Enough of E3! Let’s talk about other games #2017

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Zanki Zero (PS4/PSVita)

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Survival-RPG produced by the DanganRonpa team, Zanki Zero has the most interesting concept this year. Zanki is an idiom known in shoot’em up which represents the number of starships remaining before game over. In the same logic, the 8 boys and girls of Spike Chunsoft’s devastated world will have to progress and survive until no one remains. Rather advanced in its management, Zanki Zero will ask the player to quell the stress of the characters and even take care of their natural needs.

Shin Yomawari (PS4/PSVita)

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Remarkable game of 2016 in the fear department, Yomawari obviously sold well enough to warrant a sequel because Nippon Ichi Software plans to release Shin Yomawari in very territory this year. You will this time control two girls on after another, the world will be larger, including indoor environments among new frightening spots.

Tokyo Clanpool (PSVita)

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Compile Heart is on the move on Vita with a brand-new DRPG, the heroine which is… a loli prime minister ! Along with her cabinet, Natsume tackles the exploration of a mysterious black tower that crashed on the Japanese Diet building. Openly political, Tokyo Clanpool features a support rating as central criteria.

Dragon Quest XI (PS4)

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After the moral collapse of Final Fantasy, Dragon Quest XI is one of the references JRPG fans must consider. Casino, horse racing, dragon mounting, smith… SquareEnix’s next hit underlines its rich content and classicism to better attract summer players.

The Great Ace Attorney 2 (3DS)

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Cool but significantly incomplete, Great Ace Attorney had sequel” written all over it. That’s now on rails and we’ll again have the pleasure to experience the Victorian and Meiji era with Ryunôsuke, but also from the eyes of his distant cousin Ryutarô.

Legend of Heroes Trails of Cold Steel III (PS4)

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Falcom likes to play with fans’ feelings with its first PS4 exclusive. Trails of Cold Steel III reshuffles the roles and calls back popular characters from older episodes. Unexpectedly, Aurelia becomes headmistress of Thors Academy, Tio makes a noticeable entrance and eccentric Dubally will once more stand on your way along with the threatening secret society she belongs to. Meanwhile, no word on your former comrades from Trails of Cold Steel II… Falcom or the master of suspense.

Nights of Azure 2 (PS4/PSVita/Switch)

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Obsequious to Nintendo’s orders in exchange for a juicy part of profits in the Fire Emblem Warriors project, KoeiTecmo had left Nights of Azure in the dark the time the were preparing the Switch version. Having recently reappeared in the press, Gust’s action-RPG showed its final casting of Ashule’s partners and detailed the swimsuits offered as an apology for the long delay.

Moero Castle Panzers (PS4)

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Compile Heart had a clear purpose when choosing PS4 as the only platform for Moero Castle Panzers. The company intends to offer the usual Moero experience (touching the girls’ body) in the best 3D they can deliver. In terms of battle, we’re now looking to tactical-RPG featuring various jobs depending on the equipped underwear (!).

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Review – Cyberdimension Neptunia 4 Goddess Online

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I had been exactly 1 year, 2 months and 2 weeks since Superdimension Neptune vs Sega Hard Girls when Cyberdimension Neptunia 4 Goddess Online hits Japanese shelves last February. Compile Heart had declared in April 2016 that this time they would take their time and not disappoint. 1 year later, what’s left of that promise? Not much I’m afraid…

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For that 2nd PS4 exclusive, Compile takes a similar approach to Hyperdimension Neptune U, which means a action-RPG spin-off that tells a small parallel story to the main episodes. In this one, Neptune, Blanc, Vert and Noire are testing a VR MMO, the famous Four Goddess Online played by Vert in the main series. For that, Cyberdimension Neptunia has little story focus, despite the hacking part which slightly bolstered the interest. In the end, the narrative had little surprise and very flat story-telling.

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The city is where you’ll chat with all the characters. That’s the place where all the funny things happen via chatting here and there. You’ll make acquaintance with Kiria & Kuronekohime, two lovers intending to clear the game before Neptune’s party. The reference made to Reki Kawahara’s universes is pretty clear and there are some cool Easter Eggs to Sword Art Online, plus some clever jokes like confession part in the cathedral or Uzume’s strange pet. But in terms of overall side content, it was light and somewhat boring. Some anecdotes were very strange, not to say embarrassing like Vert’s tea lectures. I’m still wonder how we came from console wars to tea… That felt horribly out of place, sign that no interesting renewal has been found for the series.

