The Forgotten Concluder similar games & best alternatives

The Forgotten Concluder

PC (Microsoft Windows) • 2023

Should you play it?

“The Forgotten Concluder” is a third person perspective 3D Role-playing game base on the ancient Chinese fantasy wu-xia world. Being a young teenager Shen Zi-Jun that grew in a isolated valley, taking on a adventure to discover a great secret and his true dentity.

What works
  • Rich and immersive story with cultural depth
  • Extensive side quests and exploration
  • Complex character progression and equipment systems
  • Nostalgic appeal for series fans
  • Quality music and voice acting
Things to keep in mind
  • Poor 3d graphics and character models
  • Tedious and repetitive exploration and tasks
  • Confusing ui and controls, especially for combat
  • Lack of modern quality-of-life features like clear quest markers and auto-save
  • Linear and sometimes slow-paced story progression

What to play next

Top picks

Games that feel the closest overall

  • Rise of the Argonauts

  • Fairy Fencer F

  • FINAL FANTASY VII

  • Divine Divinity

  • Tales of Zestiria

  • OFF

  • SaGa Frontier Remastered

  • FINAL FANTASY® XIII

  • Fate Seeker

Hidden Gems

Less popular games with surprisingly high similarity

  • Xuan-Yuan Sword 2

  • Planet Alcatraz

  • FANTASIAN Neo Dimension

If you liked…

Recommendations by what you enjoyed most

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

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

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • 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 (hidden on purpose).

The Forgotten Concluder: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Fellowship, Violence, Cooperation, Survival. It leans lower than usual among comparable games on Survival, Thrill, Experimenting.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

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  • Competence

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  • Competition

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    "No evidence of player-vs-player or competitive modes; focus is on single-player experience without comparison to others."

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    "No evidence of competitive modes or player-vs-player elements; focus is on single-player experience without comparison to others."

  • Continuation

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    "Long main story (40-80+ hours), side quests, new game plus, and post-game content encourage extended play."

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    "Large content with many hours of gameplay and extensive side quests encourage prolonged engagement, though some find repetitive tasks tedious."

  • Cooperation

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    "Entirely single-player with no multiplayer or cooperative gameplay elements."

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    "Entirely single-player with no multiplayer or cooperative gameplay elements."

  • Creativity

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    "Players can customize equipment and upgrade weapons, but game follows a mostly linear structure."

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  • Domination

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    "No social dominance or power over others; interactions are single-player focused."

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  • Escapism

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    "Strong narrative and immersive world provide escape from real life; players emotionally engaged."

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  • Expectation

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    "Players engage out of personal desire and nostalgia, though some mention obligation to complete the series."

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    "Players engage mainly from personal desire and nostalgia, though some feel obligated due to series legacy and fan expectations."

  • Experimenting

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    "Some experimentation with weapon upgrades and perks, but core gameplay remains repetitive and constrained."

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    "Some experimentation possible with equipment upgrades and skill builds, but core gameplay and story progression are quite fixed."

  • Exploration

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    "Exploration is mostly of user-generated levels with some variety, but many maps become familiar and repetitive."

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    "Exploration is encouraged with hidden side quests and secrets, but maps are large and often repetitive, with limited guidance."

  • Expression

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    "Character customization via gear and skills present; limited building aesthetics reduce expression potential currently."

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    "Character customization through equipment and upgrades exists, but visual expression limited by poor 3D models and fixed aesthetics."

  • Fantasy

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    "Strong fantasy setting with mythological themes, supernatural elements, and imaginative fiction."

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    "Strong fantasy setting with mythology, reincarnation, and supernatural elements central to the story and world."

  • Fellowship

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    "No multiplayer or community features; experience is solitary."

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    "No multiplayer or community features; experience is solitary."

  • Growth

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    "Players develop characters through leveling, skill upgrades, and equipment, with progression and learning involved."

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    "Players develop characters through skill learning and equipment upgrades, though some find progression systems confusing."

  • Health

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    "No physical activity involved; sedentary gameplay."

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    "No physical activity involved; sedentary gameplay."

  • Idle

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    "Requires focused attention during combat and exploration; slow pace and long animations may reduce continuous engagement but not idle play."

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  • Intimacy

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    "Limited emotional connection mainly through story; no social or close relationship building with other players."

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  • Leadership

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    "Players manage their own party but no leadership over others or multiplayer group management."

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    "Players control a party but no leadership dynamics or group management beyond tactical combat commands."

  • Progression

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    "Strong emphasis on collecting items, upgrading equipment, and unlocking skills for character advancement."

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  • Relaxation

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    "Mixed experience: some find story immersive and relaxing; others find gameplay tedious and frustrating."

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  • Sensation

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    "Art and music create a subtle emotional atmosphere rather than intense sensory stimulation."

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    "Music and art style provide cultural and emotional stimulation, but poor 3D graphics and repetitive animations limit sensory appeal."

  • Status

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    "No social recognition or status systems; single-player focus."

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  • Story

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    "Engaging narrative with historical context and character development; story is a major draw."

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  • Strategy

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    "Combat involves tactical decisions, skill timing, and resource management."

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  • Thrill

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    "Some tension in boss fights but overall low risk and predictable gameplay."

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    "Some tension in boss fights, but overall combat is low risk and predictable, reducing thrill."

  • Value

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    "Large content volume, rich story, and art provide good value for price despite some technical issues."

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    "Large content volume and deep story provide good value for price, especially for fans of the series."

  • Violence

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    "Combat and defeating enemies are core gameplay elements, involving attacks and magic."

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    "Combat and defeating enemies are core gameplay elements, involving attacks and magical abilities."

  • Survival

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    "Gameplay involves low-risk battles with limited threat; survival elements are minimal."

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    "Low difficulty and limited threat reduce survival pressure; players can avoid many battles."

Last update: 09/07/2026