break a piece and allow it regenerate afterwards.

Then there's a level 12 skeleton. It has a multiple slash skill that information technology uses upon contact and a swift, difficult-to-notice basic slash that interrupts your own skills. Unless you can kill them in one hitting, they're a pain to fight. Downright obnoxious, actually.

For the most office though, enemies for the areas are well-balanced and combat is fair. Occasionally the capture zone for an enemy attack won't appear for some reason, then that tin be annoying, only otherwise but selection a combat style you enjoy and become to work. This game is at its best when enjoying an uninterrupted level grind, testing out various weapon styles to run across what works for you.

Equipment and Upgrades

There are ten slots of equipment (9 if you're using a two-handed weapon). 3 of these tin can be upgraded at a blacksmith with the right materials: weapon (and shield, if applicable), chest and boots.

Blacksmiths (such as your ain party member Lisbeth) level up as they piece of work. They tin unlock new skills that will bequeath positive furnishings on a successful upgrade and can transform a highly upgraded weapon in to something new. The procedure is expensive and the materials tin can be a grind to go, not to mention that success isn't guaranteed. At that place's a percentage to bear witness the likelihood of success with that particular Blacksmith merely y'all'll have to invest a lot of materials and spend a lot of Col (SAO Currency) to go anything out of the procedure. Information technology's still worth doing if you're in it for the long haul or find some equipment you really enjoy.

Quests, Chests, Events and Bounties

Bounties can be taken from several boards in the Town of Beginnings. Killing enemies or acquiring materials is the quickest mode to earn Col, which isn't very quick in the first place. Bounties as well offering experience, though it's ameliorate to observe a decent grind spot.

Quests can exist initiated with political party members at certain intervals. Most will event in a racy or comical still image of an consequence. Honestly, I didn't spend much time on these side-quests give the dumbo main plot. I'g enlightened that certain things can just exist unlocked past pursuing those side-quests and so take at it.

Earth events, even if they are unoriginal at this betoken, are a welcome addition. They offer the best rewards in the game from loads of experience to rare equipment. When you cross their catchment area, it'll pop up and tell you the requirement. It'south commonly a sub-boss enemy with several life bars, several enemies or a stealth mission to get from one end of the current map to another without being seen by a item enemy. All of them are fairly like shooting fish in a barrel if you're around the appropriate level and their level requirements are shown in the area details of the world map. It's all very well washed in that sense.

Chests offer reliable rewards. Peculiarly blue chests, guarded by an aura that requires the party to slay particular enemies surrounding the breast. They respawn after you've left the area and often give the same reward. This organisation is perfect for potion farming to, once again, ease the grind.

Nod to Make Anime Girls Similar Y'all

We all know what information technology's like, us adventurers. When you're not swinging a weapon around or buying potions, there'south nothing more than relaxing than hanging out past the fruit stand whilst your best girl asks you vague question to which you must nod or milkshake your head at.

Oh. Is that just me? Not even me? Alright then.

In society to increase your affinity with your party members (which is the But way to upgrade their weapons by the way!) you must ask them to go on a walk with you. Alone. At certain areas, a eye bubble will appear over the character'due south head. Take Strea, for example, as you drag her actually-bouncing boobs across the quaint Town, you might stand up next to a fountain and talk to her. This volition prompt the first-person perspective mini-game to begin. The fine lady will ask you how you feel / what should we do? etc etc and you lot can nod, milkshake your head or motility closer with the left stick.

By responding to her questions amicably, she'll get happier and your relationship will VERY SLOWLY increment. I hateful woefully slowly. I've spent less time in real life getting to the bespeak of having sex with somebody than Kirito does just to get a adult female to let him "gaze longingly" at her. I'one thousand not kidding: that's an selection as y'all "Move closer".

Eventually – and I do mean Somewhen – yous'll be able to hold hands with her around town (as long as none of your friends run across!) and and then the money shot: you can bridal-comport her to your bed for some "pillow talk".

The Issue is that information technology Locks Systems Behind its Tedium.

I cast no judgments. If that's your affair, wet your whistle on it all you wish. Personally, it's non worth it for me, merely what's more is that yous can't only equip these characters with better gear. It's locked backside a gift giving organisation that only seems to exist accessible in conversations with them at Level 4 of the relationship. And I'g honestly note sure if they even equip the improve item y'all give them! There'south no indication, just the fact that yous can requite them a version of their respective weapon at Level 4. It's nonsense.


Overall

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It might daze you to know that I feel every bit if I'm missing something in these near 4,000 words. Yet, this iteration of Sword Fine art Online's series of video games is some other underwhelming attempt. There's a lot to love in the combat and weapon skill systems, as well as some fantastic bosses to fight, simply betwixt the streams of mandatory text that can't be skipped, the atrocious companion A.I in battle and the inability to direct control the progression of other party members, Hollow Realization lives upwardly to the hollow function of its name. Information technology's lacking and fans of the franchise deserve a better game in a globe inspired by MMORPGs.

About This Sword Art Online Hollow Realization Review

Game Reviewed:Sword Art Online Hollow Realization
Review Format:PS4
PEGI Rating: 12

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Source: https://mygameslounge.com/reviews/sword-art-online-hollow-realization-review/

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