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A VisualNovel [[OtomeGame otome]] game by Chinese game developer [[Creator/MiHoYo miHoYo]] of [[VideoGame/GenshinImpact Genshin Impact]] and [[VideoGame/HonkaiImpact3rd Honkai Impact 3rd]] fame. It was initially released in Chinese only in 2020, but has since been greenlit for an international release. The game has officially launched on July 29, 2021.

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A VisualNovel [[OtomeGame otome]] game by Chinese game developer [[Creator/MiHoYo miHoYo]] of [[VideoGame/GenshinImpact Genshin Impact]] and [[VideoGame/HonkaiImpact3rd Honkai Impact 3rd]] fame. It was initially released in Chinese only in 2020, but has since been greenlit for an international release. The game has officially launched on July 29, 2021.
2021. Its original name is 未定事件簿 (''wèidìng shìjiàn bù''/''mitei jiken-bo'', the same name for X-Note in-game).

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* AnimalMotifs: Snakes for Marius, due to the logo of his company. Specifically, an {{Ouroboros}} forming the infinity sign. The elaborate version of his symbol puts it in front of a cross, making it resemble Nehushtan.
** Raven for Luke, [[spoiler: considering his codename]].

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* AnimalMotifs: Snakes for Marius, due to the logo of his company. Specifically, an {{Ouroboros}} forming the infinity sign. The elaborate version of his symbol puts it in front of a cross, making it resemble Nehushtan.
Nehushtan. On the cards used for Old Maid, he's symbolized with a dragon-like snake with a single horn on its head.
** Raven for Luke, [[spoiler: considering his codename]]. However, on the cards used to play Old Maid with, he's represented with a German Shepherd dog.
** Furthermore, on those cards, Artem is represented as a lion and Vyn as a snow owl, respectively.
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* RockPaperScissors: You can play this game with each of the four. Notably, the amount of Affection granted is different per character - Luke will grant 100 Affection for a win or a draw and 50 Affection for a loss, but Marius will grant the exact opposite - 100 Affection for a loss and 50 for a win or draw, making the way to maxing out his Affection or reaching the daily Affection {{Cap}} with solely him much longer than it is with Luke. This is arguably StoryAndGameplayIntegration.

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* RockPaperScissors: You can play this game with each of the four. Notably, the amount of Affection granted is different per character - Luke will grant 100 Affection for a win or a draw and 50 Affection for a loss, but Marius will grant the exact opposite - 100 Affection for a loss and 50 for a win or draw, making the way to maxing out his Affection or reaching the daily Affection {{Cap}} with solely him much longer than it is with Luke. This is arguably StoryAndGameplayIntegration.StoryAndGameplayIntegration, but Vyn seems to be the zenith as you ''have'' to win against him to get 100 Affection - and Marius may give 100 Affection if you manage to beat him even though he tried to trick you.



* TacticalRockPaperScissors: The entire battle system relies on this. Empathy beats Intuition, Intuition beats Logic and Logic beats Empathy. Each will do 1.5x the amount of original damage to the opponent - in its bare base. [[note]] That is not taking the following in account: any buffs of you or the enemy; any debuffs of you or the enemy are inflicted by and the enemy DEF [[/note]]. It can be reminded by linking Empathy's pink color to fire, Intuition's green color to earth, and Logic's blue color to water.

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* TacticalRockPaperScissors: The entire battle system relies on this. Empathy beats Intuition, Intuition beats Logic and Logic beats Empathy. Each will do 1.5x the amount of original damage to the opponent - in its bare base. [[note]] That is not taking the following in account: any buffs of you or the enemy; any debuffs of you or the enemy are inflicted by and the enemy DEF [[/note]]. It can be reminded by [[ElementalRockPaperScissors linking Empathy's pink color to fire, Intuition's green color to earth, and Logic's blue color to water.water]].
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** That said, if your power is roughly the double of your enemy's, then you may still be able to OneHitKill an Empathy argument with an Intuition card during the first wave. This becomes a tall order during the second (and an eventual third, if the enemy has it) wave however, since those tend to hold more of the enemy's HP.

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** That said, if your power is roughly the double of your enemy's, then you may still be able to OneHitKill OneHitKill, for example, an Empathy argument with an Intuition card during the first wave. This becomes a tall order during the second (and an eventual third, if the enemy has it) wave however, since those tend to hold more of the enemy's HP.
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* ImmunityAttrition: The cards you're dealt every time are in a random order, making it so that you could eventually be left with, for example, only Logic cards if your opponent's last argument's type is Intuition. In those cases, you can't do anything except trying to pick at it with your Logic cards until you run out of cards. Only after you do this, you can replenish all your cards at the cost of one turn. If the gacha is particularly skewed in your case, you may get a lot of cards of one type, making such moments much more common.
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** That said, if your power is roughly the double of your enemy's, then you may still be able to OneHitKill an Empathy argument with an Intuition card.

