【新作ゲーム】無限大 ANANTA β前でこの完成度はヤバい…格闘も都市探索も神レベル

Thank you for waiting, everyone This is Daichi from SOCIAL GAME LAB Last week, we participated in the Tokyo Game Show 2025 for four days, and I would like to share the details in several parts In this first time, we won the Future Award at our debut exhibition About the highly anticipated ‘Infinite ANATA’ Having played the actual game, I would like to share my impressions and discuss the points of differentiation from that title, which is planned for release as an urban type, as well as what I hope to see in future urban types I have summarized my personal impressions for your reference Please make sure to watch until the end Rather than a chronological order, the structure combines four days, so there may be some parts that are difficult to see, but I appreciate your understanding Please also hit the subscribe button and give the video a thumbs up Now, let’s look at it with clear eyes! First, on the right side of the booth, there are large monitors and a large monument on display The monitor displayed the early story scenes that we are about to play The impressive stance of ‘Taffy’ welcomes us along with the ‘protagonist’ and ‘Riki’ The left side is a photo space for Layer-san, where characters are randomly swapped in Upon entering, the play area is at the back, with a novelty exchange station and a shooting space with cosplayers For reference, here’s how crowded it has been over the four days On the first day of the business event, it looks like this in the morning; there’s still some room, but the play area line is temporarily stopped The second day was quite intense; it was a general day under the name of business day So, the first day of the general day was the beginning of suffering and hell I lined up from 5 AM, the park opened at 9 AM, and I arrived at the booth by 9:20 At this point, the trial play line was closed… I gave up on playing And since it became a ticket system on the final day, the congestion in front of the booth was significantly alleviated Even so, the situation was still getting crowded as time went on On the final day of the game show, there was an event stage The Japan Game Awards 2025 ‘Future Category’ award ceremony was held, and surprisingly, ‘Infinite ANANTA’ won the award. Congratulations! Yes, thank you for waiting From here on, it’s the play review This will be purely my personal impressions To sum it up in one word, this game is a title that skillfully combines original elements while respecting the best aspects of various masterpieces As a result, my first impression was more enjoyable than I had imagined The playtime was only 15 minutes Even so, the structure allows you to fully experience the fun of both the story and exploration parts In the story part, you get to experience battles and car chases to get accustomed to the controls, naturally leading you into exploration. This flow is really well done Even in a short time, it made me feel that it was ‘fun to play.’ I was particularly impressed by this aspect, especially since I understand it from being involved in the same gaming industry It’s not just about letting them play; there’s a thorough focus on ‘how to let them play.’ In fact, I’ve seen over 10 AAA titles this time, and each title had its own unique innovations What allowed me to experience such core fun in a short amount of time was ‘Mugendai’ particularly stood out in that regard Many end up experiencing only sudden boss battles or exploration without getting used to the controls This doesn’t convey the fun of the game In that regard, Mugen Dai has clearly understood ‘what and how to convey to the player’ and has created a promotional ROM accordingly The seriousness and attention to detail were palpable from the moment I experienced it That’s why, even from a promotional perspective, this demo is undoubtedly a great success If everyone is going to experience it, it’s better than being thrown straight into a boss battle or exploration Don’t you think it’s more enjoyable to get used to the controls naturally before diving into exploration and combat? And the result is, of course, winning the Future Division of the Japan Game Awards Anyone who has played it would surely agree, ‘Oh, this is definitely going to win.’ Honestly, I could talk for hours just about this satisfaction Well, that got a bit long, but here comes the story part As for whether the protagonist’s ‘gender’ can be changed, in this trial version, it couldn’t be changed However, I believe it can be modified Given the current times, it’s certainly possible Additionally, in the character introduction booklet I received on-site, Since it says ‘Protagonist (Male Ver.)’, I think it can definitely be changed In the story part, I enjoyed the ‘combat’ and ‘car chase’ The foundation of ‘combat’ can be simply described as pursuing a more realistic fighting expression similar to the brawling action in ‘Yakuza’ It seems that while following in the footsteps of ‘GTA’ and ‘Assassin’s Creed’, the battle system that further utilizes the environment is benchmarked against belt-scrolling action games like ‘Nekketsu Kōha Kunio-kun’ and ‘Final Fight’ So, it’s the trendy refreshing action right now For example, it’s not the flashy action you might find in titles like ‘Narukaze’ or ‘Zen Zero’ As a result, you can experience a refreshing feeling from a momentary powerful strike rather than an overwhelming sense of exhilaration Although the combat appears somewhat plain, it provided a very enjoyable experience The characteristic of the ‘protagonist’s’ fighting style is the ability to unleash a powerful strike by wrapping tentacles around their arms You can perform special attacks such as restraining the opponent and slamming them down, as well as extending your tentacles to move instantly Additionally, as a basic action, you can trigger a parry by timing your guard correctly, or perform a perfect dodge by evading at the right moment The parry allows for a powerful counterattack, and what surprised me was its effectiveness against multiple attacks At the same time, you can trigger a parry, and in terms of utilizing the environment for battle, you can even slam enemies into objects By using telekinesis, you can throw manhole covers, and the satisfaction of a single impactful moment is different from the trendy action games of today I think some people might think that it’s difficult because there are so many actions involved The operation itself isn’t overly complicated, so just keep pressing the basic attack button When your skills are charged, activate them at the right timing Regarding parrying, look for the blue effect when the enemy starts their attack Alternatively, you can trigger a parry by guarding at the moment the red effect occurs Since there is a long interval for timing, you can parry even if it’s not perfectly timed However, in the case of the red effect, it seems to indicate a special attack There might be a slight chance that the timing becomes critical or that parrying may not be possible I haven’t been able to verify this, so if anyone knows, please leave a comment This time it was a battle led by the ‘protagonist’, but since the characteristics change depending on the character, I think you’ll have a different experience As for the car chase part, driving the car itself isn’t too difficult Moreover, when it comes to gunfights, the driving becomes automatic, allowing you to focus on shooting With auto-aim, the reticle sticks to enemy characters You can eliminate enemies without any issues even if you lack aiming skills By targeting the tires, you can flip the car over, and if you use weapons other than a machine gun, you might create even more spectacular explosions, allowing for some hardcore fun As for the story part, it goes like this Next is exploration mode Now you can play freely, as if inviting you to have fun For now, I’m using the protagonist’s tentacles for special movement, and it’s more pleasurable than I expected It’s fast and stress-free when it comes to moving around I haven’t been able to verify it, but I feel like there might be height restrictions I wonder if it would be a completely different experience if this movement could be done from the rooftops of high-rise buildings It’s exciting to imagine, isn’t it? Next, they belong to a police organization that is close to the protagonist I didn’t have much playtime with ‘Riki’, though In combat, not only hand-to-hand fighting but also gunfights are possible! It seems that a common element among all characters is the ability to pick up and use enemy weapons And due to her position, she can stop and question people in the streets, arrest them, or take them into custody, which constitutes an abuse of power! I believe this abuse of power could be useful in some investigation Next is ‘Taffy’, who can move around on a Segway bike, allowing for agility and speed, making travel comfortable And you can overcome or destroy certain obstacles to some extent, Surprisingly, it provides a pleasant experience while riding, I haven’t actually been able to play it yet, though This Segway bike can actually transform into a hammer form and can also be used as a weapon The three characters I was able to use this time were all unique, each with their own characteristics, making them enjoyable to play Regarding movement, all characters are easy to control and can run on walls, so it gives the impression that there is no difference in comfort based on the character, ensuring fairness The map is wider than I thought I traveled about 4 km to my destination using Taffy’s Segway bike It takes about a minute to travel 1 km I think it would be difficult to move around on foot That said, I believe there will probably be some sort of fast travel feature I’m curious about how this character’s unique means of transportation will be utilized when that happens Overall, this playtest was really well-crafted with very few points of concern, but