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.

Review – MegaTagmension Blanc + Neptune vs Zombies

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Both unbalanced and limited in its gameplay, Hyperdimension Neptunia U Action Unleashed had quite some room for improvement, to be used to make a solid sequel. Hence comes MegaTagmension Blanc + Neptune vs Zombies and its hazardous wording, sadly presaging the errors of the game.

Even though Compile Heart denies it, MegaTagmension Blanc + Neptune vs Zombies very much looks like Hyperdimension Neptunia U Action Unleashed’s sequel. This episode focused on Blanc, winner of the lastest poll, is supposed to be a different experience. We put little credit in that after seeing the graphical/gameplay assets exactly identical to Hyperdimension Neptunia U Action Unleashed. The publisher stressed the school environment, Neptune and the other goddesses living their adventures on a campus this time. Nothing new, this has been developed in Neptunia light novels before. But while the novels exhaustively illustrates the school theme, this game does it poorly and it looks like a simple skin. Vert is president of the school council, Noire being the deputy-chief… each character has a set role, but the very short dialog doesn’t really tell you more.

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The story won’t raise the interest : Neptune, president and only member of the movie club, intends to shoot a hit movie to save the school. For the scenario of the movie, she asks Blanc, although her writing skills haven’t improved. Ironically enough, the characters are shooting a B-movie in what turns out to be a B game… the overall story and dialog show that Compile and Tamsoft ran out of ideas, having even lost their sense of humor. While Hyperdimension Neptunia U Action Unleashed had a real logic in its narrative which made it fun to follow, nothing of the sort in this sequel whose story goes nowhere. The characters join the group without any transition, making it clear that the developer wanted to rush the work.

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On the gameplay side, it’s still an action-RPG with numerous enemies on the screen, but they’ve been zombified this time. Again, this idea has been taken form another Neptunia light novel. Your progression will once more depend on your level and your equipment, but this time you can place temporary devices to boost your stats for one mission. Another novelty, you now manage your statistics manually : up to you to set your skill points in order to improve your attack, defense or get more combos. Difficulty has gone up, which was the right thing to do BUT update 1.01 erased that and ruined the battles that had been tough and technical so far. The movesets of the characters haven’t really changed. We just notice the introduction of a charged attack on triangle, which, strangely enough, is not for everyone. Hence, the old characters have less appeal comparatively to the new ones.

Those new characters underline again the incredible graphics of this game, which are among the best ever on a portable device. The modeling is still near perfect and animation is even better with the new characters. Once again, we can delightfully capture it thanks to the brilliant photo mode.

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Although using a megaphone in Megadimension Neptunia VII, Uzume will also rely on her fists to face the enemy. Her boxing skills are rather convincing, and you can modulate the power of each blow to adapt the situation. Her goddess form is lot more fast and re-focuses and the megaphone.

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Famous schizophrenic, Plutia doesn’t act or move very fast in her human form, but gains extraordinary mobility in her goddess form. Iris Heart seems to have been created for this game. Her combos are exhilarating to perform and use her whip-sword a lot more than in Hyperdimension Neptunia Victory. The unimaginable trajectories it takes makes it wonderful to play and see.

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Pishe feels quite useless in human form as her reach is perfectly ridiculous. The player will surely focus on Yellow Heart, whose maneuverability and speed parameters only equal her boobs size. She’s fairly efficient in melee combat, but only in one to one by doing hit&run.

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Tamsoft, who personifies the developer, is a purely human character and thus has no goddess form. She merely gets a power-up and some samurai armor parts. That said, she’s the best swordswoman of the game by far given her numerous, varied and very impressive combos, not to mention a dream-like power/reach compromise.

