Showing posts with label gacha. Show all posts
Showing posts with label gacha. Show all posts

Wednesday, July 29, 2026

Sometimes You Have To Make Your Own Luck

I'd love this to be a post about how I got another S-Class Banner Character on my first try and for almost no effort but sadly my luck didn't run to a third straight win. I thought briefly that it had because on my fifth roll this morning, a big S popped and up came the image above. 

Yes, it's Iroi and yes, for a second there, I thought I'd won her, but I realized almost immediately something else must have happened. When you win any character of whatever class you get a bespoke mini-movie, complete with posing and dialog. This was just a couple of static images.

I was confused enough to stop and fiddle around in the settings and options to see if I could work out what I'd won. It might surprise - or more likely shock - some players, to find out just how little I know about this game, even though I've been playing almost every day for weeks now. 

It surprises me a little, too, although not all that much. I somehow seem to be able to combine a keen sense of curiosity for what lies over the next hill with a bland indifference to how to get there. I'm like a sheep crossed with a cat. 

This is the way it generally goes: I start a new game, run through the opening tutorial then, if I like it, I carry on playing without thinking too much more about it. 

Usually what comes next is a hyper-extended quasi-tutorial that feels like the game's started but which is actually still supposed to be teaching you how to play. The problem with this approach, which I always used to recommend as probably the best way to introduce the various complexities of any game, is that I let it all wash over me and very little sticks. 

I'm sure, at some point, some tool tip or voice-over must have explained what the various buttons do on pretty much every screen but all I've done is click through them as fast as possible because I was already paying and I wanted to get on with the good bits.

It's not until I run into some problem that I stop and try to figure out for myself what all the buttons do or how the systems work. And to be fair to myself, it's not like I needed to know before, is it? Games are very easy and straightforward at the level I'm operating. It makes sense to leave it until I have a reason before digging into the details.

Absent a tutorial or a toll-tip, trial and error usually works. I tried all the buttons and one of them turned out to be a tally of every dice roll I'd made since the game began. It actually keeps the records for a rolling six months but until we get there it's everything. Looking at that, I could see I'd won an outfit.

My first! I was excited.

I needn't have been. Yes, I'd won an outfit. It was a low chance and once again I'd been very lucky to get it. Unfortunately it's an outfit for the character I was trying to win and I didn't win her. So now I have an outfit no-one can wear.

I did check. I wondered if maybe it would work for the whole team but no such luck. It's Iroi or nothing.

I carried on for a while, hoping I'd get lucky twice. I'd pre-set the number of rolls I was willing to use and I had about twenty rolls left before I hit my limit. No dice, so to speak, so I stopped. I'll almost certainly have another go before the Banner changes but for now I was done.

I was still in the mood for some gambling, though, so I thought I'd see what was on the other board, the one that uses the cheap, blue dice. I had loads of those. Last time I looked it was all characters I already had, although you always need multiples to Ascend. This time there seemed to be a couple I didn't remember getting so I thought I'd try a few rolls.

In the end I think I rolled about 25 times. There was the usual sale on where you get eight rolls for the price of ten so I did that a couple of times and then banged out a few singles on top. And I did pretty well. I got the usual couple of dupes but I also got an S-Class I didn't already have - Fadia.

I don't particularly want Fadia. If I'm honest I'm not entirely sure I can remember who she is but every character you acquire opens up some related content like Bonds and background stories so it's always good to get anyone new. 

And maybe I'll need her. After I finished rolling dice I blew a million Fons on scratch cards (I said I was in a gambling mood...) and that made me wonder where I was with my Tycoon levels. Not very far was the answer. I was on Level 19 but all the conditions had been met so I just had to press the button.

For Level 20, though, I was stuck on Exploration again. I had most of the boxes ticked but I still needed five Rabbit Holes (I'd only done one.), three characters at Level 40 (Again I only had one.) and an Anomaly Commission (I  was at 8/9 there). Rabbit Holes were easy. Or they were once I noticed you could adjust the difficulty level. Things didn't go so well before that.

Getting the character levels just meant spending some resources and I had plenty. I can't remember exactly what happened with the Anomaly Commission. I know picked a bad one. I had a look at the options available and I thought I'd try the boxing gloves. I remembered that being easy first time around.

Yes. Well. Maybe it was. The upgraded version, however, is a DPS test and I could not pass it. The gloves take a defensive stance and you have to defeat them in sixty seconds. I couldn't get them under 80%. 

At some point I fought the dog again and got the Arc but how that fits into the picture I can't quite figure out now. Maybe I needed two after all? 

I also did Dragon Gate Substitute, for which, confusingly, you fight some fish, not a dragon at all. They were easy enough, although I made it harder by falling off the roof of the building and having to start over.

The final box I needed to tick after all that was something called  Headless Rider, which is gated by an Anomaly Commission by the name of Ride Assault. I had no clue how or where to find it and it wasn't on the map so I looked it up.


Ride Assault has a complicated trigger sequence, where you have to be driving a car (A bike won't do.) down Foxwindow Avenue sometime between eight in the evening and dawn just to get it to pop. In the highly unlikely event you just happen to meet the conditions, a headless biker appears and if you chase him, he leads you into a tunnel, whereupon he summons a portal to take you to his Anomaly Realm. Then he tries to kill you.

That's not the fight you need for the Tycoon level. It's the fight you need to get that fight. But you have to start somewhere. Having read a couple of guides and fiddled with the clock to get the time of day right, I crashed about on Foxwindow until the biker appeared. I chased him, entered his realm, jumped out of my car to fight him and got slaughtered. It wasn't even remotely close.

I am now going to have to go away, read up on the strats, apply some upgrades and pick a team that has the right elemental qualities to exploit his weaknesses before I take another run at him. This means more research and finding out something about how a few systems work because I barely have a clue on most of them.

Of course, if I had any gaming skills I could probably just brute force it but I don't so it'll require some cheesing finesse. As it stand, not only can I not even begin to read any of the tells that let you know when you need to Counter or Parry. I wouldn't even know what to press if I did. I have never knowingly Countered or Parried anything since I started - nor ever felt like I needed to, either.

And it may be that I still don't. It might be that once I pick the right team and upgrade everyone, button-mashing will be good enough again. I hope so, anyway. I'm certainly not playing this game to git gud, or even for the fights, for that matter. But sometimes you have to make at least a token effort. Either that or give up, an option I always find rather attractive.

That's where I am with Neverness To Everness right now. Slowly learning how the game works so I can avoid playing as much of it as possible. 

Don't anyone try to tell me how to have fun!

Monday, July 20, 2026

Read All About It! Cat Scratch Fever Hits Hethereau!

Any fear I may have had that Warren Continent would prove so compelling, I'd forget all about Hethereau itself, has proved unfounded, albeit not through any conscious choice of mine. I was just starting to work my way through the second difficulty level, Challenge, when I was interrupted by external factors (Social visits, work...) and next thing I knew I was back doing the regular dailies. City life just seemed quietly to reassert itself.

In fact, I found myself playing for an hour or so today before I remembered the 999 Nights content was still there. Oh, how soon we forget! I will get back to it soon. I need to kill the Molten Dragon one more time and do a couple of other things to fill my dance card for the update, if nothing else.

