
setsunashiro
69 posts



Gacha games might have finally gone too far… This is emotional extortion atp


@J0hnSemen HSR Collab > Wuwa Collab The representatives talking is standard PR marketing. Nothing special.



Bro said 'WuWa is the best game in the world' with his whole delusion like the game didn't launch as a buggy genshin blueprint clone that needed 2 years of patches to stop feeling like a rushed cash grab. Best game in the world 😭😭😭. This is crazy delulu you are LARPING.














Sandrone's Japanese Drip Marketing reaches 200k in just 5 hours, making it the second most liked of the Nodkrai era #GenshinImpact

Below is the complete Q&A on Ananta from NetEase’s 2026 Q1 earnings call. Q: The open-world genre currently has quite a few new titles releasing. How will NetEase ensure that Ananta can successfully stand out from the competition and capture incremental users? A: First, we are not shying away from competition, but we will focus even more on differentiation. In 2026, the open-world category will indeed be quite crowded, and players will have more choices than ever. However, from another perspective, this also shows that the genre has a very high ceiling and strong underlying user demand. We believe industry competition is not a zero-sum game. Great products will expand the overall market rather than merely fighting over a fixed pie. Second, it comes down to positioning. Ananta is taking the urban open-world direction. In terms of IP building, narrative structure, and gameplay, it is fundamentally different from traditional open-world RPGs or action-oriented anime-style games. What we are creating is not just a reskinned title. We are building an open-world experience centered on modern urban life, with “living in the city” as the core driver. Our competitiveness does not lie in map size or flashy combat, but in whether we can deliver a genuine sense of urban living — activities like shopping, socializing, and exploration that strongly evoke city life. This is our key point of differentiation. Currently, the team is fully focused on polishing the content and overall quality of the product. We believe players always have strong demand for truly innovative and high-quality experiences. In the end, what determines a product’s success is not how many competitors are in the market, but whether the experience is unique and excellent enough. We would rather take the time to make the quality truly solid than rush out a mediocre product. Finally, and very importantly, we do not consider Ananta to be a traditional anime-style game. Our goal is to achieve a genre breakthrough in the urban open-world space. Our art style, narrative tone, and gameplay design are all oriented toward a much broader audience, rather than confining ourselves to a fixed framework. In summary, Ananta’s path to breaking through lies in its unique urban open-world positioning, our commitment to continuously refining product quality, and our vision of creating an experience without artificial limitations to reach a wider user base. While competition is undoubtedly intense, we are confident in the direction we have chosen. #Ananta #無限大Ananta VIA: Gamez






I wish for a world where F2P players can get enough wishes for AT LEAST soft pity per patch instead of the usual 65ish 😔





Japón admitió su derrota frente a los creadores de "Genshin Impact". La razón es la ironía más grande de la industria: los estudios chinos explotan a sus desarrolladores mucho mejor que los japoneses. Shuhei Yoshida, ex directivo de PlayStation, confesó que las empresas niponas jamás podrán igualar la monstruosa velocidad y escala de compañías como miHoYo. ¿El gran secreto? En China contratan ejércitos enteros de personas dispuestas a trabajar jornadas inhumanas, un modelo masivo que hoy en día es ilegal replicar bajo las leyes laborales de Japón. La razón por la que Genshin Impact existe tal como es no es solo talento. Es que China puede hacer cosas que Japón tiene prohibidas.





