Category Archives: Princess Connect

Princess Connect! Re:Dive Global Woes

Tribal outfit Yui

This post is really more about me, but I think there’s something to take away for anyone. In short, I’m getting less and less happy about playing Princess Connect! Re:Dive (Priconne for short) Global, and a big part of it is that I also play JP and I also play several other mobile/gacha games out there. You might too, or not. Anyways, in 2022 what is going on in Priconne Global is just irking me, and I’m writing this to get it out of my system.

For background, I played the Japanese version of Princess Connect! AND I am an active player of Japanese version of Princess Connect! Re:Dive, in addition to the Global version. The company managing and developing the game, Cygames, manages its own release in Japan. Cygames also licenses the game for local distribution. Notably, the mainland China release became very popular a few years back (how time flies…). There are also Korean, Taiwan/HK, and Thai releases until the Global/English release about a year ago. Crunchyroll Games handles the Global release.

I really enjoy the game! Enough to play the same game twice. In a nutshell, Priconne is very much a “content” driven RPG where regularly the game updates with events, main story quests, and new characters, all which builds on previous revealed content to tell a story to describe its kind-of mysterious world. Being a player of the OG Priconne game, that predated Re:Dive, it’s pretty natural for me to get drawn in to the setting and the layers of mysterious things around it. I also had more time to take to the wide cast of characters so everything was mostly familiar to me from the get go for Re:Dive. You can read more in my earlier posts.

The various regional localizations of Priconne has to also follow this content release strategy where everything is slow-dripped at a certain pace. Some “down time” that the original release had was cut, but most of that was in the first year and things don’t really slow down after that. For reference, we celebrated Priconne JP’s 4th anniversary just earlier in the month. [You can buy this sandwich press lol.]

Being a popular Japanese game is fine, but it isn’t a chart-topper–more like Priconne’s niche is being easy to play, deep if you want to dig deep, and a lot of top notch QOL-ness come with the game. In a way the best comparison I can make is that Priconne is the Everquest-to-WoW leap from all those painful Asian farm-for-everything-based-off-a-guide mobile games. Even later entries (like, say, Konosuba, which is quite new! Or Kirara Fantasia, etc.) are significantly more painful to play. Priconne remains a standard bearer to make mobile games less of a menu hell, that the UX has to be a key deliverable to keep a game relevant in the 21st century. It is the kind of game that can allow players to play other games, because it takes so little time comparatively.

That said, nobody says you can’t play Priconne based on spreadsheets and spend hours to farm everything–many people do precisely that. When China opened up to the game (noteworthy for having local-only releases of characters based on lol Hashimoto Kanna) this only intensified. In fact it’s probably safe to say the CN player base is larger than the JP player base at this point, especially from an oversea perspective.

I am quite thankful for all the Chinese players who sank their love, hard work, time and money into Priconne! Overall they have enriched the experience with things like the currently-best Arena database and other guides. Some are outright better than pro sites like Gamewith when it comes to meta and dealing with fast-moving or player-based changes.

Unfortunately this also means by the time Global gets its latest content, that stuff has been juiced by every other release that started before Global. Unless you go out of your way to not look up anything, there’s nothing about the “meta” (as opposed to “being what’s popular” but the game on top of the game) that hasn’t been spoiled from start to finish. This is the unfortunate thing about Priconne–it was a game where almost all the hints you need to be successful are in the game by default. There are tons of ways to experiment on your own to figure out the game, and now in English you can read and experience that yourself…but few probably will.

That isn’t really a big problem by itself, if one at all. As someone who plays JP Priconne, I still enjoy playing Global despite having first-person knowledge of everything that’s going to happen in the game. It’s as if I know what the FAQ says, but I didn’t have to follow one. Instead, what I miss is all the things in a game that was constantly honed over 4 years that isn’t in a drip-release game that is the same game 3 years behind. Many of the QOL changes in Priconne JP would be so great in Global, as I am feeling exactly those pains now. Funny thing is, by the same token Priconne JP has evolved on top of those QOL changes that the meta-meta is about different things, so a different pain is setting in.

