RPG

Opinion

Echoes of Aincrad can be everything Sword Art Online fans have ever wanted

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The demo of Bandai Namco's new title demonstrates that having your own character and surviving during the season that made Sword Art Online famous is better than being the protagonist, but its mechanics risk alienating less engaged audiences.

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In 2012, the MMORPG genre was already well established after over a decade of experimentation and refinement. Online games were on the rise, MOBAs were still finding their place, and playing online often meant finding your party and joining a raid.

Sword Art Online, written by Reki Kawahara, aired that year with a plot that played into the fantasy of any MMO fan at the time: being trapped in a digital world where RPG rules apply and where dying in the game meant dying in real life.

Viewers followed the story of Kirito, a closed beta player of SAO who knew a bit more than everyone else and used that knowledge to his advantage and survival. The plot eventually left Aincrad, introduced other online game worlds, gained new fans while alienating others with a story where the central focus drifted away from the need to survive in a world designed to be hostile.

Most fans, or at least those who followed Sword Art Online at launch, still feel that the first season was the best, and there was always that lingering feeling of "it would be incredible to be able to play in that world." Despite several franchise titles already released on consoles, none put the player as an active player in Aincrad without being in Kirito's role — not until Echoes of Aincrad.

The new SAO title is produced by Game Studio and published by Bandai Namcolink outside website, with a release scheduled for July 10 on PlayStation 5, Xbox Series X|S, and PC. A demo was released last week, an introduction to Echoes of Aincrad's premise, where you are one of the players trying to survive a hostile world, rather than the anime's protagonist.

Your character, customizable from a segment not present in the demo and with in‑lore implications for why you need to play as the generic hero in these early hours, represents the attempt to fulfill the proposal fans have always wanted: to embody a character trapped in that floating castle, trying to find their way back in a hostile world.

Two hours of demo later, Echoes might be the game fans always wanted, but it still needs to prove it has arrived.

Sword Art Online as you always dreamed of

The strength of SAO's first season lay in its worldbuilding and the premise of a deadly game, and the demo shows a work that leans into that concept, placing you as a regular player in a story parallel to Kirito's arc. There is no attempt to reinvent the events of the series' first arc, but they are used as an independent backdrop. Even if the hero appears at some point, your character is the protagonist of their own story, not a supporting force.

For those unfamiliar with Sword Art Online's universe, it is an opening that fits into the lore without requiring an encyclopedia of the franchise to understand. You are a player progressing through a dungeon, discovering that other players can be evil, that others can be good, how to work as a team, and how the game's hub works. For those who watched the anime, it brings a dozen nods and callbacks.

Not focusing on Kirito, however, brings a challenge: your protagonist, or the original characters around them, need to be as charismatic as Sword Art Online's original cast. In the demo, they lack that quality and leave no lasting impression, merely fulfilling the role of guiding the plot through the early hours.

Image content of the Website

Character design and dialogue feel generic. On one hand, it fits Echoes of Aincrad's proposal that players should not stand out from the most basic Sword Art Online players and should distance themselves from the visuals of Asuna or other striking characters. On the other hand, the lack of charisma in both dialogue and appearance risks players not growing attached to them and, consequently, to the story.

Balanced combat, but lacking dynamism

This, however, is not a game about forging bonds. It is about surviving. The combat system has a satisfying rhythm and a variety of commands, with special abilities between allies, attacks that break the enemy's barrier, normal strikes, and special attacks.

Although the initial dungeon does not offer major challenges, it is an introduction to Echoes of Aincrad's mechanics and to how much this title commits to the atmosphere of "ordinary player" to create a system where timing and attack choice matter. There are noticeable issues at this stage with the lack of variety, which makes combat feel static. Attacks lack impact, enemies react little, and no boss or enemy presents a standout challenge, though it is not a walk in the park either.

It could be a matter of the learning curve: games in this genre tend to gain depth as abilities unlock and encounters grow more complex. Once released into the semi‑open world, the challenges are likely to escalate, and preparing builds, partners, and planning could make the experience challenging, without needing to follow all the molds and rule sets of a soulslike.

The impression, however, is of a system that either has not yet shown its potential or may not be capable of it.

Character creator locked behind lore

The menus, on the other hand, are the most polished part of the demo. The interface offers a generous number of options but remains clean and organized, with clear information on abilities, buffs, and attributes. The promise of creating your avatar in the world, after all, is the game's main draw, and if the menus are any indication of what to expect from the character creator (only available in the final version), Bandai Namco took this element seriously.

Image: IGN
Image: IGN

The character creator is locked in the demo for narrative reasons. It is understandable within the product's logic, but frustrating for those who wanted to test the title's most attractive feature.

Worth keeping an eye on, with caveats

Echoes of Aincrad is the best attempt so far to turn Sword Art Online into a game worthy of the premise that attracted hundreds of thousands of fans in 2012. For those who grew up watching the anime and dreaming of being in that castle, the demo delivers enough to spark genuine interest. The world is there, and the narrative construction respects what made the first season special.

Image content of the Website

For action RPG fans with no connection to the franchise, the assessment demands more skepticism. Combat needs to prove it has depth beyond what the demo showed, characters need to gain substance, and the game must avoid the most common trap of licensed titles: being competent enough to satisfy those who already love the universe but generic enough to fail to win over anyone else.

In the demo, Echoes of Aincrad is walking that line, risking falling to the side that pleases fans but does not hold up as a standalone title.

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RPG SAO Demo
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