Mostly, though, I want to go back just for the fun of it. My general suspicion of repeated content of that sort has been pushed aside thanks to the excellent entertainment on offer in this particular case. And anyway, I'd hardly have a moral leg to stand on, looking down at repeated content, considering what I've been doing instead. Something that makes re-running dungeons look positively benign. 

That's not addicted behavior at all, is it? Not compared to frenziedly buying and scrubbing away at scratch cards, anyway. Which is what I was doing this morning. Not, thankfully, outside the newsagent around the corner from my house, if only for the extremely good reason there is no newsagent around the corner any more and hasn't been for a couple of decades. 

No, I was scratching away, standing on the sidewalk outside a Midnight Catzebo In Hethereau. I can't remember which one it was. There are a bunch of them now. They're new. And they're run by cats. Very big cats.

Maybe I should explain what they are. I'm not sure the name really gives it away. "Midnight Catzebo" is a chain of newsstands dotted around the city of Hethereau. Allegedly you can buy papers and magazines there but I can't say I saw them sell any. 

What they do sell are scratch cards. They have five kinds at prices ranging from 10k to 50k. Specifically, there's a 10k card, a 20k card and three 50k cards. The prizes range from 10k to 2.5m, with the higher-price cards offering the biggest wins.  

There's a limited number of cards of each type available at each stand. I'm not sure what the limit is but I bought one stand out of 10k and 20k cards and it felt like I bought maybe twenty of each? Bit of a blur, if I'm honest.

I'm also not sure if each stand is independent of the others, with its own stock, or whether draining one dry drains them all. I couldn't easily tell by googling it and I'm sure as hell not going to go round spending my own money to test it.

They refill overnight, meaning you can theoretically buy all the cards once a day, every day, for as long as the event lasts. Oh, yes. It's an event. I didn't realize that at first. It was added with the 999 Nights update but I totally missed it because I totally missed everything about the update, except for Warren Continents, which absorbed 100% of my attention for a week or so. 

The name of the event is Mews Flash, which makes me wonder whether someone came up with the pun first and then decided to make the stallholders cats or if it was the other way around. There's a backstory of sorts, although it doesn't make a whole lot of sense.

Allegedly, the Midnight Catzebos were set up by Grandpa Miles as a way to fund his Midnight Newsstand, possibly the last functioning newsstand in the city. Social media and smartphones have basically done for newspapers in Hethereau. 

As Catvioli explained to Flora this morning,  Grandpa Miles sank all his savings into the project. Where the cats come in is anyone's guess. I met two of them They both had "cat" names, Catvioli and Cat Cake. I feel like I need to visit every stand in the city now, just to find out what the rest are called. 

When I saw Grandpa Miles' name, it reminded me I was halfway through a quest involving him. Before the game went all medieval on us, Flora was trying to find out why he was suffering attacks of delirium. Was he showing the early effects of dementia or was there an anomaly at the root his confusion?

Flora met Grandpa Miles when she happened to be passing his newsstand and noticed a blue exclamation point hanging over his head. That being the universal symbol for "Talk to me and you may learn something to your advantage"  in every game since 2004, she jogged over and introduced herself. 

Thus began a very long, well-written, emotionally satisfying quest concerning an old man, his childhood friend, her grand-daughter and the old man's busy but concerned son. The narrative touched on the changes technology brings, the impermanence of memory and how the past needs to be preserved if it's not to be lost. 

Everyone involved showed exemplary levels of responsibility, self-sacrifice, compromise, and empathy, including the JTF officials, who turned up towards the end, looking suspiciously like Men In Black, as they always do. The whole storyline felt rich in compassion and adult in theme, making it yet another fine example of why I find this and similar games an awful lot more satisfying to play than more traditional fantasy titles these days. (Ironic, considering the Warren Continent digression, I know...)

Having been reminded of its existence by a cat in a suit, I went back and finished the whole thing before I bought any more scratch cards. (At that point I'd only bought a couple, just to try them out.) The quest, which goes by the name of either“Gift for the Little Book Lover” or "Books Are Like Old Friends", depending on whether you've accepted it yet or not, is a lengthy one but it would be one whole hell of a lot longer if you waited for each of the many two-day delays to pass in game-time.

This is a mechanic I just do not get at all. I understand how developers might want to time-gate progress for any number of reasons but why would anyone build a whole bunch of delays into a quest like that and then allow all of them to be freely bypassed by moving the clock forward? 

Even that might make sense if events in the game-world took place according to a fixed calendar, as they do in the "My Time At..." series or any number of Stardew Valley type games. Then there'd at least be some notional cost to skipping a few days. Missing a festival or an event, perhaps.

As far as I can tell, though, there's no such mechanic in Neverness To Everness. Turning the hand forwards on the clock makes the sun go down and the moon come up and that's about it. The only discernable effect I could see when I did it was a change in the light and the removal of the restriction preventing me from carrying on with the quest. 

Oh, and the rain. It was gloriously sunny on the day I set the clock spinning for the final time but when the hands stopped moving we were in the middle of a thunderstorm. It was raining as hard as I've seen it in Hethereau. The streets were awash. There was forked lightning flickering across the sky. Everyone either had their umbrellas up or they were holding books or magazines over their heads and running for cover.

NTE has some of the best weather effects I've seen in a game. Everything changes when it rains, from the quality of the light to the reflections in the wet surfaces to the behavior of the people all around. Except, of course, for all those poor NPCs who have to talk to the player. They just stand there, getting drenched. As did Flora.

We got it all sorted in the end, despite the rain. Between us, we managed to bring Grandpa Miles back to himself without destroying Aria's grandmother's precious diary or nullifying the Old Diary anomaly, which turned out to be entirely benign. It was the Good Ending, for sure. Not that there was any alternative.

All of which didn't entirely jibe with the giant cat's assertion that Grandpa Miles, having brought his past and present into alignment, had then rushed out to invest his life savings in what can at best be described as a venture of dubious morality or, probably more accurately, a flat-out scam.

Although that, I imagine, will depend on how you feel about gambling. I'm neutral about it, myself, but as several reddit threads confirm, some people are less sanguine to see it added to the game. (Again, ironic, considering it's a gacha game...) Then again, I imagine you  might have some doubts about the event if you'd just lost two or three million Fons on it. 

I did not lose that much. In fact, after what felt like about half an hour of non-stop scratching (Could have been more, could have been less. I didn't time it.) I think I was pretty much back where I started (Didn't keep an exact tally of my wins and losses, either, but the numbers look much as I remember them.)  I do know I'd had fun, though. And I got a whole load of gifts to hand out to all the characters I'm trying to ingratiate myself with because you get one of those every time, win or lose.

I really enjoyed the tactility of the whole thing. You get a different scratchcard on screen for each of the five types you can buy and you can scratch off each image with the mouse, It's an extremely convincing replication of the physical version, or what I remember of it, not having scratched an actual card in a decade or two. 

There is a button to remove all the coatings instantly if you don't, as I do, find doing it yourself with the mouse hugely satisfying. That seems daft to me. Why simulate a scratchcard and then invite people not to scratch it? Why would you be in such a rush you'd skip the whole thing? Presumably because you only bought it to win the money. In which case more fool you! Of course, you aren't going to win the money!

