
Given such a scenario, how would you react? It's a question you can't avoid as you watch the characters toy with difficult decisions - teaming up with unsavory folks for self-preservation, going it alone even if it means relegating others to die, and so on. Here, though, doing so has consequences unlike anywhere else, and they sacrifice their very freedom just to play. Sword Art Online's blurred line between virtual and reality puts an intriguing twist on the "escape" of gaming by presenting a venue in which players can enter with virtual versions of their whole bodies, controlling them through their own thoughts.

It's a constant source of turmoil for him, and some of his experiences speak to social pressures teens themselves may feel. Between overcoming his anxieties about being seen for who he is and trying to hide his true identity as a beater from those who would hate him for it, Kirito has to find his source of strength to face the game and those around him. The trouble is, once the SAO game starts in earnest, the characters are reduced to their real-life appearances. Kirito is a curious but relatable sort of fellow, an apparent loner in life who turns to multiplayer virtual reality in part so he can invent a new persona, courtesy of the taller, more imposing figure of his avatar. This exceptional, highbrow anime series has some thoughtful themes that are well suited for teens in the audience.


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