Showing posts with label Mechanics. Show all posts
Showing posts with label Mechanics. 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!

Sunday, July 12, 2026

Chocolate Milk - or - The Dragons Of Warrens Continent

I'm not sure I can think of any precedent for what Hotta's done to Neverness To Everness with the 1.2 update that landed last week. Something similar must have happened somewhere before because there's nothing new on this earth but if it happened in any game I was playing, I can't remember it. And it does seem like something you'd remember.

The closest I can think of would be Super Adventure Box in Guild Wars 2 but that wasn't remotely on the same scale. 999 Nights (Which, I'll remind you, because it never ceases to amuse me, is pronounced "One Thousand Less One Nights.") is a complete, full-featured ARPG, playable from within NTE

It's not a holiday event or a mini-game or even a special zone. It's a whole fricken' game! Last time, I estimated it might keep someone busy for about 30 hours but having played through the first two big dungeons, I'm going to have to revise that upwards. There are two more to go so it's going to take me maybe fifteen hours just to do it all on Story mode and there are two further difficulty levels.

That's just the main quest, which is what I've mainly stuck with so far, (There are also side-quests. I went all round the Fuzzy Village, where the not-really-sheep live, and picked up about half a dozen, although so far I've only finished one.) but there are a large number of other attractions, quite a few of which I've done, some several times, mostly because curiosity has led me to go up to a lot of creatures and objects and most of the events are on a proximity fuse.

Some you have to speak to an NPC to start, some start automatically when you get near and some have portals you can go through. The overworld is handled very much like the way Shroud of the Avatar does it, albeit a lot more stylishly. The map is some kind of model village, with the player character taller than the buildings as they wander down the paths from place to place. 

You can't jump or climb and there are lots of invisible walls. It's a representation of a place rather than a place in it's own right and I find it works very well.

There's a good variety - ring events, jumping puzzles, arenas, logic puzzles and more - and they're all as repeatable as you care to make them. I wandered about, doing some at random for a while in an attempt to level up and it was good fun. 

I wanted some more levels because, as I mentioned last time, Flora and her team did not do well on their first run at the Molten Dragon. Defeat was so swift and inevitable, I figured there had to be some trick to it, which did indeed turn out to be the case. Before I even tried to figure out what that trick was, though, I thought I'd give the the tried-and-trusted over-leveling method a go.

Gaining a few levels does help but the effect is limited by the much higher influence of gear on combat effectiveness. The primary way more levels help is that they allow you to equip higher level-limited items but since, at least as far as I can tell, you need to beat the bosses before you gain access to the areas where the next tier of gear drops, it's kind of a Catch 22. 

Luckily, a random comment I just happened to spot on a reddit thread gave me a clue what was needed. Someone tossed an aside into a thread where people were talking about the problems they were having with the first boss, saying there was an "artifact" that would protect one member of your team against dragon fire. 

It was the fiery breath of the dragon, or possibly some kind of massive fiery AE, that had done for my entire team in seconds. I figured if I could find the artifact and give it to Iroi, she could heal herself well enough against the rest of the dragon's damage to solo the damn lizard if she had to. 

That would turn it into one of those long, attritional boss fights I'm all too familiar with from both GW2 and EverQuest II. Not much fun, sure, but if you get it right, you only have to do it the one time and that's bearable. 

I was settling myself into the idea but first I had to find the artifact. I thought maybe the mysterious sheep vendor might sell it but it was more obvious even than that. It turned out the person who'd left the comment on reddit was making it sound more abstruse than it really was.

The so-called "artifact" that nullifies the effect of dragon flame isn't an artifact at all. It's an accessory and it drops off... who knows? Not me. Not google, either, as we'll see. Probably just a low chance off any mob in Chocolate Volcano, I imagine. When I came to look in my bags for it, I found I already had two of them. 

They were still in there because I hadn't even noticed there were accessories or slots to put them in. It tells you something about how I play games because the slots are right there on the paper-doll and yet somehow I hadn't noticed them.

