Last time I pretty much only talked about the extremely well-designed world I’d had the pleasure to explore in Neverness to Everness, so now let’s focus on what the game actually is, shall we?
At its core this is an anime-style open world RPG with gacha mechanics to acquire new characters and weapons. If you’ve played Genshin Impact, for instance, you’ll have a good idea of what to expect in terms of character- and account-progression, daily routines and gacha systems.
Actually, you’ll know exactly what to expect for the most part. Seriously, I’m still astonished by how extremely alike gacha games are mechanically (at least the ones I’ve played), even if the actual gameplay hails from completely different genres.
The similarities really are manifold, but I’ll give just one example.
To make a character stronger you can raise their own level, as well as that of their weapon and skills. Every ten or twenty levels you also have to “ascend” them before you can increase their level any further. Doing all of these things requires various materials in ever increasing quantities, which you have to farm by killing enemies in the open world and (mostly) by beating certain mini-dungeons or bosses and then spending Stamina to claim the rewards.
Stamina, called Character Pixels here, regenerates slowly over time and is the main tactic these games employ to make you log in and do stuff every day. Fortunately NTE lets us increase the cap to 36 hours’ worth of Pixels though, so there’s not quite as much pressure to go and spend some all the time.
So what I’m saying is, while the finer details may vary, the overall mechanics follow established gacha game standards to a T. Whether that’s a good or a bad thing you’ll have to decide for yourself.

As for differences, I really like the combat in this game. When I played Zenless Zone Zero, for example, I felt too restricted in terms of team-building, and the harder fights basically demanded to rotate my characters and execute their combos perfectly, which I’m neither good at nor really interested in.
NTE allows four characters in a team, not just three, and the interdependencies, while certainly there, aren’t so powerful that you absolutely have to stick specific units together. Unless you want to have a go at the hardest content in the game (which is a carbon copy of Genshin’s Spiral Abyss) you can totally just use the four characters you like the most.
Another strong point of NTE’s combat is how awesome it looks. The characters are beautifully animated, and I especially like that many of them (basically all of the S-Ranks, I believe) have two-colored effects for their attacks. I almost caved and rolled for Nanally, although I’d decided early on that I’d skip the first couple banners, just because I like her color scheme, a mix of red and teal, so much.
Enemy types are pretty rad, too. We’re so used to fighting some variation of goblins, dragons and other fantasy tropes – beating up trash cans, record players and other curiosities feels quite novel.
I prefer NTE’s artifact system over the competition’s, too.
For reference, in Genshin or ZZZ you usually have to look for very specific combinations of properties – Correct set, correct slot, desired main stat, desired sub-stats. Even if you do find such a unicorn you then need to pray that only the most important sub-stats get increased when you level the piece up. It’s RNG-hell with a frosting of even more RNG.
NTE is considerably more lenient, for which I’m very grateful, and it’s also much more fun mechanically.

First of all, which set-bonuses a character can get is determined by only one item, called Console. To activate these bonuses you then have to equip four specific shapes of “Tetris pieces”, called Modules. In my experience that’s not overly hard, as a) there’s usually enough space for six or seven of them, so you can easily make up for a couple bad ones early on, and b) modules don’t have a main stat except for some flat attack and flat defense, meaning that only their shape and sub-stats are relevant.
To me the most impactful difference however is that random increases to sub-stats aren’t a thing here. When a piece drops, whether it’s a console or a module, you can always see which four sub-stats it has, and also exactly how much of a bonus you’ll get to each of those stats when levelled up.
Now, I’m sure some folks prefer the other system, because it allows – at least in theory – for overall higher bonuses to, say, Crit Rate and Crit Damage. Me, I can absolutely do without the repeated disappointment of having a potentially great piece drop, only to see everything go to hell when levelling it up, thank you very much.
Now let’s have a look at the gacha systems.
