If you know anything about me as a person then you’ll probably know I love retro gaming. I have a growing collection of consoles and games which I regularly add to and play and I spend a lot of time reading up on retro gaming related topics. For me though the thing that got me into retro gaming was the console legacy left by a little company called Sega. Ever since I started collecting I have been a Segahead through and through so when I heard that the retro gaming inspired Hyperdimension Neptunia series was going to be having a spin-off crossover game with characters from an animated series based entirely on old Sega stuff my interest was immediately piqued.
I’ve been keeping an eye on Superdimension Neptune VS Sega Hard Girls ever since I learned of its existence, and now having sunk around eight hours into the game I feel I can finally answer the all important question of “Is it any good?” So, without further fanfare let's start off by covering the story.
Story and Characters:
The Neptunia series is known for having oddball plots already, but Superdimension's plot is certainly one of the odder once.
For starters our hero of the story this time round isn’t Neptune, but rather her level headed explorer friend IF. At the start of the story, IF stumbles across a place called the grand library which turns out to be a place where all the worlds history is recorded. All seems fine and dandy until a girl falls out of the sky and history starts to just… disappear. Yes history just straight up starts to disappear and IF and the girl who fell out of the sky (who incidentally is named Segami) are the only ones who can do anything about it.
One time travelling bike later and it becomes your mission to visit various eras of history in order to correct what was lost. It’s a relatively simple plot on paper, but in practice Superdimension does more than enough to spice things up despite the premise being a bit cliché.
Character-wise, most of the Neptunia cast is present (apart from Noire, Blanc and Vert mainly due to how they represent non Sega consoles) but along with the regulars we also are joined by the Sega hard girls.
Now for those of you out there who have no idea what I’m talking about let me explain. The Sega Hard Girls were characters that first appeared as a Dengeki Bunko imprint before getting their own light novel, and eventually their own animated television series in 2014 entitled Hi-sCoool! SeHa Girls (If you’re a fan of retro gaming especially Sega retro gaming then I highly recommend you give a few episodes a watch. It’s jam packed full of references to old Sega video games and consoles).
Basically each of the Hard Girls is an anthropomorphized Sega game console. It’s a similar idea to what Neptunia did but the way the Hard Girls were designed makes the references a bit more obvious.
Superdimension features quite a lot of the Sega hard girls but only 4 play a major role in the story, those being Dreamcast, Saturn, Mega Drive and Game Gear. Each of the Hard Girls has a Neptunia universe counterpart. Saturn’s is Neptune/Purple Heart, Dreamcast's is Uzume/Orange Heart, Mega Drive's is Plutia/Iris Heart and Game Gear's is Nepgear/Purple Sister.
In typical Neptune fashion the writing is what really takes the stage here. The game is full of retro gaming references, one liners and dialogue scenes between characters which consistently left me with a giant grin on my face.
Overall, Superdimension does a pretty good job with its characters and writing. The story is a little bit cliché, but it throws enough curve-balls to keep me interested. If you’re looking for a game to play for the story though then this really isn’t it.
Gameplay:
Now for the meat and potatoes of the game, and oh boy there is quite a bit to talk about here so lets not waste any time.
For starters, Superdimension sports a new battle system. You still move around a free roaming circle and attack enemies and all that but instead of picking from one of 3 types of physical attack and using strategy to do stuff such as getting 2 or more enemies in the path of your attack you instead are treated to something new and honestly refreshing for the series.
The combat system works like this, similar to Megadimension you have a circle that you can move your character about in. You can attack, use skills, use items and surprisingly, jump. Yes, jump. I’ll come back to that in a second.
The combat is turn based which doesn’t sound all that interesting on paper but the game implements one major mechanic which makes the system very interesting in practice. Basically when your turn begins you are shown a gauge on the right hand side of the screen. This is the action gauge and it is what determines how long your turn will be and how many actions you can perform. At the beginning of your turn it is completely bottomed out however actions like moving and attacking will increase the action gauge. Once the action gauge fills enough to reach the red area you turn is over.
