Been playing some more Sword Art Online Re:Hollow Fragment for the past few days, and I’m thoroughly enamoured with it. It’s quite unlike any RPG I’ve played before, though I must say, it does a pretty good job with the whole “simulated MMO” deal, particularly as you can even play it in cooperative multiplayer.
I’ve mostly been exploring the “Hollow Area” part of the game, which is the vast new section originally added in the Vita version of the game; the original PSP version only covered the last 25 floors of Aincrad up to the final boss on Floor 100. Aincrad is a mostly linear experience; the Hollow Area, meanwhile, though gated by story progression in a few places, is much more non-linear in nature since you can freely move between regions, take on any “Hollow Missions” you choose or simply explore, fight monsters and seek treasure.
Interestingly, this aspect of the game is the one area where Re:Hollow Fragment differs from a real MMO: while the first time you enter a new zone in an MMO you’ll probably take some time to explore and map it fully, most MMOs design their areas in such a way as to be easily navigable by large groups of people, and once you’ve been everywhere, you’ve been everywhere; no further exploration needed. When it comes to dungeons, any kind of exploration is usually discouraged entirely in favour of a linear sequence of encounters culminating in one or more highly scripted boss fights. There’s nothing wrong with this; when it comes to herding a group of players towards their objective together — particularly when they might not be able to communicate with one another due to issues such as the language barrier, console players not having a keyboard to hand or people simply being unwilling to talk — it’s best to keep things as simple as possible so no-one gets lost, everyone can have a good time and work their way through efficiently.
Since Re:Hollow Fragment doesn’t have to worry about “real” players (for the most part — multiplayer assumes you’re already familiar with how the basic game works) it’s free to be a bit more interesting with its areas. So we have mazes, networks of caves, perilous clifftops (that you can fall off and die instantly) and dungeons with multiple routes and secret passages, many of which you’ll need to pay return visits to at a higher level to get the most out of. It’s an absolute pleasure to explore, and all the more rewarding when you come across a powerful monster to fight or a treasure chest containing an awesome treasure item.
The “powerful monster” aspect is worthy of some note. I’d heard a few people compare this game to Monster Hunter when it first came out; I haven’t played Monster Hunter myself so can’t comment with a huge amount of authority, but it never struck me as a particularly obvious comparison to make. That is, until I started ranking up some of the regions in the Hollow Area and coming across the “NM” (Named Monster) and “HNM” (Hyper Named Monster… I think?) encounters, which pit you against powerful, boss-tier enemies that demand a little more than just hack and slash. Now I kind of Get It… that moment when you think “That thing looks awesome… let’s kill it!”
That said, the game isn’t particularly hack and slash even with its trash mobs, anyway; it has an interesting combat system based around a combination of carefully timed button presses (Phantasy Star Online-style) and skills with cooldowns a la traditional MMOs. While Kirito starts a fair distance down the Dual Wielding path he’s depicted following in the anime, you’re free to change to any other weapon type whenever you like, and in fact if you want to farm Skill Points to learn new abilities, you’re going to need to do that, since Skill Points are earned most reliably by levelling up weapon proficiencies. What’s nice is that each weapon type has its own unique set of skills to learn along with its own unique animations and timings for “Exact Attacks”. Branching off each weapon type are support skills, too, ranging from healing and buffing to passive abilities that improve your overall position in battle.
Then there’s the Implementation system, which works alongside the skill system. While the skill system is presented as being part of the Sword Art Online game Kirito and his friends are trapped in, the Implementation system is the game’s equivalent of turning on Google Labs in GMail; it tasks you with “researching” various things during Hollow Missions (and only during Hollow Missions) and then rewards you with experimental game adjustments — anything from stat buffs to the ability to receive new item drops from NMs and HNMs — and even entire new game systems, such as the Original Sword Skill system, which essentially allows you to record a “macro” of your favourite skills and chain them together at will. The challenges you’ll be tasked with completing range from the simple (defeat 20 enemies) to the infuriating and time consuming (land 200 perfectly timed Exact Attacks) but the rewards are very much worth it, and this array of challenges — there are well over a hundred of them in total, I believe — give the game a great deal of variety as it becomes less about simply hacking your way through monsters as quickly as possible, and more about defeating them in specific ways in order to efficiently complete these research objectives.
Perhaps one of the most interesting things about Re:Hollow Fragment is the fact that all this stuff is technically optional. All you have to do to finish the game is climb to floor 100 of Aincrad, beat the last boss and hooray, you win. Any RPG player worth their salt knows that making a beeline straight for the final boss is rarely a good idea, though; sure, you might clear the game quickly, but you’ll also miss out on potentially some of its coolest aspects. As such, I’m unsurprised to have found myself well and truly captivated by exploring the Hollow Area, while my progress on Aincrad has stalled after just two floors. The Assault Team don’t seem to mind, though, and the game’s generous complement of waifus are more than happy to accompany me on my various adventures, so all’s well.
I can see myself spending a long time with this game, and I’m actually keen to play some more multiplayer (particularly as two trophies relate to multiplayer sessions — though you can play “solo multiplayer” in a party with your characters from single player) — it’s been a very pleasant, enjoyable surprise so far, and I’m looking forward to continuing to explore its hidden depths. And then jumping right into Lost Song when it comes out in a few months!
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This game just sounds better and better the more you talk about it. So jazzed for Lost Song.