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Sword Art Online: Fatal Bullet Review: A Bold Timeline, a Middling Shooter

Sword Art Online: Fatal Bullet review — the fifth SAO game trades swords for Gun Gale Online guns, an alternate timeline, and a 6/10 score.

By mitch·7 min read
A rider on a motorcycle rides through a dusty desert road near a ruined city at night.

Sword Art Online: Fatal Bullet arrived on February 8, 2018 in Japan and February 23 worldwide, and it asked players to do something the series had never demanded before: aim. Dimps built the game on Unreal Engine 4, Bandai Namco published it for PlayStation 4, Xbox One and PC, and the whole thing trades the swords of the series for the guns of Gun Gale Online. It is the fifth game in the series, the successor to 2016’s Hollow Realization, and the first Sword Art Online title on the Xbox One. It is also, at six out of ten, a game that gets the big swing right and the follow-through wrong.

Trailer, via Bandai Namco Entertainment America.

Gun Gale Online and the Death Gun problem

Fatal Bullet takes place in Gun Gale Online, the virtual reality MMORPG introduced in the second season of the anime. The game follows the events of Sword Art Online: Hollow Realization. GGO was released by Zaskar after the advent of The Seed. The Death Gun incident happens here, but the story runs on an alternate timeline from the light novels and anime. New events fill the gaps, and players can obtain an element that never appeared in the canon universe.

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That freedom is the best thing Fatal Bullet has going for it. You are not replaying an existing story with a fresh coat of paint. You are standing next to it, in a version of GGO where the rules bend.

Series author Reki Kawahara supervised the story, and it shows in the way the game treats its own canon. Asuna and Leafa appear in GGO, which the novels and anime never allowed. The game does not apologize for that. It builds a case that this timeline is worth your time.

Your avatar, Kureha, and ArFA-sys

You create your own character. That character joins GGO alongside a friend named Kureha. During the story the pair meet ArFA-sys, a humanoid AI, and the rest of the main cast. The protagonist avatar talks with characters from the game universe, while Kirito Mode lets you play a separate storyline as Kirito and hold conversations with the canon cast.

The new faces carry real weight. Basalt Joe is a powerful player who keeps challenging you to claim ArFA-sys. Zeliska is strong and friendly, and she has an ArFA-sys of her own. Itsuki is a strategist and sniper who prefers traps, land mines included. These are not filler characters. They are the reason the alternate timeline works at all.

Firearms, photon swords, and the Bullet Line

The shift to firearms is the headline change. Past installments were melee-driven. Fatal Bullet is a third-person shooter and role-playing game hybrid, and you level up and gain skills as the story moves. Kirito’s photon sword is still available. As you progress you can unlock the ability to dual-wield a gun and photon sword, the way Kirito does.

A wire lets you move quickly around the battlefield. It is not part of canonical Gun Gale Online. The Bullet Line system, which assists in defending the user, is also new to Fatal Bullet. Both additions exist to serve the shooting, and both do.

Element Canonical Gun Gale Online Sword Art Online: Fatal Bullet
Wire movement Not present Included for fast traversal
Bullet Line Not present Included as a defensive assist
Asuna and Leafa Absent Present in GGO
Protagonist Kirito Player-created avatar, with Kirito Mode
Story timeline Light novel and anime canon Alternate timeline

Four-man parties and Alpha versus Bravo

Multiplayer gives the game legs. Players form four-man cooperative parties or fight each other in four-on-four player versus player matches. In PvP deathmatches, players split into Alpha and Bravo teams and fight each other while computer-controlled enemies join the fray. That third faction is the smartest part of the mode. It keeps matches from settling into a duel.

The structure is generous on paper. Eight players, two teams, computer-controlled enemies, and a party system for co-op. What the game does with that structure is where the score starts to slip.

What six out of ten actually means

Fatal Bullet has an identity it never fully commits to. It wants to be a shooter and it wants to be a role-playing game, and it spends its runtime negotiating between the two instead of picking a side. The leveling and skills are there. The shooting is there. Neither one carries the other.

The Bullet Line and the wire are the clearest example. Both are defensive and mobility tools bolted onto a game that already has a lot going on. They work, but they feel like answers to problems the game has not finished defining.

The alternate timeline is the strongest argument for Fatal Bullet. Putting Asuna and Leafa in GGO, letting the Death Gun incident play out differently, handing players an element outside canon — that is a game confident enough to rewrite its own source. The branching ending in the final chapter of the main campaign, including a third “True Ending” treated as the canon conclusion, gives that confidence a payoff.

The player-created avatar is the second-strongest argument. Kirito Mode is a concession, a way to give fans the character they came for. But the main campaign belongs to a character you built, talking to people the novels never let them meet. That is a real idea.

The gunplay is the weakest argument. Third-person shooting with a wire and a defensive assist is a workable frame. It is not a frame that makes you want to keep fighting after the story ends. The four-on-four PvP and the four-man co-op are where the game should live longest, and they are the parts least likely to hold you.

The Complete Edition and the Switch port

The Nintendo Switch version arrived later as a Complete Edition with all downloadable content included, on August 8 in Japan and August 9 worldwide. That is the version to buy if you are buying at all. The PlayStation 4, Xbox One and PC releases on February 23, 2018 gave players the base game. The Switch release gave them everything.

This matters for the verdict. Fatal Bullet’s problems are not about missing content. They are about a game that spreads itself across two genres and lands in the middle. More content does not fix that. It just gives you more of it.

Where the game sits in the series

Fatal Bullet is the fifth Sword Art Online game and the follow-up to Hollow Realization. It is the first in the series to go third-person shooter, the first to offer original character creation, and the first to reach the Xbox One. Those are three genuine firsts, and the game earns credit for each.

It also inherits the series’ habit of treating its source material as a starting point rather than a script. Kawahara’s supervision gives the alternate timeline a legitimacy that a lesser tie-in would not have. When the game puts Asuna in GGO, it is not a mistake. It is a choice, and the game stands behind it.

The problem is that the choices are more interesting than the execution. A branching ending, a true ending, a character creator, a genre shift, a new platform — Fatal Bullet collects big ideas the way its players collect guns. It has them all. It does not make all of them sing.

Eight outlets scored this game, and the aggregate landed at 6.0 out of 10. That number is fair. Fatal Bullet is not a failure. It is a game with a clear best idea — the alternate GGO timeline where the canon cast can finally share a server with your own character — wrapped around a shooter that never quite justifies the switch away from swords. Play it for the story. Play it for Kureha, ArFA-sys, Zeliska, Itsuki and Basalt Joe. Play it for the four-on-four matches if you have three friends who will stick around. Do not play it expecting the shooting to carry the weight the story does.

The Death Gun incident, reworked and reshuffled, is the part worth watching. The guns are the part worth tolerating.

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