The most I won was 160k on a card that had five small wins. About 80% of the cards had a single win that gave the exact amount the card cost. A few had nothing and a few had slightly more or less than the cost of the card. 

That meant it felt pretty safe to keep buying the 10k and 20k cards, which I did until they ran out. They mostly paid for themselves. As soon as I got to the 50k cards, though, it was clear two or three bad cards in a row would put me further behind than I'd be likely to make up, so I stopped.

I found the whole thing an entertaining diversion. I'll probably do it a few more times before the event ends but I certainly won't be trying to grab every card, every day, the way some people supposedly have been doing. 

There's a conspiracy theory on reddit suggesting Hotta have added the event purely to bankrupt people so they'll have to buy more Fons with real money. Seems a bit far-fetched to me but then I would say that, wouldn't I? I've never had a real problem stopping before I lose only very slightly more than I'm happy to lose. 

And it's not as though you get nothing for your money. I have a whole load of gifts to give away. 

Now, who am I going to give them to? 

Wednesday, July 8, 2026

Dicing With Dragons In NTE

 It's not entirely my intention to turn Inventory Full into an "All Neverness To Everness, All The Time" kind of blog but I have to say the game just throws out ideas for posts like Beryl shaking off grass seeds after a walk in the country. I could very easily write four or five separate posts based on just what I've seen, done and thought about in the game over the last two or three days.

The temptation today is very much to weigh in on Version 1.2 which dropped this morning. Top line: it's very, very odd and so far quite wonderful. 

I patched up my own installation this morning - it was a 13GB download - but I didn't use it. Instead, I thought I'd give GeForce Now a real test run. I'm very happy to say it passed the test with the highest of marks.

I played two sessions, each about ninety minutes long. I only stopped the first time because someone came to the door and Beryl went nuts so I went down to show her we weren't being raided by pirates or bears, which is always her first assumption. 

Once I opened the door, she decided it would be a great time to sunbathe on the front lawn, despite it being just over 30c in the shade. Dogs aren't supposed to move about much in temperatures over 25c and we're assiduous about not taking her out in the heat and making sure she drinks plenty of water and stays in the cooler parts of the house but she does love to lie in the sun for as long as she can stand it. 

In the current heatwave that's about four minutes so I usually indulge her. I sat on the front step in the shade to keep an eye on her while she basked until she baked and then Mrs Bhagpuss decided it was cup-of-tea-time, a mid-afternoon ritual, so it was about three-quarters of an hour before I got back to the game.

I played all the way through the new storyline until I got to the first real boss, the Molten Dragon. Up to that point there'd been no problems with the combat, of which there's a fair amount, but the dragon handed each member of my team their individual ass in short order so I thought it might be a good place to stop.


Three hours and change is a long session for me these days, even with an intermission. It's very clear that GeForce Now's six hour session limit is never going to bring the curtain down early on any game I'm playing. I doubt I'll ever break the three hour session barrier again, probably in the rest of my life. 

For ease of access and quality of performance, I can't fault GFN at all. Now I'm subbed it's a single click to open the interface, another to start the game and in I go. No queues, no wait, no fuss. 

For a lot of games on the service, that would be the end of the story but there's a slight wrinkle where NTE's concerned. I used Play With Google when I set up the account back when the game began and my Perfect World/Hotta account is tied to a Google email address. 

That's absolutely fine on my own PC, where all the necessary details are safely stored. Unfortunately, because I'm playing on a remote server with GFN, Google wants me to confirm my identity every time I log in, which means entering my email address and password and also a security code they text to my phone because I have 2-factor authorization. And I even have to type the bloody phone number in every time, too, for extra security.

None of that is NVidia's fault and it only takes me about a minute but it's just the tiniest bit fucking annoying. Still, at least I'm going to learn my own phone number this way. 

Sidebar - I can tell you from my time as a bookseller, at least from back when I actually served customers, which seems like a long time ago now, since I got a nice back-of-house role not long after the pandemic, that almost no-one knows their own mobile number. I regularly used to have to wait while someone fiddled with their phone to find it in the settings when I asked for it for customer orders or to set up a loyalty card. At least I have mine written down in a book on my desk. I'm not going to need to look at that for much longer, the way this is going...

Once I was in the game, though, everything worked immaculately. In fact, noticeably better than on my own machine, even before it went wrong. At the subscription level I've taken, my sessions automatically take place on the RTX-equipped servers. I didn't think to check the setting but the graphics looked exceptionally sharp and detailed so I imagine the game must have defaulted to one of the higher options.

As for lag, there was absolutely none of any kind. None whatsoever for the whole three hours. Neither frame rate nor hitching nor internet lag. 

To prove it, at one point I came across a jumping puzzle. A real, honest-to-god, could easily have been from Guild Wars 2, jumping puzzle. I am neither great nor terrible at jumping puzzles and I neither like nor hate them. And yet I'm not neutral about them either. How's that, you ask?

I really like jumping puzzles that I can do. It's a lot of fun and very satisfying if I don't fall off. In fact, of all the kinds of content I can think of in games I've played, the two with the closest correlation to Goldilock's taste in porridge and feather beds are logic puzzles in adventure games and jumping puzzles in MMORPGs. The difficulty has to be just right.

This one was perfect for me. It looked very daunting indeed and I did fall off a couple of times but the developers had thoughtfully included staging points (Without flagging them up or making you click on them.) so even when I missed a jump, I didn't have to do much of the puzzle again.

What would have made the whole thing no fun at all, of course, would have been even the slightest hint of lag. A lot of the jumps were quite hairy. I wouldn't have made them if there'd been a hitch or a stutter let alone any rubber-banding. But there was absolutely nothing. Smooth as melted butter. 

Since I've mentioned the jumping puzzle, I will say a little about the new game-within-a-game. But not much. I'll save any full review for after I finish it, assuming I figure out how to get past the first boss. 

I'm waiting for the walk-through for that one or at least a few hints because there's obviously a trick to it. I suspect I should have bought some special item from the vendor that fortuitously popped up right before the boss room. Or maybe it's down to which of the three lying sheep mercenaries you pay to join you.

Ah, but there I go again, digging into the detail. Maybe I should leave that sort of thing for when I know what I'm talking about, assuming such a time ever comes. Let me draw a broader picture instead.

Here's the set-up. It's "several weeks" after the attack by the Scarlet Letter that left Nanally traumatized, and you get a call from Mint, inviting you over to hers to play games for a sort of games night, except it's in the afternoon, or it was when I got the call. 

She says to bring Nanally, who's still recovering, so you go to pick her up from Eibon. She's in the garden and she seems much better, back to her old self almost. She's keen to come but she says she'll have to sneak out because Adler is making her rest and recuperate. Adler turns up, unseen and silent like the creepy stalker he sometimes seems to be. He's overheard (Or rather eavesdropped on...) the whole conversation so Nanally's plan's a non-starter.

