Echoes of Aincrad Preview: Already an Anime-Styled Single-Player Action-RPG Delight

Sometimes, you go in blind on a new game. That’s how it was for me with Sword Art Online: Echoes of Aincrad. I’ll be honest with y’all: I’m not a Sword Art Online guy. I haven’t read the manga, seen the anime, theatrical films or live action adaptation, or played any of the games. My only knowledge of Sword Art Online is that the characters are trapped in an MMO, and if you die in the game, you die in real life. Dun dun dun! That’s a pretty compelling basis for a manga or an anime, but it’s particularly interesting as a video game set in a video game. As it turns out, not knowing much about Sword Art Online made me the perfect guy to sit down with Echoes of Aincrad because, well… it's a little different from what’s come before.
Before we dive into that, let’s take a quick step back and establish a few things first. Aside from a short section of the tutorial that we don’t want to spoil, I didn’t really see any of Echoes of Aincrad’s story. Instead, my time with Aincrad was spent doing a quest called The Lost Log. But that doesn’t mean I can’t talk about some of the narrative decisions this single-player action-RPG makes.
Maybe the biggest departure for the series is that, for the first time in its history, you’re not going to play as a pre-existing character who is part of the story. Instead, you’ll make your own. When I asked Sword Art Online Game Series Producer Yosuke Futami why they made the switch, he told me there were a couple reasons. First, most games in the series have been set in the middle of Sword Art Online’s story, which required players to have at least some working knowledge of the series. Echoes of Aincrad doesn’t, and Futami hopes that means that it will be more approachable for folks who aren’t already fans. Second, he’s hoping that by putting the player into the game world as their own character, they’ll be able to experience the story of being trapped in a death game themselves, not vicariously. Neat.
My journey started in The Town of Beginnings. I spent a little time running, getting a feel for the place, and finding some elven statues that taught me some of Aincrad’s lore. The Town of Beginnings feels like, well... a starting town in an MMO. It’s got that dense-yet-artificial feel of a town in a video game, which pulls double duty in a video game set in a video game because NPCs feeling like NPCs here is a feature, not a bug. The town also shows off how utterly gorgeous Echoes of Aincrad is. This is a good-looking video game. Like… damn.
After seeing the town, I teleported to a nearby terminal (you can teleport any time you’re in town), picked up a quest, and then teleported to my chest to change up my loadout and level up. You see, Echoes of Aincrad started me with a sword-and-board build, and I decided immediately that I would not be doing that because it just didn’t feel like me. I opted for a greatsword and some new gear instead, and spent my growth points to maximize what I wanted to do (meaning: hit things with a big sword).
One of the neat things Echoes of Aincrad does is reward you for hitting certain milestones as you level up – generally once you hit five point increments. Getting my Dex to 5, for instance, boosted my sword skill damage by 3%, while hitting 10 bumped that to 5%. It’s easy to play an RPG and feel like individual levels don’t do much to make you stronger, but every time I got a new level or hit a new milestone in my time with Echoes of Aincrad, I felt it – something Futami confirmed was intentional when I asked him about it. And in Echoes of Aincrad, you can reset your parameters whenever you want. That isn’t typical of Sword Art Online as a setting, but it makes Echoes of Aincrad more accessible to newcomers and encourages you to experiment with your build until you find something you like. If you ask me, that rules.

Once I was kitted out good and proper, it was time to go out into the world. Echoes of Aincrad is set in an MMO, but it’s a single-player game. When you go out, though, you’re not alone. You can select a companion to go with you. I had my choice of three: Iori, a healer: the tankier Wyzeman; and Argo, who operates in more of a utility/support role. I went with Wyzeman. Once we were in the field, how we proceeded was up to us. The map would tell us where we needed to go, but I could only see some of it. I’d have to unlock the rest as we traveled.
Our first enemies were wolves, boars, and kobolds, all perfect for getting used to Echoes of Aincrad’s combat system. A lot of what’s here is stuff you’ve seen before. You’ve got a guard, light and heavy attack chains that you can alternate between on the fly, special attacks, and your partner’s abilities (Iori’s, for instance, creates a circle that heals you if you stand in it). You’ll also open up additional attacks if you dodge at the right time or manage to parry, as you do, and some of them are pretty cinematic. Fancy.