It’s a simple system but how it is implemented makes it incredibly strategic as well. Firstly unlike in previous games when you start a physical attack you are not locked into having to use a physical attack until your turn ends. When you perform a physical attack a bit of your action gauge gets filled back up but as long as it is below the red area you will still be able to attack, use skills and use items along with moving. This small change means that the variety of actions which can be performed in a turn increases dramatically. You’re given the potential to heal an ally and then attack an enemy or use an item followed by a skill. It’s a simple change but one which adds a surprising amount of strategy to the battle system not seen in previous games. There’s even an element of strategy around how much of the action gauge you think you should use before ending your turn because the further into the red zone your action gauge is when your turn ends the longer it will be until that character gets to have their turn again
As for other battle mechanics there’s your ability to jump for starters. It sounds pointless on paper but bear with me. During battles gems will regularly pop up floating in the air which can be picked up to help recover HP and SP. On top of that after you have dealt enough damage to enemies and have filled the fever gauge (which fills when you perform actions on your turn) up on the right of the screen a fever gem will appear in the battle field which can be picked up to activate fever time. Now when fever time is active all characters will receive a slight stat buff, enemies will miss a turn for the duration of fever time and EXE drives will be able to be used. Fever time ends once the fever gauge runs out though which happens as you perform actions during battle.
The important thing to note is that a full fever gauge carries between battles so if you finish a battle with a full fever gauge it will remain full at the start of the next battle. What I’m getting at is SAVE FEVER TIME FOR BOSSES. The stat buff combined with causing the enemy to miss a turn means that fever time is not only great for dishing pain out but also for recovering since the enemy won’t be able to attack as long as fever time is active.
Apart from fever time you also have access to a charge attack which can be used by holding the X button until the action gauge fills up fully. This deals quite a bit of damage but also results in the fever gauge being filled entirely meaning a longer wait until that characters turn rolls around again.
Skills behave somewhat like they do in other Nep titles however each character has a select number of skill slots which can accommodate either an active or passive skill. As the game continues on you’ll be able to expand the number of slots you have access to allowing for more skill equips.
Also noteworthy is the class system which allows you to gain new classes for characters and swap them to change the type of focus that they have in battle. Importantly this also effects their skill pool and the skills that they will learn as they level up.
Overall the new battle system is something I find quite enjoyable. It refreshes the gameplay style that has been present in the Neptunia series for quite a while and it does a good job of making something both new and enjoyable.
Outside of the battle system there are many changes that have been made in places like the overworld. For example IF is far more acrobatic in the game field than Neptune was in previous games. Not only can she jump but she can also climb ladders, run, enter crawl spaces and swing across ropes.
Now on paper this sounds like just a gimmick and I’ll admit I didn’t think much of it at first, however these new skills are actually used quite a lot throughout the course of the game thanks to the larger variety in dungeon design as well as brand new dungeons made specifically for this game.
The addition of new dungeons is quite nice and they’re designed pretty well however even the dungeons that have been recycled from previous games get a revamp treatment with them having different terrain layouts and routes that you can take depending on the era. In one era a part of land may not be accessible but in another era that same dungeon may have a swing rope or ladder placed in order to allow you to make it to this new area.
It’s a simple system but despite that it is an incredible breath of fresh air as it makes the dungeons that are recycled feel quite a bit more fresh instead of just copy pastes from the previous titles. It also allows for IF’s increased dungeon acrobatics to be used more and make them more than just gimmicks present in only the new dungeons.
Also new are collectibles that are present in dungeons. Inside dungeons you can find medals which are scattered all over the place. Now while collecting them all does give you a little message I’m honestly unsure as to what their real purpose is except for getting 100% completion. The same applies to the baseball collectible which are usually tucked away somewhere in the dungeon. These can be given to the robo pitcher back at the grand library but again, I don’t really know what these do per say.
Game progression is mission based. You select a mission and complete the objective listed. Missions however have a time limit on them in the form of a number to the right of the mission on the mission select screen. If this number reaches zero then the mission disappears. Without spoiling anything this system does lead onto an important plot point which the game explains pretty well so I’ll leave that for you to discover.
Overall, Superdimension is a breath of fresh air when it comes to the gameplay department with the new battle system and dungeon actions really making the game quite fun and quite unlike other Neptunia games we have seen before hand.
Graphics and Sound:
Graphically the game does indeed look nice but it is plagued by one problem, performance. Granted the performance issues present in Superdimension are nowhere near as bad as the performance issues present in say, Re;Birth 1 on the Vita (which has one of the most unstable frame rates I have ever seen). In comparison Superdimension is far more stable in terms of being able to hold a frame rate however it does tend to stutter a little bit in some areas. Compared to the earlier Neptunia Vita titles though the performance is far improved so that’s a plus at the very least.
Art wise the character models look quite nice on the field with nice detailed 3d models and smooth animations. Cut-scenes also use the now Neptunia standard Live2D system whereby 2D characters have idle animations that play while in text scenes. I really can’t fault the game much in this area.
