I’ll be completely honest: I didn’t have a good opinion of NTT Solmare even before approaching the game this review is about. After exploring their sole non Moe! Ninja Girls, I was absolutely stunned with the predatory monetisation and poor quality of that title. I was still curious about their otome projects though and decided to check out one featuring the theme I personally enjoy a lot: vampires. Thus, I ended up playing Blood in Roses+, one of the over 20(!) games in the Shall We Date? series and what I found there was an extension of my Moe! Ninja Girl experience, along with some interesting surprises (which doesn’t mean any of them were particularly pleasant). -otome visual novel,, I was absolutely stunned with the predatory monetisation and poor quality of that title. I was still curious about their otome projects though and decided to check out one featuring the theme I personally enjoy a lot: vampires. Thus, I ended up playing, one of the over 20(!) games in theseries and what I found there was an extension of myexperience, along with some interesting surprises (which doesn’t mean any of them were particularly pleasant).

First, however, a bit of context is required. NTT Solmare is a Japanese company producing e-books and mobile games primarily for the Western market. Shall We Date? Otome games are their flagship product and can be split into two categories: paid apps, which are mostly Android/iOS, English-localized ports of other companies' otome VNs, including some Idea Factory/Otomate titles, and free apps which are produced by NTT Solmare themselves. Since 2011, they’ve released literally dozens of cheaply-made, but aggressively monetized games, particularly in the free-to-play segment. This is also the category where Blood in Roses+ fits in, being a fully free-to-play mobile VN, in which you can theoretically experience an impressive and constantly-expanding pool of content without paying anything. There’s a catch though… Or a dozen, which are all worth discussing in detail due to the unbelievable abuse of the VN format they represent.

The consistent setting and a cast of characters shared between the many alternative-universe scenarios are among the game’s few redeeming qualities

Before I get to ripping the game to pieces for its business model, what is Blood in Roses about? At its core, it’s a supernatural romance featuring a human protagonist becoming involved with a group of powerful vampires and other fantasy creatures – nearly all of them in the form of ridiculously-attractive ikemen, of course. Every one of the 25(!) hero routes (there’s a token yuri one too) revolves around the Hotel Libra Sincera, a castle built at the crossroads between the human and magical world, and a core cast of characters, including Alfred and Rupert, the vampire twins in charge of the hotel. There’s also the mystical rose garden present within the Libra Sincera's walls, which the game takes its title from and which usually proves to be of crucial importance to the protagonist. Every hero arc can be considered an alternative-universe scenario, telling a self-contained, conclusive intrigue and romance scenario. While there are some recommended “beginner routes” that work best as an introduction to the game’s lore, the only thing you probably shouldn’t do is starting with one of the arcs featuring the “hunter” protagonist – the second version of the lead character, added in one of the later updated to the game, original one being the “witch”. Those play a lot on the previously-established lore and will be more fun to experience if you know the “core” stories like Alfred’s and Rupert’s.

While, in general, the game’s writing is generic and often quite uninspired, most routes have their interesting moments and the ability to see so many version of the story and different perspectives is quite fun, making the game more enjoyable the more you play it. The protagonists (they’re explicitly two versions of the same person from different timelines, but are also different enough in their skillsets and behaviour to be considered separate characters) are also rather fine, with a major caveat that I mostly enjoyed them when choosing “moonlight” dialogue options. This is part of the game’s karma system, determining which ending you get : moonlight choices usually involve the protagonist being more decisive, aggressive and openly affectionate towards the hero, while the opposite “sunlight” route basically means her being a bag of wet noodles (or in other words, a stereotypical otome protagonist). Especially in the case of the witch, who starts her story as a prisoner of the vampire brothers, sunlight choices are rather jarring to observe and often lead to submissive endings that rubbed me the wrong way.

The avatar system and all the gameplay mechanics of Shall We Date? games are more roadblocks preventing you from experiencing the story, than actual sources of fun

Thus far, it doesn’t sound so bad, right? What’s the issue then? Well, the first problem is that you read the story in tiny, 1-2 minute bits (scenes), each of them costing a story ticket. You can get up to 6 free story tickets per day (with up to 5 stored at once), but if you want to read faster, you have to buy premium tickets at an insane price of $2 apiece. This already creates an extremely stilted reading experience, exasperated by the Blood in Roses’ clunky UI and very high input lag – the client acts pretty much as a web browser, with all the nasty implications you might be familiar with if you played old browser games in the early 2000s. If you think, however, that you’d be able to just buy $200 worth of story tickets and read a full route in one go, you’re sorely mistaken. The game also forces you to participate in the crude minigame called “Miss Rose Contest”, where you compete with other players to farm two in-game currencies: Tokens and Lady Level. You require both to bypass “Love Challenges”, literal roadblocks that prevent you from reading the story any further until you buy a specific avatar item for Tokens or reach high-enough Lady Level. This is, of course, another way to extort money from you, although bypassing these challenges with cash is so expensive that you should probably forget about doing so unless you’re a Saudi sheikh.