The best example I can provide is the Clan Battle. Basically clans are guilds, and you and your clanmates have a certain numbers of tries to beat up NPC bosses to rack up the highest cumulative score. A game-wide ranking battle among all clans ensues, once a month. It requires a lot of individual coordination and a fair amount of teamwork to compete in the top 10%. That said, for the rest of us, it still can be gleamed by spreadsheets, but Priconne has this “recommend” feature that builds in the teams you can use right in the game, basically bypassing the need for them for most players. This once-a-month event is really the main reason why a lot of people are hard in, as it is also one of the biggest draw from the OG Princess Connect game (clan versus PVP). One thing you need to do a lot in CB is trying out various teams. In JP, we can use 4x speed. But in JP the game is about finding teams that don’t all use the same meta (in the slang sense) characters, so there’s a lot of jigsaw-puzzle-type sort of matching going on. In Global right now it’s dur-derp given the much fewer combination of characters available to work with, but Global doesn’t have 4x… It doesn’t even have “recommend to select” as a feature yet–it’s not even about knowing who to use (derp), it’s having to pick it out of your character list. Again, trying out teams is arguably the most time-consuming part of CB, and it can be tedious. Why not make this easy already?

Basically, not only Priconne Global is a pre-COVID mobile game showing its age compared to Priconne JP, it’s a pre-COVID mobile game showing its age compared to its contemporaries. I tried Blue Archive JP when it launched and I liked it, but it clearly had a lot of launch problems (and I stopped). A year later now I am playing the Global release, and I am having a blast. In a lot of ways BA is a step down for me compared to Priconne (long story here), but it has a façade that is clearly built in this decade. I don’t know, that should count for something–a whole lot, probably, especially for an gacha galge. And to heap on top of that, Priconne Global has nothing truly new to look forward to, unless you count hand-me-down UX improvements that Global could have had much sooner rather than later? Or having all of its meta and meta-meta game juices squeezed out by millions of Japanese and Chinese players before I can enjoy it in English? I am waiting patiently for my New York Carl memes. Maybe Crunchyroll can self-insert its mascot like Hashimoto Kanna’s characters in Priconne CN, lol.

[That said, BA meta is a PITA too and unlike Priconne, not knowing that meta is almost killer. There are hints to what to do to play the game well, but the gameplay depth just doesn’t get served by the game’s façade, so you really have to engage a community and do external research to get somewhere. Also, BA PVP is utter trash, coming from Priconne. You can tell the creators of Shadowverse at least knows how to apply basic rock-paper-scissors balance tricks to a gacha game architecture. I can go on, but BA is basically superior despite its many shortcomings–largely due to that façade.]

As I said, this is more a “me” problem than a general problem. If I bothered to love Priconne’s commu (ugh) I probably would play Global to enjoy its fun translations alone. And they are fun. I just can’t stand how Priconne dialog UX insists to animate no matter how fast you click on it, so it’s really slow (relatively) to scroll through a bunch of one-liners, sound effects, or one-worders. I still have countless reasons to love the game–this is why I play it in Japanese despite being unable to navigate it well in a foreign language in the very first place. It also happens to turns out that, the reason to not play Priconne Global is because a superior version exists, and that’s the Japanese release.

Maybe this is also reflective of an information asymmetry. Maybe unlike AAA vidya discourse, there isn’t something like this holding together all the Asian gacha mobile games in English. Or rather, people (often self-professed “gamers” lol) are too busy complaining about censorship and lootboxes to talk about things that are actually important to players? If Priconne JP is not available to you or you refuse to deal with its barriers, so be it. Knowing the forbidden knowledge in this way may worsen your experience if you only play Global. But in a way these gacha games live in ghettos, and that’s messed up. Most players don’t engage in a whole lot of it. Maybe people in the QooApp community (or similar) can speak to this, but that audience is really skewed a certain way due to race and geography (and not available on IOS). If people came away with a bad impression of Priconne Global because it’s not as good as its contemporaries, I understand it, but it is also a form of injustice because Priconne is a much better game than Priconne Global.

There, I’ve had my say. Maybe it’s finally time to hang it up and reclaim my average of 15-20 minutes a day of playtime.