My feeble excuse is I hadn't been looking at the paper dolls when I was gearing my team. I'd been using the scrolling list of slots down the left of the screen to swap out and upgrade gear and you have to scroll that one down past the bottom of the display to see the accessory slots. They're right down the bottom, after the boots. 

I found that out by chance, not long after I'd been reading about the artifact. I just happened to scroll a bit further down than usual by mistake as I was swapping out gear. Once I'd noticed the slots for accessories were there, I clicked on them, which brings up anything in inventory that might fit the slot and it turned out I'd already looted quite a few rings and gewgaws. I'd been lugging them around in my bags for ages without knowing about it.

And guess what? There were two copes of the "artifact" I was after. It's called Hot Spring Egg and it "Grants immunity to monster burn damage." Perfect! 

Here's the really weird thing. Google doesn't seem to know the Hot Spring Egg exists. None of my searches then found it and even now I know what it's called, I'm still coming up blank. Even with the name of the game and the item there are no results. Well, no meaningful results.

If you search, as I did just now, for "Accessory in Neverness To Everness Warrens Continent that negates NPC fire damage.", the AI summary confidently informs you "In Neverness to Everness, the "999 Nights" (Warren Continent) content does not feature a single accessory that universally negates all NPC fire damage." Even if you use the exact wording from the egg and call it "burn damage" it's the same. Doesn't exist, apparently.

Yeah. Well, it does.Shows what you know, Gemini!  I have three of them now after another dropped yesterday. And you're not restricted to using the Egg on just one character, as the reddit comment implied. They're not whatever NTE's equivalent of Lore-Equip in EQII would be. Everyone on the whole team can have one. 

I probably wouldn't have known that if I hadn't found two of them in my bags. I'd have gone with my initial plan to use just Iroi and it would most likely have worked, even if it would have been teeth-grindingly slow.

With two Eggs, I had a better plan. I stuck one on Iroi and one on Flora, figuring the two of them could duo the dragon easily enough if they weren't on fire. The Appraiser has good DPS and Iroi is an amazing healer. Since plot mechanics mean Shinku has barely contributed anything to the team anyway, I've effectively been trioing the fights all along. Things would go slower without Mint's DPS but with Flora involved it would certainly be a lot faster than with Iroi on her own. 

I was almost looking forward to it now. I was about to port back and give it a go right then, when it occurred to me I might as well fight my way back through the whole volcano and get a couple of levels while I was doing it. 

That really says a lot about how much fun I'm having. It's the first time I've ever felt like I got the point of an ARPG. Killing hordes of mobs and picking through heaps of loot for upgrades hasn't really been my thing until now. I guess it can't have been the mechanics that were putting me off when I've tried other games that use them, after all. It must have been something else - the setting or the aesthetic, probably. 

It really helps that all the main armor slots displays, there's a great variety of looks to discover and the avatars are large enough to see what it all looks like, something that's never been the case in any isometric-perspective game I've played. The developers have done a really great job, not just adding a complete ARPG to the game but making me enjoy it, too.

So that's what I did. I enjoyed it. Specifically, I enjoyed the return match with the Molten Dragon and I especially enjoyed kicking the crap out of it. 

By the time I got to the dragon's room, the whole team had dinged 21 except poor old Shinku, forever a level behind. But she wasn't going to be fighting anyway. 

Flora woke the dragon up up and whacked it about with her sword. Iroi tagged in to drop her big heal when it was needed. I think Mint might have made a brief appearance, too, mostly to drop her Ultimate then vanish again. She couldn't hang around for long, not having an Egg of her own.

With its fire and lava attacks proving utterly ineffective, the dragon went down pretty easily. As did the  second dragon, over in the Milk Ice Mountain, which was where I went next. I was expecting to have to find some new item to protect me against freezing damage for that one but no. I never checked what damage the Frostspike Dragon who lives there was doing but whatever it was it didn't have much effect on my team, three of whom had the Hot Spring Egg by then.

