
Step into Aincrad, a world of beauty and danger where every battle could be your last. Create your hero, choose your gear, and master combat by building synergy with your partner, leveling up, and unlocking special abilities to expand your horizons.
Most likely between $9M and $25.4M. How we estimate →
Checked against 8 developer-reported gamesmedian error
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $69.99 | 48% | approximately $15M |
| PlayStation | $69.99 | 71% | — |
| Xbox | $69.99 | 70% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $39.87 on Steam · China (−43%). Compare 27 prices in 14 markets →
Reviews
Themes across 1351 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Game's ♥♥♥♥ don't buy it, not worth your 70 schmucks. Forced upon me as a gift and now stains my account.
As someone that has beaten the game, I feel that I can now actually make a review worth looking at. And having done the post story bits as well, even more so. I wish I could leave a neutral review for the game, leaning a little more to the positive side, as my thoughts with the game are mixed, with some disgusting bads and pretty tall highs. The things that I liked about this game were the story, the graphics, the combat, the soundtrack, and overall immersion of the game. The story is kind of a mixed bag, as the only reason I liked the story was because the second half of the game picked it up a LOT more, and held me all the way to the end, to the point where I was left wanting more and wondering where/if the story goes from there. No spoilers, but there is a big original storyline in the second half of the game, albeit feeling a little unfinished, contained a lot of very good and strong story elements. Obviously, graphically I don't need to say much, the game looks amazing. The combat felt clean, and I never had the problem with it feeling clunky (I did play on controller, so kbm might feel that way). Immersion wise at least personally, I was able to insert myself into the story and feel those heartfelt feelings of what a "death game" consequently holds. The characters helped a lot, and they were all very well written. As for the bads, there is a pretty hefty amount. The things to mark are the variety within levels regarding their layout, the reuse of bosses and animations for enemies within different levels, the linearity that comes with it being level based encounters as opposed to open world, the mindless running around in order to get to places that felt frustrating, the linearity that unfortunately comes from most SAO game combats, and as well as the absurd price tag. For levels, the one thing that was frustrating and just downright stupid was how the levels were designed layout wise. Since they stuck to the level based encounters, there was no need or feeling of needing to explore the world and see the little intricacies that the world MIGHT have to offer. Towards the end, I felt that I had no reason to explore, and would rather rush through a level in order to experience more of the story. That kills it for something that's supposed to replicate media that uses an MMORPG as it's base. As for the reuse of bosses and animations, it just felt tacky when you would have to do a boss encounter at the end of the level, especially when it was big stepping stones in the story, and for the bosses to just be damage sponges. At the end of the game, primarily the final boss and the post ending final boss, you can see they definitely explored mechanics akin to raid mechanics, and it felt fun, engaging, and challenging. But when it's only the final two bosses, it just feels like wasted opportunity. I don't have to say much about the game being linear, we just lost out on so much when it's not open world. The mindless running around I don't have to say much about, anyone who has played the game can see that there's a lot of running around and "exploring" which is just finding the next checkpoint in the quest rather than really exploring. As for the linearity that comes with combat, the problem with the game is the variety, and by that I mean build variety. It feels as though there isn't enough sword skills to fully enhance skill expression, not enough armor that really changes up the feel of how you play, and just overall not enough reason to keep you engaged, it's just basic attack and wait for your cooldowns, it just doesn't feel like enough. And last but not least, the horrible price tag. I get that we're in a modern era, but this game realistically should've cost $60, or personally what I think should've been the price, $40. The game just doesn't have enough going on to justify the price tag of $70, plain and simple. Overall, the game is again, a mixed bag, but I think it was a good experience, however bad the bads maybe. The game had the bones and potential, and you can definitely see it in parts of the game. It just felt like the budget wasn't there or there wasn't enough time to explore it, and that's how we get mixed reviews for games like these. I look forward to the additional DLC that may happen in the future, and I do sincerely hope the devs get the time and the money to make the game a lot better, but for now, the game will remain to have the bones, but there's not a lot of good chunks of meat to bite into.