PS. If you’ve been enjoying S2 of the anime in the past couple weeks, this is basically the heart of the setting that carried me from OG to Re:Dive, early on. I hope they explore also more the OG universe, but I doubt the anime will get anywhere close even if 4 more cours were added. The whole lead up to the end of “Act 1” of the main story is a lot of fun. Possibly magic they may not fully recapture ever again…speaking as someone who wasn’t too allured by Act 2.


Quick Guide to Princess Connect, Global Version

Since the soft launch of the Princess Connect Re:Dive global version of the game in December, I have been playing it. Yes, I am double-dutying this with Pricone JP, between all my other games, like I still do the Theater Days events, and log in to the other two galge IM@S series for the free gacha. Plus other login-bonus kind of thing (D4DJ is actually worth talking about?) for a couple other games. And I’m still 30 or so hours in Cyberpunk 2077, thanks to Stadia.

Now that you know what I did during the New Years break, maybe there isn’t a lot more to say? In a very half-ass bid to possibly help new players with the imminent official launch of Princess Connect Re:Dive global version, which is the English-translated version of the game, I want to just give some really high level and some orthogonal point of views, as someone who’s been playing this game in Japanese from the start, and who actually played (semi-seriously?) in the original Princess Connect game.

My old posts are like time capsules now:

  • Right when the game launched: some background on the in-game anime scenes, which are not animated by all the same folks who did the TV show (also because Cyberagent started their own studio).
  • One year review. – main thing is that Gamewith link. It is the top stop for JP Pricone content…outside of Twitter and Youtube, that is. Read my 1-year review for some big ideas.
  • First impression of the TV anime as a player. Not much to say about the anime, enjoy it for what it is. Buy the Blurays for powerful JP codes?

Helpful? Links

Background & Where we are

If you go to the Wikipedia entry to Princess Connect Re:Dive, and hit Japanese, you will actually get the Wikipedia entry to Princess Connect! That is an accurate reflection of what people speaking English natively knows about Princess Connect!, LOL. It was a web-based game from Cygames as they teamed up with a set of companies trying to push this co-op style RPG out. It died after about 2 years, full server shutdown and everything. (The ~200 I spent in that game went poof. RIP Pricone Ding.)

Most of the commu were voiced even back in the first game, and you can watch it all on youtube here. This is the dark history. Along with the game there were some media-tie ins as well, like the character songs. This all being otaku/seiyuu focused content meant also a lot of supplementary behind the scene stuff, which is all gone now.

Princess Connect! Re:Dive came about roughly 2 years after shutdown of the original Princess Connect! game. Re:Dive and the original share a continuity. The cast and overlapping characters are retained in Re:Dive, as with the character designs. Twinkle Wish was the main unit from the original game, although they still play a major role in Re:Dive. The Gourmet Guild trio are new to Re:Dive and they are the spokespeople for the game.

Princess Connect! Re:Dive launched in Japan on 2018-02-15 for Android and iOS. It features 2D animation, full-voice commu, and sparsely in the game are 2-D anime-style…anime, which highlights and pull all the visual design vibes together. This is the RPG where you literally are playing an anime. About a year and half later, a PC version of the game launched via DMM’s platform.

Re:Dive did okay in Japan at first and slowly found traction. The Korean and TW/HK ports which launched about a year after Japan also found traction over time, both are doing well now. The ports follow typical app-game based progression with a set lag from the mainline JP release. This is typical because the localization goes through a different publisher for each region. It seems that Cygames merely blesses the port and translation, and don’t actually work on the TL in house.

Recently in the last 12 months the game has launched also in Thailand and Mainland China. It did really well in China, by the way, and it even has CN-specific characters (based on Hashimoto Kanna).

Everyone knows by now there is a TV anime series that aired in mid-2020. Crunchyroll streams it for the EN audience in certain countries, and they are also the publisher of the EN/global version of the Re:Dive game.

There are a series of character songs (released on maxi singles), a couple soundtracks and best collections, and the TV anime music available. Pricone music is quite good, highly recommended. For a game that pulls legit gacha game numbers, it does not have a lot of merch. Probably because the margins are not as good as Cygames’s other properties…?

What is Princess Connect! Re:Dive?