Nanally stays at Eibon (She's pretty good about it so she can't be back to her full stroppy self quite yet.)  and you go alone. At Mint's you meet two new BAC employees, now on Mint's team because she seems to have finally been promoted to team leader. She introduces them in typical Mint fashion by making up names for them that they'd rather not be called but you already know one of them - it's Iroi, the girl who showed you around the island last time. 

The other is Shinku, a young woman with an absolutely gigantic lizard-like tail. I don't believe we've met her before but I might be wrong, although you'd think it would be hard to forget a tail like that.

Mint then explains, again in typical Mint fashion, i.e. leaving most of the important stuff out, how the game works. It's basically a tabletop fantasy rpg with the extremely important proviso that it's GM'd not by any of the people in the room but by what seems to be a very powerful anomaly. 

The anomaly, whose name is Dice Lord, takes the form of a ten-sided die. It not only talks to all players both collectively and individually, as a GM naturally would but, unlike any GM I ever met, it can physically change the players into their characters and send them to another dimension to have their adventures in the flesh.


 

This is the game-within-a-game that's been added to NTE. It's called The Warren Continent (Or the land where it all happens is, anyway.) and it is quite literally a full ARPG complete with just about everything you might expect - quests, dungeons, loot, levels, NPCs and as I discovered jumping puzzles. Well, one of those, at least.

It's an astonishing conceit, especially so early in the life of the game. I don't know how much content there is but the main quest (Because of course it has an MSQ of its own.) is tripartite and the Molten Dragon is presumably the boss of part one. That took me three hours, so shall we say ten hours for the whole thing? 

And it has three difficulty levels, as ARPGs do, so you redo it twice for better loot. That'd be maybe thirty hours. You could very reasonably sell that as a standalone game and the quality would totally justify doing it, too.

But it's a lot more than just a clever maxi-game. It's one of the most metatextual experiences I've had in a game for a long while. The writing is really top class, extremely nuanced and complex. There's the game itself, which works perfectly as an ARPG but there's Mint's limited and partial understanding of it and her desire to make sure everyone has a good time, which leads to numerous, knowing side-comments about the nature of role-playing games, the mechanics they use and the way they seek to manipulate the people who play them.

That's very funny. I laughed out loud several times. But there's a lot more going on. For a start, the whole thing is being controlled by an Anomaly and as we've learned, anomalies always have an agenda. This one is clearly up to something. It's an unreliable narrator at best. Whether it's evil or just tricksy isn't yet clear but something's going on.

And then there's Shinku. Something is very clearly up with Shinku. She knows more about how these kinds of games work than she's saying and her Warren Continent character is substantively different from everyone else's. 

Mint, Iroi and Zero all have very recognizable classes - Barbarian, Mage and Swordsman - but Shinku is a Commoner. She levels more slowly and not a single piece of gear she could use dropped in my playthrough, where the other three received literally dozens of possible upgrades. She knows something is going on but she's not sharing.

The world is also populated by Fuzzies, a familiar kind of fairly harmless anomaly, here representing as sheep. They are also liars. Some of them are probably being voiced directly by the anomaly, which makes them exactly the kind of lying NPCs some GMs love to use. Others might just be confused.

It's hard to be sure because it's hard to be sure about anything. You're in an anomalous realm that's pretending to be a role-playing game. Who knows what's real?

And that's where I'm at right now. Maybe it'll all make sense later but knowing Neverness To Everness, I wouldn't count on it. One of the big draws for me is the way the game rarely seems to feel the need to explain itself. 

Suffice to say, having been a little apprehensive about the idea of the lurch into high fantasy, I'm now completely sold. More when I know more. 

Thursday, June 4, 2026

Here She Comes Now (Feat. Lacrimosa)

I'm almost embarrassed to post this after last time but if I'm going to be straight about it, I'm more embarrassed about how much I wanted to post about it yesterday evening, right after it happened. It's how they get you, isn't it? Hah! Well, Hotta! You may have got me but you didn't get my money! 

Not sure why I'm crowing about not having paid the company that's given me so much great entertainment this last month. It's not exactly putting it to the man, is it? More like stiffing the waitress on her tip. 

Sidebar: Do we still say "waitress" any more or is it like "actor" now, where the old, male-gendered version becomes the new, non-gendered preference? Although I have noticed "actress" coming back a little of late and doesn't universalizing the masculine to replace the feminine bring problems of its own, anyway? Then again, there's the way officers of all genders are addressed as "Sir" in the military and how Nanally calls Daffodil "Master" in the game... This stuff is just weird, sometimes. I can see why people try to use completely ungendered terms like "Chair", awkward though they sound.  I have seen "wait staff" used instead of waiter and waitress but that's clunky and awkward and anyway "staff" itself was superseded by "colleague" a good while back, at least where I work, although that never really stuck either. This is what you come here for, isn't it? This sort of acute social insight. Admit it!

Also

Sidebar: I really like these sidebars I've invented. I think there might be a lot more of them coming, at least until I get bored and lose interest.

Can we please get on with the post now?  

Ok, getting back to the point, yes, I rolled on Lacrimosa as soon as the opportunity arrived and yes, I won her with the handful of Solid Dice I had left. I was unfeasibly pleased with myself, too, considering I had no control over anything that happened. Still, they do say you make your own luck. Whoever "they" are.

Lacrimosa is the featured character in the new banner that came with the big update yesterday. It has a version number - 1.1 - but also a nice, catchy name: Dreamwalk Corridor

The full details are here but the highlights are a new playable character (Lacrimosa, of course.) plus associated glider skins and outfit ("Sold seperately", as it would say in tiny print at the end of the commercial if Lacrimosa was a Barbie, which, come on, let's face it, she is.) and a new chapter in the MSQ, which takes place in a new location, Sunward Island. And a ton of other stuff, which you can read for yourself at that link above.

The new storyline and location I'll get to in another post but I will say I just started it and it's very good so far. This post isn't about that, though. It's just me, gloating explaining how I came to add Lacrimosa to my team, what she brings to it and what the implications are.

First of all, the mechanics involved in rolling for a new character. I explained some of it last time but I'm learning as I go and they're peculiarly over-complicated compared to other gacha games I've played. What I've been used to until now is a fairly simple system, where you accumulate a specific currency then spend it on "pulls" that play a flashy animation and then reveal what you've won. You can suppress the animation when you're bored of seeing it and just spend the currency for an instant result if you prefer.

For some reason, Hotta decided to gamify that a little by replacing the animation with a full 3D representation of a board game and showing an actual six-sided die rolling for each pull. The currency itself is literally dice - Solid for the board where you win the good stuff in the Limited Banners (That's "Limited" as in "time-limited", meaning they come and go.) and Fabricated for the permanent banner, where the regular characters are. 


 When you roll a dice, your little figure moves along the board that number of spaces, exactly as if you were playing any traditional board game. Every space has something on it so you always get a reward. Most of them are just upgrade materials but there are some decent odds and ends there as well as the Big Ticket Prize you're after. There are no squares where anything bad happens so you can't actually lose. You just win a lot of things you probably don't really want. 

The huge difference between this system and all the ones I've seen in other gacha games is that you can see the S-Class character you're after, right there on the board. As far as I can tell, there's absolutely nothing you can do to influence the route you take towards them. There's no skill involved, purely the luck of the dice, but as in any board game, merely being able to see the layout adds a huge amount of interest to every roll, something that doesn't figure at all in the lucky dip pulls of other games.