We do notice a clear lack of polish in this newest episode, along with the withdrawal of certain elements for no reason. First of all, the interface looks cheap as hell, including blatantly out-of-fashion menus and irritating loadings when browsing within the preparation menu. This sequel does add some artworks (we didn’t have any in the former game), but if only it had been done correctly… No, the (scarce) images are hidden deep within the chapters and can be unlocked only by choosing the right pair of characters at the right moment. That means roughly 1% chance each time. Despite the vague clues and without a clear walkthrough, this would take weeks…

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The victory screen (which was perfect before) has disappeared for some reason to leave room for some unappealing recap. But this loss is nothing compared the astonishing lack of costume break in this game, whereas it was the bloody main point of Hyperdimension Neptunia U Action Unleashed! Again, no explanation was given for this unbelievable decision. Compile Heart did offer already torn outfits in a desperate gesture in 1.01, the unthinkable had been done : Idea Factory has caved in to SJWs and the prospects of a politically correct business, and the very common school uniforms certainly won’t make up for that. Forget also about any serious postgame content : there is nothing such as Hyperdimension Neptunia U Action Unleashed’s Neptral Tower or Budokai mode. In fact there’s nothing to do after the short and lackluster story.

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Nothing? Not exactly. MegaTagmension Blanc + Neptune vs Zombies is the first entry in the series having an online multiplayer mode, in which fans will be able to hunt monsters together. Unlike the rest of the game, it turned out to be quite exhaustive and practical to use. It also feature the only good new music track of the game, EXistence. No framerate drop to report, the game is as seamless as in solo, and the opponents are considerably stronger. Several giant monsters are actually exclusive to this coop mode, and provide a challenge much more exciting than most of the solo part. Besides, a mini-chat allows you to communicate with your partners through the characters. All the party members in multiplayer mode are unlocked from the start, and you can also use infinite goddess form, which is pretty nice.

Far from being the expected evolution of Hyperdimension Neptunia U Action Unleashed, MegaTagmension Blanc + Neptune vs Zombies is a sequel that misses the mark by a mile, removing things more than it adds and giving the series a undesired trajectory. It’s nevertheless still as beautiful as ever, now playable with friends, so fans might want pick it to enjoy the nice new characters.

Review – Trillion, God of Destruction

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Unique concept of the fresh Makai Ichiban Kan label, Trillion God of Destruction had aroused my curiosity for months. A clearly choatic development later, it’s indeed a original and complex game that I got, but maybe too much actually…

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The Idea Factory-published game starts as tragically as it will (probably) finish. Trillion, giant monster of unprecedented strength, has invaded and starts eating the Underworld. Astonished at the news that his brother fell, the Great Demon Lord Zeabolos himself goes to fight the dangerous invader. In vain, Zeabolos will be torn into pieces by Trillion, before being saved just in time by a mysterious scientist named Faust.

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Having lost all its strength after his defeated against Trillion, Zeabolos cannot fight anymore but most of his power has been transferred into a ring by Faust. The ring can be bestowed to other Overlords, who happen to be all demon girls related to Zeabolos. From there, you play as the Overlords one after another until you stop Trillion… or until you run out of characters, which means utter defeat.

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To start depleting efficiently Trillion’s trillion of HP, you’ll have to train your Overlord the best possible way. In Compile Heart’s new title, time is limited : after each encounter, Trillion will eat the Underworld a little more, a then hibernates and you have only several weeks to be ready until it wakes up again. Most of the actions you take in training mode cost you 1 day in the game. The “training” command will be the most commonly used : after a short scripted sequence, you accumulate points of various categories (Attack, Magic, Responsiveness, Appeal, Sense).

Those points can then be converted into definitive statistics but there’s a sort of exchange rate proportional to the stat value you reach. For example, at high level, you need 16 points of responsiveness (among others) to add 1 to your character’s Speed stat. Note that Attack and Speed are your top priorities when converting points, especially the latter that allows you to anticipate Trillion’s attacks.

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You’ll also want save some of your points to invest in skills. Active skills for starters : those are the physical/magic abilities you can cast from afar to hit Trillion and its pawns. But it’s not just that and you’ll find movement skills of utmost importance, because they allow you to move 2 or 3 squares at once. There are dozens of passive skills you can choose from : some improve your strength, defense, critical rate following varied conditions. Some others will make you save some MPs, increase gained experience, etc. You have to read them carefully, because some will be more or less useful depending on Trillion’s current state and strategy. For example, fudô no ishi, which increases the damage dealt as long as you stay on the same square, must be chosen only if you are sure to have a reliable opening against Trilllion.

