There just aren’t enough Japanese anime-inspired role-playing games (RPG) for virtual reality (VR) headsets so when Isekai Entertainment revealed Sword Reverie a couple of years ago, the videogame looked like it could well fill that void. Today, after three years of development Sword Reverie hits Steam Early Access, offering a taster of what’s to come.
Like any fantasy RPG, you want plenty of combat, an engrossing storyline and a protagonist that you can really inhabit and customise to your liking. Some of these features are present in Sword Reverie whilst others certainly need some further finesse.
The title is quite clearly built around combat, getting you into the action whilst attempting to add a narrative via a dude who idly stands next to you watching the battles unfold. You have a blade in each hand that you can neither drop nor stow away in any fashion like you’re Daniel Radcliffe in (the stupid but fun) Guns Akimbo. Needless to say, this would make using an inventory rather difficult so there isn’t one. You can pick items up from fallen enemies and chests but they’re automatically added to your magical storage. If you enjoy organising your potions from your weapons then you’ll be disappointed.
During the main levels, Sword Reverie is a far more arcade-oriented experience, you wander through the town killing everything in your path. The first four are very linear, opening up a touch more after that. However, there’s a very by-the-numbers feel to the fights as most of the enemies simply stand there waiting for you to walk up to them. Some of the slightly tougher armoured opponents do have a small path they follow yet for the most part you can often see who’s in the next section and plan accordingly.
Not that’s there’s much planning involved, you’ve got two giant magical swords after all. That magic is key in Sword Reverie as it’s elemental-based and so are the enemies, red for fire; green for grass, and blue for water; each one more effective over the next in the sequence. The only caveat to these three is the yellow/gold magic, which can be used against all three, so you’ll find yourself sticking to that a lot.
If you do you’ll miss out on all the magical effects the other elements have. For example, swinging both swords from head to toe unleashes a ranged attack, a bright yellow arrow when using that elemental magic whilst the blue element launches three balls of water for a wider attack. Magic is physical, swinging your arms to activate it. Unfortunately, the first two abilities are very similar in action with Cleave requiring both swords to cross in front of your chest before slashing downwards. The number of times I’d try one move and get the other did start to grate, especially as they both use different amounts of mana.
What really needs some fine-tuning is the melee combat because it isn’t satisfying. Think hack and slash rather than an actual sword fight where you block, parry and attack. You can sort of block but it was easier to step back to avoid the swing, then reengage. Part of the problem was the clunky, slow nature of the enemies, with some ragdoll physics kicking in if they fall over. They do look great, with a superbly bold, vivid art style, and once you begin inflicting punishment the armour starts to look worn and bodily scars begin to appear. The final blow tends to slice them in two, although on one occasion I felled an opponent by cutting off its foot.
Away from the action in the Guild Hall you can utilise all those resources to craft new weaponry, refine resources or other items. It’s the only time you get any sort of customisation options in Sword Reverie, hopefully, Isekai Entertainment will expand this section further.
On first inspection Sword Reverie hasn’t immediately sold itself even as an early access title. There are certainly good ideas in place such as the elemental magic, creature design and it isn’t bad to look at either. What Sword Reverie needs is for the combat to be more fluid so the sword fighting becomes less repetitive as well as better delivery of the story, some random adventurer talking failed to absorb me in the narrative. Sword Reverie is out today on Steam if you want to give it a chance.
Isekai Entertainment’s Sword Reverie has gained significant traction these last few weeks. Bringing us a single player JRPG-inspired action RPG to VR, it’s been in the news thanks to a successful Kickstarter campaign.
First revealed last year with some gameplay footage, it reached their $10,000 funding goal in 72 hours and Isekai are now seeking to hit further stretch goals, including further content and support for both PSVR and Oculus Quest. As of the time of this publishing it’s got about 4 days to go.
Reminiscent of Sword Art Online, last year’s VR RPG Nostos, and VR MMO Ilysia it utilizes a hand-drawn anime visual design within a single player experience, designed to make you feel like a JRPG protagonist.
