RobertSmith
Overall, this is a solid slice-of-life cultivation comedy with a fresh modern setting. The system is not an instant-win button but a source of absurd side quests. The protagonist is relatable and funny, the supporting cast is lively, and the worldbuilding is rich with small details. It’s not trying to be deep or epic, but it’s genuinely entertaining. Perfect for winding down after a long day. I’d recommend it to anyone who likes light-hearted cultivation stories with a modern twist.
2 The author also makes a point to show the Jinyiwei's code. They can't prosecute one of their own without evidence. That adds a layer of realism to a fantasy world. Even a powerful organization like the Jinyiwei has rules.
The "Soul-cooking Pot" being found in a previous dungeon is a nice touch. It’s not another random overpowered cheat item. It’s a cool, useful tool he acquired through adventuring. It feels earned. And Rein’s reaction to it—clapping her hands like a child—is such a heartwarming contrast to her usually composed personality.
I've made my way through Chapter 216, and unfortunately, I have to say that my experience with this story hasn't improved at all. The main character (MC) often feels like nothing more than a pawn in the system's game—a mere lapdog, if you will. His motivations seem to be driven primarily by the rewards of the system's missions, coupled with a rather sadistic desire to accumulate points. Even when the MC doesn’t intentionally try to manipulate situations, it often feels like he unwittingly benefits others around him. This includes instances where his inner demons lead to berserk moments, which somehow end up gaining him goodwill and protection from other users, cleverly hiding his ulterior motive of farming demonic points. One of the overarching themes of the narrative—that every game inherently torments its users—may be apparent from the title, but I find it rather off-putting. The relentless cycle feels like nothing more than continuous torture disguised as entertainment, with bait rewards designed solely to retain users' interest. There's a predictable formula that plays out: a dilemma arises, the MC remains inactive, the system intervenes with a mission, and then the MC is thrust into creating a game as a response. Thus far, there hasn’t been a single game that the MC has crafted entirely on his own accord. Every game seems to emerge from either directives from the elders or the system itself. This reliance on external prompts diminishes the depth of the character and his agency within the story. Moreover, it's quite absurd how swiftly the MC’s cultivation has ascended—he’s achieved Golden Core level in just a few months—but yet he still insists on subjecting users to torment as if that's the only pace for progress. Additionally, the narrative glaringly lacks meaningful scenes that take place outside of the game environments. While the games are consistently presented as beneficial for cultivation, there are no real demonstrations of how they effectively enhance the characters' abilities. For instance, it would be fascinating to see a comparison between a gamer and a non-gamer in a duel, showcasing the tangible improvements in their cultivation as a result of gameplay. So far, we have only encountered vague references to opportunities and breakthroughs, which leaves a lot to be desired in terms of demonstrating the actual impact of these gaming experiences on cultivation. Overall, I find myself hoping for a more dynamic and engaging narrative that empowers the MC and better illustrates the effects of the games, rather than one that feels like a chore to slog through.