Other possibility to train, senjin no tani is a training zone where you have to open as many treasure chest as possible in a limited number of turns. You can loot gold, equipment, but more importantly, seals for your weapon. Seals are key to prevail against Trillion because then improve your stats dramatically or give various effects like increasing your reach.

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Trillion God of Destruction also feature a fatigue gauge so you’ll have to hit the “rest” menu from time to time. You have 4 possibilities : sleep for an entire night (great recovery), collect gold from inhabitants, go on a date or pick some presents. That’s where you realize that the story is more about love and humor than fan-service. Trillion God of Destruction indeed focuses on the relations between Zeabolos and his relatives, in a fun and moving way which is directly linked to the sacrifices that happen in the game. Like in Fire Emblem Fates, it’s pretty hard to send to death characters you came to like for their sweet personalities. Trillion God of Destruction achieves his goal, because you do feel the bitterness of loss and defeat. Last but not least, this sub-menu will grant you omoide points, which are a reserve of HP/MP to be used on the field. In other terms, as long as you have omoide points, our character won’t have to use its own HP/MP. The more you have, the longer you can stand against Trillion. In the same way, offering presents allows Zeabolos to raise his affinity level with the girls. Up to you to find out which present suits to whom, and bear in mind a 100% affinity is a big help at the end of the game.

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With a personality derived from the 7 sins, the Overlords are a crazy bunch. Overlord of pride, Luche is a tsundere like you’ve never seen who keep complaining and talking down to her lord. Levia on the contrary, being the Overlord of envy, will be so overprotective of Zeabolos that she’ll drive him crazy. Angel Uriel is by far the most hilarious character : arch-rival of the demon world, he must cooperate with Zeabolos against his will in the common goal of destroying Trillion. Absolutely disrespectful, his defiance towards his hosts is pure fun!

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Trillion God of Destruction is remarkable for its design somewhere in-between Mugen Souls and Disgaea. This is no coincidence : while Mugen Souls’ character designer Nanameda Kei is indeed behind’s this game’s art, the producer is Masahiro Yamamoto, former Nippon Ichi Software staff who directed Disgaea 4. No surprise to find this little satanic touch in Trillion’s universe : the medic says DEATH instead of です in japanese, and the present are all weird with eerie descriptions like the 98° sake, the obscenity candle or the dôjinshi of darkness. With its numerous characters and all those little details, the niche publisher built an comprehensive and appealing universe.

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Let’s get to the heart of the matter, the actual fight against Trillion. One and only boss in the whole game, boasting 1 trillion HP, you’ll need to hit it little by little with countless blows, which also means you have to get close to it. Each Overlord can fight Trillion up to 3 times, but its hibernation time (and then the time left for you to be prepared) is reduced every time. But of course at the same time, Trillion keeps going forward towards the core, and it’s game over if it reaches it. Battles take place on a grid like any tactical-RPG, with squares marking the distances. Trillion will essentially do two things : attack and advance. Cruel and heartless, Trillion will never flinch and will slaughter your poor girls with no hesitation. The battle stops when your character dies or retreats, or if Trillion reaches the line of defense (in case your character is strong enough to resist that long). At the 3rd fight of the same Overlord against Trillion, the giant will spread a toxic breath that will kill your character for sure. To be clear, death in Trillion God of Destruction is definitive, but also unavoidable.

Any direct attack from Trillion will kill you on the spot. So you do have to know the color code that works as a countdown for its attacks.

White → attack coming in 4 turns

Yellow → attack coming in 3 turns

Orange → attack coming in 2 turns

Red → you really should get the fuck out of there

A lot more disturbing, Trillion also has abilities affecting your movements. You absolutely need to learn when it’s going to do such a thing and anticipate so as not to end up on a lethal square.

