Echoes of Aincrad Producer says Death Must Feel Real in Aincrad, Which Is Why Death Game Mode Exists
With the hands-on media preview for Echoes of Aincrad, where I not only got to experience the game firsthand, but also conducted a written interview with producer Yosuke Futami. For longtime fans of Sword Art Online games, Futami is a familiar figure, having played a key role in the development and production of multiple SAO titles over the years. The conversation focused on why the team chose to move away from the traditional Sword Art Online game formula and instead place players at the center of the story through a fully customizable original character. We also discussed the game's core design philosophy, some of the major decisions behind its development, and the team's vision for delivering a new kind of SAO adventure.
If you've ever imagined yourself exploring the world of Sword Art Online, not as Kirito, not following in Asuna's footsteps, but as an ordinary player trapped within Aincrad itself, then Bandai Namco's upcoming action RPG, Echoes of Aincrad, may be exactly the game you've been waiting for.
With the hands-on media preview for Echoes of Aincrad, where I not only got to experience the game firsthand, but also conducted a written interview with producer Yosuke Futami. For longtime fans of Sword Art Online games, Futami is a familiar figure, having played a key role in the development and production of multiple SAO titles over the years.
The conversation focused on why the team chose to move away from the traditional Sword Art Online game formula and instead place players at the center of the story through a fully customizable original character. We also discussed the game's core design philosophy, some of the major decisions behind its development, and the team's vision for delivering a new kind of SAO adventure.
With that said, let's dive into the full interview.

Q: Most previous Sword Art Online games have focused on Kirito and the main cast. What inspired the decision to make players the protagonist of Echoes of Aincrad instead?
Yosuke Futami: We considered the story of Kirito and the other characters in Last Recollection to be complete, so we wanted to treat that title as a natural stopping point. As we explored new possibilities for the console game series, we came up with the idea of allowing players themselves to enter Aincrad, which is both the origin of the franchise and one of its most beloved settings.
In this title, players become the protagonist themselves, opening up new possibilities through a greater degree of freedom in combat, weapon selection, and character progression while fully embracing the Sword Art Online setting.

Q: Why was now the right time to finally realize the fantasy of letting players live their own Aincrad story?
Yosuke Futami: The game adaptations of Sword Art Online have covered stories ranging from the 75th floor of Aincrad all the way through Alicization. However, we've always wanted to create a game where players could truly walk through Aincrad themselves, beginning from the first floor.
This project gave us the opportunity to finally realize that idea. We hope players enjoy this adventure and become excited to see what comes next.
Q: How did the team ensure the game's story and world remained faithful to Sword Art Online's lore?
Yosuke Futami: We worked closely with Makino-sensei, who helped with the scenario, as well as Straightedge Inc., which oversees the original IP. Together, we carefully studied the world of Sword Art Online to ensure the game remained consistent with established lore.
At the same time, we wanted the story to feel fresh for modern audiences, which is why certain contemporary elements, such as streamers and the use of Holo Crystals for recording content, were incorporated into the world.

Q: Echoes of Aincrad follows a player-created protagonist rather than Kirito. How did the team avoid simply making players feel like "another Kirito"?
Yosuke Futami: In the original story, Kirito is already an exceptionally skilled player during the beta test. In Echoes of Aincrad, the protagonist is also a beta tester, but begins as a far less experienced player who learns from those around them.
Since everyone already knows Kirito's story and ultimate fate, we wanted to focus on a new group of characters whose decisions and future are much harder to predict once the death game begins.

Q: While the game tells an original story, how does it fit within the established Sword Art Online canon?
Yosuke Futami: We wanted to preserve the characters, events, and history established in the original story while asking a simple question: "What if you were there as one of the players trapped inside Sword Art Online?"
Because of that, familiar characters such as Kirito still appear throughout the game. However, the focus remains on your own journey and the original characters created specifically for Echoes of Aincrad.