Good story
I gave this game a chance because it had that SAO "look". I ignored the flaws and had fun for the first 10-15 hours. The devs knew how SAO looked, but they obviously never played MMOs in that era, or even understood the anime. The first "second town" quest is derived because MMO resource do not respawn instantly KEK! I had unlimited cash and items on floor 1. They are lazy devs, and do not pay this game full priced and be tricked like me. I decided when I finally was killed in battle, I would quit the game. I got to level 53 (I was laughing because on floor 2 Kirito is like level 10 or something), but I died from cringe in the chair before ever dying in the game. The devs broke the lore constantly, the characters dialogue was always annoying, no reward for sticking to a build or exploring, and the monsters/bosses were on repeat. There was no PK story, there was no fun secret areas, the areas were all sanctioned off based on quest. Things like these were tiring. I get that the original characters are cool, but they could have easily based the story on after everyone was freed, and made it more multiplayer. 2 floors is asinine. BTW, I died because Klein was running into the wall, all the moves glitched out as I was soloing a floor boss that should of never been alive in the first place because the devs are just super lazy.
6/10 rating, here is why. First off, The camera view in this game is THE WORST i've ever experianced from alot of games. Very little to none option to adjust it, and it has cost my life a few times due to it in combat. It locks camera, swaps targets mid combat without you wanting to. The achivement system is bugged, when you earn a achivment, say craft a sword, you get a axe related achivment... combat is...challenging in ways of bugs. Storyline and quests are AWESOME, there is a buch of different weapons to choose from and thus you can choose your own combat style. It's not a openworld sadly, you're locked inside towns unless you go out on a quest. so you can't just go out of town to farm monsters or collect herbs. No loading when teleporting between terminal,vendor,smith and your own chest while in town which i found VERY refreshing.
Un jeu vide, assez répétitif et plutôt sans âme à un prix bien trop élevé, je regrette mon achat. Je lui préférais son prédécesseur avec des raids en multijoueur, sauf que la commu n'a pas suivi et il n'y plus de joueurs pour le faire vivre et en plus il était moins cher à l'achat. Mon portefeuille se sent braqué.
Ta bueno, no me importa la opinion de los kukas
VERY GOOD WAY TO MUCH CHESTS THOUGH
I wanna start of with that i really loved the SAO anime and was really looking forward to this game since it was widely hyped up. I was excited to dive in and experience the world Kirito, Asuna and everyone else was forced to live in. The game is literally just doing quest after quest with a specific backstory and always the same running around and killing monsters over and over again. The mapping is cruel and sometimes i just ran around for so long trying to find which way i gotta go. The only thing that´makes it more personal is that after one quest you can choose the colours of ur armor. The character doesnt talk in the game just nods or looks confused. I know how far we have come with games and making this game feel alive, wanting to ``create`` a life in this world isnt hard. By adding more customizations like housing or adding different types of quest or puzzles the game wouldnt be so boring. The story was the only thing that kept me going. I finished it in 26 hours so i dont know where the 40-60 hours should come from
I want to preface that my lack of recommendation isn't due to me outwardly disliking the product but more-so how it left me confused in its structure and pricing despite what it delivers. EoA is by far the most mixed experience I've had since to be clear, I'm viewing this game less as "another SAO title" and more on its own two legs as an attempt on a more mainstream audience yet to indulge in SAO as a series. In that way, it does do a lot of things I find sincerely cool and interesting but it somehow shoots itself in the foot via means I can only guess as to why and how it came about. Let me start with positives since I want to give its flowers wherever I can: - The combat generally is really satisfying, a lot of enemies are well designed and the sword skills have impact. By far the most fun aspect was the usage of crush attacks and dismemberment which both added flair and variety to the encounters while alternating enemy movesets. - The visuals are stunning, definitely the most pretty SAO has ever been, the world, environments, models and ambience is spot-on, maybe some funky shadows and light maps on models can be jank but it overall is really good. - The sheer map size and attention to unique set pieces is really impressive, I didn't expect they'd do as much as they did and it really helped with making Aincrad feel grandiose (especially being able to see the next floor through the clouds and the like) - Stats, equipment variety and customization are all really well done, they have a multitude of cool effects and a bunch of unique spins on abilities that can help define your playstyle. Plus: you're not limited purely to skills you can change appearance of your gear at will as well as colours which is a huge positive. - Sound design, super crisp- not much to add onto it just generally really well implemented with the clangs of metal as you run and footsteps changing in accordance to terrain, the over the top splatters of blood after dismemberment is really satisfying too. - Characters generally are pretty likeable and have fun chemistry. With all that said, almost every