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Trials Survivors Demo Review
I've put a good hour into the Trials Survivors demo and I'm on the fence. The demo does not give a great representation of what the game could be, since it doesn't provide any access to meta progression. They have a great spell customization system, but I don't feel compelled to spend more time with it. I'll keep this review on the shorter side.
Trials Survivors is a Survivors-like game running in stages on a 3 minute timer. During each stage, you are given an overall objective to complete which generally isn't too difficult to achieve. Regardless of how long it takes to complete an objective, the 3 minute timer is a hard ceiling. After the timer expires, all enemies are wiped and all the XP on the map is automatically collected. Assuming you've achieved the stage objective, you get a chest which rewards you with more XP.
There's one interesting objective which is to destroy towers around the stage. The other objectives are killing elites, escorting an orb, and not dying. There may be more in the full game, but in the demo we only see those 4 objectives, meaning there'll be at least one repeated objective per run. The escort mission is mildly annoying since it works basically the same as the survive objective, but you need to stand near a floating, moving relic. The relic is never in danger so you just follow it as it plods along randomly; it doesn't feel so much like an escort quest, but a moving King of the Hill objective. As such, I've named the relic "Hank."
In the demo there are 3 "constellations," which is the in-game term for elemental abilities. However, in the current stage of early access, there are 7. The 3 in the demo are pretty typical: fire, ice, and lightning. Fire attacks have a chance to ignite enemies which does damage over time, ice damage can slow enemies, and lightning can proc shock which lowers their resistances. There are also 3 spells for each constellation and they aren't particularly original if you've played other Survivors-like games or even Diablo. That being said, one of the things I really liked was the ability to customize your spells rather than having a set progression path.
Spells can be buffed through leveling, each spell has a set number of times it can be buffed, and the buff's efficacy is determined by RNG and shows the min and max possible rolls. When a spell reaches max level, you get to pick an evolution for the spell and it gets new upgrade slots. As an example, fireball can become chain fireball. It's literally chain lightning with fireballs and it's as powerful as it sounds. I felt pressured to funnel upgrades into my starter spell or whatever spell I unlocked within the first few levels. The game throws enough mobs at you that evolving an ability early feels like a necessity rather than a fun choice. I spent my early-game rerolls trying to make sure I'd get spell-specific upgrades rather than new spells or global modifiers. Also with my history in MMORPGs, I feel like the colors used for rarities are a bit misleading: common upgrades are gray, uncommons are blue, rares are yellow/gold, and the highest rarity is orange.
There are two starting classes in the demo: a fire wizard and a lightning wizard. They buff their respective elemental damage types as well as getting a couple other thematic perks. Currently the early access version has 5 different classes, so with 7 constellations, I'd bet that classes and constellations will continue to go hand in hand. In addition, each class is given a thematic movement skill. The fire wizard's dash leaves a trail of lava and provides iframes, whereas the lightning wizard gets a significantly stronger movement option: a blink that damages on landing and allows you to bypass walls.
Map design feels a bit on the milquetoast side. In the demo there is one biome, and I don't love it. As of time of writing, the early access states that there are 2 biomes. Additionally the first biome's maps are not what I'd call big. I'll admit that it's more visually interesting than Brotato, but I wouldn't call that a particularly high bar. What's more is that the maps have doodads and walls spread across them and getting to the doodads to break them and try to get the goodies within proves to be an irritating challenge without the lightning wizard's blink or an evolved ability.
They've also stated on their Steam page that the game is going to just be an absolute mess visually. They love mob density and you can have tons of projectiles per cast of a skill. Combine those 2 things with the XP laying around on the ground, and you're going to have difficulty seeing anything. I don't think this is an intrinsically bad thing, but for me, it leans towards being a negative.
My final real complaint about the game is that enemies don't seem to have a cooldown between their attacks or a knockback, so you can very quickly go from full health to dead. I think it would be better if there was some sort of more noticeable delay between attacks. The game has lots of healing throughout the map, but it's rendered null by how quickly you can die to one bat mob.
My beef with the game is that the systems at play here aren't really strong enough to carry the game by themselves. The objective system is shallower than a kiddie pool. The round-based system isn't new or different. The only selling point for me is the spell evolution system, and that wasn't strong enough to make me want to try every evolution in the demo, and certainly isn't enough to make me want to buy the full game.