It’s a game in which you play the role of Yuuki, as Princess Knight who wakes up without his memories. You see pieces of it from your interaction with other characters as the story unveils itself over time. Players recruit characters who makes up teams of 5 to battle enemies. Characters can be fed gear, experience, and affection, each increasing various stats the character has. Characters can also rank up once each gear for a rank is obtained, and furthermore characters can gain stars (from one to six, so far) to become more powerful and unlock more story and abilities.

For battling things, Re:Dive features plain old PVE content as well as PVP content, where you battle other player’s pre-set defense teams. There are guilds, which are called clans, where players can socialize and tackle monthly clan battles as a team. There are other solo content such as dungeons, grotto, tower of Luna, and other farming stuff.

A tremendous amount of content can be found in the commu in the game, which are unlocked as you meet various conditions. In addition, on the Japanese server, events are regularly released–these are limited-time content and maps where you can fight stuff and unlock event characters, event story, and other goodies. Typically there is one new event once every one to two months, and in progression old events get reruns down the road.

New content also gets released through month/bimonthly main story unlocks as level cap gets released once a month. New character equipment and ranks are added, plus other character bonuses (6-star uncaps, unique equipments, etc). Of course, new gacha banners unfurl several times a month, with new characters almost every month.

The main story is also broken up into major arcs, and JP is only on the second arc still. These full-voiced commu are released in episodes, and further broken into chapters, which are tied to different main world maps the player needs to clear.

Character and guild-based (in Priconne, a guild is group of characters, not clans) commu are released based on your affection level with each character.

Overall take

Princess Connect! Re:Dive, or PriconneR, is the most anime game. As an anime otaku who watches a lot of that, and played some anime games over the years (decades, more precisely) this is taking the inspiration of mid 00s sensation Sakura Taisen and bundling it into the most safe otaku tropes. Nobody is going to ask if this is an idol game, it is if you want it to be, but it really is just something more mainstream, and generic, and yet niche/kink/hardcord all at once. I don’t particularly take to the content, personally, but the characters are fun I do like almost all of them. Most of them are amusing and cute, even if cliche. It ties into the rest of the game, which is build like this funky aged RPG vibe because you are playing an anime…game. In that sense it’s an otaku anime with at least some mainstream-facing edges…and more.

The actual day-to-day grind is going to depend on what you are looking to get out of Priconne. I like it because if you are catching onto the content releases, level cap increases, new events, and all that, it’s a kind grind where 20-30 minutes a day is spent doing daily missions, and if you want, there are more things you can do to play around. The meta is pretty rich and it does rotate, both PVE and PVP. There are a lot of youtubers talking about this game now, because I think the meta is interesting, it isn’t too esoteric (there are spreadsheets but you don’t need them). It’s the kind of thing where people would like to make tier lists but nobody really needs it.

[The kind of player-based info I had to look up over the years, mainly, are CB boss battle compositions. Short of that, it’s the one big design bone in my mouth that needs to be addressed: how some characters become less useful/powerful in certain fights if you rank up too much/add too many stars. This is a problem that has been partly addressed, both with changing star-level feature in JP and gear tuning, but it still is quite problematic. Really a big-time design pitfall.]

A big reason why you don’t really need too much help, and a big reason why I like Priconne, is that the user experience is great. For essentially a game where you are just navigating menus half of the time, it has great QOL. Skip ticket is one thing, but just a lot of little touches make this game not a pain in the rear to press all those navigation buttons or confirm buttons or back buttons. I mean, they know this is a thing they have to get right to be successful. But to me this is a textbook example of good game UX.

Part of that good UX is the in-game help, and graphic design so the mechanics is as intuitive as possible. Sure, it doesn’t tell you what a point in “physical crit rate” does or what power level means and how it’s calculated, but you get what it generally means.

There are other QOL stuff along those lines, such as the plentiful rate-up that happens throughout every month, basically giving you bonus drops from normal/hard mode/grotto/dungeon and what have you. In fact the game really cannot be played fairly without taking into account those rate-ups. This is something to watch for if you read a review of Priconne Global release based purely on the soft launch, since a lot of those things are not available in the game until after the official launch, and it makes a big QOL difference.