The whole "it's a game" aspect is enhanced by things that happen on certain squares, like bridges that pop up and let you change direction or skip whole sections of the board. Again, there's no way you can control any of this. There's no tactic you can use to improve your chances, but neither is there in Snakes and Ladders and people still play it like there is. That's psychology for you.

Every roll costs, naturally. That's how Hotta makes its money. Well, one of the ways. But you can have a few rolls for nothing because it wouldn't be much of a Free To Play game if you couldn't.

You can get a small number of Solid Dice and large number of Fabricated Dice for free by playing the game. I noted in my post about winning Hotori that I had a dozen Solid Dice back then. It took me just five pulls to win her and I haven't used any since, so when I came to roll on Lacrimosa I had seven Solid Dice left. It took me around twenty pulls to win Lacrimosa and now I have one Solid Dice left.

Wait? What? That's not right! Does mathematics work differently in Hethereau or something? Nope. Let me explain because I had no idea about any of this until I did it, either. This is how it went:

I decided I'd roll five of my seven Solid Dice because five is my favorite number and I don't like to go down to zero. I threw my five dice with no luck so... no, wait, actually that's not entirely true. I got an S-Class... something. I took a screenshot:

That looks like I won a car, doesn't it? After everything else was over, I remembered I'd seen this come up so I searched my bags for whatever it was but I couldn't find anything. Vehicles are an actual token that sits in your inventory and there wasn't a new one. I went through every tab, item by item. Nothing. I have no clue what I'm supposed to have won, if anything. It also has nothing to do with the Porsche collab that's happening in the game right now as far as I can tell. If I hadn't taken the screenshot, I'd have assumed I imagined it.

That aside, I hadn't won anything and I had just two Solid Dice left. I was going to stop but then I noticed an option to buy ten rolls for just one Solid Dice and about 1400 of some other currency. Hmm. There are quite a few currencies in the game already (I'm sure there will be more soon, too. There always are.) and I haven't paid much attention to any of them. 

I didn't recognize this one but I had a look and I had about 10,000 of them. It's called "Analith", which Gemini tells me is "The game's free premium currency, which can be farmed through open-world gameplay, achievements, and City Tycoon modes, and can be converted into limited Solid Dice." I probably should have known that.

Ten rolls for not much more then 10% of my stash seemed like a good deal so I took it. I didn't win anything good. That left me with one Solid Die. Well, what can you do with just one? So I took another ten. The Analith charge went up a little but it left me with about 7k of the stuff so that seemed okay. 

And on the fourth or fifth roll I got her. Winning was unreasonably satisfying but the run-up to winning was even more unreasonably exciting. Thanks to the board game conceit, I could see my little character token getting closer and closer to the square where Lacrimosa was waiting. When I got within a single dice-roll of her it was exactly like rolling in an actual board game. You know how many you need and you're willing the dice to land right-side up. 

And it did. I forget what I needed to roll. I think it might have been four. Whatever it was, I got it and with it, Lacrimosa. I still had five or six rolls left from the ten I'd bought so I used them as well. I don't think there's a way to save them for later. 


How much it cost me to win Lacrimosa depends how you're counting. I had seven Solid Dice and I used all of them so she cost me seven Solid Dice. That's clear. She also cost me something like three thousand Analith on top of that. And it took about twenty rolls to land on her. I didn't keep an exact count. As for real money, it cost me none at all.

I also won another Adler, which is useful because duplicates let you do some upgrading of the original, and Edward, who I wanted. I like Edward as a character and he's a healer, which I didn't have on my team yet (And haven't figured out how to use, either.) 

All in all, a very successful Limited Banner for me. I'm now two-for-two. Can't beat that. And since there's always a few weeks between banners, I ought to have enough Solid Dice for a few more rolls next time. If I'm sensible, I'll save them all for when Akane arrives, which everyone assumes she will at some point. Everyone wants Akane. I don't think there's anyone I want more, now I have Hotori and Lacrimosa and I have the unopened box that would let me choose Sakiri.

All of which brings me to the issue of what to do with Lacrimosa now I have her. You can only have four characters in a team but you can set up multiple teams and swap between them out of combat whenever you like. I immediately made a team featuring my character, Flora The Appraiser, Lacrimosa, Edward and Aurelia, who I have but had never used.  Then I got into a fight with an anomaly my regular team could handle in their sleep and although we beat it we all ended up half health except for Aurelia, who was dead.

This is the problem. If you get new characters and want to use them, you have to level them up and Ascend them and get them the right weapons and all that nonsense. That's how you end up having no upgrade mats or money instead of having far more of both than you know what to do with. And then you might consider spending some real money to get out of that hole and once again, that's how they get you!

 

Except that in Neverness to Everness there are plenty of good reasons to have lots of characters even if they're all still Level 1. I might do a whole post about this because it certainly deserves one but the short version is that every character has at least one special ability that can be used out of combat. Hotori, as I mentioned in the previous post, can literally stop time. Nanally can run up walls. And Lacrimosa can fly.

Okay, she can't fly very well. She turns into a cute but rather pathetic bat and kind of bobbles about. It's not hugely practical. If she moves in bat form it uses stamina, too, so it's of limited value as a means of transport. If she doesn't move, though, she can hang in the air indefinitely, which is interesting and possibly useful. She can also shoot out the tires of vehicles with her other out-of-combat ability but I'll save any more details for that other post, if I ever get round to it. If anyone wants to get ahead on that, here's where I found out about it all..

After the disastrous fight, I took time out to get Lacrimosa up to the level of the rest of my regular team. I'm thinking about whether to level up Edward but until I know how to get his healing into play I'll hold back on that. As for Aurelia, I think she's going to stay on the bench, for now anyway.

Another question is whether I want to start schmoozing Lacrimosa so she can come live in my apartment. I haven't really done much with the Affection system yet but I'm mildly interested in it. There are some attractive perks to be had there. 

Before any of that, though, there's a mystery to investigate on Sunward Island. And let me just say right now, I did not trust that teddy bear from the moment I saw him. I literally said so, out loud. But all that's for another time and another post.

You have to pace yourself, don't you? 

Monday, June 1, 2026

Of Time And The Cities


When the promo videos for Neverness To Everness started popping up a year, two years ago, it looked like nothing I'd seen before. I couldn't entirely figure out what the game even was. I just knew it was cool and I wanted it.

Then it arrived and it was as amazing as I'd hoped it would, juste not exactly what I'd imagined. It felt a lot more relaxed, laid-back and less intense and it had the most remarkably detailed representation of an actual city I'd ever encountered in any video game.

Hethereau isn't just a few detailed areas amid some spectacular buildings for a backdrop. It's a completely convincing urban environment with districts and suburbs and parks and commercial residential districts and a full transport infrastructure that actually works. In many ways, in numerous locations, it reminds me quite specifically of actual cities I've visited and stayed in. 

I thought that would make it the benchmark for game cities for a good while to come, always excepting GTA6, as all video game discussions must, just now. If NTE made bank then, sure, I'd expect to see clones and copies cropping up all over but even at the highly accelerated production rates of the game mills in China and South Korea, it takes a while to build a city like Hethereau, let alone to fit a game around one. I certainly wasn't expecting to be writing about another this summer or even this year.