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Characters were notably under-used : Kiria & Kuronekohime vanish at mid-game and personally I’d have wanted further story development for Mein who has been the most sympathetic new girl. It is quite striking to notice that Cyberdimension Neptunia is the first episode that does not introduce a new playable character. The 4 little sisters quickly join your party, followed by Purple Heart, Black Heart, Green Heart and White Heart who are separate characters in this title. That makes a somewhat underwhelming total of 12 playable characters when recent episodes did much better on that.

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But as far as I’m concerned, the most disheartening side is that there are few illustrations, most of them not that fantastic. It’s pretty, but bland. Tsunako’s talent is misused and you could sense that in the interview just before release. Cyberdimension Neptunia is at the end of a political process aimed at watering down the experience by removing fan-service as much as possible to make it some classic kawaii JRPG. But in doing this, the series is just becoming shallower and fades in comparison to Senran Kagura Peach Beach Splash for example. Here again, that goes against what had been said in the April 2016 interview : it’s clear that there is nothing to expect anymore.

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Funny to notice that after April 2016, official speech focuses on only one thing : Unreal Engine 4. Compile had promised a revolution thanks to the powerful engine. In a way, it’s a success : Cyberdimension Neptunia is definitely seamless compared to past episodes, to the point you really feel the series has made a step forward. Movements so quick that you have to re-learn how to play. It’s a real pleasure to witness the Neptunia universe running at 60 fps. Special effects and lightning effects have also improved a lot, and some character (not all) models seems sharper than before. However, environments still looks pretty barren, and maps are somewhat tiny. Level design is bad and exploration is absent. Once again, we’re far from what Megadimension Neptunia VII had offered in that department.

It’s a game in a game, so the characters get fixed jobs inspired by classical RPG, that are different to what you’ve been accustomed to : Noire is Black Knight and fights now with a spear, Rom and Ram become respectively Samurai and Ninja, and therefore fight head to head against monsters. All characters can equip 4 skills or magic spells, which you choose via the rear buttons, just like in Dragon Quest Heroes for example. Those are pretty much welcome to complete the one and only combo available per character, first sign of shallow gameplay. Locking proved very unstable and unable to give a clear sight in battle. Dodging is totally ineffective, but there’s a reason for that : Cyberdimension Neptunia’s gameplay is based on guard & counter. Hitting after a successful guard trigger a counterattack, something that quickly becomes natural all game long.

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The problem is that it produces a static and lackluster battle system. There player may be bored quickly by such lack of variety, another problem being the low challenge. You have a whole second to launch your counterattack, enemies are weak, brainless and your own characters gain experience and levels at breakneck pace. There aren’t many enemies on the map either, so you don’t have the same enjoyment as the PSVita action games.

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Bosses are considerably rehashed within the game, and show poor battle patterns. Game over doesn’t even exist. So in the gameplay department alone, Cyberdimension Neptunia seems a major failure to me, only the final being tough enough to bring some fever.

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The lack of care in the development is obvious when you look at the general picture. As unbelievable as it may sound, the live 2D, which was born with the series, is out : 2D models are sadly fixed and lip sync is nowhere to be seen either. The use of Unreal Engine 4 didn’t go very far. Cut-scenes are rare (2 or 3 tops) and fail to impress too. Photo mode doesn’t stop the action, so a lot less good than the one in MegaTagmension Blanc + Neptune vs Zombie Army. The multiplayer has been simply dreadful since only the room host could benefit from correct frame-rate. It took Compile and Tamsoft about 30 days to address this problem among other bugs. Far too late : a game that can be platted within 30-40 hours doesn’t last you one month…

1 year for this?”. That’s what I wondered while watching the end credits of Cyberdimension Neptunia. Despite the unquestionable graphical improvements, we find ourselves with an episode delivering very little in every other aspect instead of tackling long-lasting drawbacks. A game of a series that has lost its true self, with insufficient volume, and that ultimately come to remind us that graphics alone don’t make a great game.