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** That said, if your power is roughly the double of your enemy's, then you may still be able to OneHitKill an Empathy argument with an Intuition card.card during the first wave. This becomes a tall order during the second (and an eventual third, if the enemy has it) wave however, since those tend to hold more of the enemy's HP.
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** That said, if your power is roughly the double of your enemy's, then you may still be able to OneHitKill an Empathy argument with an Intuition card.

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* RockPaperScissors: You can play this game with each of the four. Notably, the amount of Affection granted is different per character - Luke will grant 100 Affection for a win or a draw and 50 Affection for a loss, but Marius will grant the exact opposite - 100 Affection for a loss and 50 for a win or draw, making the way to maxing out his Affection or reaching the daily Affection {{Cap}} much longer than it is with Luke. This is arguably StoryAndGameplayIntegration.

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* RockPaperScissors: You can play this game with each of the four. Notably, the amount of Affection granted is different per character - Luke will grant 100 Affection for a win or a draw and 50 Affection for a loss, but Marius will grant the exact opposite - 100 Affection for a loss and 50 for a win or draw, making the way to maxing out his Affection or reaching the daily Affection {{Cap}} with solely him much longer than it is with Luke. This is arguably StoryAndGameplayIntegration.StoryAndGameplayIntegration.
* ScissorsCutsRock: If you're against an opponent with a higher power than you (in which case your power number will be highlighted in red), you can still beat the crap out of them if they happen to be of an element you have a lot of cards against, or if the opponent is of a neutral element. May still be tight, though.


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* TacticalRockPaperScissors: The entire battle system relies on this. Empathy beats Intuition, Intuition beats Logic and Logic beats Empathy. Each will do 1.5x the amount of original damage to the opponent - in its bare base. [[note]] That is not taking the following in account: any buffs of you or the enemy; any debuffs of you or the enemy are inflicted by and the enemy DEF [[/note]]. It can be reminded by linking Empathy's pink color to fire, Intuition's green color to earth, and Logic's blue color to water.
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None

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* RockPaperScissors: You can play this game with each of the four. Notably, the amount of Affection granted is different per character - Luke will grant 100 Affection for a win or a draw and 50 Affection for a loss, but Marius will grant the exact opposite - 100 Affection for a loss and 50 for a win or draw, making the way to maxing out his Affection or reaching the daily Affection {{Cap}} much longer than it is with Luke. This is arguably StoryAndGameplayIntegration.
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* JigsawPuzzlePlot: Since not everyone has equal screentime in the main story, the individual backstories of each character are scattered in several areas such as card stories and their personal side-story that's accessed in the Visit mechanic, requiring players to connect the pieces to understand their plotlines.

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* JigsawPuzzlePlot: Since not everyone has equal screentime in the main story, the individual backstories of each character are scattered in several areas such as card stories and their personal side-story that's accessed in the Visit mechanic, requiring players to connect the pieces to understand their plotlines. Further information is given through the [=NXX-OS=], which contains comments of the four as to their thoughts on the case.
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* SurprisinglyRealisticOutcome: In chapter 3, [[spoiler: it is pointed out that, due to the constantly switching beliefs of Fanny and the reason why she and Joanne planned to kill Gordon, no one is directly convicted, but they are both implied to serve time anyway]].
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* MiscarriageOfJustice: Several times ''almost''. If the main character wasn't there, [[spoiler: Vernon, Marius, Harry and Lawrence]] would all be convicted for a crime they did not commit.
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* LoonyFans: Janus certainly seems to have several. This is actually ''a relevant plot point'', as [[spoiler: the silk gloves that prove that he was the one who handled the wine had been stolen by one of them]].

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* LoonyFans: LoonyFan: Janus certainly seems to have several. This is actually ''a relevant plot point'', as [[spoiler: the silk gloves that prove that he was the one who handled the wine had been stolen by one of them]].
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* LoonyFans: Janus certainly seems to have several. This is actually ''a relevant plot point'', as [[spoiler: the silk gloves that prove that he was the one who handled the wine had been stolen by one of them]].