Playing a nameless Hero summoned to this realm, it takes place across an open world with explorable villages, boss fights, and dungeons. Placing you amidst a war between humans and Elementals, it promises a story-driven experience that follows this plot:
“After a thousand years of peace, the boiling tensions between the “kingdom of man” and the elemental lords continue to escalate. Seeing that the threat of a catastrophic war is imminent, the Guardian Magnus uses his powers to summon you the “Hero” to his realm, to become his new apprentice. The Guardian explains to you, that he believes the Elemental lords have grown too powerful and as legend goes, only a “true hero” from a faraway land, can bring balance, peace, and prosperity to all the realms.”
With the Kickstarter campaign finishing very soon we reached out to one of Isekai Entertainment’s founders, Frank Zhang, who was kind enough to tell us more about this exciting new project.
Henry Stockdale, UploadVR: Firstly, thank you for agreeing to this interview. Could you please introduce yourselves and your game?
Frank Zhang, Isekai Entertainment Co-Founder: Hi, my name is Frank. One of the co-founders of Isekai Entertainment. We are a game studio founded in 2018 to develop anime and manga inspired VR games.
Our game, Sword Reverie, is a single-player JRPG inspired VR action game. In Sword Reverie, you will be an anime protagonist who fights off hordes of Elementals using your sword and launches powerful abilities using body gestures. You will explore a large fantasy world alongside anime-style characters in a thrilling story-driven adventure.
UploadVR: Sword Reverie was announced last year but it’s only just gotten a Kickstarter campaign. Why choose to do this now, rather than when you first revealed it?
Zhang: Our original plan was to release the game directly to Early Access by the end of 2020. However, during our playtests this summer, we had an outpouring of support from players who wanted to see the game developed further before Early Access to realize its full potential and were asking for ways to support us financially to do so. We believe Kickstarter is the best way to continue the development of Sword Reverie with feedback and support from our community.
UploadVR: It’s planned for early access release in Spring 2021. What can we expect to be included at launch, compared to the full release?
Zhang: The Early Access release will include the first map and boss fight. The game will be roughly 2~3 hours at Early Access, with a smaller amount of enemy types and weapons. The full release will include 5 maps, 4+ boss fights, and additional enemies and weapons for 8~10 hours of gameplay. The full story of Sword Reverie will also be completed in the full release.
UploadVR: JRPGs aren’t really something we’ve previously seen in VR, though similar ideas were used in Nostos and OrbusVR. How does Sword Reverie distinguish itself from those experiences?
Zhang: Like Nostos and Orbus VR, Sword Reverie has a large fantasy world and epic stories. However, Sword Reverie is a single-player game with a greater focus on satisfying VR combat. Our game has a unique elemental combat system and players use different body gestures to launch abilities. We also do a great job recreating the anime experience with our art style and voice actors.
UploadVR: Perhaps inevitably due to the concept, we’ve seen plenty of Sword Art Online comparisons with your game and I noticed the Kickstarter FAQ discourages use of life-threatening hardware mods. All joking aside, is there any major similarities between SAO and Sword Reverie?
Zhang: We want Sword Reverie to be a game that immerses you in a VR fantasy world with thrilling action combat. Our team is a big fan of Kirito’s use of dual blades and the fights in SAO were exhilarating to watch. This is why we created a combat system that allows players to launch larger than life JRPG like abilities by doing cool battle poses using dual blades.
UploadVR: You’ve previously shown off open-world gameplay footage, showcasing combat and village exploration, so how much freedom will players have here? Can you go off adventuring to complete some side quests, or does it mainly focus on the campaign?
Zhang: Certain details are still being designed, but the player will be able to freely explore large sections of the map during the campaign and will be rewarded with experience and loot for venturing off the beaten trail. The focus is on the campaign, but side quests are a possible addition.
UploadVR: In true JRPG fashion, will there be a fishing minigame?
Zhang: Currently, the answer is no, but additional VR interactions may be added in the future.
UploadVR: Regarding combat, Sword Reverie promises a physics-based approach, using a rock-paper-scissors style system for elemental attacks and you’ve also got physical weaponry. How do these two aspects combine?
Zhang: The elemental system means that you need to change elements and use different abilities to deal with different enemies. The physics weaponry means you can’t just wiggle your sword around, that weapons have weight, and that you need to pay attention to how you are attacking enemies, such as where to attack, and when to dodge or block. You will need to choose the right element and strategy against enemies but also fight hard to dispatch enemies quickly.
UploadVR: We know that the Hero is joined by Magnus and Stella during this adventure. Stella and Magnus will join us during combat, but can players control/influence their actions during fights? Or do they operate independently?