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Once it has lost a certain number of HP, Trillion evolves, a bit like a pokemon (Trillion would make a damn fine pokemon if only it weren’t so evil). Each time it transforms, it becomes at least 20 times more dangerous and changes all its attacks and its strategy. Therefore, the player must rethink his approach too by taking into account Trillion’s new behavior. That way, the idea of fighting a unique opponent in the whole game is not as repetitive as you might have feared, because you need to adapt Trillion’s rising power and dirty tricks all the time. At this point, Trillion leaves very few openings, so you’ll have to build them.

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When one of your characters is about to pass away, she will activate her Death Skills. You can then choose between the following : deal a great amount of damage to Trillion (like dozens billion HP), revive as ghost to help the next Overlord, extend Trillion’s hibernation, improve the net Overlord’s weapon or seal one of Trillion’s body part. The latter is by far the most useful one as it will deprive Trillion of some of its capabilities, which makes the next fights a lot smoother. Besides, when to the ring is bestowed to another character, there is a little experience bonus which makes her theoretically stronger than the former.

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But here’s the snag. Trillion God of Destruction is impossible to clear in one playthrough (the producer downright said it in a Dengeki interview). You therefore need one or several new game+ to expect something other than a game over screen. It’s really disheartening and Trillion’s last form doesn’t help : you need to seal almost every part of its body to just get near it, which you must sacrifice several characters. Besides, it rushes towards the defense line a lot too fast, which leaves you very few occasion to deal damage.

There are also pretty huge gameplay issues : for some reason I won’t reveal here, magic is useless against Trillion at the end. But there’s a set order of characters at this point and several of them are magic users, which means a annoying lack of attack power. On the top of that, there’s a problem about seals. Trillion’s last form requires some precise seals on your weapon, but you have no guarantee to have them since the drop of treasure chests is completely random! We also lament poor graphics overall, unsophisticated maps and chibi characters very unlike the first screenshots shown in 2014, sign that a downgrade occurred. To finish on a more positive note, I must stress that the music in this game has been surprisingly good, with solid battle theme and even better character themes. Dubby Witchcraft has some awesome vibes and Fragile Female is simply the best composition that came to my ears last year.

Trillion God of Destruction is a fairly unique tactical-RPG boasting clever mechanics and remarkable design, but it’s seriously hard as fuck. It is made to break the player psychologically in giving a very feeble glimmer of hope. It is possible that you play this game dozens of hours and see nothing else than a game over screen. Is it still entertainment at this point? Everyone shall find his own answer to this question.

2015, the twilight of the goddess?

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The Hyperdimension Neptunia series celebrated its 5th anniversary last year. It’s of course for me a lot of fond memories, but lately also a growing disappointment, not to say delusion. That’s an occasion to assess the situation and let’s be honest, it’s not going that well.

If you look at last week’s top 100, Compile Heart is not in it. Indeed, no title has topped 35K units sold in Japan. Even the new main episode, Megadimension Neptunia VII, ended quite below its 40-60K goal. In 2014, 3 of 4 Neptunia games had been above 40K, including ReBirth2 which was a remake. New IP Moero Chronicle even reached 70K, a dream-like figure for a Dungeon-RPG. This alone shows how bad 2015 was, not to mention that during the year the Neptunia franchise lost half of its fanbase : while Megadimension Neptunia VII draws 33’000 fans in April, Blanc + Neptune vs Zombie Army stalls at 28’000 in October, and there are less than 20’000 enthusiasts left for Neptunia vs Sega Hard Girls in November. The picture looks grim in Japan, but bear in mind there are increasing western sales to compensate. Nevertheless, at new year’s eve, Idea Factory’s subsidiary is almost in shambles after months (years?) of clear ill-management.

First very simple and plain thing : 3 or 4 games per year is way to much for one IP. However tiny and faithful the audience is, such a pace isn’t sustainable. Furthermore, remaking every single title in this flurry of games necessarily ends up counter-productive in the future. If a publisher starts remaking every game in more complete versions, buyers will naturally hesitate to acquire the new episodes day one. Disgaea 5 knows something about that. That is the first problem of Megadimension Neptunia VII, adding to the ones raised in my review. The second shock comes from Blanc + Neptune vs Zombie Army. This successor of Hyperdimension Neptunia U Action Unleashed had everything to succeed and yet added to the distrust.