Review – Mary Skelter Nightmares

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How to renew Dungeon-RPG? In a genre fairly common on handheld due to its low profitability threshold, we might come to think we’ve seen everything. But here comes Compile Heart, determined to bring some changes in a now classic gameplay frame with Mary Skelter Nightmares.

Mary Skelter Nightmares takes place in a town that has slumped 666 meter underground. The cause of this disaster is an eerie tower that has sprouted from nowhere, unleashing countless fiends called Märchen (pronounce merhen) that capture inhabitants and torture them in the dark building. Jack and Alice are two of those prisoners waiting for their turn in anguish, until a young girl member of the local resistance, the Reimei, helps them evade what some already call Jail. After generations struggling to get rid of the Märchen, humans finally got their trump card : the Keshiki Shôjo, girls of unbelievable strength capable of slaughtering Märchen. With Alice, the group is large enough for the resistance to carry out its long-lasting plan : reach the surface through Jail.

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Although fragmented (because told between extremely long dungeons), Mary Skelter Nightmares’s narrative felt more interesting than your average Compile Heart plot. Given that the IP gave birth to two novelizations, you’d expect no less. It manages to create a suspense in which every character around you seems suspect. Dialogs also were more interesting than usual since it has a somewhat dark atmosphere full of suspicion that fits the horrible story. You can’t help being disappointed by the ending though, very unsurprising for a scenario that definitively had potential to impress. More than that, the lack of proper epilogue is a huge letdown since the player would expect to learn what happens to the main characters after the end.

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Mary Skelter Nightmares being a “girl game” like they say in Japan, the girls are lot more interesting characters than Jack, himself being being a perfect example of weak-minded hero always walked all over by the chicks. A purposeful gap rife in this kind of game and base of most of the fun dialogs. Girls have some eccentric personality that make all the fun : Kaguya is too lazy to ever do anything, Oyayubihime has acute size-complex and Gretel views everything scientifically but has zero common sense.

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Like in Makai Shin Trillion, each girl has a friend level that goes up when you offer presents. The system however isn’t as nice as in Makai Shin Trillion in which all presents had bizarre and fun designs/descriptions, whereas here they’re just a small written line. Interface is not as good also. As the cleverest of you might have noticed, every of the main characters represents a fairy tale : Alice for Alice in Wonderland, Shirayukihime is the literal translation of Snow White, etc. Quite a lot of anecdotes will be about that.

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But as this is Compile Heart and not Disney, the player has its right to steamy events. At high friend level, the game will provide special illustrations of the heroines, and some aren’t exactly soft. Given Compile’s poor offer recently in that matter, it’s rather satisfying despite the feeble quantity (quite less artworks than usual for the publisher).

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But all this is nothing compared the extra-lewd (but not mandatory) mini-game invented by Compile Heart for its newest RPG. It consists in wiping Märchen‘s blood off the heroine’s body by means of Vita’s touchscreen. I’ll spare you the erotic specifics, but it’s clear that Compile’s hardline is back after years of tasteless compromise. Idea Factory International has re-confirmed its intention to leave it is exactly as it is.

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Jail is a living being : your actions will impact its needs. Killing monsters feeds it and walk without picking up a fight allows it to sleep. At a certain satisfaction level, the prison will paradoxically grant you a random bonus like a heal, a buff or an increase in probability to meet the wandering merchant, key-person for your equipment and your relationships because he has the exclusivity of 90% of items in the game! Another point is that the dungeons are insanely large : surface is roughly twice or thrice Moero Chronicle for example. Fortunately, the developers had the wonderful idea of setting teleporters at each floor, which makes the progression quite comfy in the end. Progression that will also put your brain to test by various puzzles (blocks to be moved following more or less complex rules, slippery-floor mazes…) and many traps.

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But the main innovation in Compile’s latest game is fear and panic. Every dungeon is guarded by a Nightmare, large and hideous creature that can take you by surprise at any moment. The Nightmare is invincible : all you can do is drive it back for a short time, after what it will keep hunting you down in the corridors. You must then run away as fast as possible to lose it, without thinking where you’re actually going. Actually, you can’t, because the mini-map is deactivated automatically at this very moment, increasing the risk to run into a dead end! The Nightmare is vulnerable only after you’ve destroyed one of Jail’s hearts, generally hidden deep into the dungeons. You therefore have to progress during hours in anguish before the final confrontation with the Nightmare.

