18.08.2026

DragonSword : Awakening REVIEW

DragonSword: Awakening arrives with unmistakable traces of its mobile origins. Its colourful anime world, collectible heroes, numerous currencies and densely packed menus resemble a conventional gacha RPG. The crucial difference is that the random pulls, energy restrictions and daily pressure have been removed. What remains is a premium action RPG that lets players explore, fight and develop their party at their own pace.

The story follows Lute, a young traveller who becomes involved with a lively mercenary group shortly after arriving on the continent of Orbis. Sixty years have passed since six legendary heroes defeated a dragon that threatened civilisation, and signs indicate that the ancient danger may be returning.

It is familiar fantasy territory, and the opening introduces characters and concepts too quickly. However, the campaign gradually finds its rhythm. The cast is colourful, the dialogue rarely drags, and the writers are willing to embrace absurd comedy rather than treating every conversation as a solemn discussion about saving the world. Johnny, the theatrical leader of the mercenaries, is particularly good at turning ordinary scenes into entertaining chaos.

The humour occasionally becomes excessive, and the dramatic moments lack real emotional depth, but the characters remain likeable. Some side quests also develop into surprisingly amusing stories rather than simple errands.

The larger problem is that the campaign feels like the opening chapter of a much longer adventure. Important mysteries remain unresolved, and the ending does not provide a fully satisfying conclusion. The journey is still worthwhile, but players expecting a self-contained epic may be disappointed.

DragonSword is at its strongest during combat. The player forms a party of three heroes and can switch between them at almost any moment. Attacks apply different effects to enemies, eventually creating opportunities for special skills and character changes. When a new hero enters the field, they immediately perform an attack, allowing abilities to flow naturally into one another.

This makes party composition more meaningful than simply choosing three favourite characters. Ice attacks can prepare enemies for explosive fire abilities, sword fighters can launch smaller opponents into the air, and well-timed switches may leave several heroes attacking together. Battles quickly become a spectacular mixture of elemental effects, large weapons and energetic finishing moves.

The system is accessible, but not entirely automatic. The game clearly displays useful switching opportunities, yet difficult encounters still require sensible team building, timely dodges and an understanding of each character’s role. Stamina prevents players from evading endlessly, while bosses can punish careless attacks with considerable damage.

Boss fights are usually the highlight. The best encounters feature multiple phases, readable attack patterns and enough durability to make character upgrades feel worthwhile. The game is not particularly demanding for most of its running time, but its stronger bosses provide a satisfying test of preparation and reflexes.

There are nineteen playable heroes with different weapons and abilities. Characters are unlocked through the story or purchased with currency earned by playing, rather than obtained through random pulls. Being able to work towards a specific hero without gambling is refreshing, especially in a game that otherwise resembles a traditional gacha release.

Orbis is a bright fantasy setting filled with plains, coastal regions, villages, caves, ruins and underground chambers. The anime-inspired heroes are expressive, while the environments use strong colours without becoming visually exhausting. It is not a particularly original world, but it is consistently pleasant to explore.

The map offers treasure chests, crafting materials, puzzles, combat challenges, dungeons, boss raids and requests from local residents. Many buildings can be entered, environmental objects can be broken, and explosive barrels can be thrown at enemies. These small interactions make the world feel less static.

Familiars are especially useful. These companion creatures function as mounts and allow the party to climb, glide or dive. They make travelling more playful and reduce some of the frustration associated with crossing large areas.

The problem is that DragonSword often mistakes quantity for discovery. Many activities feel placed according to an open-world checklist. Glowing entrances lead to isolated challenges, towers reveal map sections, and familiar icons repeatedly direct the player towards another chest, arena or simple puzzle.

Exploration remains relaxing, but it rarely creates the impression of discovering something truly unexpected. Dungeons also begin to repeat ideas, while random equipment statistics may encourage players to replay content they have already mastered. Removing the energy system makes grinding less restrictive, but it does not automatically make every repeated activity interesting.

Although DragonSword has abandoned random character pulls and aggressive monetisation, much of the original progression structure is still visible.

Characters have awakening levels, specialised materials, equipment systems and several related currencies. New players are introduced to a large amount of terminology, and even simple upgrades may require resources from specific activities.

The problem is not that these mechanics are exploitative. Everything important can be obtained through ordinary gameplay, and no energy meter prevents further progress. The issue is that many systems still feel designed for a mobile service game rather than a traditional single-player RPG.

Recruiting heroes could have involved personal quests, while character development might have been integrated into a headquarters or camp. Instead, much of the progression happens through crowded menus. The financial pressure has been removed, but the structure built around that pressure remains.

Players who enjoy collecting characters, building teams and improving several systems at once may find this progression appealing. Those looking for a focused, carefully paced RPG may eventually feel as though they are completing a service-game checklist without the daily schedule.

The technical presentation is generally solid. Performance is stable on appropriate hardware, and the game produces attractive environments without requiring an exceptionally powerful system. Minor bugs can occur, including scripts or environmental interactions failing to activate, but they rarely appear serious.

Combat controls are responsive, although regular movement can feel overly sensitive during precision platforming. Navigating the many menus with a controller is also cumbersome, making a mouse preferable in some situations.

Animation quality varies. Battle sequences are polished and energetic, but conversations repeatedly reuse the same poses and gestures. The English localisation also contains grammatical mistakes, awkward phrases and inconsistent names. The meaning is usually understandable, yet these errors make the game feel less polished than its visuals suggest.


DragonSword: Awakening does not completely hide its gacha foundations. Its crowded menus, excessive currencies, repetitive activities and catalogue-style character recruitment constantly remind the player what kind of game it was originally intended to be. Its story is entertaining but incomplete, while its open world is attractive yet formulaic.

Even so, the game gets its most important elements right.

Combat is fast, visually impressive and supported by a party-switching system that gives every hero an active purpose. The world is pleasant to explore, the characters have enough humour and personality to remain memorable, and progression is generous enough to encourage experimentation. Most importantly, players can enjoy the game without gambling, waiting for an energy meter or following a daily schedule.

DragonSword: Awakening may not be a revolutionary open-world RPG, but it shows how much more enjoyable a familiar formula can become once its predatory machinery is removed. It remains uneven and occasionally repetitive, yet its strong combat and likeable personality make it an adventure worth experiencing.