Besides the total lack of effort in the writing, the pathetic jokes and the poor user interface, it is the removal of costume break that is puzzling. Whever you like it or not, this feature inspired by Senran Kagura was a major selling point of Hyperdimension Neptunia U Action Unleashed. Its disappearance without notice (Compile Heart acknowledged it end of November, one month after release) has been a shock and a treachery for many. Here we must remember what Idea Factory International stated during the Dead or Alive Xtreme 3 controversy : the international subsidiary doesn’t want to have to censor anything anymore. Might Compile Heart have censored the game from the very beginning so as to have a free pass in the West later? It is a mere hypothesis, but the result stays the same : the Hyperdimension Neptunia series seems to be wanting to dwell in its comfort zone without taking risks or go further. Compile Heart look as if it intended to simply cash in on and wait. But gamers, unlike gullible casuals, do realize that. In 2015, the developer failed or refused to keep up while others were raising the stakes. Therefore, the present situation is no surprise.

Economic crisis, creativity crisis, confidence crisis… the Neptunia series goes back from scratch in early 2016 and Compile’s eerie silence in January shows how serious the issues are : never before the company had left its official planning blank. But maybe it’s a good thing if it means that the devs are thinking on how improve their strategy, balance their IP catalog (Makai Shin Trillion is definitely one that should see further development in another genre) and invest more on each title. The Dengeki special issue of November made it clear that a new Neptunia game is in the works. But given the series’ all-time low, everything or so must be rebooted.

Review – Megadimension Neptunia VII

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After 3 years of (fine) remakes and (uneven) spin-offs, there is a particular anticipation for new mainline episode, which by the new jumps into the new generation. Can Compile Heart surprise us and give a fresh direction to the series?

Much unlike Hyperdimension Neptunia mk2, Hyperdimension Neptunia Victory’s story wasn’t much compelling. Big initial issue for Megadimension Neptunia VII since it inherits the logic of its predecessor, and is at risk to get old. It nevertheless does surprise by its structure : the story is divided in 3 parts, like the acts of a play. This partition of the narrative is a quality and a drawback at the same time. It succeeds in giving some suspense because the first parts will progressively lay mysteries and clear them slowly one after another. Those parts each correspond to one dimension : 零次元(zero jigen), 超次元 (chô jigen, the series’ traditional world) and 心次元 (shin jigen).

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The player starts in Dimension Zero, which is actually a devastated Planeptune after world’s end. Neptune and Nepgear will come across a girl called Uzume, the goddess and only inhabitant of the place, and together they will try to figure out the truth about such an apocalypse. A fresh and motivating start however ruined by the rather dull second act : you play each country separately, with maximum two or three characters each time. Those interludes are quite long and you’ll have to wait until the very end of this chapter to reunite everyone and fully enjoy all the new things. To those narrative issues, you add the relative lack of risk-taking in the overall contents of Megadimension Neptunia VII : nearly eveything, situations like illustrations in this episode is woefully classic, common and almost “politically correct”. All the suspense and the numerous hints given here and there never translate in something relevant, the ending itself being unable to impress given the far-fetched logic.

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Neptunia is fortunately not just about that and this new installment comes with its load of new characters and parodies. Uzume stands out by her goddess form, which is the exact opposite of her human personality : the base Uzume is tomboyish and self-assured whereas Orange Heart is the archetype of a young hysteric girlwith her (very) high-pitched voice. You probably remember that Noire, Vert and Blanc had doubles in Hyperdimension Neptunia Victory. Neptune is no exception and her mischievous second self will be featured here. Friend or Foe? Here again, the truth will be blurry until the end but one thing is sure : she’s as crazy as the original!

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To or (great) pleasure, transformation scenes are back for good and in nice shape, wonderfully animated including quite some risqué angles. A welcome initiative that partially offset the rest.

