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Echoes of Aincrad Review – An SAO opportunity not taken

Echoes of Aincrad Review – An SAO opportunity not taken

Echoes of Aincrad operates on a deceptively simple premise: that Sword Art Online‘s true star isn’t series protagonist Kirito, or even co-protagonist Asuna, but the virtual reality world they’re trapped in. It asks a compelling question—what would you do if you were stuck inside Aincrad? Would you wield an axe or a greatsword? Would you embrace kinship as you battle to escape, just as Kirito and Asuna did?

On paper, Echoes of Aincrad commits to this idea wholeheartedly. There are countless opportunities to personalize your adventure through custom avatars, build profiles, weapons, and more. But rarely do your choices meaningfully shape the journey. Instead, alas, this is a game best summarized as an opportunity not taken.

A World Bathed in Gloom and Light

The game frames its beginning as SAO’s beta phase. You’re dropped into a subterranean mix of buildings and caverns—sometimes ornate, other times crumbling—and you’ll rush to unite with your party. Along the way, controls, mechanics, and instructions trickle in slowly, both on-screen and later through companion Iori.

Immediately apparent is the setting’s bathing gloom of light. It hangs in the air like illuminated mist, reflecting off pools and brick surfaces, drawing you deeper into the dungeon. The lighting remains affable even outdoors, with sun flares, fuchsia tones, and golden-hour hues blending with lullaby-like piano to create a genuinely welcoming atmosphere.

There’s one major drawback, however, that no amount of pleasantness can mask: the game’s sluggish pacing. And sadly, issues with pace permeate almost every activity you’ll undertake inside the colossal floating castle. Each quest breaks down into one-minute loops: run through a corridor, encounter enemies, slay them, nab their loot, and move on. Occasionally you’ll face a boss or spot an environmental detail tied to lore, but the pattern remains stubbornly consistent.

Dialogue That Pauses at All the Wrong Moments

The lingering pace interrupts cutscene dialogue with jarring silences too. Echoes of Aincrad‘s characters comprise your typical anime archetypes—whimsical and quirky, their childlike naivety balancing superhero bravery that fans of the show will recognize. But strange pauses throughout every conversation undo much of the animation’s charm. Your avatar, a mute protagonist whom you’ll mold after the prologue, only exacerbates things: nodding along, shaking their head, or waving hello in eerie silence.

And this pacing isn’t a result of the developers misunderstanding the source material. The story—ten thousand players trapped in a VRMMORPG where death inside means death in the real world—is set up appropriately. There’s even early intrigue as companions made during the beta don’t reappear once the campaign begins. But mechanical and narrative pacing remain the clearest indicators that the game fails to execute its premise.

The characters themselves seem strangely relaxed after discovering the peril they’re in. Together with NPCs and non-player avatars blurring together, the danger in Aincrad never feels tangible.

Combat: Good Ideas, Friction-Filled Execution

And while danger does exist outside Aincrad’s settlements, combat—for all its good ideas—is laced with yet more friction. Hit detection feels loose. Enemies can strike you from outside your field of view. The lock-on camera struggles to visualize particularly large bosses if you get too close.

Before entering the fray, you’ll team up with a partner, starting with basic light and heavy attacks. But your moveset expands quickly: Sword Skills are weapon-specific special moves unlocked through weapon proficiency; Combination Skills let you and your partner execute flashy attacks together; Support Skills are unique traits per partner—healing circles, weak point detection, treasure chest location—all fueled by an SP meter that recharges with each landing blow. Combined with cooldowns, powerups, projectiles, healing items, and utility gear accessible via the D-pad, your arsenal grows substantially and demands strategic use.

The question the game doesn’t answer, though, is how influential your choice of partner is to mission success. You can direct them to attack your locked-on target, or tell them to swing at whatever’s in front of them, but the effect is the same whoever you bring. And there’s a deeper issue: do your partner’s abilities even synergize with yours? If they do, the feeling is negligible. Once again, Echoes of Aincrad offers a good idea, but its execution disappoints.

Build Variety: Subtler Than Expected

That said, the game is banking on your avatar being its biggest draw. Once your creation is thrust into the mainframe, the promise of build variety reveals itself. As you complete quests, you earn growth points to skew your character toward a tank-like archetype, an agile specialist, or something in-between. Investing in strength, however, doesn’t feel rewarding at first—enemy difficulty scales in tandem with your leveling, erasing any sense of growing stronger.

Weapon distinctions initially feel largely cosmetic too. But persevere and you’ll eventually land on recognizable builds, where build-appropriate weapons establish rhythms rather than simply different damage values. The sledgehammer-swinging power build demands heavy commitment and slow recovery, while the nimbler rapier build offers faster attacks and better mobility at a cost of damage. The differences exist, and chasing your preferred playstyle is possible—but it’s subtler than expected.

Repetition: The True Final Boss

Really, the biggest enemies to the game’s design are its pacing and repetition. The more quests you undertake, the more repetition seeps in—both in objectives and locations. You’ll chart the same forest, spelunk the same cave, and tackle the electric wolf boss more than once. Straying from the beaten path doesn’t always prove worthwhile either; defeating optional bosses opens closed-off areas where a gold chest usually sits, its rewards identical to any freely discoverable chest in the world. The greatest benefit to detouring is revealing shortcuts—a fallen bridge can be rebuilt once you’ve trekked to the other side, a saving grace when you have to retread the same stretch of valley later.

The overarching problem is this: Echoes of Aincrad continually asks you to revisit familiar spaces, but it rarely evolves what you do in them.

Death Game Mode: Punishment, Not Reward

All of these drawbacks make Death Game Mode—a permadeath mode accessible to special edition owners that deletes your save file on defeat—feel like punishment rather than reward. The mode fits SAO’s tension, sure, but it also amplifies the sluggish pacing, exorbitant running, and repetition. It’s hard to see many players opting to give this a go.

Verdict

Echoes of Aincrad does succeed in portraying the expansive VR world away from Kirito and Asuna—but only just. It gives enough options to forge your own creation, though immersion in your avatar’s journey would be better served if they actually talked to their companions. Sadly, the game’s biggest struggles—its pacing, mechanical friction, and repetition—far outweigh the positives gleaned from build-crafting and atmospheric design. For those reasons, Echoes of Aincrad is a tough sell, even if you have the patience of a veteran.