Time yet again for a relatively timely review, as we'll be looking at another live service game. It's a gacha game by the name of Chaos Zero Nightmare, but it caught my attention due to being a roguelike deckbuilder. Not a novel genre by any means, but I can't say I've seen neither any live service games nor large studios attempt to tackle this genre. It's not large as far as major gacha games go these days, but still large in the grand scheme of gaming.
Instead of the gameplay, let's start with the gacha mechanics. It's basically a one-to-one clone of Genshin or other HoYoVerse games. Standard banners for characters and weapons, and then a rate-up banner for the new character and weapon. They give out a lot of pulls at launch, but generally the free-to-play income seems to settle around getting one 5* a month, which includes one rate-up 5* every other banner (about 6 weeks). Not too generous for a gacha game of its smaller scale, but luckily teams are composed of only 3 characters, and some 4* units are very good, so this shouldn't hamper your progression through the game.
For the gameplay, as mentioned, teams are composed of 3 characters, and each character has their own deck. All the decks are shuffled together, and the characters share most resources like HP, shields, action points, and card draw, but some self-buffs are only for the casting character. The enemies do not share any resources, and can be individually defeated. Most enemy actions also have a timer, ticking down by one each time a card is played. They will act the end of their turn unless the timer reaches zero, in which case they act immediately. It's an interesting mechanic, forcing to spend a little bit more time thinking about the order in which you play the cards, and which enemies you target first.
There are 5 elements in the game. Each character uses a single element, and each enemy is weak to a single element. Using elemental advantage deals 25% more damage, but also reduces the enemy's tenacity bar. Getting the bar to 0 will give an extra action point and increment their timer by 1, which is pretty powerful. This system seems to exist mostly to force team variety and to pull and invest in more characters, but I don't mind. It reduces the mental load of team-building, as you know 2-3 characters of the suitable element are usually best for a given stage. A healer / support might not need to match the element.
Additionally, your characters also receive mental damage, and may experience a mind break if they take too much. This is individual per character, and replaces that character's cards with 0-cost cards with a possible negative effect that you have to go through to recover the character. There is also an out-of-combat gameplay element around this mechanic.
While all this already gives replayability and progression for many hours and would be enough for a regular game, live service can't possibly stop here. There are several progression mechanics for upgrading the characters. One is of course copied from Genshin again, which is the daily farming of equipment with randomized stats. But the other, which you can repeat as often as you want, is the actual deckbuilding part of this game. See, content is divided into two - content where you build your deck, which usually means longer runs, and content where you come in with a pre-built deck, such as most of the daily farming, which is only a few minutes per run. During the longer runs, your characters start with their base deck, but evolve it over the course of the run, upgrading their existing cards, as well as finding ways to remove cards and add new cards which aren't specific to them at all. At the end, you get to save the deck for later use. There is a heavy amount of randomness here as well, so it's almost always possible to get a better run and improve on your decks, if you want to spend the time doing so.
While I can't possibly cover all the features of a gacha game, those are most of them. So, onto the negatives.
I found the story rather uninteresting and lacking plot hooks and events to look forward to, so I don't think that deserves any further mention. You can of course just click through it, but it's a shame nontheless.
The PC client is absolute garbage. Mainly the launcher, but the game itself is also heavily prone to crashing. I had no problems on mobile, and with the fully turn-based nature of this game, it does make for a pretty good mobile game, so if you're looking for a mobile-only game, this isn't a negative.
But by far the biggest problem is that the translation or localization quality is absolutely garbage. For most games, I would not mind, but card games are incredibly dependent on it being very clear what a card does. Even the best card games struggle with this, so you can imagine how bad it is when there are inconsistencies in terminology not just across cards, but even on a single card. I genuinely do not know what about half the cards do by just reading them. Sure, I can try them out in various scenarios and try to figure it out and memorize it for each card, but this is not fun. I feel like so much strategy and planning are stripped from me, and I'm left with just vibes. Again, this is fine if you just want to watch cute anime girls and boys beat the shit out of monsters, and play with your favorite waifus. But that's not the kind of player I am.
On that note, the game is pretty easy. I did not reach the very end, but I did not at any point struggle. Sadly, the game gates you from doing missions you probably aren't prepared for, which is a shame. Forced to do more boring content, never being challenged, even though harder content exists. That's a big negative in my book.
Overall, an intersting idea, but lacking in oh-so-many departments. There is some novelty in the roguelike deckbuilder mechanics, but it's going to feel very familiar if you've already played the genre. There is plenty of content, but this also includes a lot of grinding. Personally, the amount of randomness in the grind is a bit too much for me, and I would prefer more certain avenues of progression. But ultimately, the reason why I already dropped the game is because it is both too easy, and too unstrategic. Card effects are unclear, meaning you're best off just playing this on a more casual level. I can imagine this is completely fine for many players looking for a casual gacha game in some novel genre to them, if they don't usually play indie games. But for me, there's nothing here, and I can't recommend it.