Difference Between Sword Art Online Hollow Realiztion and Re Hollow Fragment

Sword Art Online: Hollow Realization seems an apt subtitle for this game, total of one-half-broiled ideas that don't live up 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. It is in fact the master draws, the faux-MMO mode gameplay and a lackluster storyline, that troubles this game. Non only that, Sword Art Online: Hollow Realization seems to pander to long-time fans, while at the aforementioned time trying to exist inclusive to newcomers. Unfortunately, this leads to a game which feels hollow and not fully realized equally a game worthy of sinking hundreds of hours into.

Sword Art Online: Hollow Realization drops you into the earth of Aincrad. But wait, information technology isn't Aincrad? You are instead reintroduced to a familiar but different world which is known as Ainground. This new setting for the game reintroduces the whole bandage of the get-go story arc of Sword Art Online and allows the introduction of characters in other story arcs. All the same, information technology immediately feels like a poor alibi to lump together every single character in the serial universe into a 'greatest hits collection' for Sword Fine art Online.

Ainground!? What the...

Ainground!? What the…

Veterans of the serial might feel aggrieved that there is no motivation in the story. You aren't placed in a death game like in the original Aincrad, nor are you tasked to investigate mysterious deaths in the VR world existence linked to the real 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 accept the aforementioned urgency as past Sword Art Online stories. There is no sense of impending danger to motivate you into advancing the principal story quest. Instead, the motivation for the next quest is in the latest addition, an NPC named Premier. The question is, why are nosotros even helping this NPC? Just because she's cleaved and only seems to give you a mere money as the quest reward? This just seems like a very lame excuse for another take chances in the Sword Fine art Online earth.

On your adventures to help this broken NPC 'realize' who she is, y'all will don your armor, unsheathe your sword and set out into the many areas of Ainground. On your adventures, y'all'll assemble new equipment to level upward yourself and your companions. In games similar these, y'all are encouraged to find equipment to make you feel stronger and look cooler. All the same, 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.

Oh look! He's still wearing the starting gear!

Oh look! He'due south nonetheless wearing the starting gear!

The weapons definitely brand you lot feel as though you are progressing and getting stronger. However, the armor is where things autumn curt of the marking; it adds stats that don't feel important. A skilled thespian could probably stick with the default armor and power through the game by dodging and parrying with precise timing. Then, the armor should add some aesthetic value, right? Wrong! If you want to equip the armor with the best stats, be prepared to wear some pretty silly outfits. You lot might be wearing some badass gauntlets with a nifty looking belt and boots, and so your chest armor is a leopard impress battledress with the midriff exposed. Information technology certainly does not make you lot experience stronger or cooler equally yous progress through the game, sometimes making y'all wonder if you lot even want to change from the default armor given at the beginning.

When you've gotten over the fact that Kirito will be wearing a skimpy looking leopard print boxing dress to a fight, you will become into the nitty gritty of the actual sword fighting. While it can fun at kickoff, it shortly becomes annoying as the inputs don't feel responsive at all. You might be up against a loftier-level monster for a quest, and while you hack abroad at it, it lunges at you with one of its skills. If you desire to dodge while attacking, that's going to be a scrap difficult equally you have to look for the animation to terminate earlier beingness allowed to contrivance out of the way. This is very frustrating equally dodging is an integral part of the gameplay, and without it you will die in trickier portions.

The choosy gameplay seems to be what it is because the game focuses more on social aspects with the bandage of characters. Unlike a traditional MMORPG which encourages progression through gear, Sword Art Online: Hollow Realization seems to encourage building relationships with the vast amount of characters in-game. Y'all are given boosts for interacting with the different characters that are in your party, and this can be done during battle. While y'all are fighting, the game encourages you lot to give a 'similar' to characters who employ skills based on ready personality traits that yous as well select. This emulates some characteristics of social media, and it's as disruptive equally information technology sounds. Even now, I don't feel equally giving likes to the specific trait gives the characters in my party an upgrade or even if it encourages them to use skills under that trait more oftentimes; information technology doesn't seem apparent.

NSF...W!?

NSF…W!?

Outside of combat, relationship building comes in the form of dating and pressing button prompts to the specific character'south approval. Then, after y'all go on more dates and start to build a rapport with the graphic symbol, you tin can take then to the bedchamber where you stare at each other and talk. Even though canonically your girlfriend/virtual wife is Asuna, you can take the whole female cast to bed if you're male and the limited male cast if your female (although I practice wonder if you can bed Agil as a male character). The prize for bedding a girl is a shot of fanservice where y'all see the girl in their sleeping room attire. Ultimately, the dating sim element is just another feature that keeps you in the world without adding much to it. For fans even so, this seems to be the perfect hazard to realize your harem of Sword Fine art Online girls.

On paper, Sword Fine art Online: Hollow Realization should be a decent RPG. Instead, it focuses too much on relationship building with a cast of characters that feels likewise large. Instead of working on refining the gameplay systems and gear progression, there seems to exist too much accent on fanservice. The emphasis on relationships and fanservice seems to have also detracted from the story which tries to motivate y'all into helping an NPC discover her true purpose within the earth, merely instead sucks away motivation to help this character and also the progress through the story. This game seems to focus too much on hardcore fans of the series with its emphasis on the dating sim elements potentially putting off series newcomers.

Sword Fine art Online: Hollow Realization is a game that places too much of its emphasis on its dating sim mechanics rather than a polished RPG feel. Dodgy armor designs mar the progression that the weapons add to the game, and a rather stale storyline does not give enough motivation to want to progress through the game.

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Source: https://gamingtrend.com/feature/reviews/not-so-realized-sword-art-online-hollow-fragment-review/

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