While I really like the ability evolution mechanic, there's not much else that does it for me. They do have a meta-progression system (relics) outlined on the game's early access page, but unfortunately it's not available in the demo so I have zero way to determine what that's like short of buying the game, which I'm just not sold on at the current price point. That said, there is a meta-leveling system that provides small bonuses. If it's as advertised, it might just be an infinitely-scaling version of other meta-progression systems we've already seen. That makes it somewhat unique but I suspect it would require a significant time investment from players. Based on what the demo has to offer, I'm just not convinced there's enough to justify that investment.
The game entered early access a few days ago and you can check it out on Steam. It's 20% off until June 23rd and the demo is still available. I highly encourage you to check out the demo for the spell customization and evolution system, but based on what I've played, I wouldn't buy the full game.
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Warhammer Survivors Demo Review
Warhammer Survivors is a new Survivors-like game from Auroch Digital, the creators of Warhammer 40k Boltgun. I enjoy Survivors-like games quite a bit, and have around 100 hours across the genre. While that isn't a huge amount of time, it's enough to be able to separate great from mediocre. In addition, I'm a casual fan of 40k. I don't play the tabletop but I like the lore. And the memes. I love me some good Grimdank memes. I'm not much for Warhammer Fantasy or AoS, but I do play the Total War series, and I listen to lore often enough.
When I saw that there was a 40k Survivors-like game, I was cautiously optimistic and I was right not to set my expectations too high. The game does have some cool aspects, but I think this is only really worth a purchase if you're a fan of 40k or AoS and haven't really exhausted most of Vampire Survivors. However it should be kept in mind that at time of writing, only the demo is available. After spending 2.7 hours on the Warhammer Survivors demo, I don't think it adds anything new to the genre, nor does it meaningfully improve anything pre-existing.
Sound
The sound effects are not bad but not great. Due to the repetitive nature of the gameplay of a Survivors-like game, less is more to an extent. The music is okay and the sound effects are inoffensive, but there's nothing particularly great in terms of sound design. I suspect this is to keep the player from going insane from hearing the same noises constantly. I didn't hear any voice lines which is slightly disappointing but not wholly unexpected. I don't recall Vampire Survivors having voice lines either, and Soulstone Survivors' voice lines got old pretty fast. I wouldn't mind some voice lines when choosing a character at the very least. Overall though, Warhammer Survivors seems to follow Vampire Survivors' mindset of just having less in the way of sound. There isn't too much to speak of here.
Visuals
The visuals are excellent. It follows the design styling set up by 40k Boltgun: pixel art with detailed backgrounds. If you were looking for something more akin to Soulstone Survivors or DRG Survivor, then I suspect you'll be a bit disappointed. This is basically 2D all the way. As a Survivors-like, it doesn't have a ton in the way of "backgrounds" however the map aesthetics, doodads, and overall art is great on the 40k map. I can't say the same about the AoS map though. The 40k map feels like it has a lot of detail and work put into it. It looks very much like an Imperial world overrun by the Tyranids. There are industrial and military doodads scattered randomly across the map. That's fine in terms of gameplay, but as far as aesthetic goes, it doesn't FEEL really 40k to me because it lacks clutter for the purpose of gameplay. Now, the AoS map has colors that are a little more muted aside from the warpstone, so it feels kind of generic and bland. Maybe that's the point, but my point still stands. If you look at the Total War games, the areas with Skaven corruption look awful, but in a good way.
The character sprites and weapons look good too. The chainsword in particular has striking visuals and looks great. The characters and enemies you play as and come across respectively, are really well done. I'm not the staunchest supporter of the Ultramarines, as I'm more of a Lamenters, Blood Angels, and Blood Ravens fan, but Malum Caedo looks as advertised from 40k Boltgun and the Guardsmen have that classic Cadian aesthetic. I don't know a ton about AoS, so I can't speak to the accuracy of the AoS characters, but they look thematically correct. As for the enemies, while the sprites look good, I do have some complaints about some of the sprite usage as well as enemy projectiles. At time of writing, the enemy projectiles are just green balls of light, which are re-used assets for 40k and AoS; a small complaint but it stood out to me. In addition, the Termagants, despite holding weapons, are melee units. They're the starter Tyranids. That seems visually disingenuous. Streaming it in a Discord call, other friends had the same confusion.