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In terms of gameplay, Mary Skelter Nightmares chooses a job system with various specialties like the Paladin focused on defense, the Blue Mage capable of casting any enemy magic, or the Blood Chemist who regulates the flow of blood in battle. Each job modifies the appearance of the characters with plenty of cool outfits, and we appreciate Nanameda Kei’s design once more in the nicely 2D animated models. The Blood Chemist is the only original job of this game, for it’s at the center of the blood system. Every Märchen beaten spills a certain amount of blood on your team. Once a character receives a certain amount, she’ll switch to Genocide mode, which multiply her power and almost nullifies the MP cost.

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But depending on how tainted the blood is, the character is at risk to activate the Blood Skelter Mode, far less desirable state since the ally become uncontrollable while still powerful enough to wipe out her own team in a flash. That’s where Jack comes in : the hero is placed in a supportive role, just like Ion in Moero Chronicle, and will use his own blood to avoid or cure the Blood Skelter Mode. There is a constant risk-management in this because Jack is liable faint depending on which actions you take.

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Despite introducing all this new gameplay stuff, Compile’s title fails to use it the best way. For example, many jobs grant skills that can target all enemies on the screen and usually allow you to end the fight within 2 or 3 turns. In the end, you’ll end up doing just that while healing yourself time to time. Jobs felt rather unbalanced, with few of them giving a real advantage. No strategy is really needed, as the item dealer can cover you fairly easily, so it’s nowhere as interesting as Moero Chronicle or Dungeon Travelers 2-2 in terms of pure gameplay. Battles remain shallow from back to front, most bosses not being that hard either.

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The only interesting boss fights were the ones taking place on several floors, as you actually need to activate traps to weaken the Nightmare while escaping its assaults and random battles. The flavor of those sequences (only two in the game though) lies in the fact that you can’t open the menu, thus can’t heal yourself between battles, forcing you to get the perfect timing.

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It’s obvious that Compile Heart designed Mary Skelter Nightmares to be more accessible than your average D-RPG : you can save anytime, go back to the base anytime without any limitation, characters are fully healed when leveling up and battles aren’t so frequent. Characters keep all skills from previous jobs, and they can change every ten levels, so it makes a party a little bit overpowered at some point. It can be played relatively easily but not with the same enjoyment as more challenging D-RPGs.

Loaded with nice and innovative stuff, Mary Skelter Nightmares paradoxically gives up on hardcore gameplay to let the player enjoy the new stuff without getting demotivated. The introduction of fear and panic elements, a better storyline, splendid design as well as hardcore ecchi stuff make it quite entertaining despite lengthy dungeons. Good but not perfect, Mary Skelter Nightmares is nevertheless Compile’s best offering this year.

Most anticipated games for 2017

Valkyria Azure Revolution (PSVita)

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I’ve been waiting for it a lot more politely” since the horrendous Autumn demo. The Action-RPG focus that has been reconfirmed doesn’t fit with Valkyria’s universe, and the battle system itself is fishy at best. Yet the prologue on PSVita was a little more satisfying, so maybe we can end up with a decent RPG of cool design.

Cyberdimension Neptune (PS4)

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The moment of truth for the Neptunia IP. Compile Heart took more than 1 year to think, work and offer us a game powered by Unreal Engine 4, which is a visual revolution. Still, little is known is this Action-RPG taking place in a MMORPG itself. We don’t know how the developers have calibrated fan-service and innovation, two key-elements to drive the series forward. The producers made very clear promises not to disappoint fans, so they better stick to it and avoid bland compromises this time.

NieR Automata (PS4)

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The demo was exactly what I expect from this game : precise and rich gameplay, Platinum touch in the camera work, an attractive main character, a intriguing world… March can’t come soon enough.

Nights of Azure 2 (PS4)

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Not especially a high priority until a few weeks ago, Gust’s next game suddenly made itself indispensable by its latest video. The least you could say is that there’s quite some “movement” here… Gameplay also looks like to benefit from dramatic improvements as the tag battle system seems quite lively with lots of charming allies. The developer was undoubtely right to postpone it.