And then Nimgimli left a link in a comment on the last post here, pointing to a video on YouTube for a game called Moon Gaze, a name entirely new to me, either in that English version or under the original Mandarin title, Wang Yue.

I watched it immediately, of course. And here it is, so now you can, too.


It's an "Exploration" promo so it mostly shows movement around the city. There's not much in the way of gameplay per se. Or narrative. Or anything.

Looking for some context, I also watched a "Character and Scene" video and "Gameplay" trailer. The former doesn't give much away and the latter is both untranslated and also made before they completely redid the graphics, which they appear to have done to such an extent that it barely looks like the same game any more. That's why I'm only linking them, not embedding them. They may be misleading.

The new graphics do look extremely impressive. They're closer to photorealism than to the rather flat, cartoony look of the previous version or even the more polished, anime-inflected style of NTE.  

Tianyue City looks astonishingly convincing and immersive, visually at least. I certainly wouldn't say no to a few hours exploring it, when the game releases, which presumably won't be at least until next year. There's no date set and the game is still in closed testing, in China only.

Beyond that, I can't say I'm all that interested, let alone excited, by anything the developer, who goes by the unwieldy name of Guangzhou Shiyue Network Technology, has shown so far. Icy Veins seems more impressed, suggesting it might be "the most unusual gacha rpg" so far although how they figure that out beats me. Their bullet-point list of features is mostly a reiteration of what's already in NTE, except for the creature collecting, something I personally could do without, having had more than enough of it in other games by now.

There's also mention of "construction and building systems", which I admit does sound intriguing. It's apparently along the lines of what you can do in Zelda: Tears of the Kingdom, although that doesn't help me any, since I've never played. Still, building options are always welcome.

The problem is, regardless of the features, I don't get any sense of the vibrancy or zest that infuses everything that comes out of Hotta as they promote NTE. Everything they show just oozes individuality. 

For example, just take a look at this recent short, featuring Lacrimosa. It's a small work of art, hugely enjoyable even if you have no interest in playing the game.


The Moon Gaze material seems bland and generic by comparison, other than the character movement of course, which is breathtakingly well-done in places. I'd love to have a go on those roller skates. It doesn't help, of course, that the only narrative content on show hasn't been translated but I get no sense there's anything happening I'd be likely to care about, anyway. 

And if Moon Gaze doesn't come up to snuff against Neverness To Everness, imagine how it does when you put it up against this:

That's Ananta, another urban open-world RPG, developed by NetEase and Naked Rain. You may have heard of it. I didn't think I had but as usual I was wrong.

If you're getting a slight sense of deja vu, it'll probably be because I wrote about Ananta last September, in a post that included that same, seven-minute video along with another, even longer. 

If you don't remember, I forgive you. I didn't, either.

I make no apologies for embedding it again, partly because if nothing else the soundtrack is great but mostly because I've just had to re-write four paragraphs when I finally realised Ananta was not, after all, a brand new game to me that I'd just discovered. Not only had I posted about it eight months ago but at the time I had to remind myself it wasn't new to me then, either. 

That was the second time I'd written about it. This is the third. It's like Groundhog Day around here sometimes and I'm not Bill MurrayTipa talks about having trouble remembering people. I can't even remember what I've posted, even when I've done it three times! Some of us need to be reminded about stuff as often as possible. I count this repetition as a public service.

More than just good taste in tuneage, Ananta would appear to have strong characters with distinct personalities capable of engaging in snappy repartee while carrying some kind of interesting plot. Not to mention an intriguing backstory. And then there's that stunning megalopolis to explore. You wait decades for a proper city and then three turn up at once!


Except not quite at once, I guess. NTE made it out the gate first and Ananta was supposed to be following close behind, with a projected release date of Summer 2026 but now that doesn't look like it's happening. If it was coming out in a a month or three, I'm pretty sure they'd be telling us all about it but there's been radio silence from the developer since I last wrote about the game. I pre-registered on the official website back then but I've heard not a single word since.

As this report by Gamesphere suggests, that release date may have slipped into next year. If so, it's a shame but at least it means not having to make a hard choice between Ananta and NTE just yet. Yes, obviously I could play both. At once, even, in theory. But I'm having a hard enough time right now, keeping up with just the one urban open world rpg. Two might be more fun than I could handle.

Also, in a more practical sense, a 2027 release date will give me time to upgrade my hardware to something capable of playing even the most demanding titles with ease. Not the best timing, perhaps, given the way the entire gaming hardware industry seems to be disappearing into the all-devouring maw of the AI leviathan but assuming there's still something left to buy later this year, I should be coming into a little money about then, so it could still be good timing for me.

If not, it shouldn't matter too much. Looking at all these games, you would think you'd have to have state of the art equipment to run any of them but no, apparently not. Leaving aside my recent technical issues, which I now think may have been initiated by running NTE from an external SDD via USB, it seems even a mediocre rig can cope. 

How that's even possible, when you look at the graphics and the gameplay, beats me. But then, I don't need to understand it. I just need to enjoy it.

And I plan to. 

Friday, May 29, 2026

Making Sense Of Neverness To Everness - or - The Genshin Impact

I've been having an interesting conversation with Mailvaltar in the comments to his recent post on Neverness To Everness. I had too much I wanted to say to fit into a comment thread so I told him I'd probably spin it up into a post of my own. And then he pointed out he'd already posted something very much along the same lines five years ago, back when Genshin Impact first came out.

I had a look through my back pages and it turned out so had I. It's quite hard to remember what an... er... impact that game had when it arrived. How strange and unfamiliar it seemed. In my own First Impressions piece, I said "just about everything in the game I've seen so far, is confusing". I'd never played a game quite like it although apparently millions of players, who'd made their way through The Legend of Zelda: Breath of the Wild, saw things a little differently. 

Breath of the Wild wasn't an MMO, of course, but then again, neither is Genshin Impact. Probably. There seem to be varying opinions on that. It was one of the things I was confused about. I'm not sure it's much clearer now. 

All of these games seem to live in a nebulous, undefined hinterland, somewhere in the liminal spaces of a Venn Diagram overlapping MMOs, RPGs, Visual Novels, Life Sims, Co-Op, Single Player, Open World and a bunch of other genres and playstyles. I'd say it's indisputably a genre but if it has a name anyone's agreed on, I don't know what it is.

Oh, wait... yes I do! We call them Gacha Games. That's the catch-all, isn't it? 

Except all that's gacha about them is their main source of revenue. As a descriptor, it's about as helpful as Subscription or Free To Play. It tells you how the company stays in business but it doesn't give you much of a clue about the type of game you're going to be playing.

Except it sort of does. As Mailvaltar observes, gacha games are "extremely alike mechanically...even if the actual gameplay hails from completely different genres.

And that's especially true of the way they handle character progression. His almost six year-old post linked above, my own from a month before and the post by Tobold that provoked it, all deal with the way Genshin Impact requires a huge amount of grinding to sustain the progress needed to keep the combat as easy as it was when you were starting out. Without that, combat can eventually get too tough for casuals like me and Tobold.