K-sha, C-sha, B-sha and S-sha represent four large Japanese video games companies, the identity of which is no big mystery given the initials. The are numerous jokes and allegories about the games and sometimes even the economic history of those publishers. For example, K-sha would keep speaking in quotes from Metal Gear Solid and her attacks mimic the famous infiltration series. S-sha is undoubtedly the best new character : the Easter eggs from Final Fantasy are hilarious and her fighting style is the most dynamic and impressive by far. The design of her Gold form (transformation roughly equivalent to the heroines’ goddess form) is absolutely brilliant with its little crown and the Sephiroth-like wing. Just have a look above.

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The combat system is not modified but knows a certain numbers of little changes in many aspects. The base is still the same : turn-based and free moving around a limited area. The combo system is overhauled : still divided between speed, power and standard, they receive small efficiency bonuses under some conditions (achieve/not achieve and speed action previously, etc). A innovation a bit technical but restrictive on the creative side, ot to mention all the combo slots hadn’t been unlocked when I had clear the adventure after 50 hours. Combined attacks have been in the series for some time now, but they have been rationalized. Now the position of your characters will decide if you can launch a combined attack or not : two characters can launch a joint attack provided the enemy is on the line between them. An attack of three will form a triangle, an attack of four a square. Megadimension Neptunia VII also gives you the choice a status of Offense or Defense to each character, but the effet in actual combat is barely noticeable.

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A couple of fights will have you face giant opponents : although the combat strategy changes radically, every of those encounters are played in the same way so it’s definitely not the best add in this game. The biggest change involves the EX gauge which doesn’t stay filled throughout the dungeon but will be depleted after each fight and you start off at zero in the next. However, it will rise considerably faster! A good thing, because the major novelty of this game consumes it heavily.

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The main four girls are blessed with a “Next Form” of lavish look and disproportionate power. It really does the job because it gives this impression of superpower that you find in great JRPGs, and the direction is just fabulous… such is the ruling of the main series. The goddess from uses one slot of EX gauge and the Next Form another. The new ultimate move uses two slots and is so powerful that the goddess who uses it gets back to human form immediately after. The Next Form comes (quite) late in the story but in a well-constructed succession of events, and features a wacky but awesome music called Absolute. Perfect transition to stress the fact that MegaDimension Neptunia VII’s OST is the best and most complete soundtrack in the series to date. Battle themes have made dramatic progress, from the chorus in shukumei no kaikô to the delightful melody of Will be Venus. Even the random battle theme, Outside the Dimension, is a lot more elaborated than before. Besides that, Decision bring a more serious tone and is so good that it feels almost out-of-place in a niche game.

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Let’s go back to our EX gauge. You keep using and replenishing it in a flurry of offensives launched very frequently. This gives a excellent pace in battles, but does have some vicious effect on challenge because the numerous attack possibilities you have will generally crush any boss in no time, not to mention the overpowered support magic. That raises the question of the (terrible) difficulty balance in this game : there are very few interesting fights, all the other being blatantly easy, including the final boss. Some characters are hardly efficient, K-sha in particular given her abysmal defense stats. Moreover, characters don’t level up at the same time anymore, which really doesn’t help. I can’t help feeling like playing a beta preparing a Vita version. Technically speaking, Megadimension Neptunia VII doesn’t really benefit from the generation leap : outside the battles against the Dark Goddesses, where there are a lot more effects and colors, that’s Vita’s Rebirth in super-HD, which fails to convince on a big screen. However limited the budget of a niche game might be, we did expect a little effort from Compile this time.

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The exploration still uses the scouts to discover new dungeons and bosses, as well as bringing back items and money. The world maps has roads (which you’ll have built by investing) and following those roads will often trigger random encounters (a lot too often). Something that was totally unnecessary I think, given the hassle of losing time in just going from A to B. The various cities can be development to enhance the political power of one side or another, which influences the general stats of the designated goddesses, like when you clear sidequests. Megadimension Neptunia VII has a few dungeons of little more complex architecture than usual that will necessitate some thinking.

The logic of the Victory series has grown old. While Megadimension Neptunia VII keeps most of the series’s qualities (humor, characters, etc.) plus a great soundtrack, the questionable balance in gameplay and game design diminish the pleasure. More than that, it might also be losing that Neptunia touch that makes it so special.