Also a small gripe, but at around the 20 minute mark when I had maxed as many weapons as possible, it was really difficult to see any enemies on my screen, simply because of all the clutter. I think Vampire Survivors handles it much better, since even though there is tons of visual clutter from the sprites, they felt less intrusive than the ones in Warhammer Survivors.
Gameplay
The gameplay is basically a 1:1 copy of Vampire Survivors. If you want Vampire Survivors with a pot of Nuln Oil, this is it. There are your typical weapon and survivability buffs. Certain weapons combine with certain passives to make the most powerful versions of weapons. Unfortunately almost every weapon in Warhammer Survivors already exists in Vampire Survivors. As an example, the default chainsword is the same as the default whip. They do vary a bit once it gets to evolved weapons however. In addition, the only weapon that I found to be "new" was D6 dice which fall from the sky and explode after a significant delay. I didn't particularly like using the dice since they tended to always fall to the bottom part of the map, so it seemed unreliable when combined with the delay and random explosion, which was dependent on the number on the die.
I found the 40k Universe to be more enjoyable than the AoS one from a gameplay perspective. The starting character for 40k, Malum Caedo, gets an additional 10% damage per 10 levels up to 40 or 50%, as well as a damage received reduction which is useful. Furthermore the starting chainsword is pretty good after you have a few upgrades. I did not find the same experience in AoS, where the starting character gets a base movespeed buff as well as a scaling weapon range buff. At around the 15 minute mark, the issue I ran into was just not having enough damage to deal with the higher tier enemies. At the 20 minute mark, I definitely didn't have enough damage to deal with the high HP threats around the map, even with maxed out damage increases and multiple evolved weapons. I suspect this would become more manageable with maxing out damage from meta progression, but in the demo, there's no real goal outside of meta progression.
Closing Thoughts
I'm not saying the game isn't fun or enjoyable. The demo for Warhammer Survivors is fine if you want Vampire Survivors but Warhammer. It delivers that exact experience. I was hoping for something slightly more innovative than a reskin.
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Neverness to Everness (NTE) Full Review
It’s been a little over a week since my first impressions review of NTE, and I’ve since sunk an unhealthy amount of time into the game. I’m now hunter rank 36, city tycoon level 25, and have seen most of what the game currently offers. My opinions haven’t changed drastically, but I feel a lot more confident talking about the game in depth now. So let’s get into it.
What is Neverness to Everness?
If you didn't read my first impressions review, NTE is a modern paranormal fantasy open world gacha game. What a mouthful. It features Genshin/Wuthering Waves style combat, driving, and urban exploration. It's being developed by Hotta Studios, the developers behind Tower of Fantasy, and wow what a glow up.
Sound
Overall, the sound design is “extremely acceptable.” Nothing really blows me away, but nothing pulls me out of the experience either. There are highs and lows in equal measure, so it all averages out. The character attack sounds for their weapons and fighting styles are all fine, but I have difficulty praising them aside from "they fit the aesthetic of how the character attacks". Like, none of it is bad but none of it is mind-blowing. In the year of the God-Emperor 2026, that should be the norm. Bad sound design is basically a thing of the past. Especially for these Chinese studios with significant funding. I would like to praise the music though. It's easy on the ears in a modern jazzy way. A lot of the overworld music reminds me of Persona, which may be coincidental or intentional considering the setting. Regardless, it really is an absolute joy to chill out and vibe to.
It's not just the overworld music that's good either. The combat music and the songs on the in-game radio are just at a similar level of quality to the overworld music. Even the music jingles for the different shops are catchy. I think the weakest link in terms of music is actually the music minigame. The combo of rock music and playing totally-not-just-Stepmania doesn't really do it for me. The rock songs aren't bad, but "Heroic Appearance" and "Destiny" felt boring and soulless to me compared to "Mayoiuta" (which to be fair, is a cover of a Bandori song) though I think "Everlasting Dazing Summer" was decent as well.