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* TwentyMinutesIntoTheFuture: The game takes place in 2030, and the most major hints towards that are the speed certain things are obtained and the holographic screens on tables. The in-game smartphone interface shows a ''6''G network. It should also be noted that the car used doesn't seem to have a steering wheel, which seems to hint at the invention of self-driving cars. The story in the 'Near and Far' card confirms this to be the case, as it was implemented in order to prevent drunk driving accidents.
** One of the materials needed for the skills of Artem cards mentions that it's a paperless era. This can also be seen in the library looking more like a data center than anything.

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* TwentyMinutesIntoTheFuture: The game takes place in 2030, and the most major hints towards that are the speed certain things are obtained and the holographic screens on tables. The in-game smartphone interface shows a ''6''G network. It should also be noted that the car used doesn't seem to have a steering wheel, which seems to hint at the invention of self-driving cars. The story in the 'Near and Far' card confirms this to be the case, as it was implemented in order to prevent drunk driving accidents.
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accidents. One of the materials needed for the skills of Artem cards mentions that it's a paperless era. This can also be seen in the library looking more like a data center than anything.
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* HoistByHisOwnPetard: Vyn and the main character pull this on [[spoiler: a 'pickup artist': the main character stages a breakup with Vyn, and then lures the pickup artist out, only to turn on him and confront him later on]].
** [[spoiler: When interrogated, Ian Johnson refuses to dig into deeper stuff unless he can get Ingrid Rosworth on his side - Ingrid being the one who paid him to revoke his testimony. But Ingrid also wasn't born yesterday, having figured out the stuff Ian has done and refuses to show up]].
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** Unlike other gacha games, this game treat duplicates in a similar way to ''VideoGame/{{Arknights}}'', in that every duplicate card you get is automatically converted into shards, which can be spent to improve your initial card's potentials. If said potentials are maxed out, those tokens are automatically converted into gifts, which can be spent in the shop to buy generic tokens you can use to raise the potentials of the cards depending on the token. And weirdly, this process is more or less the ''exact same'' as in aforementioned game, down to the amount of 4 generic tokens to upgrade it once.

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** Unlike other gacha games, this game treat duplicates in a similar way to ''VideoGame/{{Arknights}}'', in that every duplicate card you get is automatically converted into shards, which can be spent to improve your initial card's potentials. If said potentials are maxed out, those tokens are automatically converted into gifts, which can be spent in the shop to buy generic tokens you can use to raise the potentials of the cards depending on the token. And weirdly, this process is more or less the ''exact same'' as in aforementioned game, down to the amount of 4 generic tokens to upgrade it once. 1 generic token costs ''1000'' gifts of the lowest rarity meaning that getting 4 tokens needs 4000 gifts and thus 40 duplicate cards. Getting duplicates of SR or SSR cards and having their original form all maxed out grants rarer generic tokens, but if you've managed to get that many of them in the first place then there's something wrong with either the game or with ''you''.
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** Unlike other gacha games, this game treat duplicates in a similar way to ''VideoGame/{{Arknights}}'', in that every duplicate card you get is automatically converted into shards, which can be spent to improve your initial card's potentials. If said potentials are maxed out, those tokens are automatically converted into gifts, which can be spent in the shop to buy valuable items.

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** Unlike other gacha games, this game treat duplicates in a similar way to ''VideoGame/{{Arknights}}'', in that every duplicate card you get is automatically converted into shards, which can be spent to improve your initial card's potentials. If said potentials are maxed out, those tokens are automatically converted into gifts, which can be spent in the shop to buy valuable items. generic tokens you can use to raise the potentials of the cards depending on the token. And weirdly, this process is more or less the ''exact same'' as in aforementioned game, down to the amount of 4 generic tokens to upgrade it once.
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* NonCombatEXP: [[DownplayedTrope Downplayed]] somewhat. While cards ''do'' receive EXP from stages, that amount tends to be forgettable. To level up cards in the most efficient way, you ''need'' to use chips. In gameplay terms, 'Oracles of Justice' are consumable items that you give to cards, and you also need to pay some Stellin to have the cards earn EXP and level up.
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* JigsawPuzzlePlot: Since not everyone has equal screentime in the main story, the individual backstories of each character are scattered in several areas such as card stories and their personal side-story that's accessed in the Visit mechanic, requiring players to connect the pieces to understand their plotlines.
** The information in the Big Data archive serves as their basic biodata, while their personal side-story is more detailed, and is unlocked once certain affection levels are reached for that character. The materials needed for upgrading skills and card stories tend to drop world-building references that often aren't immediately visible, until later events put them under the spotlight.
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** One of the materials needed for the skills of Artem cards mentions that it's a paperless era. This can also be seen in the library looking more like a data center than anything.
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* MundaneMadeAwesome: The 'battles' in this game are debates. As in that you're trying to override someone else's statement with yours. It's represented as using cards to make an argument, which then hurts the opponent's argument or even outright breaks it.
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* NoPronunciationGuide: It isn’t immediately clear how NXX is supposed to sound. Does it sound like Nyx like the name of the goddess of the night, fitting the ClassicalMythology motif, or is it an acronym [[for a lethal drug that connects the case anomalies]]? The Japanese dub, at least, splits the difference by calling it [[ExactlyWhatItSaysOnTheTin N-2-X]].

