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Agarest: Generations of War

PC (Microsoft Windows) • 2013

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Quick resume

At the dawn of time, a terrible war raged between the forces of good and evil, ending in the destruction of the world of Agarest. After their victory, the Gods of Light unified the decaying bodies of the Gods of Darkness and created a new world.

Global score

71/100

Genres

Adventure, Role-playing (RPG), Strategy, Tactical

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    Pros

    • Deep tactical combat system
    • Multi-generational story with romance elements
    • Extensive character customization and crafting
    • Long gameplay with high replay value
    • Engaging anime fantasy setting

    Cons

    • Slow and repetitive battles
    • Steep learning curve and grinding required
    • Dated graphics and sound
    • Linear progression with limited exploration
    • Dlc can unbalance early game

    Motivations

    • Autonomy

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      "Players make meaningful choices affecting story and character relationships, though some choices have limited impact."

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    • Competence

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      "Challenging tactical combat requiring skillful use of timing, positioning, and resource management."

      Capsule for Marauder Marauder

      "Complex tactical combat requiring strategic positioning, skill combos, and character customization with crafting and leveling systems."

    • Competition

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      "Focus is on single-player experience with no evidence of competitive multiplayer or leaderboards."

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    • Continuation

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      "Extremely high replayability with hundreds of hours of gameplay, endless mode, skill progression, and achievement hunting encourage long-term engagement."

      Capsule for GemCraft - Chasing Shadows GemCraft - Chasing Shadows

      "Very long game with multiple generations, extensive grinding, and high replay value encouraging long-term engagement."

    • Cooperation

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      "Gameplay centers on individual party management and solo tactical decisions; no multiplayer or cooperative play is mentioned."

      Capsule for Lost Eidolons: Veil of the Witch Lost Eidolons: Veil of the Witch

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    • Creativity

      Game with the same Creativity vibe

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      "Extensive character customization, skill mixing, crafting, and building allow creative player expression."

      Capsule for Gedonia Gedonia

      "Extensive character customization, skill selection, crafting, and monster breeding systems allow creative player expression."

    • Domination

      Game with the same Domination vibe

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      "Interactions emphasize shared decision-making and cooperation rather than dominance or power over others."

      Capsule for Barony Barony

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    • Escapism

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      "Highly immersive anime-style story and intense gameplay provide strong escape from real life."

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      "Anime fantasy setting and immersive story provide strong escape from real life."

    • Expectation

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      "Players engage voluntarily out of intrinsic interest and enjoyment of JRPG genre and story."

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    • Experimenting

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      "Players experiment with different skill builds, item combinations, and strategies to overcome challenges."

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    • Exploration

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      "Some exploration of different worlds and dungeons, but mostly repeated environments and progression through levels."

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    • Expression

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      "Character customization and roleplaying choices enable personal expression within the game world."

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    • Fantasy

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      "Strongly rooted in anime fantasy with imaginative powers, characters, and storylines."

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    • Fellowship

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      "Primarily a single-player experience with minimal social or community interaction."

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    • Growth

      Game with the same Growth vibe

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      "Strong emphasis on learning, character development, skill acquisition, and mastering game mechanics."

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    • Health

      Game with the same Health vibe

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      "Sedentary gameplay with long sessions and no physical activity involved."

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    • Idle

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      "Requires constant attention and focus during combat and strategic decision making."

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      "Requires constant attention due to complex combat and strategic planning."

    • Intimacy

      Game with the same Intimacy vibe

      3

      "Romance options and character interactions provide emotional connection and narrative intimacy within a single-player context."

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      "Romance and relationship-building with multiple characters is a core gameplay element."

    • Leadership

      Game with the same Leadership vibe

      3

      "Players lead and manage a party of characters, making strategic decisions."

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      "Players lead and manage a party of characters with strategic decisions and skill coordination."

    • Progression

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      5

      "Strong focus on leveling, acquiring gear, crafting, and unlocking new content and abilities."

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    • Relaxation

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      -3

      "Game is tense and challenging, especially on higher difficulties, requiring focus and quick reactions."

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    • Sensation

      Game with the same Sensation vibe

      3

      "Anime visuals, colorful effects, and sound provide sensory stimulation and excitement."

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    • Status

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      -3

      "Achievements and collectibles exist but social recognition or competition is minimal."

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    • Story

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      5

      "Narrative-driven game with complex, branching storylines and character arcs."

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    • Strategy

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      5

      "Deep tactical combat requiring planning, resource management, and problem solving."

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    • Thrill

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      3

      "Boss fights and challenging combat provide suspense and excitement."

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    • Value

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      "Long gameplay hours and replayability provide good value for money."

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    • Violence

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      "Combat involves fighting enemies with weapons and magic, typical of fantasy RPGs."

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    • Survival

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    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Leadership, Survival, Violence, Strategy. Here, the score leans higher than usual among comparable games on Intimacy, Story. It leans lower than usual among comparable games on Relaxation.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026