One thing that felt a bit off was the auto-aim during the car chase Since the reticle moves towards enemy characters, when you want to aim for the tires, the activation of auto-aim makes it difficult to smoothly target the tires, leading to a disconnect between thought and action, which affected the pacing Next, there is a discrepancy in the position of the bullets coming out of the muzzle during aiming Since the bullets are not flying to the center of the reticle, it was difficult to aim This is quite concerning, so I would appreciate it if you could make adjustments Next is drift. I might just be bad at drifting, though It’s great that the drift button makes the car slide, but it slides more than I expected and I can’t make the turn It’s a matter of technique or something else, I guess Regarding this matter, I was able to meet several viewers on the day of TGS, and when I listened to everyone’s stories, they all seemed to slide in the same way The steering is light, so it turns around quickly I might need a little more practice when it comes to driving Well, as a ROM presented for the first time without even starting the beta test, it was quite satisfying I’m not too worried since it will be further improved through the upcoming beta test That’s how it feels So, at this timing, let’s summarize the current information on how the urban-themed NTE is differentiated In terms of combat experience, NTE fundamentally offers a refreshing combat style with skill combinations, attribute linkages, and flashy effects and cut-ins, which are on a different vector Mugen Dai is a fighting action that pursues realistic combat, so the experiences gained are completely different, and I get the impression that both titles are well differentiated in a good way During exploration, both titles have unique movement methods for each character, so they feel somewhat similar NTE is designed to allow you to enjoy the act of moving itself, such as by using public transportation like trains and buses On the other hand, while it is unclear whether public transportation can be used in Mugen Dai, there is no stamina required for any mode of transportation, allowing for stress-free movement Additionally, regarding the map design, both are three-dimensional and convey a sense of depth In NTE, you can explore while immersing yourself in the atmosphere of rain, snow, and nighttime neon lights, while in Mugen Dai, the intricate details of the map spark curiosity about what lies over there and what is happening here It’s just that there are overwhelmingly fewer cases with infinite playtime It’s a bit silly to compare since I can’t accurately see the finer details It felt like I talked to a few viewers who were on site In urban exploration, it feels like what can be done with NTE is almost limitless and can be completed So while there is differentiation in combat and the world view, I feel that there isn’t much significant differentiation in urban exploration Personally, I think it would be interesting if the main characters were wandering around the city For example, in the case of infinity, Riki was conducting a stop-and-question as a police officer, and Taffy was making deliveries on a Segway If we could encounter them as a chance meeting rather than an event, it would be exciting to feel that ‘they are living in this city.’ It’s not just a city as a stage, but a world where the characters’ daily lives flow If you can create a sense of being part of it, you can turn the city itself into a story If the main character can move freely around the city, it feels exciting like finding a friend I think it would become a unique charm of a ‘city game where you can meet friends,’ and I hope for a game like that Yes, this time I have summarized the first impressions of ‘Infinite ANANTA’, which won the Feature Award at Tokyo Game Show 2025, and the points of differentiation from the same genre’s NTE How was that summary? Since it’s scheduled for release in 2026, I think the beta test will be conducted soon, so I’m really looking forward to it I definitely want to have infinite expectations If you have any thoughts, please feel free to leave a comment That concludes this video If you haven’t subscribed to the channel yet, please take this opportunity to do so Please subscribe to the channel and give the video a thumbs up Thank you for watching up to this point Look forward to the next time!

東京ゲームショウ2025で話題沸騰!『無限大 ANANTA』試遊レビュー」
話題の新作アクションRPG 「無限大 ANANTA」 を実機プレイしてきました!
まだβテスト前にもかかわらず、格闘アクション・カーチェイス・都市探索すべてが神レベルの完成度でした。

✅ 喧嘩アクション風のリアルな戦闘
✅ 爽快なカーチェイス体験
✅ キャラ固有の移動手段でストレスゼロの探索
✅ 2026年リリース予定の最新オープンワールドRPG

本動画では、TGS2025でプレイしたレビューをもとに、
「無限大 ANANTA」がなぜ覇権候補と思われるのかを徹底解説しています。

ぜひ最後までご覧ください!
感想や気になったポイントはコメントで教えてくださいね。

00:00 – Start
00:54 – ブース構成
02:21 – プレイレビュー FTUEがしっかりと機能している
04:38 – ストーリパート:格闘
07:28 – ストーリパート:カーチェイス
08:00 – 探索パート
10:11 – 惜しい部分
11:32 – NTEとの差別化要素
13:18 – 都市型に対する解体したいところ(要望)
14:09 – まとめ

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