As a general rule, this seems to be approximately how all the games that followed Genshin's huge commercial success roll. They also follow what's looking like a genre convention of odd, quirky, enigmatic names - Zenless Zone Zero, Honkai Star Rail, Noah's Heart, Wuthering Waves, Neverness To Everness.

The shorthand in use for all of those is "Gacha Games", so I suppose, by default, that is what the genre's called now. It might have made more sense to follow the gaming naming convention that gave us Roguelikes and Metroidvanias. We could have called them Genshinlikes. But we didn't. So gacha games it will have to be.

And as Mailvaltar explained in very helpful detail in yesterday's post, there's a very specific way to play a gacha game if you want your characters to be capable and your progress smooth as you work your way through the storyline. You'll have to get to grips with a number of quite complex systems and then, when you've figured out what you need and how to get it, you'll have to grind your finger-tips off, killing the right mobs and doing the right quests to get the gear you want. Just as though it was EverQuest in 1999.

That was enough to do for Tobold back in 2020. As he said " I'll be farming elite monsters for weeks. And I don't want to." And who can blame him? I don't think he's played a Gacha Game since. 

I also noped out of Genshin Impact the moment it got hard but unlike Tobold it didn't put me off trying again. And it's as well I did because subsequent entries in the genre have been far less demanding. There have been a few barriers to progress in some of them that I've had to make some effort to clamber over but nothing like the harsh, early roadblocks of Genshin Impact. 

I was stuck for a while in both Noah's Heart and Wuthering Waves before I did some work to improve both my teams and my tactics but in both cases, though, it happened much later than in Genshin. It was easier to fix, too. And as Mailvaltar suggests in his most recent post, that easing continues. Neverness To Everness may be the least-demanding gacha game yet.

The thing about Gacha games that I really wanted to  dig into a little, though, is the apparent disconnect between content and delivery. It's a dissonance that echoes what Jack Emmert was saying about the importance of knowing your audience and the dangers of feature creep. The Gacha game studios, hearing Jack talk, must be muttering "Hold our beer..."

One of the strongest drivers to engagement gacha games have is story. Right from the beginning, with Genshin Impact, the bar for storytelling was pushed through the roof. Back in 2020 I said "Genshin Impact is one of the best-written video games I've played.", something  I put down to "the tone, the very thing so few video games get right.

I said at the time I might put a whole post together about why the writing was so good but then I stopped playing because getting to see any more of it got so hard and that post never got written. The story was great but the way it was delivered sucked. Who the hell wants to grind and grind and practice and practice just sot hey can see the next episode of their favorite show?

Since Genshin, that's never been quite the same problem but the underlying issue persists. The content gets ever better, which makes the hoops you need to jump through to get to it feel more and more inappropriate. 

And it is getting better and better. The writing in Wuthering Waves is better than I remember it being in Genshin and so is the voice acting. The animated sequences are more frequent, longer and approach cinematic quality. It's like watching high-quality anime with some awkward interruptions.

My impression of Neverness To Everness so far suggests the evolution of Gacha game story content into some kind of mass media entertainment format isn't over yet. In the four chapters of the main story the game shipped with, there's barely any combat at all. What little is there presents little challenge and doesn't appear to increase in difficulty as the story moves on. Instead, there are a variety of interesting non-combat mechanics that enhance the storytelling instead of getting in its way.

The "cut scenes" are longer and more sophisticated, too. It feels like playing a complex visual novel, complete with that same sense of watching a movie play out around you that sometimes leads people who like a bit more action to dismiss those games as "walking simulators". Not to say they don't have a point. I've seen more than a few comments on reddit and YouTube from NTE fans who'd like Hotta to go the whole way and make an actual anime based on the game and I have to say that it does often seem like that might be a better use of the material. 

In the case of Neverness To Everness it's not only the quality of the writing, acting and storyline that's competing for attention with the Gacha revenue stream. There's also that whole Life Sim thing they have going on. It's something that hasn't been nearly as well-developed in other gacha titles I've played.

Genshin had none of it that I can recall from back when I played but that was five years ago so maybe it does now. Noah's Heart had housing and affection bonds with your team but the whole game was a bit clunky and under-cooked so none of it had much impact outside of a dedicated few loyalists, of whom I was one. I don't know how common these features are in other gacha games because I haven't stuck with any long enough to find out but I can't say I remember any from the ones I've tried.

In NTE you have plenty of non-combat, non-story options. You can run a business, either behind the scenes as management or out front with the customers if you want. You can be a street racer in your car, go fishing or play mah-jong. You can deliver parcels around the city or moonlight as a taxi driver. You can date, go to the movies, hold hands and hang out with your imaginary friends. You can own multiple properties, decorate them and, if you can build up sufficient bonds of affection, have your friends move in and live with you.


None of this requires any fighting so the entire material grind that so upset Tobold back in the pandemic would seem to have no purchase here. It exists but you don't need to worry about it. You're not going to be punching anyone or anything. 

Or are you? I'm not so sure. All those characters I was talking about the other day plus all the others that will inevitably come into the game as time goes on, how will you meet and get to know them if you aren't pushing through the story? You can roll on the banners and you might be lucky but I'm a bit vague just now about how that works when it comes to interacting with the same characters in the world. I seem to have some I can team with but I can't get them to work in the cafe or come to my house. I think I might need to meet them in context before that can happen.

Or maybe I've just missed something. Gacha games are ferociously complicated. 

In his recent post, Mailvaltar does an excellent job of explaining some of the systems I've been struggling to understand. Not that I've really been trying. I have no real interest in learning how they work. I just want to figure out the bare minimum to get by and then never think about them again. But even if I was fascinated by the complexity of it all, I think I'd struggle to keep all the details straight. There's a lot to remember.

In the end, the best approach for anyone who doesn't enjoy the process is probably just to play the game and only worry about it when you get stuck. After all, if it isn't a problem, it isn't a problem, right? And a problem only becomes a problem when you can't fix it. 

Gacha games want you to be able to fix it. If you can't or if it looks like it'll be too much trouble, then like Tobold you might walk away and that's the one thing they really don't want you to do. Yesterday, when I uninstalled NTE, only so I could re-install it, Hotta responded with a heartfelt exit poll asking what they'd done to upset me and how they could make it better so I'd consider coming back.

They already have, I suspect. They've made everything easier. In retrospect, Genshin was quite an unforgiving game, expecting high levels of both performance and compliance from an early stage. In comparison,  Neverness to Everness positively welcomes slackers.

So far... 

Thursday, May 14, 2026

What Are The Odds? Rolling The Dice In Neverness To Everness

In the comments to Monday's post, Mailvaltar mentioned that, since I'd just said she was my favorite character in the game so far, I might be interested to know the next limited banner in Neverness To Everness was going to feature Hotori as the S-Level pull. As I said in my reply, I wasn't as interested as might be expected because I generally don't bother all that much with the whole gacha part of gacha games. 

It's not out of any moral or fiscal objection to gambling. I'm British so I'm fine with all of that. We're a decadent nation. It's just that I prefer to stick with the smallest number of characters possible and change them as infrequently as I can get away with, while still being able to progress comfortably. Laziness is another national characteristic.