Graphics, Enemy Design, World Design, and Character Design
Let's talk visuals. The game doesn't really look THAT much better than something like Genshin, which came out back in 2020. You might think "Unreal Engine 5 = great graphics", but you're mostly getting upgraded particle and environmental effects and better world textures (though that's a tough comparison in a modern setting versus fantasy setting to some degree). You get better physics in certain aspects, but I'll come back to that when I talk about character design. It does look fantastic. The lighting is good, object density and draw distance is excellent, and all the small effects are great. I love the comic-like smoke from the tires, the petals falling from the cherry blossom trees, how far off you can see into the distance, and the almost comical effect of lighting transitions between morning, day, evening, and night. The sun speeds off across the sky and the lighting changes in a second or two. It won't help immersion whatsoever, but it is visually striking.
Enemy design is strange territory. On the one hand, they want to push this paranormal, almost eldritch enemy design for a lot of the monsters. There are plenty of weird and semi-creepy monsters, but to me this feels at odds with some of the other enemies who are exceptionally colorful, normal humans, and the goofy real-life oddities. A vending machine with black and red energy appendages, a ballroom dancer with no body, normal human delinquents, a cardboard castle with full on cannons, legally distinct Ghost Rider, a bunch of paper airplanes, and what I can only describe as "spirit ghost koi fish" feel like an odd mashup. I'm not complaining. It's not bad. But the wide range of enemy aesthetics just seem a bit bizarre.
I really like EXISTING in Heathreau City. It reminds me a LOT of Tokyo. There are skywalks that serve as crosswalks but with steps, the yellow ridged plastic squares on the floor that are designed to assist people with vision impairments, random small alleyways, places with seemingly pointless cones, and everything else. It all reminds me of Tokyo because of the density of stuff and the overall modern design of the buildings. Of course that's not even mentioning the northern part of the map which evokes a feeling of the Japanese countryside with the wide open fields, small buildings, and plethora of cherry blossom trees. It really gives that GTA 5 Los Santos feeling. The southern part is all built up, while the north is more rural. If you've been to Tokyo or Kobe, you'll feel it too. Of course, this could be largely influenced by cities in China, but since I've never been to China nor do I have any particular interest in going myself, I probably will never know for sure.
I like the unique aesthetic of the characters. They all have a striking look in one way or another. Almost everyone's outfit suits a kind of archetype. Jiuyuan (my main) has a femme fatale aesthetic, Daffodil looks like a badass, Skia wears a suit with a vest and pistol holsters and gives that police detective vibe, Haniel looks like a teenager who loves music and she (as far as I know) IS a teenager that loves music. Not everyone's outfit really makes the most sense. I don't know why Chiz is wearing that outfit as a bank manager. I don't know why Hathor wears those clothes even though she's a biker. Let’s stop dancing around it: this is a gooner game. I’m not even saying that as an insult. It’s just objectively part of the aesthetic direction. A non-insignificant number of the adult female characters in the game have giant assets. Nami from One Piece big. There are only 2 female characters that I'd consider to be adults without bazookas: Aurelia and Chiz. Unfortunately for those that prefer men, there are only 3 adult males. And one is a furry, which will limit his appeal to the mainstream. However Chaos (that's the guy's name) is on the horizon so people who enjoy looking at guys, rejoice. I think his design is pretty neat.
Gameplay
Let's start off being positive. I think the exploration gameplay, even without Nanally being Spider Man, is great. Climbing up and around buildings provides you with points to glide, and unlike many other games of this genre, gliding doesn't cost stamina. I love spawning in at the Midas Arc Workshop phonebooth and gliding to wherever I need to go on the eastern half of the city. I enjoy getting in my legally distinct Toyota Corolla 86 Trueno and driving around the city, or puttering around small alleyways on my scooter. The city has lots of places to find activities. Whether it's gathering the various collectables, fighting enemies, or just going for a nice relaxing drive, it's all enjoyable and relaxing.
I think the combat mechanics are excellent, if not a bit beginner-unfriendly compared to Genshin. In Genshin, characters apply elemental effects with skills or ultimates. In turn, using a different character's skill or ultimate will apply your new character's elemental effect which can combo. In NTE, there is a similar system but it is slightly trickier to apply. Characters apply effects via swapping in, rather than a skill or attack. The shimmering effect around a character portrait or on the esper energy gauge next to your health at the bottom of the screen tells you when you can swap characters to deal damage. At present, you can have up to 2 effects combo for a 3rd effect. These timing windows can be pretty tight, so being mechanically prepared to do your combos is critical for maximizing damage. At my stage in the game, maximizing damage is more or less unneeded, however it does speed things up significantly. The dodge timing in the game is fairly forgiving and enemy attacks are more-or-less telegraphed for easy critical ripostes. So far we don't have a ton of different team comps, but there are a few solid F2P choices for those that don't like spending money. In addition, pity banners are guaranteed, so saving for certain characters and building a team comp around those characters is more feasible. I do suggest checking Prydwen to see how a character can be optimized, if optimization matters to you at all. If you find the game difficult, it may be due to a lack of synergy, albeit it could also be due to a PEBKAC.