Zhang: Magnus and Stella cannot be controlled by the player and will operate independently. However, they will both have major roles in the story.
UploadVR: Your Kickstarter video tells us we can combine elemental abilities to create our own playstyles within game. Could you tell us more about how this works?
Zhang: Each combination of elements and abilities have unique effects. When faced with different types of enemies, there are multiple strategies on what elements to use and which threats to tackle first depending on the playstyle of the player. For example, players may prefer to use fire elements to burn enemies or grass elements to root enemies. Each approach will have its pros and cons.
UploadVR: What VR headsets will be supported?
Zhang: We already support all PC VR headsets that run SteamVR (HTC Vive/Vive Pro/Cosmos, Valve Index, Pimax, Windows MR such as HP Reverb G2 and Samsung Odyssey+, Oculus Rift/Rift S/Quest with Link Cable, etc.) and Oculus PC VR (Oculus Rift/Rift S/Quest with Link Cable). PSVR and Quest are stretch goals for the Kickstarter.
UploadVR: To bring it to Oculus Quest and PSVR, you’re asking for $20,000 and $25,000 as stretch goals. Is it possible to achieve these goals with just a small financial boost?
Zhang: It will take far more money, and most importantly development time, to create proper Quest and PSVR versions of the game. For the Quest version, due to the performance limitations of mobile processors, we need to make major changes to the game. The Kickstarter is meant to be a gauge of interest in Quest and PSVR versions and not an indicator of the investment needed. If the stretch goals are met, we will seek alternative sources of funding to build these versions or put up more money ourselves.
UploadVR: Lastly, is there any message you’d like to share with the fans?
Zhang: Thank you to our Kickstarter backers for backing our project. The Kickstarter has been a huge success so far, and we will do our best to create a game that meets your expectations.
Again, thank you to all the weebs and gamers who have supported us along the way. Your support allowed us to keep moving forward during difficult times. We hope that all our fans will continue to provide us feedback to make the game better and continue to spread the word about Sword Reverie.
For more details on Sword Reverie, you can visit the official website, Kickstarter page, and Steam page. Sword Reverie is currently targeting a Spring 2021 release window for Early Access.
Back in March around the same time as the cancelled Game Developers Conference (GDC) indie studio Isekai Entertainment released its first trailer for Sword Reverie, a Japanese-inspired role-playing game (RPG). This week the team has published a new trailer showcasing more of the title’s gameplay and locations.
The video reveals plenty of close-range combat and magical abilities, being able to dual-wield weapons to parry and slice up enemies or using both in unison to unleash ranged abilities. The magical attacks seem to depend on the weapon, with flaming swords firing off fireballs or creating a protective ring of fire whilst the ice blades can create multiple projectiles for groups of opponents.
Discussing recent developments in the project the team mentions in a statement: “We are polishing up the sword fighting and AI, and you can see some of the changes to the abilities in our new trailer. Levels are also more flushed out as we begin to shift our attention to level design.
“Lastly, we are happy to announce that we have cast Kira Buckland, the English voice actor for 2B from NeiR: Automata as the English voice for Stella and have started recording voice lines. You can hear her awesome performance in the trailer.”
As with any good JRPG Sword Reverie‘s back story is set in a time when tensions between Humans and Elementals are increasing after years of peace. You play an unnamed hero summoned to save the land, heading out on the quest joined by Stella, the daughter of the land’s last Guardian who was slain by an Elemental.
Sword Reverie has been built around physical melee combat, with players able to unlock new abilities and craft powerful weapons as they face foes large and small.
Currently, Isekai Entertainment has said it’ll launch Sword Reverie as an Early Access title for Oculus Rift, HTC Vive and Valve Index headsets this later this year. Before then the studio will be holding a playtest with dates to be announced this month. For those interested in seeing an early version of Sword Reverie head to the official website to signup. Support for PlayStation VR and Oculus Quest has also been mentioned but not confirmed at the moment.
VRFocus will continue its coverage of Sword Reverie, reporting back with further updates.
Isekai Entertainment, a Seattle-based indie studio, released the first trailer for its upcoming action game Sword Reverie, a JRPG-inspired title that feels like a heartfelt love letter to the popular anime/manga Sword Art Online (SAO).