There’s another layer of scummy to Love Challenges: using premium currency to buy special items in some of the challenges will reward you with premium version of the story, with special dialogue and an extra CG that will save to your library (quite often for a price of a full route or two in a much better game). The Love Challenges are also designed to show up often enough and with so high Token prices required to bypass them, that you’re likely to get stuck for literal days farming currency to just continue reading (no matter how many story tickets you might have). And if you wondered if there was some aspect of the VN experience that wasn’t monetized yet, the aforementioned moonlight/sunlight endings also have a trick to them. You cannot go back on your choices without resetting the whole route (each consists of ten chapters, or around 170 scenes total) and losing all the story tickets you used and Lady Level you farmed (it always resets after finishing or switching a route). This means that if you mess up the dialogue too many times and don’t get enough points in either alignment, you’ll end up being stuck with a short, bad “Farewell Ending” – that is, unless you use the premium currency to boost your points. What makes all this even worse than Moe! Ninja Girls is that while that game also represented shocking levels of greed, it at least had the decency of consistently awarding you premium currency through events and rewards for finishing story chapters. Here, you can only rely on your wallet to get you any of the game’s premium features.

Speaking of events, as you can imagine, those are pretty impossible to complete in without going full pay-to-win – in my first experience, even using up all of the very significant starting bonuses (around 70 premium story tickets and other expensive item you get for free in the first two weeks of playing) I could just barely keep myself in the top 1000 ranking and earn some worthwhile rewards. Interestingly enough, after I already invested a lot into said event (they work in 20-day cycles), the game sabotaged me in a way by starting a new character’s launch bonus, giving five times the diamonds for reading chapters in his story, which I had no interest in (and would have to abandon the route I was two-thirds into and actually enjoying). The sudden need for choosing between reading something I had little interest in and shooting myself in the foot gameplay-wise was not something I enjoyed.

Some of these heroes might look like abusing assholes at first, but ACTUALLY , they are abusive assholes with minor redeeming qualities, which magically make everything they do acceptable...?

Of course, the are minor prices in the events that you can get to just by playing consistently and one of the Blood in Roses’ features I actually like comes into play here too – you can get a lot of minor bonuses, like extra diamonds for events, extra energy for Miss Rose Contest and faster story ticket recovery by watching ads. This is something I consider a much more reasonable option that just asking you to pay up, but it hardly changes the predatory nature of all the game’s core features. In this topic, I should probably quickly go through the avatar system, which lets you equip items you get from mandatory Love Challenge purchases, the events, the "Make a Date” gacha (another thing that is fuelled mostly by the Miss Rose Contest, as every 5-win streak will award you tokens for the gacha machine) and unreasonably-expensive premium gachas. For a non-paying player this is another source of frustration, as while there’s a number of cool items you can buy for Tokens, if you also want to read the story consistently, you’ll pretty much never have any extra ones to buy an item you actually want, rather than the ones you need to progress through the roadblocks. Also, there’s a pretty strict limit on how many avatar items you can own, possible to expand through pricey consumables – another limitation that seems to have little purpose other than making you pay up If you’re not lucky enough to earn those from events or gacha and you run out of space.

In the end, literally everything in Blood in Roses is an aggressive, meticulously-crafted scheme to extort money from the player. The depth of predatory monetisation is so severe that I have a hard time to consider it a game, or especially a visual novel – it’s a scam disguised as one. It might look and sound decent-enough at first, but quickly shows its ugly face of a cynical money-making machine that puts manipulating the played into spending money over any kind of fun or creative integrity. While the daily routine of interacting with the game might not be wholly-unenjoyable, I find what it truly represents nothing short of disgusting, mostly because it’s not an isolated case, but simply an iteration of NTT Solmare’s utterly corrupt business model. This is mobile gaming at its absolute worst and a gross bastardisation of the visual novel formula – if you care about our niche at all, otome and beyond, please don’t support this company and other ones utilizing similar practices. They don’t deserve it.

Final Rating: 1,5/5

Pros:

+ The art isn’t bad

+ Most routes have their moments

Cons:

- All-around despicable business model

- Overly simplistic, tacked-on gameplay mechanics

- Clunky UI that makes daily tasks an absolute chore

- Ultimately shallow storytelling