Re: Hollow Fragment has remedied that with what looks to be an almost wholesale update to some areas of the text, and the experience is far better for it for two reasons. It is not an exaggeration to say that the Vita version of the game last year suffered a genuinely broken English. Additionally, while the visuals were upgraded, so was the localisation. I love to tinker with my characters and study my progression options, and so the complexity of this system was a hit for me. The tremendous number of weapons and the skills that unlock with them really allow you to customise your character in a exhaustive variety of ways. With regards to the game itself, there are a handful of systems at play that I found to be really interesting. The most likely cause is poor optimisation or a rapid development cycle, but it’s just not good enough. I’ve got no idea what has causes this to happen, as we’ve certainly seen the PlayStation 4 handle more complex, demanding games than this one, but this was especially noticable in town and during busier battles and visually active stages. Unfortunately one of SAO’s biggest technical hurdles is visual stuttering that I do not recall from the Vita original. The visuals are certainly an improvement on the PlayStation 4, but they have a simple, clean, colourful look that is more pleasant than spectacular. It is interesting to see how the world of SAO looks and feels the part of an MMO, without actually being one. Having played the PlayStation Vita version of the game last year when it released, a lot of my thoughts mirrored Matt’s when he reviewed it. Sword Art Online Re: Hollow Fragment is not the most accessible action RPG out there, but it gets enough things right along the way to make the experience worthwhile. An exciting combat system and lots of hours of gameplay help compensate for a very ho-hum story.