Drawing from Japanese games and anime such as Legend of Zelda, Ni No Kuni, and SAO, Sword Reverie is said to follow a character-driven story and include JRPG-inspired abilities and physics-based combat (extra points for the cool hand-drawn explosions).
Here’s the setup, as described by Isekai Entertainment:
After a thousand years of peace, the boiling tensions between the “kingdom of man” and the elemental lords continue to escalate. Seeing that the threat of a catastrophic war is imminent, the Guardian Magnus uses his powers to summon you the “Hero” to his realm, to become his new apprentice.
The Guardian explains to you, that he believes the Elemental lords have grown too powerful and as legend goes, only a “true hero” from a faraway land, can bring balance, peace, and prosperity to all the realms.
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Sword Reverie doesn’t have a release date yet, although it’s coming to PC VR headsets via Early Access on Steam and the Oculus platform sometime in 2020. The studio says PSVR and Quest may also be possible additions at a later date.
The Game Developers Conference (GDC) might have been cancelled but that isn’t going to stop studios around the world from showcasing their latest projects. Isekai Entertainment, a studio focused on creating anime and manga-inspired virtual reality (VR) titles has just released its first official trailer for Sword Reverie, an action-adventure videogame slated for release later this year.
Inspired by Japanese role-playing games (JRPG), Sword Reverie aims to offer a rich fantasy realm to explore in a similar vein Legend of Zelda or Ni No Kuni. Like any good RPG Sword Reverie needs a good back story: “After a thousand years of peace, the boiling tensions between the “kingdom of man” and the elemental lords continue to escalate. Seeing that the threat of a catastrophic war is imminent, the Guardian Magnus uses his powers to summon you the “Hero” to his realm, to become his new apprentice.”
In Sword Reverie you play as this mysterious hero, summoned to protect this unknown world. By your side is Magnus, the latest in a long line of Guardians and Stella, a skilled archer who has spent her life training to avenge the deaths of her parents. You’ll be able to utilise physics-based combat when dealing with enemies, triggering skills by moving your body – similar to gesture-based gameplay in some magic-based titles. As progress is made you’ll be able to master four elements to use in battle, each granting you special powers to effectively dismantle different enemies.
Currently in development for Oculus Rift as well as other SteamVR compatible headsets, Sword Reverie is slated for release later this year with Isekai Entertainment also mentioning versions for PlayStation VR and Oculus Quest are planned further down the line.
Check out the first trailer for the videogame below. As further gameplay details for Sword Reverie are released VRFocus will let you know.
Sword Reverie is an upcoming JRPG-inspired action VR game from Isekai Entertainment with a hand-drawn anime visual style. Other inspirations include The Legend of Zelda and Ni No Kuni.
In the outreach email we received from Isekai Entertainment, combat mechanics were described as being similar to Gorn in an attempt to make you feel like Cloud from Final Fantasy VII or Kirito from Sword Art Online.
Visually, the inspiration from Sword Art Online is clear. However, as far as we can tell, this is a single-player offline VR action game, not an online RPG like Nostos or MMO like OrbusVR. It is an open world game with various biomes, dungeons, and areas to explore.
To get a look at what playing Sword Reverie is like, you can watch this (admittedly rough) gameplay video from November 2019. It’s narrated with details on the game’s structure and flow and featured three minutes of gameplay footage featuring lots of exploration and a bit of combat.
On the main website, the game’s story is described as follows:
After a thousand years of peace, the boiling tensions between the “kingdom of man” and the elemental lords continue to escalate. Seeing that the threat of a catastrophic war is imminent, the Guardian Magnus uses his powers to summon you the “Hero” to his realm, to become his new apprentice.
The Guardian explains to you, that he believes the Elemental lords have grown too powerful and as legend goes, only a “true hero” from a faraway land, can bring balance, peace, and prosperity to all the realms.
Visually you might be remembered of Nostos, which is an online VR survival RPG that promised a lot in its cinematic debut trailer then mostly under-delivered. While Sword Reverie has a similar quality bar for its concept art, the in-game art assets look to be noticeably less sharp. That being said, from what we’ve seen this does appear to be made for VR headsets only, which should mean a better attention to detail in its gameplay design.
For more details check out the official Sword Reverie website and visit the dev blog for a behind the scenes look at the game. And, keep an eye on UploadVR next week for more on the upcoming game.
Sword Reverie is due out this year for PC VR headsets.