Sword Art Online: Echoes of Aincrad Review — Promising Combat, Empty Pacing

Sword Art Online: Echoes of Aincrad is the latest attempt to make a truly satisfying entry in the franchise’s long-running game line. While the action-RPG’s visuals and combat feel promising at first, the deeper you go, the more the experience begins to feel empty, repetitive, and ultimately let down by its pacing and story structure.

Quick facts

  • Echoes of Aincrad is a single-player action RPG with Hack&Slash-style combat.
  • The game uses hub cities where you take quests at terminals and craft or buy equipment and items.
  • Instead of an open world, it sends you into large areas with objectives tied to progressing the story.
  • Its setting is connected to Aincrad, but it centers on a custom protagonist and new companions rather than solely Kirito and the original cast.
  • The review claims the game’s strongest point is its look—environments, UI, atmosphere, and soundtrack.
  • Major criticism includes low enemy variety, repetitive dungeon layouts, weak exploration value, and a story that stalls until the post-game.

Not an open world: hubs, terminals, and a custom protagonist

Echoes of Aincrad is built around multiple hub cities. From there, you accept quests via terminals—mirroring the anime’s “mission take” vibe—and you can also handle progression tasks like crafting and purchasing gear before heading out.

Mission areas are described as sprawling at a glance, but the review highlights how they often lead to dead ends or reward players with mostly healing loot or, when luck is on your side, weapon blueprint items for the forge. The core story diverges from the main anime by putting a created character and new companions at the center.

Anime moments exist—but the coverage feels limited

Although you do encounter Kirito and the familiar cast, the story focus doesn’t extend far beyond the earliest part of the anime. The review states it reaches only the first two episodes of the first season and the first two floors of Aincrad, even though Aincrad is presented as having a total of 100 levels.

The game’s framing begins with you playing as a “regular” beta player—complete with a prescribed male avatar at the start—celebrating the full release of a popular MMO with friends, just as the death game begins. Once you die in the game, you die in real life, and you cannot log out.

Where it shines: presentation, UI, and atmosphere

Visually, the review calls Echoes of Aincrad the best-looking game in the series so far. The environments, user interface, and overall atmosphere are treated as standout strengths, with careful attention to how the world looks and feels.

Dungeons and areas are said to look consistently “cool” and atmospheric, supported by a mood-setting soundtrack, an anime-style intro, and appropriate ambient sound. On top of that, the UI is described as being implemented especially well for the game’s style.

A pretty world that feels empty

Despite its MMO setting, the review argues the game is largely solitary outside cities. Outside of NPC-heavy hub areas and required sequences, there’s little else to encounter besides your companions—something the reviewer says began to bother them early and continues in the full version.

Exploration also doesn’t quite deliver. Even when regions appear open and wide, the review points to frequent dead ends and rewards that don’t meaningfully expand what you can do. The result is that curiosity fades quickly, and the urge to keep searching doesn’t last.

Dungeons repeat themselves, and navigation frustrates

Dungeon design is another major issue. While the game is presented as using procedurally generated dungeons expected to vary on entry, the review claims the internal layouts are extremely similar. Rooms and corridors repeat, and the reviewer says the repetition becomes so irritating that they start wanting to reach exits as fast as possible.

Quest navigation is also criticized. The path toward quest objectives isn’t always shown clearly, and the combination of unclear guidance and dead-end branches makes orientation frustrating—especially when those wrong turns waste time.

Low enemy variety hits both fights and bosses

Enemy selection is said to be limited in practice. While creatures like wolves, wild boars, golems, goblins, and mouse-people are mentioned, the review claims they often differ mostly through altered skins and reappear frequently enough that variety doesn’t feel substantial.

This sameness extends into combat. The review says enemy attacks—both standard foes and bosses—are largely identical, with only a late-game appearance of a handful of more interesting boss encounters. By that point, however, the game is already near completion, leaving the most distinctive fights arriving too late to change the overall impression.

Combat works: Souls-inspired feel, but limited move depth

Even with the complaints about world and enemies, the core gameplay loop is described as solid. The combat system offers combos that depend on the weapon you equip—such as sword-and-shield versus dagger—along with a mix of light and heavy attacks, dodging, and parrying. Parrying is described as being tied specifically to having a shield equipped.

NPC companions contribute special abilities, including a healing circle attributed to Iori and an ultimate team attack that involves the player character. The review also notes that firearms and magic aren’t generally available to the player, except through specific partner abilities.

Mechanically, the combat is compared in spirit to Souls games, including the way the combat interface resembles that style. The reviewer adds that if you haven’t played Souls-like titles, you may need a short adjustment period, but most fights should remain manageable.

Still, boss fights are criticized for being structured like Souls encounters while being less engaging over time. The review suggests mobs often fall after a strong hit or a couple of lighter strikes, while bosses offer too few distinct moves—described as typically only two to four—making encounters feel repetitive even when the combat moment-to-moment is enjoyable.

Story pacing: lots of talking, little forward motion

The review’s biggest disappointment is the narrative. In roughly 20 hours until the ending credits, the reviewer claims the game talks often but doesn’t meaningfully progress in dramatic or surprising ways.

Early on, the story is described as doing a decent job of showing the anime events—specifically the first two episodes from the perspective of “normal” players who aren’t on the same level as Kirito, Asuna, and the other heroes. There are also a few promising moments early, including hints of friendships and character backstory, and a sense of danger for the friends you bring into the death game.

However, those stronger moments are described as the exception. The review says the story never really builds toward a twist or accelerates into something genuinely dramatic. Instead, it occasionally confuses the player by not exploring important details deeply.

Key characters sideline, and the ending undercuts the rest

The reviewer also criticizes the cast management. New characters are introduced in the main plot without much weight, while early standout figures—such as the player-killer duo Stella and Foxglove—either barely appear or are mentioned only in passing, despite their stronger presence at the start.

They call the ending especially frustrating: around 80% of the story is followed by credits rolling on screen. The true end boss, according to the review, arrives only in post-game content after extreme grinding in recycled dungeons. For the reviewer, that shift is described as the final blow that turns the overall experience into a missed opportunity.

Marcus Chen is a gaming journalist and industry reporter with more than 10 years of experience. He covers releases, announcements, and trends across PC, PlayStation, Xbox, and Nintendo, and keeps a close eye on the indie scene and esports. Previously an editor at several gaming publications, he now writes news, reviews, and breakdowns of major industry moments—from big showcases to updates on popular titles. His work is aimed at players who want a clear, fast read on what happened and why it matters.