Lastly, in standard Cygames paradigm, it doesn’t matter if you whale or if you don’t–both can enjoy the game. Both can even enjoy the game equally, except if you are a 1-percenter in CB. That is not a easy challenge for a PVP-centric experience. The standard gacha that is available always do not have suptix, because all the characters are not limited. In JP all of them are actually farm-able except for the latest few. There’s a reason this gacha exists and it is good to roll it as you are starting out. The only real tricky thing is when a limited character drops that later turns out to be critical in some event or CB, if you can save up enough (or whale enough) to spark for it. In early game, the whale/non-whale difference is not significant if you know how the game works.

Lastly, some tips.

The two things that drive this game are events and characters (or character obtaining, raising, unlocking commu, etc). Ultimately these experiences are capped at your player level cap so…raising your player level is the number one priority until you hit level cap. Really no buts here. To do that, buy stamina using your free gems. You can do this 40 times a day, but it gets progressively more expensive the more times you do so. Typically I stop after 3 to 6 times assuming the premium currency is not an issue. This is really how you catch up.

Practically speaking, you will also quickly run into the other caps: mana and exp, but both are things you get more of the higher level you are, so ergo, hit that level cap as a priority, within reason. (IMO, those caps are more anti-whale game balances.)

The UX is extremely helpful. Please, read the UI carefully for helpful monster descriptions (like they outright tells you what they’re weak against sometimes), different settings to make your life easier, and other hints. But moreover, use the “what other players used to beat this map” feature to clear hard stages and learn which characters to buy memory pieces for first.

On that note, it’s worth noting that the EN version has an older UX that JP has moved on from, but it also comes with some retrofitting which fixes some old issues JP Had.

Early in the game, gacha is actually progression. Don’t start to hoard gems until you got a working toolkit of cast of characters. Each character is a tool in your toolbox, some are better than others, perhaps, but the meta for PVP and PVE will evolve and change over time, characters get better or worse relatively over time, and you will encounter types of enemy over the course of the content release to find the need for some characters you never had a use before. What’s always true is that you need 3 teams to play Princess Arena so you need at least this many good characters in PVP to do well. What’s always true is that you need at least 2 teams to clear Tower of Luna, probably 3+ for EX mode and all, so you need that many for PVE to do well.

Enjoy the game at your own pace. This isn’t the kind of game that gives hardcore players more rewards than F2P casuals. As long as your pace of leveling is faster than the rate of level cap increases, you will eventually catch up to whales. Meanwhile you would have spent a fraction of what they spend. Smart money would be buying the daily jewel/dungeon pack, for $8/30 days. If you want to splurge more, the grotto pack on top. Pricone rewards players who play the long game. It might mean you want to rush the Arena bracket after a reset or just take it easy, but if you do it smart you will be rewarded. And this is why I like Priconne so much–you really can take it as it comes and enjoy it however you like it. There are many ways to best enjoy the game.

It’s been 5.5 years since I started investing in Princess Connect and honestly it felt like 10. A lot happened during that time and I don’t even know where I really stand on this series today. It is charming, fun, and good entertainment at least, so I don’t regret it. I am glad the game is easy to go down and a good match for those people who are already playing a lot of similar mobile/f2p games, because this won’t take up much time at all while still be really engaging, and inexpensive (usually). I really don’t know what’s on the market that fits this bill. Maybe players who came from more grindy games will find this too light-weight, but I think that’s not the appeal of this game anyway. Priconne is certainly not flawless, far from it, but this is a great execution of a rich concept that is worth paying attention to.


Just How Much PriconneR Global Version will be Censored?

Short Answer: I have no idea, but likely. Oh yeah, there is finally news on Pricone EN version, which will launch on March 2021.

There is some rumbling about censorship regarding the way DanMemo was handled, which was published also by Crunchyroll Games. This is not at all relevant here, given CR is not the one running the Priconne ship. Still this is something to consider given Pricone EN version is a real global version.

I think the real question is, the EN/global version of the game is going to be available in just about every region except the ones that don’t do Google (ie., China). It might also be locked out of existing localized countries like Korea, Taiwan/HK/Macau, and Thailand–although I don’t see why they need to. Japan is also possibly locked out just because CR games don’t Japan, even if there is basically no reason to do so. (For what it’s worth, the Youtube videos from CR Games channel are geoblocked in Japan.)