Maybe that dragon does burn damage too. Or maybe it was my clever strat that did for him. 

I'm being ironic, at least somewhat. No strat I ever come up with is likely to qualify as clever. I think I'm doing pretty well if I know what my characters' main abilities do. Combining them for some kind of dramatic payoff is generally well beyond my remit. 

That is what your supposed to do, I think. NTE, like all the gacha games I've tried, assumes players love complexity. It's ferociously complex in terms of synergies between characters, gear, effects, abilities and a whole lot of other factors, all of which I'm sure the developers imagine the players will just lap up (And probably spend money trying to min-max.). Luckily for me they also seem quite forgiving of lazy bums who can't be bothered to figure out how it all fits together, which is just as well or I'd not be playing.

Sometimes, though, things happen that are hard to ignore. On the way up the milk mountain, something weird occurred often enough to make me tab out to try and find out what the heck was going on. Three-quarters of my team kept turning into flying lambs mid-fight. After that, I couldn't control them at all until combat ended, when they snapped back into their own forms as if nothing untoward had happened.

Fortunately, google knew what it was. It's what happens when you hold down "E" for a little longer than just a key-press, when Iroi's on the field. E triggers what I think of the "ranged" skill. (The game calls it Redirect.) Everyone has one but I'm not sure they all vary on a short and long press. 

I wouldn't necessarily know without looking it up because I rarely use the long-press at all. I hadn't been doing it intentionally this time, either. It was just a fluke but a very fortunate one. What happens when Iroi does it is that she turns the whole team into her puppets. In that form, they can't be damaged at all but they can still attack. 

Given that Iroi is an amazing healer who can keep going for ages on her own, it means she can tank the mob while her flock of lambs whittle away at it. (The lambs all have special attacks as well but I haven't figured out how to get them to work yet.) Perhaps best of all, if Iroi does die, all the characters who were lambs pop back up as themselves, at full health!

That's what happened in the Frostspike fight but by then the dragon was at about 10%. Flora and Mint finished it off with no trouble. And that was the second mountain done.

Next, it's off to the lake. Amber Syrup Lake, to be exact. And to tell the truth I've already made the trip. But that's a story for another day, if only because so far I've only gotten as far as the first campfire so there's not a lot to tell. 

Friday, June 19, 2026

How To Become A Tycoon In Neverness To Everness By Really Trying

It's been almost a week since I last posted anything about Neverness To Everness but rest assured I've been playing every day. Playing but not really getting anywhere...

I haven't been able to help noticing that everyone else, by which I mostly mean Malvaltar and Nimgimli but also literally every single person I ever see talking about the game when I google it or try to look something up, is way, way ahead of me. Everyone is Level 50. Or 60. The exact cap still seems a bit vaguely defined. 

Everyone has done a whole load of things I haven't done and quite a few of them seem to be things I haven't even heard of. I'm up to date with the main quest/story, which is a first for me in one of these games, but other than that I seem to be a long way behind.

Not that it matters. NTE isn't a competitive game. It isn't even an MMO and it makes absolutely no difference what pace anyone takes in a single-player game. There's no-one there to criticize or goad you along or wonder why you're so under-geared for your level and would you like some help?

So why was I bothered? Because my apartment is starting to feel a little cramped, what with that twelve-foot tall kewpie doll blocking the view and Mint wandering around in her nightie, sighing to herself, that's why. I already mentioned how I felt I had to buy her a bed of her own so she'd stop sleeping in mine and I wasn't exaggerating when I said there wasn't room for two beds on the upper deck. I can barely get to the stairs!

That's what started me wondering why I still only have the basic, starter apartment. Shouldn't I have the next one by now? So I began looking into it.

Access to housing, like most of the non-combat activities in the game, is controlled by your Tycoon level. That's a discrete progression system completely unconnected to you Hunter level. The two work independently and very differently.