In the sound department the music is a mixture of tunes present in previous Neptunia titles and a few brand new tunes which are OK but nothing to really write home about (although the new battle themes and especially the boss theme are pretty darn catchy). On the front of voice acting I played using the English dub and once again I can say that it is another incredible English dub from Idea Factory. Kate Higgins does an amazing job with voice acting IF and the English voice actors they got in for the Sega Hard Girls all do a top notch job as well. A special mention should also be made to the fact that the lip syncing in cutscenes now syncs properly to the English voice track which is something that wasn’t present in previous Neptunia Vita titles.
Verdict:
Superdimension Neptunia VS Sega Hard Girls is an example of a spin off title which does all the right things in order to make it stand on its own as a great game. Out of all of the Neptunia spin off titles, I’d have to say that this is probably the best one in terms of quality. It has a lot of fresh new ideas which it pulls off quite well which is certainly commendable considering the number of games released these days which have great ideas but never really do anything with them (See my last review on MeiQ Labyrinth of Death to learn more about that).
As fun as the game is though I did notice a few issues here and there mainly with the translation. Some tutorials had certain sentences repeated twice while some items had formatting issues that caused the text to go off the edge of the screen. It’s a minor issue but one that is still noticeable non the less. Here’s hoping that Idea Factory release a patch to fix it up sooner rather than later.
Translation bugs aside Superdimension is a fun time and gets a Highly Recommended.
My apologies for the lateness of this review, I’ve had a busy past few weeks and haven’t had much time to really sit down and finish this off. Hopefully this should go up in time for the European release of the time though. As for upcoming Vita titles there’s still a lot coming so stay tuned for more Vita goodness in the coming months!
If you liked this review, please consider contributing to our Patreonhttps://www.patreon.com/VariousReviews! This is BDVR Author Nathan Green signing off.
Superdimension Neptune VS Sega Hard Girls releases on the 18th of October in North America and the 21st of October in Europe and Australia.
PEGI: 12
ESRB: T
CERO: C
OFLC: M
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Showing posts with label SEGA. Show all posts
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Saturday, October 29, 2016
Superdimension Neptune VS Sega Hard Girls (Nathan Green)
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Thursday, July 14, 2016
Megadimension Neptunia VII (Nathan Green)
Yup, it’s time to take a look at
another game from Idea Factory and Compile Heart's self-referential
JRPG series which loves to poke fun at video games and the people who
play them. Surprisingly Megadimension Neptunia was the first main
series Neptunia game since Hyperdimension Neptunia Victory on the PS3
released in 2012. Anyway before I jump into this review I should
state that I am actually looking at the recently released PC port of
Megadimension and not the PS4 version that came out last year. With
that out of the way lets dive right into Megadimension Neptunia VII.
When I jumped into Megadimension the
first thing I noticed right off the bat was the major tonal shift in
the story, especially when compared to the previous games.
Megadimension's plot is quite a bit darker than previous entries and
honestly in a series like Neptunia I found it a breath of fresh air.
The dialogue is still very well written with the usual retro gaming
references scattered around the place and the game doesn’t lose its
personality despite the darker plot which I do like. It’s a good
balance between silly and serious and it’s refreshing to see in a
game from the Neptunia series.
Now if there was one thing that the
devs really tweaked and refined during the transition from Victory to
Megadimension it was the gameplay. The battle system has been heavily
tweaked in all the right ways and this makes me feel that gameplay
wise Megadimension is the most solid of the Neptunia series.
For starters the Guard gauge which
was present in Victory and all the Re;birth remakes has been dropped.
In previous games enemies would have a guard gauge as well as a
health gauge. When this gauge had a little bit of charge in it the
amount of damage you could deal to enemies was heavily reduced
meaning that in order to deal any substantial damage you had to drop
the enemies guard gauge first which caused a guard break. However
enemies with their guard broken would have their guard restored by
around a third when they had their next turn.
This is made even worse when you
take into account that you don't have access to a guard gauge so
any damage you take gets lopped right off your life bar which can
result in some enemies making mincemeat out of you if you aren’t
careful. I could go on further about the problems this system had but
basically all you need to know is that it was incredibly unbalanced
so having the guard gauge removed in Megadimension is something that
makes the game a whole lot more balanced.
A lot of the tweaks that were made
to the battle system help to fix the balance issues that were present
in previous games and almost all of these tweaks I find useful. Combo
setting has been changed up a bit with a system that is far simpler
than it was in previous games which also adds an element of strategy
to the planning of attacks (meeting certain conditions allows for
certain attacks to have extra bonuses thrown on like a 100% crit-rate
or 100% accuracy).