The Cycle
Dailies in NTE thus far haven't been very difficult or punishing. It feels like Hotta Games has seen improvements other games in the open world gacha have made, and implemented them starting from version 1.0. That's great. I don't feel like spending all of my free time grinding out dailies. Keeping on top of dailies takes me about 10-15 minutes per day max. It could be more or less depending on how much I feel like playing NTE. Using double (80 energy rather than 40) energy for small instanced content for double rewards right from the get go is a step in the right direction in terms of player comforts. In addition, since you can run instanced content for the whopping cost of 0 energy, the event dailies that are currently ongoing only add a few extra minutes to the daily cycle.
The only thing that takes a non-insignificant amount of time is the bank heist. The bank heist is an RNG fiesta. Will the items you need for your bi-weekly missions spawn? There's an item I need that I have never seen, nor do I know what it looks like. I legitimately don't know if I'll complete all these missions. In addition to that, the Fons (world currency) cap per 2 weeks is 1 million Fons. That's a lot of cash, but if you're running solo, you'll probably get somewhere in the ballpark of 100k per run. That averages out to about 10 runs at least per 2 weeks. 10 runs at roughly 12 minutes means you'll be dedicating about 2ish hours per 2 weeks total to max out your income from the bank heist. Luckily the unique currency doesn't expire, and there are no limited items in the shop.
The last recurring thing you'll have to deal with is your city stamina. This resets weekly, and you can refill it with the city stamina item or with one of the currencies (this is a topic I'll mention again later as a negative however) but it provides a good chunk of change every week. As you level up, your cap for city stamina will go up, but rewards will also increase. Personally, I question this decision because it feels absolutely redundant. Increasing the stamina cap, increasing the stamina drain, and increasing rewards feels pointless when you can just boost the rewards but everything else stays the same. I digress however. City stamina can be consumed in a variety of ways through a few different activities. There are rewards associated with doing the different activities, and some even have exclusive rewards. The only one I can remember off the top of my head, is that if you max out your fishing experience, you can get a unique outfit which is only available to others that maxed fishing. Those that know me from Final Fantasy will know that I absolutely LOVE video game fishing. On top of fishing however, you can do quite a few activities and some legally distinct homages to other games. These do have some issues, such as the Owner's Selection activity after stage 1-5.
Miscellaneous Pros
Some of the character outfits and all the vehicle skins can be purchased for Fons. This is great. There are some that are cash shop only, but I think that's fair considering how these types of games USUALLY are.
Progression is pretty simple and straightforward. Whether it's banner rolling or improvement for your characters. Most if not all things relevant for character improvement can be teleported to. This last point is nothing new, but for banner rolling, the rolling can net you some neat rewards. Not all the rewards are winners, but they do have cool cosmetic extras for rolling on the banner. Unfortunately these don't carry over but you can't get everything for free in a gacha game.
All the cars feel different. Not every car is worth buying or anything like that, but for what it's worth, it seems each car handles differently in terms of gear ratio, top speed, acceleration, cornering, and turn radius. They also have different upgrades available which I think is super cool. The driving is very arcade-y, and as a former Wangan addict, I think it's fun to drive around Heathreau and just exist, as I mentioned before. I'm certainly looking forward to getting more money to buy more cars.
The player housing is fairly customizable, and since there are a few properties to pick from, you can choose which one you want to be your "main" home. They have different degrees of opulence and size, so naturally furnishing them can be a fun little activity all on its own. I like a bit of interior design. I have a good amount of hours in House Flipper after all.