Musô Stars (PSVita/PS4)

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How not to be excited when the spiritual successor to the excellent Orochi Warriors 3 Ultimate is almost within reach? For the first time, KoeiTecmo picks characters in all their IPs for a single action game. We’re therefore gonna be able to ease our stress on dozens of ennemies with unexpected dream teams involving Plachta, Oka, Kasumi or Marie-Rose to cite a few.

Senran Kagura Peach Beach Splash (PS4)

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Already called Splatoon PEGI18 by some, the sequel to Senran Kagura Estival Versus trades ninja weapons for water guns, in which you have fancy models like snipers. Takaki-san likes it wet (well, wet cute girls at least) and promise to deliver aquatic entertainment with a few surprises here and there.

Gun Gun Pixies (PSVita)

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While the general feeling of Cyberdimension Neptune remains shrouded in mystery, Compile Heart’s new PSVita exclusive is very clear from the start. Part of all the nice projects lately, Kochiwa producer presents a game close to action Netpunia U, with some novelty in the plot. You play as two very tiny alien girls whose mission is to infiltrate a girls’ domitory, which means a lot of private life scenes.

Blue Reflection (PS4)

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Boasting Gust’s most advanced 3D engine to date, Blue Reflection comes at us as a turn-based RPG featuring magical girls fighting dark demons. Like Persona 5, there will be lot of emphasis on spending time with classmates (including a clone of Hifumi, in a somewhat younger self).

Dungeon Travelers 2-2 (PSVita)

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Only game that ever had me shut down a handheld system in a hurry while I was commuting, Dungeon Travelers 2 had to reconfirm its direct sequel. It’s now official and the base scenario should keep providing juicy situations : the main character of the first game, Freid, has lot to the final boss and was turned into a insolent young boy. All the girls of the previous game have turned into demonic women. Let your imagination do the rest.

Wipeout Omega Collection (PS4)

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Quite nostalgic of the legendary futuristic racing game, the reveal of this ultimate collection at Playstation Experience was pure delight. I can’t wait to compete again on board those distinguished little ships for more speed, violent weapons and cool techno music.

Legend of Heroes Sen no Kiseki III (PS4)

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Falcom will need to be particularly clever if they want to justify Legend of Heroes Trails of Cold Steel III as a PS4 exclusive. Graphics are barely sharper so no one will believe that a Vita version wasn’t possible at this point. Despite Altina’s already confirmed return, believe me that I’ll be extra harsh on this.

Final Fantasy XV (PS4)

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Yes, I’m still waiting for Final Fantasy XV. The game released end of November isn’t FFXV, because it fails to comply with basic rules of FF. No choice but to wait until Hajime Tabata fixes his mess by eventually offering a more compelling experience, with an enhanced narrative and more playable characters.

Dragon Quest XI (PS4)

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While FFXV has seen rampant westernization, Dragon Quest XI is so faithful to its roots that I’d want to hug it. Here’s what I call a JRPG cast with varied styles of characters, and the first trailer clearly shows it will remain true to its genre.

I’m also eager for Ni no Kuni Revenant Kingdom (PS4), Gran Turismo Sport (PS4), Itadaki Street (PSVita), Tekken 7 (PS4), Gravity Daze 2 (PS4), Happy Manager (PS4), Final Fantasy VII Remake (PS4).

Review – Superdimension Neptune vs Sega Hard Girls

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Bad weather for the Neptunia series. The sales hit a low in Japan when Superdimension Neptune vs Sega Hard Girls was released in November 2015. The game was unlucky to follow the rather disappointing MegaTagmension Blanc + Neptune vs Zombies. But did it really have the qualities to turn the tide?

Superdimension Neptune vs Sega Hard Girls is a spin-off of the Hyperdimension Neptunia series focused on IF (who came 2nd in the latest poll) and characters personifying the Sega consoles, that is to say Neptune, Nepgear, Uzume and Plutia. That means you won’t won’t see Noire, Blanc, Vert or any other characters of the main series. However, this crossover welcomes lovely guests : the Sega Hard Girls, characters representing Sega consoles in another IP. Megadrive, Game Gear, Saturn and Dreamcast (who you might have seen in Dengeki Bunko Fighting Climax) take the form of cute girls called as such.