The truth is, Princess Connect: Redive is a really tame game. It goes for the cute factor, which is ironically what torpedoes it on the Japanese internet for being a lolicon game when it really took off last year/earlier this year. It’s got a lot of cute little girls in this game, and while they don’t show a lot (with maybe exception of the actual demon that is Akari) there is definitely some sexually suggestive content involving minors. There is also some sexually suggestive content involving adults, for example Io, who, well, is explored in this youtube video covering the details of the EN Priconne announcement.

If this was a game targeted for North America only, I don’t think any of the content in the game is worth censoring. It’s pretty tame versus your average late-night anime.

But for countries like Australia? I really don’t know. Or any of the other more conservative regimes and cultures? Is Pricone ready for that? I guess we’ll find out. Most likely the game will just sit in the app store, and CR (and their partners) will target some key regions to advertise. For the most part these products run on words of mouth and are very siloed-in in terms of actual advertising. In other words, Pricone is not something that should see the light of day anyways, probably even in Japan.

My personal take is that Pricone is really tame, the racy stuff is not a big part of the game, even if it can be front and center if you look for it. For the most part, the game errs on the conservative side. Unfortunately(?) for Japan, that means presenting U18 characters in ways that other cultures may find uncomfortable. Between Ilya, Akari and Io I think things might have some changes. Which is to say, it’s for the most part cosmetic except maybe some of Akari’s lines?

Still, this is again not anywhere close to typical anime on Crunchyroll, so I don’t know what the deal is with any possible censoring. I’m thinking they won’t, just because it’s not something that is worth the upside given the downside. Maybe they’ll not make some things into wallpapers? That could be all that there is to it.


The TV Anime of Princess Connect: Redive!

With the first episode under the belt, the Pricone (Priconne?) anime is turning out to be very charming. It’s also faithful in the meta, which is always how I want my anime.

Coming from the POV of a day-1 JP player, I can say that everything I like about Princess Connect: Redive! can be summed up as QoL. The mode of play, the actual interface, the way content is delivered, the kind of content present, the considerations put into place for their target audience, and so much more, is about you, the player, having a good time. And I don’t mean it in the way where you pay or not pay money to play this game, or whatever, but it is in how much the experience you have with Pricone can charm you. The game happens to be one aspect of it.

In so much that there is so much content that can make Pricone anime a simple matter to adopt, or that Pricone game has a ton of anime already in it, the ground-level truth is that all those things merely set the tone and tune the players’ expectation. It’s in how the game invokes that Sakura Taisen vibe, for example. It’s the skeuomorphism but without the menu hell, just so it invokes that early-era RPG vibe. It’s not about what the characters do in its world-breaking story, but how charming they really are.

In the first episode we the game players are invited to witness the translation of the charm of Pricone into the anime medium. Of course this will invariably involve its huge cast of playable characters. It will have a truck ton of details and references, enough to make me moved just from watching how Landosol becomes a proper anime versus just being the background of commu that I skip because there is no way I got time for all of it. It’s like seeing Nozomi singing At That Place in the end of the first episode, or Yui’s silhouette, or the music they used in town.

Most importantly, they even brought over Yuuki. The protagonist stand-in crossed with main plot device has those two roles, and the fact that he is both is also part of his charm. It is pretty amusing to see it play out through quiet action, rather than having that gap in the commu you read.

That’s not even to mention the reused animation and background, plus other assets that we saw already in the game in the past 3 years, nor the lines, nor the character quips (“Isn’t that crazy?”), the reused music, and a lot of other things. It’s like the other meta (that I don’t like)–it’s what greases the wheel of the various mechanisms (like Arena and how powerful gacha characters are). I get it, we need them, and that is the nuts and bolts of what makes the execution good.

But those things all mainly serve the greater good. It is that greater good, the thing about Pricone that attracts me as a player and a fan, and hopefully, attracts newcomers to the world of Princess Connect as well.


