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NTE Character Abilities Would Be Core Mechanics in Other Games, UE Expert Says

Nakamura's analysis frames NTE's character abilities as unusually ambitious technical risks that most developers would avoid, suggesting the game's design philosophy prioritizes spectacle over stability.

Reporting from 1 sources: Automaton.

NTE Character Abilities Would Be Core Mechanics in Other Games, UE Expert Says

Perfect World Games' open-world RPG NTE: Neverness to Everness features character abilities like gravity control, time stop, and copy. Unreal Engine expert Masahiko Nakamura told Automaton these systems are so complex they would be the core of an entire game in other titles, and praised the studio's willingness to ship them despite high debugging costs.

Masahiko Nakamura, a technical artist and representative of Indie-us Games, analyzed the character abilities in Perfect World Games' open-world RPG NTE: Neverness to Everness in an interview with Automaton. Nakamura pointed to Nanari's gravity control, Xun's time stop, and Requiem's copy ability as systems that would be the core pillars of a whole game in other titles, calling them extremely difficult to implement and debug.

Nakamura noted that Nanari's gravity control uses Unreal Engine's Custom Gravity feature but can cause unpredictable issues in a world with many objects and free player movement. He said a recent update fixed a bug where gravity direction went haywire. For Xun's time stop, he explained that GPU-driven effects are not straightforward to freeze, so the game likely replaces rain and snow effects with frozen-looking versions while wind and waves continue moving. Requiem's copy ability, he said, requires implementing a new ability for every new enemy type, similar to Kirby's copy ability.

Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.

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