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Accel World Vs Sword Art Online Millennium Twilight Character Build

Fans of Reki Kawahara'south Sword Art Online and Accel Globe series are in for a treat as both of the writer's online worlds collide in Accel World VS. Sword Art Online: Millennium Twilight (AvS).

Both games' stories have existent-world players donning their versions of futuristic VR headsets and diving into Virtual-Reality Massively Multiplayer Online (VR-MMO) games (Similar Game-ception), albeit in different parts of Kawahara's overall universal timeline. But never heed the over twenty years of in-world time differences, we've at present got a crossover where both worlds collide.

AvS is, at its eye, a thinly-veiled excuse to get fans of both series excited at having the characters from both series interact. The plot has the characters of Accel Earth traversing a time-portal and landing in Sword Art Online's Alfheim Online earth, merely to discover that both their in-game systems are combining in a horrible end-of-ages style "Age of Twilight". To help solve this, both teams have to combine forces to rescue Sword Fine art Online's resident AI-daughter (really!) Yui, who's been locked away past the evil bad guys. And now you know xc% of the plot.

For those who haven't caught either of these games, here's a quick primer: Sword Fine art Online (the "before" game in Reki's timeline) is one of the first VR-MMOs, and i where things went horribly wrong for its players. Players were trapped inside a "die in-game and die in real-life" world, with main hero Kirito and his allies featured in a series of stories. Accel World is set almost a generation into this alternate hereafter, with far more avant-garde VR headsets called "Neuro linkers" that bring VR into the real world through augmented reality. "In-game" fights with Accel World's Duel Avatars by then are so avant-garde that players can plow in points for real-world rewards.

Fly around and watch the sunsets

While AvS ostensibly urges y'all to act quickly to save Yui, equally with all such titles, there's really no sense of urgency. Right from the kickoff of the game, once tutorials are out of the way, you're free to explore the first map and wing around, swatting enemies and exploring. And that'southward the existent hidden meat of the game – exploration.

AvS has a strong emphasis on letting players wander about and do their ain thing. Maps are huge and draw distances long. Besides running, players can fly around (or jump stupidly high if you're an Accel World grapheme, all but 1 of whom can't fly), like to previous Sword Art Online titles such equally Sword Fine art Online: Lost Song. Flying, at first, tin exist disorienting and confusing, but speedily adds some interesting strategic depth when yous appoint or disengage from foes in combat. More on that later.

From a distance, the maps are lovingly rendered, beautifully drawn worlds with a rich ecosystem of creatures. You lot can fly almost anywhere in the map, swooping down to explore crevices and enter hidden dungeons. If y'all're serious most upgrading weapons and finding the best gear, you'll accept to do this eventually anyway, but it was a real care for.

Unfortunately, the game probably expects you to exist flying effectually most of the time, as too standout landmarks, grounds are often just undulating plains of insert zone-type here chock-full of creatures to kill. This featureless problem expands once you drill down to areas such as dungeons. Dungeons are simplistic affairs and enemy models are only a couple grades to a higher place basic. Big boss battles off-white better, as they should, just even then these are few and far between. It'south a shame that AvS hasn't learned anything from previous titles using this engine by at present.

Overworld and dungeon bated, the in-game map itself is likewise a finicky beast. Aye, it does track things such as objectives, teleport gates and the like, merely it ofttimes inexplicably refuses to list them fifty-fifty if yous've discovered the location.

Graphically, the characters themselves are also a little on the bad-mannered side. Y'all'll detect this the most when it comes time for in-game cutscenes showing character faces. They look… off. Every bit if the designers thought they had it near there, and that'due south good enough. This is disruptive as other Sword Art Online titles such as Lost Song, and fifty-fifty Hollow Realization don't seem to reach the level of uncanny valley that AvS does.

Art versus 3D

Where things fair ameliorate, then, is if y'all're a fan of Japanese-style art and their preferred means of plot exposition. Cutscenes of characters talking to each other are drawn well in second-style, and near are voice-acted out in Japanese with English language subtitles. While there are some modest translation issues, the game gets most of it right. This is central, because for folks who accept goose egg idea most ane (or even both) of the series, AvS spends almost no time in scene-setting. Who'due south Lizbeth? Who's Agil? Who's Silverish Crow? A dizzying array of characters get chop-chop introduced (with more existence recruitable through side-missions) and if you've come into the game common cold, you'll quickly get lost in the long namelist.

Unfortunately though, I hope you're able to multi-task. There are times during gainsay where allies and enemies will be shouting things out in Japanese, with the English subs appearing in smallish messages in the bottom half of the screen. For the almost part, non a major problem, only at that place are a few fights where it'll be key to pay attention to these, made hard by having an enemy in your face up.

