Sword Art Online Hollow Realization How to Give Armor
Sword Art Online: Hollow Realization seems an apt subtitle for this game, full of one-half-baked ideas that don't live upwards to their potential. There are no objections to the visual aesthetic of the game, which seems to be the only fully realized part of this game. Information technology is in fact the chief draws, the false-MMO style gameplay and a lackluster storyline, that troubles this game. Not simply that, Sword Fine art Online: Hollow Realization seems to pander to long-fourth dimension fans, while at the same time trying to be inclusive to newcomers. Unfortunately, this leads to a game which feels hollow and not fully realized as a game worthy of sinking hundreds of hours into.
Sword Art Online: Hollow Realization drops y'all into the world of Aincrad. Just wait, information technology isn't Aincrad? You are instead reintroduced to a familiar but unlike world which is known every bit Ainground. This new setting for the game reintroduces the whole cast of the first story arc of Sword Art Online and allows the introduction of characters in other story arcs. Yet, it immediately feels like a poor alibi to lump together every single character in the serial universe into a 'greatest hits drove' for Sword Art Online.
Veterans of the serial might feel aggrieved that there is no motivation in the story. You aren't placed in a death game similar in the original Aincrad, nor are you tasked to investigate mysterious deaths in the VR earth being linked to the existent earth like the Alfheim online arc. Instead, the game has you placed into the beta test of a normal MMORPG, which is precisely why the new setting for the game does not have the same urgency every bit past Sword Art Online stories. There is no sense of impending danger to motivate you into advancing the main story quest. Instead, the motivation for the next quest is in the latest addition, an NPC named Premier. The question is, why are we even helping this NPC? Just considering she's broken and only seems to requite you a mere coin as the quest advantage? This merely seems like a very lame excuse for another adventure in the Sword Fine art Online globe.
On your adventures to help this broken NPC 'realize' who she is, you will don your armor, unsheathe your sword and ready out into the many areas of Ainground. On your adventures, yous'll gather new equipment to level up yourself and your companions. In games similar these, you are encouraged to detect equipment to make you feel stronger and await cooler. However, equipment in this game does neither of these things. The weapons are the only saving grace, boasting a skill tree for each type of weapon allowing you to gain new skills and boosts for the weapon you choose to use.
The weapons definitely make yous experience as though yous are progressing and getting stronger. However, the armor is where things fall short of the marking; it adds stats that don't feel of import. A skilled player could probably stick with the default armor and power through the game by dodging and parrying with precise timing. And then, the armor should add some aesthetic value, right? Wrong! If you want to equip the armor with the best stats, exist prepared to wear some pretty silly outfits. Y'all might be wearing some badass gauntlets with a nifty looking chugalug and boots, and so your breast armor is a leopard print battledress with the midriff exposed. It certainly does not make you feel stronger or cooler equally you lot progress through the game, sometimes making you lot wonder if you fifty-fifty want to change from the default armor given at the start.
When you've gotten over the fact that Kirito will be wearing a skimpy looking leopard print battle dress to a fight, yous will become into the nitty gritty of the actual sword fighting. While it tin can fun at first, it shortly becomes annoying as the inputs don't feel responsive at all. Y'all might exist upward against a high-level monster for a quest, and while you hack abroad at it, information technology lunges at you with one of its skills. If yous want to dodge while attacking, that's going to be a bit difficult as you have to wait for the blitheness to finish before being immune to contrivance out of the way. This is very frustrating every bit dodging is an integral part of the gameplay, and without it you volition die in trickier portions.
The finicky gameplay seems to be what it is considering the game focuses more on social aspects with the cast of characters. Different a traditional MMORPG which encourages progression through gear, Sword Fine art Online: Hollow Realization seems to encourage edifice relationships with the vast corporeality of characters in-game. You are given boosts for interacting with the different characters that are in your party, and this can exist done during boxing. While you are fighting, the game encourages yous to give a 'like' to characters who use skills based on prepare personality traits that you also select. This emulates some characteristics of social media, and information technology's as confusing every bit it sounds. Even now, I don't experience as giving likes to the specific trait gives the characters in my party an upgrade or even if it encourages them to employ skills nether that trait more oftentimes; information technology doesn't seem apparent.
Outside of combat, relationship building comes in the form of dating and pressing push button prompts to the specific character's approval. Then, afterward you go along more than dates and first to build a rapport with the character, you can have then to the chamber where you lot stare at each other and talk. Fifty-fifty though canonically your girlfriend/virtual wife is Asuna, you can accept the whole female cast to bed if you're male and the limited male person cast if your female person (although I practice wonder if yous can bed Agil as a male character). The prize for bedding a girl is a shot of fanservice where you see the girl in their chamber attire. Ultimately, the dating sim element is just another feature that keeps yous in the world without calculation much to it. For fans nonetheless, this seems to exist the perfect chance to realize your harem of Sword Art Online girls.
On paper, Sword Art Online: Hollow Realization should be a decent RPG. Instead, information technology focuses likewise much on relationship building with a cast of characters that feels too large. Instead of working on refining the gameplay systems and gear progression, there seems to exist as well much emphasis on fanservice. The emphasis on relationships and fanservice seems to have also detracted from the story which tries to motivate you into helping an NPC find her true purpose within the globe, but instead sucks away motivation to assist this graphic symbol and also the progress through the story. This game seems to focus likewise much on hardcore fans of the series with its accent on the dating sim elements potentially putting off serial newcomers.
Sword Fine art Online: Hollow Realization is a game that places besides much of its emphasis on its dating sim mechanics rather than a polished RPG experience. Dodgy armor designs mar the progression that the weapons add to the game, and a rather dried storyline does not give enough motivation to want to progress through the game.
PROS
- Weapon diversity and skill tree
- Lots of fanservice...
CONS
- ...maybe as well much fanservice
- Accent on dating sim over gameplay
- Story lacks strong motivation
Source: https://gamingtrend.com/feature/reviews/not-so-realized-sword-art-online-hollow-fragment-review/
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