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* NoPronunciationGuide: It isn’t immediately clear how NXX is supposed to sound. Does it sound like Nyx like as in the name of the goddess of the night, fitting with the ClassicalMythology Myth/ClassicalMythology motif, or is it an acronym [[for [[spoiler: for a lethal drug that connects the case anomalies]]? The Japanese dub, at least, splits the difference by calling it [[ExactlyWhatItSaysOnTheTin N-2-X]].
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*NoPronunciationGuide: It isn’t immediately clear how NXX is supposed to sound. Does it sound like Nyx like the name of the goddess of the night, fitting the ClassicalMythology motif, or is it an acronym [[for a lethal drug that connects the case anomalies]]? The Japanese dub, at least, splits the difference by calling it [[ExactlyWhatItSaysOnTheTin N-2-X]].
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* AdamSmithHatesYouGuts: The money farming in this game is pretty exhausting, yet everything that impacts your power level in a meaningful way costs Stellin to acquire. Spending NonCombatEXP to level up your cards? Stellin. Evolving a SR or SSR card for the second time? You can bet it's Stellin. One must really wonder why it costs money to feed cards chips.

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* AdamSmithHatesYouGuts: AdamSmithHatesYourGuts: The money farming in this game is pretty exhausting, yet everything that impacts your power level in a meaningful way costs Stellin to acquire. Spending NonCombatEXP to level up your cards? Stellin. Evolving a SR or SSR card for the second time? You can bet it's Stellin. One must really wonder why it costs money to feed cards chips.
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Added DiffLines:

* AdamSmithHatesYouGuts: The money farming in this game is pretty exhausting, yet everything that impacts your power level in a meaningful way costs Stellin to acquire. Spending NonCombatEXP to level up your cards? Stellin. Evolving a SR or SSR card for the second time? You can bet it's Stellin. One must really wonder why it costs money to feed cards chips.
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* AbsurdlyHighLevelCap: Don't let the numbers fool you: R cards can be evolved once they've hit their respective level cap of 40, which confers beneficial stat upgrades, allowing one to continue feeding them up to level 70. An SR and an SSR card clock in at 100 levels in total. [[MoneySink And good luck raising them that high]]!
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* RelationshipValues: As this is one part OtomeGame, you can bond with the main males to raise their affection levels. You're given an allowance of 1000 affection a day to share as you see fit through interaction and mini games. The higher their affection level, the more of their side story is unlocked to learn more about them outside of work. Affection can also be obtained through reading stories from SR and SSR cards, which are unlocked as the card is levelled up. It should be noted that the obtaining Affection from outside sources like this is not held back by the daily {{Cap}}.

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* RelationshipValues: As this is one part OtomeGame, you can bond with the main males male leads to raise their affection levels. You're given an allowance of 1000 affection a day to share as you see fit through interaction and mini games. The higher their affection level, the more of their side story is unlocked to learn more about them outside of work. Affection can also be obtained through reading stories from SR and SSR cards, which are unlocked as the card is levelled up. It should be noted that the obtaining Affection from outside sources like this is not held back by the daily {{Cap}}.
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Trope misuse. That's for character names.


* OneSteveLimit: You cannot hold 2 versions of the same card, since the copy will always be converted into material; either shards if the original version of the card does not have its potentials filled out, and into gifts if it does.
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was still in discord mode


* TwentyMinutesIntoTheFuture: The game takes place in 2030, and the most major hints towards that are the speed certain things are obtained and the holographic screens on tables. The in-game smartphone interface shows a *6*G network. It should also be noted that the car used doesn't seem to have a steering wheel, which seems to hint at the invention of self-driving cars. The story in the 'Near and Far' card confirms this to be the case, as it was implemented in order to prevent drunk driving accidents.

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* TwentyMinutesIntoTheFuture: The game takes place in 2030, and the most major hints towards that are the speed certain things are obtained and the holographic screens on tables. The in-game smartphone interface shows a *6*G ''6''G network. It should also be noted that the car used doesn't seem to have a steering wheel, which seems to hint at the invention of self-driving cars. The story in the 'Near and Far' card confirms this to be the case, as it was implemented in order to prevent drunk driving accidents.

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