Hunter is your basic MMO leveling path, a little bit more nuanced but still much the same process underneath. You quest, you kill stuff, you do dailies and you get xp which makes your level go up. For Tycoon, you have to meet specific criteria to complete each level. It's a literal tick-box exercise.

When I started playing NTE, I understood all that but somehow I'd mostly forgotten about it. I didn't particularly want my Hunter level to go up because all that seems to do is make the fights harder, which sends you scurrying around, trying to get the mats to upgrade your gear, just so you can get back to where you started. The traditional MMORPG gameplay loop, in other words. As for Tycoon level, that went up so naturally just through playing the game, I stopped paying any attention to it at all.

Which was why, after more than six weeks of regular play Flora was still only Tycoon Level 8. Enough get the next house, Eden Apartments, but having looked at the cost it seemed like it might be better to push through to Level 9 and buy the third,  Skyview Halls, instead. Eden costs 1m Fons but Skyview is only another 400k and Flora had more than 2.5m to burn.

(Of course it didn't occur to me until I started writing this that owning Eden Apartments might be a pre-requisite to buying Skyview. I probably should have thought of that. It's a common enough practice in games. Luckily, I just googled it and it seems skipping ahead is fine so long as you have the cash. Phew!)

Now I'd been encouraged to think about it at all, I was a bit puzzled why my Tycoon progress had stalled. It was very easy to find out. It's all laid out extremely clearly in game. I just hadn't bothered to look before.

It turned out I was being blocked by an incomplete Exploration Guide requirement. I'd barely noticed there were such things as Exploration Guides so it was hardly surprising I hadn't finished one. They're a sort of tick-list of stuff you can do in the game so I was one tick-list short of a tick-list.

The reason I hadn't already done everything necessary just by playing was mostly that a couple of the items on the list were so pointless I'd never thought they were worth wasting my time on. They were extremely easy, though, so knocking those off took not much longer than it took to find the location on the map and portal there.

As soon as that was done, I hit the big Level Up button and dinged Tycoon 9. Only the Level Up button was still glowing. I pressed it again and Ding! Tycoon Level 10!

Thanks to some very considerate game design, all the requirements for Tycoon are granted retrospectively. If you happen to have completed something on the Level 12 tick-list while you were still only level 6, you'll find it neatly crossed off the list when you get there. 

In that way I leapfrogged several levels on the way to Tycoon 16, which is where I had to stop for, as we'll see later, financial reasons. There were a few more Exploration Guide boxes to tick here and there along the way and I had to buy a motorbike to hit the "Own 3 Vehicles" qualification, a bike being by far the cheapest option just to get that box ticked. 

There were a number of requirements related to house decoration but of course I'd long since done all of those. I also had plenty of money which was fortunate because to be a Tycoon does demand a certain income.

The most interesting of all the asks was the Pink Paws Heist. Access to this is opens at Tycoon 10 and completing it at least once is a requirement for Tycoon 11.

Before I got the nod, I knew the event existed but I'd kind of decided I wasn't going to do it. Pink Paws is the bizarrely-named central bank in Hethereau and a Heist there sounded like a robbery, where you steal from the vaults. I didn't like the sound of that.

In a kind of throwback to my RPG days, I'd made up my mind Flora would not become a bank robber because it would be out of character, which is why I'd done nothing to find out more about the event after I knew it existed. Had I taken the trouble to investigate, I'd have learned the Pink Paws Heist isn't a robbery at all. It's perfectly legal. In fact it's sanctioned and run by the bank itself!

There's a whole backstory to it, albeit only sketched in outline by Chiz, who tells you all about it when you meet her in the bank lobby. It was apparently some media event run by a Streamer that went so well the Pink Paws board decided to stage regular reconstructions for publicity purposes. Or something. I wasn't taking notes.