A Year+ With Princess Connect! Re:Dive

This is my current mobage workload:

  • T1: Playing a lot (log in several times a day, do all the stuff):
    1. Princess Connect! Re:Dive
    2. THE IDOLM@STER Million Live Theater Days
  • T2: Playing occasionally (daily logins only, with bursts of normal play):
    1. THE IDOLM@STER Shiny Colors
    2. Magia Record (EN)
  • T3: Playing rarely (log in occasionally–just to gacha really):
    1. Hachigatsu no Cinderella 9
    2. THE IDOLM@STER Cinderella Girls Starlight Stage
    3. Granblue Fantasy

I didn’t mention it on my blog much, but I have been playing Princess Connect! Re:Dive since its launch in 2018 and have been playing it regularly ever since. We are about 1.5 years since launch. I still enjoy that game a lot. Let me write about it.

Basic information and review:

Gameswith
English Reddit
JP Wiki

Princess Connect (Pricone for short) franchise, which first launched in 2015 as a browser game, shut down in 2016. Princess Connect! Re:Dive (Pricone or Pricone-R) launched in 2018 as a mobile app game as a continuation. Pricone-R was originally an Android/iOS game, now also available on PC via DMM. An anime has been announced with no air date, but Studio Wit has extensively provided animation for the app/PC game.

Why do I play it so much? Because it scratches a RPG itch that sort of is at the core of the Cygames RPG theme, yet unlike their other entries, Pricone manages to provide all the flavors with the least amount of filling. “Grinding” this game usually means playing a set 30 or so minutes a day, which completes your dailies and maybe spending a bit of extra time to “tower” or “PVP.” For people who actually are into grinding, this game is going to run dry pretty quick. For people already playing other things or have obligations in RL, it’s an easy thing to keep tabs on and is not laborious.

Re:Dive also balances well between free and paid play, and given its PVP slant there has to be decent balance for the game to still be taken kind of seriously 1.5 years into it. In usual Cygames fashion they are pretty generous with in-game currency, and instead monetize by providing frequent and cheap options to augment your teams. Spending the currency to improve your existing team members usually trumps spending it on gacha, but both do happen.

What I refer to by the Cygames RPG theme I mean generally the following: a stats building core in traditional JRPG sense, the usual rock-paper-scissors damage/defense model, evolving meta (a bit like Shadowverse except it’s with characters and not expansion sets), and clan battle and coop events. In some ways if you are familiar with Cygame’s original properties over the years, you can see those themes progress from one game to the next. In that sense PriconeR reflects a level of maturity in both Cygame’s development process and experience in game design.

One huge way PriconeR reflects mature development process is how it is one of the best quality-of-life games, both in the UI design and in terms of mechanics. Over the last 18 months the game consistently improved its user interface, and updated to add several common shortcuts and to removed mechanics that reduced player enjoyment/added tedium. It’s very clear they are tracking how players are playing the game in a very direct sense, like what menus are being opened and what stages people run, not to mention obvious things like which characters people are raising and using with others and where.

There used to be a player-matching PUG mechanism that gave out pretty decent rewards, but the fights for that feature were so easy that it was just pure grind. The challenge was actually doing the PUG part. That feature got axed pretty quickly because most of the time the players are dealing with the matchmaking interface rather than actually playing the game. You can see that they even upped the reward to get more people to play prior to axing it, but a lot of people cannot be arsed to wait for matches.

Visually, the game is a cute-girls-gets-stuck-in-a-mmorpg kind of a theme. It is very cute and generally the visuals roll between the SD models that you see in the 2D game engine and the full-on anime visuals, or the 2D static graphic for the dialog/adventure game/VN portion. There is a lot of skeuomorphism which adds color to the whole experience of this rustic RPG vibe circa Ragnarok Online. Once in anime mode, though, the game, complete with Kouhei Tanaka-style sounds, reminds me more of Sakura Taisen. The next-episode preview bits for its in-game events and main story chapters drive that home.

Actually the composers for the game range a lot. Tanaka wrote the main theme, but just eyeing through the in-game music store (you can unlock songs from events and the story to use as in-game menu BGM) you see composers like InoTak, for instance. Which is lols.

Day-to-day play

Usually Princess Connect! Re:Dive means clearing the daily quests. It requires stamina (generated over time, the primary gameplay driver) to clear 20 nodes, 3 hard nodes, do 1 Arena battle, do 1 Princess Arena battle, buy mana once, skill up a character, star up a piece of gear, give someone in your clan an “ii ne,” do 1 dungeon battle, do 4 “explorations,” and you get 100 free stamina from noon JST and another 100 stamina at 6pm JST. Occasionally there are events, which are self-contained areas which have their own daily and event-specific quests, plus the monthly Tower of Luna daily and Clan Battle daily.