What makes Echoes of Aincrad cool is how dangerous everything feels. Standard enemies can and will kill you if you’re not paying attention, especially early on, and they’re not exactly the forgive and forget type: they’ll follow you for a long time if you pick a fight with them. And they’re all different. Kobolds will block your attacks and retreat and try to blind you. If they do, the screen darkens and is filled with static. It’s a great effect that does exactly what it says: makes it a lot harder to see. Wolves, on the other hand, are nimble and aggressive and travel in packs. Boars are bruisers that you probably don’t wanna go toe to toe with directly, and there are these weird plants that attack from range with vines and can burrow under the ground. And that’s not even getting to the elite enemies, which are bigger, faster, and stronger and come with additional attacks.
By far the worst, though, were the wasps. They fly, they shoot poison, they hit pretty hard. Them boys is tough, so much so that I felt like San Andreas’s CJ whenever I saw one: “Aw, s***, here we go again.” Futami knows it, too. When I asked him about the enemies, and specifically mentioned the wasps, he nodded and said “Ah. Wasp” in English (the rest of our interview was conducted via a translator). Those are the words of a man who knows what he’s doing, what horrors he has unleashed on his digital world.

But even then, there are ways to deal with enemies. They can be stunned, opening them up to big damage. In the case of the wasps, I could knock them out of the air, which is where they’re strongest. If I stunned them, I could chop off their wings, preventing them from taking to the air and forcing them to fight on my terms. No matter what enemy I went up against (or how many times I saw them), it was always scary when a fight drew the attention of more baddies and exhilarating when I landed a big hit, nailed a dodge attack, or timed a team-up attack just so.
What I saw of the world was just as intriguing. In most RPGs, the worlds are something you navigate between combat encounters, but in Echoes of Aincrad, getting around is half the battle. Futami told me that they wanted the world itself to be like a dungeon, and I felt it when I was playing. Much of the time, I was figuring out how to get where I wanted to be from where I was, and what paths I’d need to take to get from one floating blue orb – which serve as places to rest and restore your potions, but also respawn enemies – to another, finding chests along the way. By far my favorite thing about the world was finding Arks. Defeating the mini-boss enemies sealed inside the Arks will open other seals scattered around the world, allowing you to get chests and other goodies.

One time, I opened up a cave, but it was too dark for me to see what was inside. Apparently, I didn’t have the right equipment to light the way; I guess I needed a Pokemon with flash or something. That could have been annoying, but I loved navigating Echoes of Aincrad’s world so much that it just made me want to come back later. There’s so much detail here, that even walking through mud is exciting because it would show up on my characters, something Futami said the team put a lot of effort into, and you can really get a sense of that as you play.
Searching for The Lost Log usually meant making the trip in chunks, fighting my way to the next orb, then going back to down to level up, equip new armor and weapons – and upgrade and slap new abilities on them, which sadly I can’t show – switching out my companion (I liked them all, but Iori quickly became my go-to because of her healing prowess), and so on. Each trip into the wild was an expedition, and I loved an excuse to try out new weapons and partner characters, which returning to the city provided.

My demo ended with a boss fight against a couple of the big, scary plants. It was a grand ol’ time, and fitting end to my time with Echoes of Aincrad. I came, I saw, I conquered, recovered The Lost Log, and left many a dead wasp in my wake. I’m still thinking about Echoes of Aincrad more than a week after playing it. About its world, about the characters, about the wasps. Even the metatextual stuff is fun. Remember Iori? She appears as a woman when I met her, but early on, Iori is a man, and Futami is eager to see what players make of that change. It’s particularly fitting for a video game. After all, who amongst us hasn’t played as a member of the opposite sex while exploring a fantasy world?
If Echoes of Aincrad can nail what it’s aiming for, it should be a chance for seasoned vets and newcomers alike to get into the Sword Art Online world. Me? I just wanna go back to that cave. Next time, I’ll make sure to bring a light.