It's fun, or it would be if there weren't sirens going off constantly. They're deafening! It's on a timer that gives you about nine minutes before something happens but what that might be I can't tell you because, since all I needed to do was complete the run to tick the box, I jumped into the ReRo Phone Box and teleported out at the earliest opportunity. 

I will be back, though. It's quite lucrative and I need the money. I finally hit the buffers at Tycoon Level 16 because the next level asks for more money than I've got. Or, I should say, than I've ever had. 

In another fine piece of game design, to level up as a Tycoon, you don't have to pay anyone any money, you just have to be able to prove you have it. Or have had it, at some point. The tick-box is for lifetime earnings and to reach the next level I need to have made another 450k or so. 

Looking ahead, it's pretty much all "Earn More Money" right the way to Tycoon 20. There are a few more Exploration ticks to get for Level 20 itself but otherwise Flora's already done everything that's going to be asked of her. 

The Tycoon ladder carries on past 20 but from there on it's locked for some reason. You can't even look at what you need to do until you ding 20 yourself. 

As for rewards or unlocks, there's Chiz herself at Level 18 and not a lot else. All five houses are unlocked already, although I can't afford the last two. 

Also unlocked is the Pawbes Rich List, a competitive table of who has the most money in the game. Uniquely in my experience, this includes both players and NPCs. I don't think it gets you anything other than bragging rights, a title and a fancy border round your name, which would seem to be of limited appeal in a single-player game.

I want Chiz, so that will motivate me to work on the next couple of levels. After that I guess I ought to make it to 20 to see what comes after. Yes, I could just look it up on the Wiki but I'm in no rush. 

What I really need to do is start thinking about which house I'm going to buy next and who I'm going to ask to come live in it with me. I'm thinking Lacrimosa would make a good flatmate. Or maybe Chiz, when she joins the team. 

I hear she's good at making money. That could come in handy. A tycoon always needs more money. 

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? 

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... 

Wednesday, May 6, 2026

Settling In or Just Another Day In Hethereau

Here's a first-world blogging problem if there ever was one: new games give you far too much to blog about. Such a terrible situation to find yourself in! Enough ideas for a dozen posts but how are you meant to choose? 

Maybe pick the most immediate, the one that's right there in front of you, shimmering with vitality and immediacy? Or should you let it rest a while to settle and prove? But if you do, will it join all those other, unwritten posts? Drift away into the void, never to be seen?

Should you stand back, take the broader view? Focus on the details?

What are you trying to achieve, anyway? Do you want to tell stories? Offer advice? Share information? Analyze and explain? Are you looking to give a show and tell with pictures? A critical essay on one specific aspect of the game? Half a dozen bullet-pointed paragraphs on several?

Or perhaps you find yourself so stunned by choice all you can do is write about how hard it is to choose at all.

Yeah, that really would be a waste of time, wouldn't it? So let's not do that. 


Lens Flare

When this blog was young, I'd have done a whole post about it. Just the sort of sidewise lean I loved back then. Mind you, that whole post would only have been the length of one section of this one. I valued concision more then, too.

Oh, but how I love lens flare! It hits me like a drug. When I say I like a game there's a non-trivial chance what I really mean is it gives good lens flare. Quite a lot of the imports I've been keen on the last few years answer to that.

On any given day you care to name, there's a strong possibility I'll have been staring into the sun, mesmerized by the glare, fascinated by the halo, seeing the eternal in the ephemeral. Again. 

And taking screenshots. 

Do you know how hard it is to not take screenshots of lens flare? Especially at sunset or sunrise. Games have golden hours just like Hollywood needs. I have to talk myself down, convince myself they aren't magical moments never to be repeated. Just coded performances, another show same time tomorrow. 


By The Clock

It should get easier now, I found the clock. I found it yesterday. 

Actually, I didn't. The game told me about it. Oh, wait, I didn't mention the name of the game yet, did I? Neverness To Everness. I guess you guessed that, though.

