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Memories of a Vagabond similar games & best alternatives

Memories of a Vagabond

PC (Microsoft Windows) • 2014

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Quick resume

You play as a young mercenary and travel from soul to soul to avenge your fiance and her family. While finding a way to change the flow of past events, you will encounter many obstacles and meet new allies. Will you be brave enough?

Global score

80/100

Genres

Adventure, Indie, Role-playing (RPG)

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    Pros

    • Nostalgic old-school jrpg style
    • Class switching and skill mastery system
    • Engaging story with multiple endings
    • Good soundtrack and retro visuals
    • No random encounters and smooth gameplay

    Cons

    • Very short gameplay length (~3-4 hours)
    • Simple and easy combat with low challenge
    • Limited content and side quests
    • Minimal character and party development
    • No multiplayer or social features

    Motivations

    • Autonomy

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    • Competence

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      "Combat is turn-based and simple with some strategic elements, but overall easy and repetitive, allowing players to feel effective without high challenge."

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    • Competition

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      "Some arena and leaderboards exist, but the focus is mostly on personal team building and progression rather than direct competition."

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    • Continuation

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      "Short main story encourages replay and has an endless liberation mode, but some find post-story content repetitive and frustrating."

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    • Cooperation

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      "Primarily single-player RPG with no significant multiplayer or cooperative gameplay elements."

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      "Primarily a single-player RPG with limited party members; no multiplayer or cooperative gameplay elements mentioned."

    • Creativity

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      "Players can customize characters and decorate, but farming and crafting follow structured systems with limited creative freedom."

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    • Domination

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      "No evidence of exerting control over others; gameplay is cooperative or solo survival without power dynamics or trash talk."

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    • Escapism

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      "Players use the game as a challenging distraction with immersive music and story, providing escape from real life."

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    • Expectation

      Game with the same Expectation vibe

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      "Players engage voluntarily for enjoyment and nostalgia; no indication of obligation or pressure to play."

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    • Experimenting

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      "Class switching, weapon mastery, and skill customization encourage trying new builds and playstyles."

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    • Exploration

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      "Game encourages exploration of environments and side quests, though within limited maps and mostly linear progression."

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    • Expression

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    • Fantasy

      Game with the same Fantasy vibe

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      "Imaginative fantasy setting with magic, demons, and a fictional story world."

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    • Fellowship

      Game with the same Fellowship vibe

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      "Mostly solo play with minimal social or community interaction described."

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    • Growth

      Game with the same Growth vibe

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      "Players develop characters through leveling, equipment upgrades, and skill acquisition."

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      "Players develop characters through leveling, skill mastery, and equipment upgrades, supporting personal growth."

    • Health

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      "Sedentary gameplay typical of RPGs; no physical activity or health-related mechanics."

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    • Idle

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      "Requires focused attention during battles and exploration; no background or idle play."

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    • Intimacy

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      "No evidence of forming close relationships; social connections are minimal or surface-level."

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    • Leadership

      Game with the same Leadership vibe

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      "No leadership or group management roles; player controls only their own character."

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    • Progression

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      "Character leveling, item acquisition, and town upgrades provide clear progression."

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    • Relaxation

      Game with the same Relaxation vibe

      3

      "Players describe the game as relaxing and enjoyable with a soothing soundtrack, despite moments of challenge."

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      "Players describe the game as relaxing and nostalgic with a fitting soundtrack that aids flow and tension release."

    • Sensation

      Game with the same Sensation vibe

      2

      "Enjoyable retro visuals and music provide sensory pleasure, though not intense stimulation."

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    • Status

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    • Story

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      3

      "Narrative is cryptic and environmental, encouraging players to piece together lore and story fragments."

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    • Strategy

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      "Turn-based combat requires some tactical thinking, though battles are generally straightforward."

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    • Thrill

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      "Some tension in battles and status effects, but overall gameplay is predictable and low risk."

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    • Value

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      "Players generally feel the game offers good value for its unique experience, though some note the short length relative to price."

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    • Violence

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    • Survival

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    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. Here, the score leans higher than usual among comparable games on Competition, Expression, 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