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Agarest: Generations of War Zero

PC (Microsoft Windows) • 2014

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Quick resume

From the void, the gods of darkness and light created Agarest, a most perfect and divine world. As the generations passed, paradise sadly fell to the ravages of time. War darkened the skies and Agarest soon became a torturous hell as the gods divided and immense armies clashed, desecrating the once beautiful land…

Global score

74/100

Genres

Adventure, Role-playing (RPG), Strategy

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    Pros

    • Deep and engaging story with multiple generations
    • Challenging and strategic turn-based combat
    • Character customization and relationship systems
    • Long gameplay with replayability and dlc content
    • Anime-style art and japanese voice acting

    Cons

    • Tedious grinding and crafting requirements
    • Linear story progression with limited exploration
    • Some ui and tutorial issues
    • Difficulty spikes and occasional frustrating battles
    • Dlc pricing considered high by some players

    Motivations

    • Autonomy

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      "Players make choices affecting dialogue, relationships, and endings, but story progression is mostly linear with limited impact from choices."

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    • Competence

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      "Combat system is strategic and challenging, requiring skillful planning and mastery of mechanics; grinding is present but can be mitigated by strategy."

      Capsule for OCTOPATH TRAVELER II OCTOPATH TRAVELER II

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    • Competition

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      -3

      "Focus is on personal progression and story; no mention of ranked modes or direct player-vs-player competition."

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    • Continuation

      Game with the same Continuation vibe

      4

      "Long gameplay with main story, side quests, DLCs, and replayability via New Game+ and crucible mode encourage extended play."

      Capsule for Darksiders II Deathinitive Edition Darksiders II Deathinitive Edition

      "Long gameplay with multiple generations, grinding, and replayability through different endings and DLC content encourage extended play."

    • Cooperation

      Game with the same Cooperation vibe

      -2

      "Gameplay centers on individual party management and story-driven progression; limited multiplayer or cooperative play."

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      "Gameplay centers on individual party management and personal relationships; limited multiplayer or cooperative play."

    • Creativity

      Game with the same Creativity vibe

      3

      "Character builds are highly customizable with mix-and-match classes and skill trees; crafting system allows item creation"

      Capsule for Kingdoms of Amalur: Re-Reckoning Kingdoms of Amalur: Re-Reckoning

      "Character creation via card system and weapon customization allow creative builds; crafting system supports item creation."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions are affectionate and equal; no evidence of exerting control or superiority over others."

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      "Interactions emphasize mutual relationships and affection; no evidence of dominance or power assertion over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players enjoy the anime-style fantasy world and story as a lighthearted escape from reality."

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      "Players engage in a fantasy world with anime-style characters and story, providing a strong escape from real life."

    • Expectation

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      "Players engage voluntarily for story and gameplay enjoyment; no indication of obligation or external pressure."

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    • Experimenting

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      3

      "Players experiment with different characters, builds, and crafting combinations; some exploration of mechanics."

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      "Players experiment with skill combinations, character builds, and crafting; some trial and error involved."

    • Exploration

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      1

      "Exploration is limited to progressing through dungeons and maps, with some discovery of secrets but mostly linear paths."

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      "Exploration is limited to map nodes and dungeons; less free roaming but some discovery through quests and secret areas."

    • Expression

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      3

      "Character customization with outfits and accessories supports player self-expression."

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    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strong fantasy setting with gods, demons, magic, and anime-style storytelling."

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    • Fellowship

      Game with the same Fellowship vibe

      2

      "Players form bonds with companions and advisors, experiencing rich interpersonal dynamics, though mostly single-player."

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      "Players develop relationships with party members and waifus, forming social bonds within the game world."

    • Growth

      Game with the same Growth vibe

      4

      "Players develop skills, unlock abilities, and improve characters through leveling and crafting."

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      "Players learn and develop strategies, improve characters through leveling, crafting, and relationship building."

    • Health

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      "Game is sedentary with no physical activity involved."

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    • Idle

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      -3

      "Requires focused attention during battles and story; not designed for passive or background play."

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      "Requires focused attention during battles and story progression; not designed for passive or background play."

    • Intimacy

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      4

      "Strong emphasis on forming close emotional relationships and romance with characters."

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      "Strong emphasis on forming close emotional relationships and affection with multiple characters."

    • Leadership

      Game with the same Leadership vibe

      3

      "Players manage party composition and tactics, guiding group decisions in combat."

      Capsule for Skyborn Skyborn

      "Player leads a party in tactical combat and makes decisions affecting group outcomes."

    • Progression

      Game with the same Progression vibe

      5

      "Strong emphasis on leveling, item collection, crafting, and unlocking new skills and upgrades."

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      "Heavy emphasis on leveling, item crafting, unlocking skills, and advancing through generations."

    • Relaxation

      Game with the same Relaxation vibe

      -1

      "Some find gameplay relaxing and humorous; others find grind and difficulty frustrating."

      Capsule for OTTTD OTTTD

      "Some players find the game relaxing, but others note frustration from grinding and difficulty spikes."

    • Sensation

      Game with the same Sensation vibe

      2

      "Enjoyable anime-style visuals and music provide moderate sensory stimulation."

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      "Enjoyable anime art, music, and combat animations provide sensory stimulation."

    • Status

      Game with the same Status vibe

      -2

      "Achievements and progress are mostly personal with little social recognition."

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      "Achievements and titles exist but social recognition is minimal and mostly personal."

    • Story

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      5

      "Highly narrative-driven with deep plot, character arcs, and multiple endings."

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    • Strategy

      Game with the same Strategy vibe

      5

      "Tactical turn-based combat requires planning, positioning, and skillful use of abilities."

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      "Turn-based tactical combat requires planning, positioning, and combo execution."

    • Thrill

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      2

      "Some tension from challenging battles and boss fights, but overall controlled and predictable gameplay."

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    • Value

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      3

      "Offers many hours of gameplay and content, though some criticize the high DLC cost and grind required."

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    • Violence

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      "Combat involves attacking enemies with skills and status effects; typical JRPG battle violence."

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    • Survival

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    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Cooperation, Fellowship, Intimacy, Leadership. Here, the score leans higher than usual among comparable games on Intimacy, Story. It leans lower than usual among comparable games on Cooperation.

    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