Review – Moero Chronicle

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Monster Monpiece’s unofficial sequel, Moero Chronicle removes the cards and takes the form of a classic Dungeon-RPG. Even though Idea Factory International seems to have ruled out a western release for this title, niche games fans can nevertheless enjoy it thanks to the Asia version entirely in English.

How could we define Moero Chronicle? After a few hours, the conclusion is clear : we here have the first M-rated Pokemon-like in gaming history! The game has indeed mechanics that are extremely similar to Nintendo’s multi-million seller, the only difference being that the adorable creatures are replaced by sexy monster girls. Besides that, everything is the same : you need to find and fight the girls roaming in dungeons to ask them to join you. Tactics also are very much the same since you will have to appoint various specialists such as physical/magical attacker, tank and healer. Behind your group of 5 girls, the main character called Io (pronounce e-o) will be in charge of encouraging the ladies and using objects when the situation turns for the worse.

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As you can expect, Moero Chronicle’s story is just an excuse to go pick up girls in dungeons, but you’re not wrong to do so (reference here). Monster Girls, who were supposed to live in harmony with humans have gone berserk and have started attacking people. Up to you to end their madness, but in the most unorthodox possible method, which includes tearing their clothes, and then use the touchscreen on various parts of their anatomy. Watch out though because time is limited and it’s quite difficult to succeed at the first try. You’ll have to do the whole fight all over again, which is actually very uncovenient despite the extra experience gained. The are 6 dungeons with all their own theme (forest, snow, space…) ad includes several monster girls and one leader who is the boss you’ll have to defeat to go to the next maze. The leaders arethe main characters of the game, the only ones to appear in the story parts.

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Compile Heart still delivers here a hardline RPG : it is impossible to walk 500m without a iron-clad strategy. It begins by forming a balanced team, well equipped and choosing complementary skill lists. Each monster girl has 4 skill lists corresponding to various costumes that are (well) hidden in the dungeons. Those lists tend to favor a specific rôle so you must pick those in accordance to the general balance you want to give to your team. The girls also have personalities (Ojosama, loli, etc.) that have various beneficial effect when you combine them.

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Moero Chronicle is quite old-school in the may the characters learn their ablities VERY SLOWLY and that all the girls don’t level up at the same time (you can speed up the learning by upgrading the rooms at the inn, but the effect is kinda light). This can be quite annoying in the case you miss some girls in the early dungeons (like I did), they become useless if you get them too late and it would take them 3 weeks to keep up with the rest. Let’s stress that random encounters are extremely frequent. But when I say extremely, it means that even equipped with the item halving the number of fights, it is barely bearable! Grinding is thus a necessity at some point, but fortunately it’s offset by the easy mode.

If it hasn’t driven you crazy at thi spoint, this will : dungeons have a horrible complex architecture and any attempt to memorize it provokes fainting. There are 4 to 7 floors, including of course mischievous traps like poison, ice labyrinths, teleporters… Consider also that your healing items are quite limited, which slows your progression, or the permanent threat of a surprise attack, the high level monster girls lurking around, etc. and you know why exploration requires nerves of steel.

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While Moero Chronicle gives it all in terms of fan service during the actual gameplay, it is surprisingly tame in everything else. True, there are very borderline outfits, but the few illustrations remind us more of an average shonen manga than a M-rated game like it is. Generally speaking, Moero Chronicle is pretty much easy-going and doesn’t live up to the expectations of erotism you could place in it. The design is nevertheless very good, the user interface being really pleasant for the eye and the color rendering is fabulous on OLED. The monster girls are also quite fantastic : there are dozens of them, for all likings and their dubbing is perfect. The soundtrack is astonishing, very above the average of niche RPGs. The boss themes have some sense of grandeur, and the others are fun and rythmical like the one in the shop (so good that I would always organize my team there).

Dungeon-RPG hardcore, hooking and long thanks to extensive postgame content, but unfinished on the ecchi side, Moero Chronicle is a pleasant journey thanks to its charming ladies. Visually and musically striking, it stands out enough to mark its time.