Q: Echoes of Aincrad appears focused on making players feel as though they are truly living inside Aincrad. What was the biggest challenge in achieving that?
Yosuke Futami: One of the biggest challenges was recreating the immense scale of Aincrad itself. The first and second floors are incredibly large, and we wanted players to feel like explorers rather than simply following objective markers. Designing the world in a way that encouraged players to think, navigate, and gradually learn the environment for themselves was one of the most difficult parts of development.
Q: How complex is exploration, and what kind of level design philosophy shaped the world?
Yosuke Futami: Since players are expected to navigate and map out areas themselves, some people may initially feel lost. However, environmental landmarks and visual cues are placed throughout the world to help guide exploration.
Height differences function more like natural barriers than platforming challenges. There is no fall damage, and players won't fail simply because they fell from a high location. In many situations, alternate routes and shortcuts can be discovered through exploration.

Q: Despite being an offline game, Echoes of Aincrad still captures the atmosphere of an MMORPG. How did the team approach that?
Yosuke Futami: Although the world itself has a fantasy appearance, many visual elements retain a digital aesthetic. User interfaces, enemy effects, and various system elements all help reinforce the feeling that players are inside a virtual game world. We also included communication features such as player messaging to recreate the social atmosphere that is such an important part of Sword Art Online.

Q: The game currently focuses on only the first two floors of Aincrad. Why did the team choose that scope?
Yosuke Futami: The Aincrad storyline is enormous. We see Echoes of Aincrad as a single chapter, similar in spirit to how Sword Art Online Progressive explores portions of the original story in greater detail. Because Kirito and the established cast are not the central focus this time, we wanted to dedicate our efforts toward creating a rich experience within the first two floors rather than spreading resources too broadly.

Q: Are there any locations within Aincrad that you are particularly proud of?
Yosuke Futami: One of my favorite locations is the road leading toward the Maze. Seeing the massive tower emerge in the distance creates a strong sense of anticipation and adventure. It perfectly captures the excitement of exploring an unknown world and wondering what awaits ahead.

Q: The original companions seem to have distinct personalities and combat styles. How were these characters designed?
Yosuke Futami: The original story already contains many memorable characters centered around Kirito. For Echoes of Aincrad, we wanted to imagine the kinds of people who would naturally join the protagonist in attempting to clear Sword Art Online together. Each companion was designed with their own personality, preferred weapon, and combat role to create a believable adventuring party.

Q: Death Game Mode has become one of the game's most talked-about features. What was the philosophy behind its creation, and how did you balance its difficulty?
Yosuke Futami: The original appeal of Aincrad comes from the fact that death carries real consequences. We wanted to recreate that feeling as authentically as possible.
Death Game Mode permanently deletes save data when a player is defeated. However, Echoes of Aincrad is not designed as a Souls-like game. Players can select different difficulty levels, and on Story or Normal difficulty, frequent game overs are unlikely.
The purpose of the mode is not frustration, but rather to recreate the same tension and uncertainty experienced by the characters in the original story. Every decision becomes more meaningful when survival is your highest priority.

Q: Finally, what would you say to Sword Art Online fans who are considering stepping into Aincrad once again?
Yosuke Futami: For the first time, players can experience the beginning of the death game not through Kirito's perspective, but through their own. You begin as a beta tester enjoying the launch of Aincrad before suddenly finding yourself trapped inside a deadly game. We hope players imagine how they would react, what choices they would make, and how they would survive in that situation.
That personal perspective is what makes Echoes of Aincrad unique, and we believe it offers a completely new way to experience the world of Sword Art Online.
Q: If Echoes of Aincrad is successful, could this story continue in future entries?
Yosuke Futami: The story told in Echoes of Aincrad reaches its conclusion within this game, and we are not planning to operate it as a live-service title. However, if players enjoy the experience and want to see more, we would certainly be interested in exploring sequels or follow-up projects in the future.