I was doing a quest. Not that they call them quests. Games with contemporary or futuristic settings tend to avoid giving that mystical gloss. Come to think of it, I'm not sure what they are called in NTE. Missions, maybe? Doesn't matter anyway, except that names always matter. But let's not go there just now.

It was one of those deals you get in games sometimes, where the NPC tells you to come back in a while. A few minutes, a few hours, tonight, tomorrow, after dark, when you've had time to think about it. Any time but not right now, ok?

They're annoying, aren't they? Does anyone actually enjoy being fobbed off by an NPC with a "Give me a day and I'll have finished making your boots."? Why do developers even bother? Is it just to piss people off?

Rhetorical question. Of course it is. Here's a tougher one. What might be going through a developer's mind when they add a quest like that, one with a hiatus, then pop in a hint telling you if you can't be bothered waiting you could just spin the hands on the clock and make it happen right away?

That's what NTE does. I met this woman who was selling her car for real cheap except you could tell she didn't really want to. She asked me to come watch her race so I could check out what a great bargain it was but the race didn't start until six in the evening and it was midday then. 

The car was a real steal and I wanted it plus there was obviously a backstory and I wanted that too. I thought I'd do something else for the afternoon and come back later. 

Only I didn't need to bother. It seems you can set the time to anything you want. The weather, too. Those sunrises and sunsets? Any goddam time you please! 

All of which is top quality of life and so very welcome. Only, if you're allowing that, why even suggest waiting?

I think it's for "realism".  It's not clear if the street races are even legal but they all happen after dark. Maybe the roads are just quieter then but I kinda doubt it. All the bad things happen at night, don't they?

I guess it would make even less sense if you could talk to an NPC any time of day and a race would magically begin right there and then, though. Oh, the compromises we make for authenticity.

Friends Would Be A Reality Show Here

You know that thing everyone mocks about Friends? Ok, ok! I'll be more specific. You know that one thing? How everyone always points out how unrealistic it is, to put it mildly, that a bunch of twentysomethings with crap jobs, if they even have any job  at all this week, could afford live in those apartments in New York? Or any apartment?

Yeah, well you ain't seen my pad in Hethereau! I got it yesterday and it is saaweeet! So sweet!

I was wondering when housing was going to appear, so I had a poke around and found you have to get to Tycoon Level 5 first. Tycoon Levels probably needs a post of their own but the tl:dr is that it's how you get all the casual/leisure options, like fishing and housing and runing a business, assuming you call that last a leisure activity, which I fricken' do not.

I was momentarily concerned it might be a grind to get to Level 5 to open the feature that most interested me but it wasn't. I'm sure there will be grinds in the game but I haven't hit any yet. 

It took me a couple of sessions to get to where I needed to be and by sessions I mean fragments. I did some Tycooning in-between exploring and questing and taking screenshots of atmospheric weather conditions. I suppose it might have taken me an hour, all added up.

So, getting on the housing ladder was quick and easy. It was also cheap. And like most things in the game it was quasi-realistic. I had to go to a real estate agency, where the realtor showed me what she had on her books. That part was convincing enough.

The illusion of reality started to break down when I saw that only one property was available at my level, the rest needing to be unlocked. Then it shattered completely when I found out how much it cost: 200,000 Fons. That's almost chump change!

What? It sounds like a lot? I suppose... I mean, 200,000 is a biggish number. But then, of course, if you don't play the game you have no idea what a "Fon" is so it might be a fortune or just a whole lot of nothing. 

I can't say I have a clear mental image of a Fon either. Bloody stupid name for a currency if you ask me. Every time I see it pluralized, it makes me think of Henry Winkler. Maybe they should have called it the Winkle. 

The important part is that, even though I've only just started playing, and even though I've spent most of my time goofing around, I still had enough cash on me to buy the apartment outright. And that was after I'd leased a cafe and bought a car!