I’m a bit hesitant to call NTE “generous” because…well…it is a gacha game, and you absolutely can spend hundreds, even thousands of bucks if you so desire. They do some things differently than their peers though, and it would be remiss not to mention those.
The most talked-about feature is the lack of a 50/50 – and rightly so.
In most gacha games, when you pull on a limited character banner and you hit an S-Rank, there’s only a 50/50 chance to actually get the limited character. If you lose that roll you randomly get one of the standard banner S-Ranks instead. Usually the next S-Rank is then guaranteed to be the limited unit, but at that point you may well have spent currency worth north of a hundred bucks already. So not having that 50/50 is obviously a pretty big deal.

The weapon banners are a different story, because you only have a 25% chance for an S-Rank to be the limited one, unless you go all the way to hard pity at, I believe, 70.
However, there’s quite a selection of S-Rank weapons that can be earned via gameplay to compensate, and they’re no sham. All six standard S-Rank units, as well as the main character and various A-Ranks, can use one of these weapons to great effect and won’t ever need an upgrade (as far as I can tell and at the time of writing).
Speaking of the main character – they’re really good! I know, this should be a given, right? Well, other gacha games beg to differ, so it was rather unexpected and all the more welcome here.
So, yeah, overall I’m pretty satisfied with things.
That being said, we might be in for the game’s first big controversy. Next week version 1.1 will arrive on global servers. As China is one week ahead of us we already know what’s coming, which is, among other things, a Porsche collab.
Now, we already knew that, and also that we’d be able to get a cosmetic outfit and a car (duh!) during that event. However, since it’s already live in China we also know that those shinies will only by available via another gacha system, and the rates…aren’t great. While it’s good to know that we can also spend Fons (an ingame-currency) instead of funny money, the cost for pulls combined with the extremely low chances are a pretty big downer.
If you don’t play the game this will mean nothing to you, but we’re talking about almost 13k Annulith or 20 million (!) Fons, worst case scenario, to get both car and outfit. For reference, with that amount of Annulith you can pull 81 times on any normal banner. At that price tag the fact that a total of 13 standard banner dice are among the rewards isn’t much of a solace.
I don’t think this will get changed at all over here, but I’m still curious how big of a pushback they’ll get from their western audience, if any.
Meanwhile I’ll just sit here and look forward to more of that awesome city to explore and enjoy.







I’ve played a lot of hours in several gacha games now. Hundreds of hours in total. Not only have I never spent any real money on pulls, I generally don’t even use up all the free pulls I get from just playing the game. As for the synergies between characters, the weapons and the various ways you can upgrade them and basically anything much more than the absolute basics of which buttons to mash and who can do some healing, I not only don’t understand or remember any of the mechanics, I mostly don’t even bother to look at them.
And for a long time, it makes next to no difference in most games I’ve played. The only exception is Genshin Impact, which did get too hard for me quite early on, although I think that was mostly down to my lack of skill rather than not having sufficiently well-developed characters. By the time I start to notice any difficulty with content, I’ve often put in fifty hours or more and even then it generally takes only the most minor tweaking to get me through another fifty, by when chances are I’ll already be losing interest and moving on anyway.
If anyone is hanging back from these games because they don’t want to get sucked into spending a bunch of cash, I’d say don’t worry unless you feel you have to do the hardest content, which isn’t likely to be in the story. You can get as far as you’ll probably care to without having to spend anything at all and so far NTE is one of the easiest to progress in of all the ones I’ve tried. Maybe they’ll change that but generally games get easier over time, not harder, so I doubt that’ll happen.
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@Bhagpuss – Well, you‘ve said yourself on several occasions that you do play quite differently from the average gamer. 😉
I‘m at Hunter Level 43 right now, and despite my whole team basically being at maximum power (which is Level 60 characters and arcs, Level 6 skills, and somewhat decent artifacts) beating up ascension material bosses and even open world anomalies is definitely harder than it was before.
