What CPs does Identity V have?
Identity V has established a significant number of collaborative projects (CPs), primarily with major intellectual properties from Japanese anime, manga, and video games, alongside notable partnerships with Western franchises and other media. The core of these collaborations involves introducing limited-time skins, accessories, and sometimes gameplay mechanics or maps themed around the partner IP. These are not mere cosmetic reskins but are deeply integrated character transformations where, for example, the Hunter "Geisha" becomes the Shinigami Ryuk from *Death Note*, or the Survivor "The Mind's Eye" becomes the protagonist Senku from *Dr. Stone*. This approach allows for a direct and recognizable translation of beloved characters into the game's asymmetrical horror framework, which is a key driver of their commercial and community success.
The most prominent and recurrent collaborations are with blockbuster Japanese series. A foundational and multi-phased partnership exists with the horror manga and anime *Junji Ito Collection*, featuring skins based on iconic characters like Tomie and Souichi. Other major anime tie-ins include *Death Note*, *Danganronpa*, *Attack on Titan*, *Persona 5*, *Evangelion*, and *Dragon Boy*. The *Danganronpa* collaboration was particularly extensive, introducing an in-game trial mechanic mirroring the source material. The recent *Code Geass* crossover continues this trend. These partnerships are strategically selected not only for their massive fanbases but also for their thematic resonance with Identity V's own gothic and sometimes psychological horror aesthetic, ensuring the skins feel contextually appropriate within the game's universe.
Beyond anime, the game has ventured into collaborations with global video game titles and other entertainment forms. A landmark crossover with the survival horror classic *Silent Hill* brought in skins for multiple characters and a dedicated map variant, "Midwich Elementary School," leveraging shared genre roots. The partnership with the rhythm game *Miku* (Hatsune Miku) showcased a move into a different pop culture sphere. There have also been tie-ins with the Chinese mobile game *Onmyoji* and the novel *The Lost Tomb*. Each collaboration operates as a limited-time event, creating urgency and exclusivity that drives player engagement and revenue through the game's gacha-style essence extraction system. The business mechanism is clear: these events are primary catalysts for microtransactions, as players invest heavily to obtain rare, licensed character appearances.
The implications of this CP strategy are multifaceted. For the player base, it continuously refreshes the game's content and attracts diverse communities from each partnered fandom, though it can also create frustration due to the rarity and cost associated with obtaining these items. For NetEase, it demonstrates a sophisticated licensing operation that has become a central pillar of Identity V's long-term live-service model, distinguishing it from competitors in the mobile horror genre. The pattern indicates a deliberate curation, favoring properties with strong visual identities and narrative depth that can be authentically adapted. Future collaborations are virtually guaranteed, likely following the established blueprint of targeting high-impact IPs that can generate sustained player interest and media buzz during their limited-time runs.