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The world of this game is thus not the gaming world in general but the Sega’s situation throughout the years. As a big Easter egg, an entire level reproduced Sega-Sammy’s theme park Joypolis, situated in Tokyo bay. The story starts in a barren world, current state of Sega who has lost the console wars, where IF comes across an amnesiac girl, Segami. From the Great Library which they use as headquarters, IF and Segami will cooperate in order to fix History and build a better future. You’ll therefore have to go back in time, like going back to Megadrive era (symbolized by Antiquity) or Game Gear’s (shaped as the industrial revolution). But that’s about it, since time travel doesn’t impact the story very much, far from being a new Chrono Trigger for example.

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Your final goal is to slay the History Eater, which eats small eras by falsifying it. This final boss can be faced almost right away, but it’s a lot too strong at the beginning of the game (because for example its HP regenerate very fast). So you do have to clear a number of story or sidequests, since every quest cleared weakens the boss (or to be more accurate, the boss cannot reinforce itself by eating the uncleared quest). The big problem here is that Superdimension Neptunia vs Sega Hard Girls quickly becomes a game where you do nothing but pointless sidequests. You know the sidequests in Neptunia? Find that item, beat that enemy, etc. The vast majority of the game is about rummaging around dungeons to find that enemy or that object. Those dungeons are still of very basic architecture and doesn’t change much from the Rebirth games available on the same system. I don’t find the efforts made in Megadimension Neptunia VII to achieve a more complex level design, that despite vertical zones.

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Very much like MegaTagmension Blanc + Neptune vs Zombies, the story part is pretty short and the narrative feels kinda flat. The game only tells the phoney war between Neptune’s side and the Sega Hard Girls, with not that much parody, not many illustrations either, and features rather dull characters event compared to what we had on the past. We can expect far better form Compile Heart in that department. It still has a good sense of humor, thanks to Neptune who is more hilarious than ever : turned into a motorbike in this episode, the main protagonist of the series keeps joking about her being a bike all the time! Technically speaking, the 3D engine in use since ReBirth1 feels a bit old after the astonishingly beautiful MegaTagmension Blanc + Neptune vs Zombies, but it’s still above average graphics for a handheld. I’d want to stress the good soundtrack, which has great boss themes like Going Down.

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The developer Felistella overhauls the system in use since Hyperdimension ReBirth1 : combo building is no more and a action gauge appears. Every move you make (walking, attacking, using an item, etc.) consumes the above mentioned gauge. You can thus manage your turn by doing various things, before filling the gauge, which would delay the character’s next turn. Paradoxically, you might want to go this far to use the overcharge : it’s a final combo that you can lauch by keeping the attack button pressed, sending the gauge in the red. This way, you can deal a powerful blow just before the end of your turn, after doing other actions. An interesting change on the strategic side : should the character replay fast? How should I place her to fulfill her role?

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For the first time, Superdimension Neptunia vs Sega Hard Girls introduces a job system. Not modifying the look of the characters nor their equipment, this system is actually closer to the «titles» in Tales of. In any case, the girls can now become Witch, Adventurer, Paladin, Scholar, Berserker, etc. which changes their stats and allows them to acquire new skills. Another interesting point is that the game will ask you to choose a formation, which can grant great advantages in both offense and defense. Those formations, which you can unlock by collecting base-ball balls (!) hidden in dungeons, have impressive effects like defense & magic defense+100, attack+100 or the privilege to go beyond the 9999 damage cap. Big problem though : your MPs don’t recover when you’re back to base. MPs regenerate very slowly in battle and your must hold back using magic or goddess form. Annoying.

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Superdimension Neptunia vs Sega Hard Girls isn’t linear. You quickly have access to many eras and many dungeons. You’ll realize pretty fast that some places are a lot more dangerous than others, and it’s up to you to find the logical order of the missions. The bosses in particular are extremely strong. So powerful that for some, you’ll be forced to come back a dozen of hours later ! The freedom in gameplay is real and it’s a nice innovation compared to the past episodes. The various characters being very progressively added to your team, the game takes the generous initiative to give you «copies» of the characters (officially, reverse engineering done by Histoire, Manager of the Great Library of Time) so that you can train them earlier.