positive brings its own issue or is hindered by something. Exploration First of the problems is the maps. See, while mega impressive how these maps are winding and large with a great sense of scale and uniquely designed to be picturesque from every angle- there's practically nothing in them and not enough to quell the silence between activities. When you begin the game, that overwhelming sense of space is to its advantages- it plays into the aspect of "worlds first VRMMMO" and scale SAO had in its premiere episode perfectly. But as you progress into the game each segment of story content is split into 30 minute plus periods of running and dicing generic enemies until you reach the location. Normally that wouldn't be too bad, but your allies (namely in story missions) do not add anything. They say nothing. They don't take note of the sights, how they feel about what's going on, they'll say their generic lines for seeing certain enemies which is nice but there's no sense of comradery, retrospection or feeling that they're "alive". Now the game was listed as single player, but is a "VRMMO" setting why wouldn't "players" be in the field? Where's the random players fighting for gear and loot? Where's the player who got swindled by a shrewman for an emergency quest? Where's the life in the expansive floors to break up those super long sprints to the next location? I feel the game actively shoots itself in the foot since beyond chests which 80% of the time only have expendable items that don't have much use, it's the Ark bosses which are cool but only serve to maybe give a shortcut or break a barrier to another chest which MIGHT have some cool gear in it... After more sprinting to a destination with utter silence and more generic enemies in your way. All that to say, I don't think the game's scale is a problem, but how it uses said scale. Chests are WAY too plentiful to be meaningful, part of the "beta tester" slander was them taking up the loot, why not have the "players" be at most of these chests ahead of time where you can converse over places of interest to find an ark boss (before revealing the area with a safe zone), where's the players who opened a trapped one that you can probably save and they gift their gear in response? It's just too monotonous, I feel every area as pretty as it is, as ambient as it is could have used its space and effort so much more effectively to convey the current story events, build the cast of characters passively through active conversation as you explore and establish the threat of the death game. It's just... empty, I feel like I'm exploring a dead co-op game- ironically. Music It's aight, atmospheric. Personally wish the anime OST was an option but that's just me. Customization Lacklustre but okay, only one body type and height, needs more. Combat I praised it but it has its downsides. Firstly, the difference between weapons is clear and they have their advantages, wanting different stats to be maximised effectively and that's cool. However there's just a lot of kinks in how enemies are made alongside some of the core defensive gimmicks. "Slash" attacks are this active parry you do when they glow blue- it's BORDERLINE un-reactable so you just gotta spam the button in anticipation if you learnt the enemy move-set. Perfect guard is just really inconsistent and only a certain class can do it so it's kinda pointless since perfect dodge does the same thing and less risky, and perfect dodge just is kinda buggy because it simply feels too inconsistent. Some enemy hitboxes are downright absurd or mess with your lock on, do dumb effects or straight up visual noise with no choreographing at all. Also, they reuse enemy models and bosses A LOT. they do often change their movesets which is really nice, but you know- could use work. I digress, what I mean to say is despite it being fun, there's some BS that can straight up end a run or feel totally unwarranted due to the game's mechanics being really strange. I feel the "slash" parry needs to be WAY more generous, and the "guardable"/"dodgeable" stuff to be more clear. Mind you some of these mechanics are impacted by stats which is why I think it's so jank, but it does hinder the experience way too much in my opinion. Characters/Story Out the gate I am not a huge fan of silent protags, this game wants you to immerse yourself but I think it generally just hinders the character chemistry. I'd much rather they be a generic do-gooder with a chooseable voice at the least and let me express myself through side content where you can be the low-key jerk or the like. This is purely me, but it's super weird whenever a conversation is happening and we break the flow or atmosphere with a 5 second silence and two-option window that do the same thing. Not my thing, I think it's not to the story's benefit but I understand that's not true for everyone. I won't pick apart everybody, but like I said before the story is split so haphazardly between the hours of running around maps that it's difficult to get fully immersed. They do some genuinely cool things, have some nice chemistry and set up interesting dynamics- but that is all to say that it felt like a character group that otherwise should've been established 10-20 hours in, became the ENDING SCENE. Multiple characters go unused or vanish off-screen, it's just generally unsatisfying and refuses to capitalize on its narrative decisions which otherwise are well done. I hope the DLC and such can help but, yeah. Overall, get this game on sale for like half price minimum, DLC and updates could be awesome- but I just can't recommend it whole heartedly. I love SAO to bits but while I enjoy a lot about this game, it's simply, undeniably, unfinished.