At Tokyo Game Show 2025, Naked Rain and NetEase Games showcased ANANTA with a 30-minute hands-on demo split into Story Mode and Exploration Mode. In that short session, the game revealed an ambitious mix of mechanics. It jumped between cinematic action, free exploration, and character-driven missions. Surprisingly, it all came together in a way that felt both chaotic and stylish.
Story Mode

The Story Mode demo lasted about 15 minutes and immediately dropped players into combat. This first fight served as a tutorial, teaching basic controls: block with L1, attack with R1, and vault over enemies with R1 + X. The vault move acted like a parry, making it one of the more satisfying mechanics. Enemies had stamina bars beneath their health, and breaking them allowed finishing attacks.
Soon after, the pace shifted into an escape sequence. Lykaia, a supporting character, drove the car while the player defended against enemies. Suddenly, the perspective switched into first-person, turning the scene into a shooting segment where targeting tires caused spectacular crashes.

Later, control of the car returned to the player. This time, the focus was on ramming enemy vehicles while avoiding obstacles. A short sequence at the Sakura train station stood out. Despite lasting only half a minute, the art direction highlighted how vibrant the world could look.
The chase ended with a crash, pushing the player into QTE sequences. Interestingly, failing those prompts didn’t end the run. Instead, the game kept moving forward, emphasizing momentum over punishment. In just 15 minutes, Story Mode packed in tutorials, firefights, vehicle chases, and cinematic flourishes.
Exploration Mode

Exploration Mode shifted the pace entirely. Here, players could freely roam the city, drive vehicles, and fight enemies at their own speed. The demo also allowed switching between three characters: Richie the officer, Taffy the rabbit girl, and the protagonist.
Each had unique abilities. The main character used symbiotic powers to fly and climb buildings, opening vertical exploration. Richie could stop NPCs and arrest them, reflecting his role as a cop. Taffy balanced things out with her scooter rides and lighthearted missions. The contrast between the characters added variety to even simple tasks.

There were also small touches. Players could shower in their apartment or change outfits, giving the demo a sense of customization. Taffy’s mission stood out the most. After stopping crime, she had to deliver a coffin containing a vampire. Driving recklessly made the vampire vomit, turning the task into a funny and memorable moment.
First Impressions of ANANTA
In just half an hour, ANANTA managed to feel like several games blended into one. It combined Spider-Man-style combat, GTA-like open-world freedom, and explosive Uncharted-inspired set pieces. Normally, such ambition risks becoming messy. Here, though, the transitions felt smooth and natural.
The variety also kept things engaging. One moment I was swinging across rooftops, then I was drifting through crowded streets, and later I was completing quirky patrol missions. Each character offered a distinct flavor of gameplay, which kept the pacing fresh.
What impressed me most was Naked Rain’s confidence. ANANTA doesn’t settle on a single identity—it embraces chaos and turns it into energy. If the full release can balance its scope, it could stand out as one of the most unpredictable yet exciting titles in development.




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