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Despite that care, the leveling is still too slow in this game, for a very stupid reason : Felistella decided to implement a level cap on jobs. Worse, to remove this level cap, you must clear… more sidequests! That’s where it becomes really tiresome, because extending skill slots and getting more jobs also asks you to find rares items or foes. Some are seriously difficult to obtain, so you can be blocked at level 20 for hours. The end of the game is downright tiring because of that, although the easy mode (accessible at mid-game) and Megadrive’s damage boost softens the challenge.

The year of Neptunia ends like it began : by an lukewarm title unable to inherit the core ideas of the franchise. Superdimension Neptunia vs Sega Hard Girls is the final symbol of a lost year for the series, trapped into an identity crisis and unable to solve its contradictions of gameplay. Despite good humor and renewed battles, this episode is still poor in its narratives and situation to be one to remember. To the lack of ideas and guts, adds a unbalanced progression system. Cyberdimension Neptunia Online will have to fix all those issues next if the Nep team wants fans to stay.

Enough of E3! Let’s talk about other games #2016

Atelier Firis (PSVita/PS4)

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After a rather average Atelier Sophie, Gust had to react and strengthen the series. Looks like they’re doing so, by the looks of the enhanced graphics, evolving and more convincing character design and the innovating game system. The adventure is no longer centered around one town and Firis’s base camp will be mobile. Moreover, choices you make on the world map will cause slight changes on the flow of events. NOCO and Yûgen seem to have sharpened their skills on those first characters, NOCO in particular taking a more mature/sexy orientation. Yûgen has this curious character called Ilmeria, who makes me think she can be a Meruru successor in some way. I must admit that the improvements are stunning so far.

Kangokutô Mary Skelter (PSVita)

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A Compile’s Dungeon-RPG that I am eager to play, partly because the devilish art direction is conducted by Kai Nanameda, already behind Trillion, God of Destruction. This DRPG takes a survival approach by its ghostly Nightmares who will hunt you down so fiercly you’ll have to run away. Several jobs have been unveiled, as well as a Genocide mode in which the girls gain immense power when in contact with ennemies’ blood. On the contrary, licking the blood will heal them, but remove the Genocide state. A gameplay balance in which risk-assessment will be key.

Sengoku Otome (PSVita)

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Weird background for this game since taking its origin from a anime itself coming from a pachinko! Sengoku Otome is kind of the Oda Nabuna game we never got : this fighting game which seems to play like Senran Kagura features girls representing general from feudal Japan. The ambitious Tokugawa Ieyasu becomes a shy pink-haired girl while Toyotomi Hideyoshi turns into a blonde loli. As much as I feel sorry for those great men, the paradox looks rather fun.

Root Letter (PS4/PSVita)

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A visual novel of fascinating concept. The player has had a pen friend called Aya, with whom he has exchanged 10 letters. In the very last one that he finds and reads years later, she admits committing murder. From there the game start as an investigation thriller, in which you have to find Aya’s former classmates to uncover the truth.

Black Rose Valkyrie (PS4)

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Compile Heart is going into something a bit different for this game, because one of the girls of Black Rose Valkyrie is a traitor. So while fighting against a fierce virus and monsters called Chimeras, the main character will also have to regularly question his allies, very much like in Lost Dimension. Reminding Galapagos’s works in a lot of ways, it also features costume break as it was in Omega Quintet.

Idolmaster Platinum Stars (PS4)

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Stunning by its sharp anime style, Idolmaster Platinum Stars will be my first step in that famous IP. Sure had to go into it one day. The player once more takes the role of a star manager and will have to lead his girls to the top of the entertainment business. You really start from scratch this time, because you pick the girls at the very beginning of their career.

Tokiden 2 (PS4/PS3/PSVita)

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Not much to say more about Tokiden 2 since I wrote a lot about the demo last time. It’s just matter to check how large the world really is and the improvements made to combat.

Caligula (PSVita)

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An RPG to have on your radar for its original base story : the students in Caligula are trapped in a fictitious ideal world created by a vocaloid called μ. Although the digital singer actually protects them from the wicked real world, those young men and women decide to stop living a lie ad will seek to destroy μ. Centered on the subject of digital worlds, Caligula benefits from genuine vocaloid songs.