The Sword Art Online: Fractured Daydream Open Network Test took place over the weekend, offering a solid glimpse into what fans can expect from the upcoming release, and I took the opportunity to dive into the action. This test didn’t dip into the story or single-player modes. Instead, players were provided a brief yet telling experience of how the co-op systems and mission structures function in a multiplayer setting. After having previously played a demo, I am finally able to see how this functions as a multiplayer experience. One thing is clear: even though we’ve seen many Sword Art Online titles released over the years, this just might be the most SAO game I’ve ever played, but the time investment required to see everything this game has to offer might be too much.
Co-op Systems and Multiplayer Experience
The Sword Art Online: Fractured Daydream Network Test primarily revolved around co-op missions, where groups of four players take on various objectives across a field, culminating in boss battles. Right off the bat, it was clear that the game’s mechanics are structured around teamwork. However, everything fell into place naturally during my time as I just watched what the other players were doing and followed. In a match, players start each mission at level 1, but don’t worry; you’ll quickly level up after the first few encounters. Progressing through the mission builds up each character’s strength as enemies are defeated, eventually unlocking their full potential just in time for the larger fights.
Even though we’ve seen many Sword Art Online titles, Fractured Daydream might be the most SAO game yet.
One of the standout moments of the test was the raid boss battle against Skull Reaper, a familiar antagonist from previous Sword Art Online entries. It was a chaotic yet engaging encounter, testing the coordination of the group in a few interesting ways that don’t require too much teamwork. That said, it seemed like many of the players online were playing independently, which is usually the case unless playing with friends. The Raid Bosses have some large AOE attacks and require players to play their character roll well if they don’t want the match to last longer than the timer. There are some challenges in these moments, but realistically, it’s low barrier tension since the incentive for doing well is better rewards, whereas dying will remove an unapproved item. I’d be interested to see how these Raid Bosses evolve because, after a few hours, players will take down the field bosses exceptionally quickly due to the improved base stats of their character.
Character Progression and Customization
I spent most of my time with Llenn, whose agile gunplay and nimble movement made her a standout choice for my playstyle. What’s nice about Fractured Daydream is that each character feels distinct, with their own sets of abilities and playstyles that cater to different roles. Llenn’s quick attacks and high mobility made her perfect for dodging in and out of combat, which became crucial during the more hectic boss fights. Other players took on characters with heavier attacks or more support-focused abilities, making for a balanced team. There’s a nice set of actions for each character that feel comfortable in execution. If I had a complaint, it’s hard to see when your special gauge is full, but other than that, the UI is nice.
The progression system shows potential but risks becoming a major grind for players.
However, one concern that cropped up during the test is the character progression system. Each character has their own individual level and unique equipment and weapon options, which is something I can see becoming a grind in the full game. With such a large roster, it could be time-consuming to level up multiple characters to their full potential, especially since character levels also raise base stats and unlock customization options. While I enjoyed focusing on Llenn during the test, I’m curious to see how progression will play out over longer sessions. It’s possible that story chapters or other systems will alleviate the grind, but as it stands, it seems like it might take some serious dedication to fully power up each character. On the other hand, it seemed like my character would earn 1 – 2 levels each match, so something to keep in mind.
Raid Boss Battles and Team Dynamics
In terms of gameplay structure, the missions were relatively straightforward, with objectives that led to boss encounters. Once you activate a mission, other teams can meet in the mission area to take down enemies together. The missions are unique enough, but there’s no tutorial, which only adds to early confusion. That said, once you figure them all out, it becomes more natural, but I will need to see some more field missions in the full game.
Final Thoughts on Fractured Daydream
Sword Art Online: Fractured Daydream is an enjoyable SAO adventure. Sure, it’s missing a character creator, but I believe there are enough characters here to find one you relate to most if you need that level of immersion. I’m holding out to see if this will be overly grindy in the full release, along with the variety of online missions and environments, but from what I played, I was having a great time. There’s a nice pull of rewards and gameloop here that keeps you playing. The matches aren’t obnoxiously long, and you’re constantly getting new gear with unique stat differences and buffs, but I’m still holding out to experience the entire package. Regardless, there’s a lot of potential here to reach new gamers and potentially even create new fans of the SAO IP; I’m excited to see where the online community takes this game because that will be the ultimate factor in whether or not it gets post-game support.
Sword Art Online: Fractured Daydream will be released for PlayStation 5, Nintendo Switch, Xbox Series X|S, and PC via Steam on October 4, 2024.