CheatCC says, "It would have been great if Agarest had been balanced with half of its focus devoted to tactical gameplay, and the other half devoted to character interaction in between large-scale battles. Unfortunately, it's more like ninety percent random encounters, with ten percent left over for everything else. Plenty of Japanese RPGs are also balanced with the same formula, so this disappointment is nothing new. But on the other hand, are we not done level grinding yet? Is gaming culture still in love with the sacrificing of afternoons to level grinding through random encounters, rather than sticking with stories told through unique characters, and epic tactical battles that make sense because the story led up to that battle in a sensible way?"