However, the story itself is a breath of fresh air, if just because you're seeing two entirely dissimilar series meeting and acting in the way they usually do… except to someone else entirely. In that location are lots of sidequests, including character-specific ones to entice yous to play with every grapheme, and the quests – while bones – go the job washed in pushing players forth.

Exercise you lot prefer to punch, kick, or slash?

I good thing I did enjoy was combat. Where Accel World characters tend to dial and kick their way to victory, Sword Fine art Online'south list of characters get a long list of weapon types to choose and equip. You can bring 2 more than characters with y'all on your travels, and hot-swap between them someday during fights.

Combat skills are relatively lean, which is actually a massive boon. Having come from the final Sword Art Online game Hollow Realization, the witting choice to keep the full number of skills available and mappable to diverse push combinations is a good ane.

Every grapheme has access to several sets of skills such every bit i-handed swords, maces, rapiers, magic and more than, depending on their class (Accel Earth folks get their… fists, more often than not) simply within each set are maybe a dozen special skills at nearly. This means actual consideration on what you want to accept bound to quick actions and at least some forethought when information technology comes to moving into zones. What's as well squeamish is that the game keeps action moving by keeping skill cooldowns fast. Rather than ending up just mashing lite and heavy attacks, you'll acquire to speedily combo them together during fights.

And special skill use you must, considering similar to previous Sword Art Online titles, skills (such as "Starburst Stream") become better with repeated apply. This gives players some sense of continuity every bit niggling pop-up'southward come up saying a skill has been improved, and means the game isn't tied to its level-up system. This as well is tied to how passive skills, such as Night Resistance, work.

A minor nitpick is the trouble that both skills and commands are tied to the same small gear up of options. Desire to ensure your political party scatters against a boss attack? You'll have to give upwards a skill slot in social club to yell that. Fortunately the AI is generally quite expert at deciding when to gun for the aforementioned enemy or cull their own, making information technology necessary in my playthrough to but bind one push button for boss fights – "Get Out Of The Damn Large Assail!"

The focussing of combat skills is also good due to the steep learning curve. If this is your first Sword Art Online-style game, at that place are quite a few multi-button presses you'll demand to remember to get maximum use out of each character. For example, during fights, attacks on enemies build upwardly the "Switch" gauge, activated by then hitting the triangle and circle keys. Y'all can hit square and the X buttons for another combination, and these are all nevertheless while you're fighting on the ground. There'southward a whole different ready of button-combinations during aeriform combat too. It took a good while for me to even begin to grasp these, and the game barely gives you time to be eased into information technology. I've kind of mastered them, and when you do there'south some real joy to exist had combining Switch, multiple special attacks that refill meters, and and then Switch-ing to your third party member for fifty-fifty more harm. Getting in that location, though, is an honest struggle.

The other problem with combat is how piece of cake it is to lose your lock-on. With multiple enemies both on the ground and in the air, locking on to foes and keeping yourself locked on seems similar a elementary-enough task for the designers to have done. Not so. AvS has a very twitchy arrangement, and I found myself oft dashing of a sudden towards another enemy later my lock-on swapped itself away despite non having touched it. This is exacerbated in dungeons, where multiple enemies clog rooms and you ofttimes want to try to merely finish the one dude in front end of yous.

Somewhere in here is also an online multiplayer option. Players can come up together to fight special bosses (although it'southward worth noting you lot tin also do these solo) or fight each other in duels. I didn't get a hazard to try this feature out, but it seems like a overnice, if unnecessary, feature compared to, say, Sword Fine art Online: Hollow Realization'due south focus on raid boss battles.

Closing Thoughts

Accel World VS. Sword Art Online: Twilight Millennium, is very apparently aimed at fans who enjoy either or both of the Japanese series they come from. That'southward non necessarily a problem, and fans who accept invested into the world do have at to the lowest degree an interesting side-story to talk nigh.

What's problematic is how hit-and-miss the rest of the game is. AvS could accept been amend. I really enjoyed flight around, exploring as in-game creatures respawn back in for more than hunting. I enjoyed the boss fights with interesting mechanics. I enjoyed the streamlined combat skills. I enjoyed the witty barrack and how the designers somehow managed to brand both worlds combined piece of work out. I don't recall people will enjoy, however, the flaws which combined add up to beal such as incomplete maps, featureless dungeons and character models that weren't quite finished.

If yous're a fan, sure this is an easy sell and probably worth it. If yous're not, await some heavy reading of the glossary alongside the slog of overcoming the game's initial learning curve.

GEEK REVIEW SCORE

Summary

Fly effectually, slash/punch stuff, savor loving tributes to 2 unlike Japanese series, re

  • Gameplay - 6/10
  • Story - 7/x
  • Presentation - 5/10
  • Value - 6/10


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Source: https://geekculture.co/geek-review-accel-world-vs-sword-art-online-millennium-twilight/

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