I imagine there'll be a whole post on housing at some point, not to mention the truly bizarre entrepreneurial economy, but for now I'll just say that just the starter home is a fifth floor duplex with huge picture windows and stunning views. If this is what a part-time gig at a down-at-heel, back-street enterprise in a poor part of town, run by a drunk and staffed largely by children gets you, god knows what I'll be able to afford when I get a real job! 

I bet you wish you lived in Hethereau. I know I do.

Otterness To Notterness


Nimgimli posted yesterday, listing a few things that were harshing his mellow in NTE and one of them was Taygedo

Taygedo is an otter with a television for a head because what else would he be? He works for the Eibon Antique Shop, the struggling business the PC gets drafted into right at the start of the game for reasons that are still not as clear to me as they probably should be. 

Taygedo communicates almost entirely by the use of the word "Taygedo" or slight variations, a bit like Groot in Guardians of the Galaxy. He occasionally throws in a few grunts and squeals but conversations involving him mostly run along the lines of the old subtitled movie gag, where several sentences of dialog are rendered in the titles by just that single word. Only in reverse.

I feel relatively neutral about the gimmick but it's self-evidently as likely to infuriate as delight. It certainly annoyed Nimgimli. However endearing or otherwise you find him, though, I do think making Taygedo the central figure in a lengthy storyline close to the start of the game is a high risk strategy.  At best.

Add to that, the plotline doesn't just give you an otter with a televison set for a head repeating one word over and over ad infinitum. It also asks you to stop whatever you're doing so you can help him set up a date with another otter (No TV head for this one.). You have to take him shopping, buy him clothes and gifts and then to pretend he's your boss so he can impress his date, who he's given the impression he's much more important than he really is. 

Basic 1960s sitcom plot in other words. I was going to say "minus the mechanical animism" but then I remembered My Mother The Car.... I can see why Nimgimli was losing patience if that's waht he'd been doing.

I'm quite enjoying it myself. I've bought Taygedo the gear. I haven't yet been on the date yet. So that's something to look forward to... 


Setting Boundaries  

Finally, for this post that is, there's the issue of where to go next. Or rather where the game's going to let me go. 

I've been doing a lot of exploring and some of it has taken the form of seeing how far out of town I can get. It varies and it's not nearly as obvious as you'd imagine.

Hethereau is bounded on one side by the ocean and on the other by some lush green hills. I was fairly sure neither would be available to explore and I was mostly right but not entirely. 

The sea is just sea for the most part. The distant hills are out of reach but there is a substantial out-of-town wilderness area with campgrounds and a somewhat manicured stretch of woodland you can wander around in if you want. Not much to see there except trees but it's nice to get out of the city for a while.

Across the river and stretching along the coast is what looks like another part of town although it could be a separate conurbation entirely. I wanted to see what it was like. 

It would be an exaggeration to say I felt confident I could go there. That would imply some element of doubt. I had none. I didn't think about it at all.

I happened to be strolling along the beach opposite when I got the urge to go take a look so I took a right-turn to the ocean and ran straight into the red No Access barrier that materializes when you try to go somewhere you shouldn't. Because I can't take a hint, I tried a few other ways- gliding, crossing the bridges, swimming - no joy.

You can see the area is fully developed. There are even cars moving through the streets. You just can't go there. Ooh, I was cross! Why even put the thing there if it's just a tease?

I was crosser still, when I tried to go to PukaLand. PukaLand is an amusement park on an island just off the coast. Or maybe its on a peninsula. You can see it from anywhere on that side of the city, its fairground identity established by a huge ferris wheel and a Disneyesque castle. 

You can see it but you can't see it. You can go up to the gate but you can't go in. That damned red screen again.

I can't say whether these and other inaccessible locations are places not yet "in the game" or whether they open up at certain points in the storyline but either way it's frustrating. I guess the positive take is that it means there's more content ready and waiting to go, one way or the other but damn! I wanted to go there now!

And that's it for today. Just some random thoughts among many. Plenty more where those came from but I'll try to narrow it down to just the one next time. 

Maybe.

No promises. 

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