Special attacks have been refined
and you are now able to pull off special team attacks depending on
where your team members are placed (i.e I might have to make a
triangle formation around an enemy first before I can use a specific
team attack)
Outside of battles dungeons have had
a few tweaks as well. The treasure search feature present in victory
has been removed (goodness knows why) and you are finally able to use
healing skills outside of battles.
Meanwhile the over-world has seen a
complete overhaul and now sports a Mario 3 esque design with points
on a map that you move between. While moving around the map however
you can run into enemies while moving over smaller points.
Overall Megadimension's gameplay is
all about the tweaks and refinements. The base JRPG gameplay is still
incredibly solid however with battles based on positioning and
chaining together combos to deal the most pain. All in all though
Megadimension in my opinion is the strongest of the series gameplay
wise thanks to the multitude of tweaks and refinements made to
systems throughout the game.
Ohboy, now this is going to get
interesting.
Presentation wise Megadimension does
look pretty good. Environments are incredibly detailed, models
extremely well done and environments are far more varied and diverse
than they were in previous titles. However there is one gigantic
issue present in the PC port that just ruins the whole experience for
me and it is the same issue that has plagued basically all idea
factory PC ports.
In a nutshell, the performance is
completely and utterly abysmal and I mean abysmal. In gameplay I was
barely managing 20 frames per second and that was with all the
graphical effects turned on low and the resolution dropped as far as
it could go.
Now if this was only a problem with
my PC then I could understand that as it isn’t really built for
gaming. However owners of high end PCs have also reported utterly
abysmal performance with the port as well.
Things don’t get any better when I
found out that the Hyperresolution Neptunia mod, a mod that let you
change the texture rendering resolution in the PC ports of the
re;birth games, didn’t work with Megadimension. On top of that
there seem to be some graphical settings that the game simply does
not let you turn off. They aren’t in the options menu and they
aren’t in the config file either so graphical effects such as bloom
and reflections are stuck in an enabled state. Not being able to turn
off stuff like reflections is especially annoying because you’re
stuck in a state where these graphical resource hogs are forcefully
turned on and it really kills the experience.
So not only is the game playing like
a slideshow for me but I am basically unable to watch any cutscenes
because the enormous amounts of lag actually cause cutscenes (and
only cutscenes) to encounter audio stutter. Yes, really.
This is my main problem with
Megadimension on PC. The game is optimised so, so badly that it makes
it hard for me to recommend. Heck even if your PC meets the
requirements that is no 100% guarantee that you won’t run into
performance issue.
Also speaking of system
requirements, LOOK AT THESE THINGS.
Terrible performance aside the game
does sport an excellent soundtrack as well (in my opinion it’s the
best in the whole series) which is one of those few video game
soundtracks that I actually went out of my way to listen to while I
wasn’t playing the game so extra points for that.
Verdict:
Megadimension Neptunia VII on the PC is most certainly entertaining. If you’re a fan of the series then
you’ll be right at home with this entry. I also think that for
newcomers Megadimension is probably the best title to start on.
However the one think that stops me from recommending the PC version
of Megadimension is its gigantic performance problems. The game is so
terribly optimized for PC that it almost makes buying it on pc not
even worth it due to how much of a glass cannon the game is with
performance. Granted the game is a turn based RPG so it doesn’t
kill the experience as much as it would if these performance issues
were present with say, a fps but the 20 or less fps I was getting in
game coupled with the audio stutter present in almost all cutscenes
makes Megadimension on PC a difficult recommendation to people who
only just meet the minimum requirements and honestly it’s a damn
shame.
If you want my advice then if you
have a PS4 and are interested in this game, go buy it on PS4. If you
already have it on PS4 there is really no reason to rebuy it on PC
and if you don’t own a PS4 and want to get it on pc then proceed
with caution especially if your system only just meets the system
requirements (and if it doesn’t meet the requirements then don’t
even bother to be honest).
In its current state Megadimension
Neptunia VII on PC gets a Proceed with Caution
If these performance issues get
patched out in the future then I would have no issues with upgrading
Megadimension to a highly recommended but at the moment it’s just
too much of a glass cannon for me to recommend confidently.
Now I know this review was shorter
than my usual ones and that it’s well… a little late. To cut a
long story short my sound card died while I was in the process of
playing the game and I had to wait until I got a new one before I
could get back to playing the game for this review.
ESRB: T
PEGI: 16
CERO: C
OFLC: M (Unrestricted)
If you liked this review, please consider supporting us on Patreon.
Game provided for review by IFI. Logo and game screenshots provided by IFI. System requirement screenshots taken by Nathan Green.
If you liked this review, please consider supporting us on Patreon.
Game provided for review by IFI. Logo and game screenshots provided by IFI. System requirement screenshots taken by Nathan Green.
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