For non-gacha-gamers some of that might need a little unpacking. I'm not really the best person to explain it but I'm what you've got so you'll have to make the best of it you can. Then again, if I can understand it, anyone ought to be able to. I certainly haven't put much effort into figuring out the details but even I can grasp the basics. 

The way the games work is that you start out playing a single character but then quickly add several more to make up a team. I found it quite disorienting at first but I'm used to it now. 

The first few characters, you get for free in the early stages of the story. Often you add a few more freebies along the way as the storyline continues but after a while it's mainly down to "pulls". 

Every so often, usually on a set schedule, there are Events in the game. These events are unconnected to the narrative, and it's through these that new characters become available, although the characters themselves will almost always be familiar, having been introduced already through the story.

The characters vary in numerous ways. There's usually some kind of system, akin to resistances in traditional RPGs, whereby they inflict different kinds of damage, to which various opponents may or may not be susceptible. There may also be characters who provide healing or buffs and there will always be certain, desirable synergies between various characters. 

Most importantly, at least in terms of combat, some characters are just more powerful than others. All the characters have a performance grade, usually a letter code. Other games I've played have had three or four gradations but as far as I can tell, NTE just has two - A and S. 

Theoretically the best characters are S-Grade although experience in other games suggests that isn't always the case. Regardless of their actual utility, however, S-Grades are always the hardest to obtain, having a much lower chance to drop from the gacha system. 

The exact nature of the gacha mechanics differs from game to game. NTE uses the visual representation of a board game. You throw dice to move, hoping to land on the square that has the thing you want. 

However it's set up, the effect is the same: you spend a specific currency for each "pull" (Or roll as it probably should be called in NTE.). There are often multiple currencies, used for different pulls like weapons or accessories. Some of those currencies come free with gameplay, some of can only be bought with real money. For most it's a mix of both.

Most games seed you a little of the "real money" kind of currency, the one you need for the important pulls, just for playing the game, presumably to encourage you to buy more when you run out before you get the S-Class character you want, as it surely will. Some games I've played have been very stingy, others quite ridiculously generous. Noah's Heart, for example, gave me many hundreds of free pulls to the extent that I never even got close to using them all before I was given more. It's no wonder they went out of business.

NTE is reasonably even-handed, from what I've seen so far. After playing for a couple of weeks, I already had enough of the good currency for a dozen rolls. Even so, I still wasn't thinking about making a play for Hotori when I logged in yesterday, for the reasons I gave Mailvaltar. I'm barely used to the three or four characters I'm playing now. The idea of changing one out and learning a new one did not appeal, even if that character was my favorite.

I will do a post about the characters themselves at some point so I won't go into details here but I will just say I like nearly all of them. I'd be more than happy to explore any of their backgrounds in character quests. But that doesn't mean I want to fight as them.

But Mailvaltar said something else in his comment that intrigued me. He said "she can literally stop time. Not only in combat, mind you, also in the open world." Now that does sound like an ability I'd like to have, although I have no clue how it could work. (I've since read up how it works in combat and even that seems too complicated for me...)

I would love it if it worked in the open world the way it does in this video, though. 

You can see it in action near the end. It's impressive as hell. I somehow don't imagine we'll all be wandering around Hethereau stopping the trains like that but wouldn't it be nice?

I'll most likely also do a post about the character videos Hotta release, too. That one's just to show off the costumes Hotori can wear, character costuming being yet another possible post. I'm not at all sure I want to see Hotori wandering about my apartment in shorts...

The really interesting videos are the ones that fill out the narrative out of game. They're very impressive and they seem to be almost a requirement to understanding the characters fully. It's a somewhat metatextual approach to storytelling, not unusual in games but taken to a more rarefied level than I'm used to seeing. For now, though, I'll try to stay on track for once, instead of cramming several posts into one. 

Getting back to point of this one, yesterday I had a lot to do in real life so I only had time for a very short session in the morning. I just wanted to claim my login rewards in case I forgot later on and missed a day. 

As I went through all the highlighted options, a notice popped up telling me there was a new banner event, that being the genre jargon for a time-limited gacha draw with a new character. I remembered Mailvaltar saying that character was going to be Hotori and I thought "Well, I don't have time to do much - maybe I'll just take a look..."

I tend to apply the same rules to currency in games that I use in the outside world, namely only spend a fraction of what you have. In games, that fraction does tend to be a larger one but it's rarely more than half. I had a dozen Solid Dice, the "good" currency, so I thought I'd have half a dozen rolls just for the fun of it.

To give it some perspective, in NTE you get a Pity pull after 90 rolls. A pity pull is when you're guaranteed a win. Again, it's a fairly generous system by genre standards. There's a "soft" pity threshold at 70 unsuccessful pulls, when the base chance jumps from 1.87% to 19.59%. If you're still out of luck after another twenty tries, which at those odds would be bad luck indeed, your next pull is 100% guaranteed to be the S-Class character.

I got Hotori on my fifth pull. 

This is why gacha games never get any money from me. I didn't particularly want the character, even though she's my current favorite but now I've got her anyway. Not the first time, either. Go me! Ironically, it wasn't until the next day I got the email from Hotta telling me the event had started.

The next question is, will I add her to my team and actually play her? If I'd been playing for longer the answer would most likely be no, unless I was already struggling to win fights. I'm just too lazy. Within reason, I'd rather have a longer, slower fight using tactics I already know than stop and learn new ones to speed it up. It's not like I'm on a contract.

Of course, since my current tactics consist almost entirely of swapping between characters to hit the cooldowns, it wouldn't take a lot of re-learning but I'm guessing at some point I might need to do a bit more than that... 

But since I've only been playing for a couple of weeks, I haven't really had time to develop any specific muscle memory for the three characters I'm using. And there's one I don't have any particular fondness for: Adler. I don't dislike him - as I said, I like all the characters well enough - but he didn't really resonate with me at first. I'm coming to like him more but there are plenty of other characters I find more interesting or who seem like they'd be better company. He could easily step back to make space for Hotori.

I'll try it and see how I get on. She ought to bring more to the battlefield, being S-Class and anyway Adler never seems to do all that much. Then again, I haven't really got much of an idea what any of them do. Yet another post waiting to be written: how insanely complicated combat in NTE is on paper and how little any of that ludicrous complexity seems to matter when you come to the actual fighting.

The other thing about adding new characters to the team is that you have to level and gear them up. In past gacha titles, I've found that to be a real disincentive to making changes to the line-up but after just two weeks it won't be a problem. I've barely bothered to gear or level anyone yet!

So there we are. Looks like it's time for Hotori to tag Adler and let the butler sit it out while his boss takes over. (That, for those who don't play, is their relationship in the game.)

Maybe I'll report back on how it goes. And if it does turn out that Hotori really can stop time in the open world, not just in combat, then you'll definitely be hearing more about it!  

 [Edit] And sooner than expected. I just tested it in the streets of Hethereau and it actually works! One of the weirdest things I've ever seen in a game. Not sure if it has any practical applications but it's a lot of fun to play around with. Also, it seems you can have four in a party so Adler doesn't get to take a sabbatical just yet!

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