To do the daily quest as someone in UTC-5, I log in once in the morning and once at night. You have a “room” (similar to Deresute) in which you can grow and farm bonus stamina, exp pots, skip tickets and mana. Harvesting twice or three times a day keeps everything under their maximum limit. Also, that lets me collect the daily quest stamina. So I would probably do the “early day” stuff and finish as many quests as I care for when I log in at night after work, and log in once in the morning to clear out the accumulated stuff in order to finish all the dailies.

I would probably play a bit harder on evenings for Clan Battle nights to save the clan battles for the morning, since it require using up 900 stamina. It’s just easier to wait for the bonus daily stamina. Tower I generally hate so I try to play it only when I’m in the mood for, and have time for.

Since I have been playing the game fairly closely since launch, the routine also carry me at the top of the player level cap all this time, as the level cap extends once or twice a month. Having access to all the content probably makes all this easier from the start. Events are a breeze to grind through, where the challenge is in only clearing the VH boss with 1 try, and the exhibition mode/special mode. In recent months the game has been sort of trying to be more relaxing in order to allow late comers to enjoy the later content.

Meta

Given the PVP drive of the game, there is a lot of advantage for being first mover. To use a recent example, the latest meta-altering character, Neneka, dropped into gacha as a limited character about a couple weeks ago. For the first 2-3 days people were easily topping Arena and Princess Arena. Now it’s full of people with 5* Neneka (and 6* Kyaru) a week since. To get 5* Neneka to rank 14, that is a fairly significant investment that even I was able to make (despite being mostly a free player).

There is definitely an online community for the game in which a meta exists, either because that’s what “gamers” read on the internet or seen others do. Obviously, a social game that is Pricone, with clans and all, people talk about what works and what doesn’t. This especially matters when it comes down to arena and princess arena, which are really just a giant puzzle where if you can recognize the hand the opponent fields, you can figure out your counter. The fun is figuring it out, mostly, because it’s not so fun to play janken when you know what your opponent throws, unless you just want to enjoy winning (and it is enjoyable).

This is at odds with the social/meta nature of this Cygames game (think Shadowverse) where people competitively come up with “teams” (or decks) in which you can beat via some kind of RNG (since you can’t control play). If your team is “rock” enough against an opponent team that is “scissors” enough, you will more likely win than not. So in the end everyone tend to pick teams that are really the rock/paper/scissors that has the most difficult counter. It isn’t even like janken where you have to guess, or like “arena janken” where you have to think about if the opponent’s teams are like rock or paper or scissors, it’s just a matter of balance.

So when a new winning combo drops due to a new character, it becomes fun again. Until the meta settles or is altered (like how Neneca is kind of replaced by Kyaru 6*), it’s kind of fun again.

Conclusion

This game fits my lifestyle. Reality is I don’t have a lot of time to sit down and play. Console games are rough. I can do stints with Steam, although lately my PC needs an upgrade to really enjoy that. Half of that time I am either watching anime or sportsball, or catching up with tons of free seiyuu content online in radios or promotional talk shows or weekly streams. I can grind, and the game has grind-type content if you want it, but I’m never forced to do that, nor does grinding convey so much advantage. I can just put in my 20 minutes a day if that is all I have time for. I can even skip if I really want to.

The game is also fun, which is why I have not gotten bored with it. The QoL changes over time makes the game less painful to other entries. The art and voice over (fully voiced game) is top notch and the anime style really apes from that Sakura Wars-shaped hole in my life.

It also helps that the main story is kind of interesting, although I don’t really care too much about the characters themselves. It is a serious game with silly characters and I’ve had enough of those. They are features I don’t need, but enjoy, and maybe others like them more.

So overall this is a great little gem of a game that could take off in the right situation. In South Korea the game apparently is doing very well, and it isn’t too bad in Taiwan/HK/Macau either. I believe there is even a Chinese knockoff of it now. Pricone shows that a quality product that does many of the little things right will still find an audience.