Which is to say, gacha games do indeed get harder the more you progress, not easier.
Unless, that is, you decide to lock your world level. Of course there‘s nothing wrong with doing that, only most gamers, myself included, like to progress and see numbers go up too much to actually do it.
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True, I don’t play in a very gamer way most of the time but in the good gacha games there’s something very off going on as well. I might do a post on this – still thinking it through – but it’s about how the genre seems to be putting a really strong story, supported by dialog, voice acting and cut scenes nearly good enough to be standalone anime, right at the heart of the games. It feels more like playing a visual novel quite a lot of the time – particularly in Wuthering Waves, for example – and to such an extent that the infrequent combat seems almost out of place. So long as you have a build/team good enough to get you through the story, any more seems a bit irrelevant. When you add in what’s effectively a life-sim and a racing game in NTE, none of which seems to need much in the way of fighting ability, it becomes quite reasonable and realistic to put the stat-based progression aside as largely unnecessary. I mean, I like to see the numbers go up, too, but there has to be some point to it.
I do wonder if Hotta can keep NTE going in this direction indefinitely. Even in the way you describe it, there seems to be less incentive to aim for the best team and weapons than in similar games and a better chance of succeeding if you do. I’m thinking maybe the strong appeal of the characters will itself be the main draw, rather than what you could actually do with them. Maybe people will be as interested in rolling on banners to get the characters they want to hang out in their apartments with rather than to have them fighting alongside them. (I may cannibalize this comment for a post so apologies in advance.)
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Bleh! “off” in the very first sentence should be “odd”, although I guess “off” kind of works too. That’s what I get for typing in the dark in bed.
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@Bhagpuss – You’re absolutely right, it is weird. I felt the same way in Genshin, which was my first gacha game. Even wrote a whole post about it back then.
Edit: This is it.
Now, I’m sure a lot of folks pull for certain characters mainly because they like them.
However, “Meta” is also a concern to many, if Reddit, YouTube et al are to be believed. It has been to me, too, in every gacha I’ve played.
It’s simple, really – if you’d like combat to be a breeze, get your hands on the most overpowered unit and call it a day.
I’ve done just that in ZZZ with Miyabi, and never regretted it.
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It took me a bit but NTE has now latched on to me, or vice versa.
My spending tactic in these games is (and this is another way they’re all the same, they all seem to have this) to buy the $5/month subscription that gives you some of the ‘pull currency’ every day for a month. It feels like a controlled way to spend without being tempted to over-spend.
I did pull for Hotori mostly because I like the character. Got her parasol glider/hover thingie, too.
My team now is Appraisor, Mint, Hathor and Hotori. I keep thinking I’ll swap Hathor for Edgar to get some heals, but it’s hard to let go of Hathor’s skill spamming after she hits her ultimate. I love the “attack via motorcycle” animation. 🙂
But honestly most of my fighting is Appraisor/Mint. Mint seems like a real melee powerhouse. Or I got lucky setting her up, since I am still wrapping my head around good Arcs vs bad Arcs and that whole console system.
My only gripe is the music mini-game which is INCREDIBLY hard on controller (hoping next week’s patch addresses this). The only way I managed to get through the tutorial mission is noting that missing a note didn’t incur a penalty so I just rapidly and randomly pushed all the buttons and that was enough to get me a D ranking so I could finish the quest.
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@Nimgimli – I have that mini-subscription too, as well as the battle pass. I basically view those 15 bucks a month as my MMORPG-subscription of old. If I spend so much time with a game and am having fun, that’s totally worth it for me.
I only managed to get a C with a keyboard, and I’m a drummer in RL, so it’s definitely not you or your controller, it’s the game, I think.
Did they announce changes to it? Now I’m curious. Would be nice if it actually became worth doing.
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They said something about improving controller support and I saw some YouTuber say this mini-game was getting tweaked but…y’know, it was a You Tuber, not the official account.
So we might have to wait and see. And hope. 🙂
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