Problems
Currency
There are too many types of currency. The bank heist has a currency, upgrading equipment has a currency, there's the free and paid cash shop currencies, there are credits for you to roll on the limited or standard banner, there's the police currency, the weapon banner has a currency, the two dupe exchanges, the Abyss mode currency, the hard mode boss currency, and of course there's the normal in-world currency of Fons. That brings us to 13 different currencies. Do I think that's slightly excessive? No. That's VERY excessive. That's not even mentioning the fact that the limited character banner has a SECOND currency apparently. There's the limited banner generic currency AND the limited banner only-this-time-it's-only-for-this-banner currency. I've never seen the second variant since I'm more or less F2P. Now for the sake of transparency, I haven't played a gacha game for a while, but I did start playing Umamusu when the global release came out. That game has 3 or 4 relevant currencies. Once you get familiar with the different currencies of NTE, it's not a big deal, but initially it's a lot to take in.
Menus and Bloat
There are ALSO too many menus! Looking at the escape/phone menu, at my current stage in the game, there are 23 buttons, plus the 4 on the main bar at the bottom, and the profile info/edit button. The UI suffers from extreme bloat. The phone menu has nearly 30 separate buttons, many of which overlap heavily in function.
The biggest offenders are the shop systems, event systems, and character-management menus. “Mall” and “Fair” could easily be one menu. “Character,” “Formation,” and “Bond” should be consolidated. Tutorials are split across multiple locations for no real reason. Even social and feedback features are fragmented into separate tabs.
The result is a UI that constantly feels cluttered, especially when trying to track down notifications or specific progression systems.
Of course this doesn't even mention all the menus IN the other menus. There are just too many menus and toggles. Of course having such a bloated pause menu doesn't help, but I personally feel like the problem is only exacerbated. Or alternatively, allow players to customize the pause menu icons to move things around, so more relevant things for each player are on the first home screen of the phone. I'm on PC so I don't care THAT much about things that I just use hotkeys for, but when I have to hunt down a rogue notification (btw I hate notifs) I don't wanna have to scroll through looking for one.
Writing and Dialogue Skipping
I mentioned this in my first impressions review back on Wordpress, but the initial writing was awful. The Marvel-style quipping killed ANY tension that had been built up. Any serious moment was not given any time to breathe and let the player understand the weight of what was going on. I'm very happy to say that was only early on in the game. Chapter 3 was exceptionally good at giving moments their proper time. It was rare for there to be something stupid, and when it was stupid, it was usually Nanally or Sakiri. I've since skipped anything with them, since Nanally and Sakiri seem to be largely comic relief characters that add nothing of relevance or weight. Unfortunately they still appear to add their pointless and unfunny jokes after chapter 1, but because their screen time is drastically reduced, they're more bearable. Starting with chapter 2, the story is greatly improved by their lack of screen time. In addition, a lot of the side stories are great references/homages, and some of them are really heartwarming or saddening. Lots of emotions going on after you finish dealing with Nanally and Sakiri (unfortunately Nanally plays a pretty big part in Haniel's story). But despite the drastic improvement in the quality of the writing and storytelling, the game still suffers from the fact that you can't advance dialogue more quickly. As previously mentioned in the first impressions review, I read fairly quickly. I read much more quickly than the voices go, and I only really let characters I really like read their whole lines. I'm not listening to an audiobook. I'm playing a game. I like the story. I want to enjoy the story. I also wanna get back to playing the rest of the game. I'm a working adult and I have limited free time. I also have other games I want to play. Let me advance the dialogue.
Parting Thoughts
Overall, I'd say that if you like the idea of modern fantasy and open world games, NTE could be a great game for you to enjoy. I think you can play at a strong level even if you're F2P, and I don't think I felt pressured at any time to spend money. Full disclosure, I did buy the premium battle pass, because I have spent so much time playing since I got home from Golden Week. Genshin and Wuthering Waves are the closest comparisons I can draw. That said, Hotta Games has a pretty mediocre track record at best. I think Tower of Fantasy was quite bad in terms of plot and monetization, so NTE is a shining star when compared side-by-side. Some things I'd like to see in the future are more A rank characters. Not everyone has to be a banner S-tier god. In that way, I think Genshin was really good. They released decent lower rarity characters to fill out other teams with. ToF did not. If you do decide to start playing now, I suggest holding off on the current banner and waiting for the next one. The free characters you'll get from the normal banner free rolls are sufficient for the time being. Go check out Prydwen for more advice. They're much better at guide writing and tier lists. That said, as an Umamusu fan, oshi > meta.
Also Hikaru Tono (Mambo/Machitan/Matikanetannhauser) is in the game. Glory to Cygames.
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