Showing posts with label vita. Show all posts
Showing posts with label vita. Show all posts

Tuesday, September 5, 2017

Mary Skelter Nightmares (Nathan Green)





2017 has been an interesting year for video games. We’ve had a number of excellent new releases this year, the PS4 and Xbox One have been churning on with another successful year and Nintendo rolled out the Switch, a console that many people are gushing over but I’m still 50/50 on.

Among all of this however the humble PlayStation Vita, now over 5 years old is still very much alive and kicking with new games still coming out for it.
While 2017 hasn’t been anywhere near as active in terms of vita games as 2016 had been we have still seen some very solid releases this year. Out of the 2017 line up however there has been one game that I have had my eye on since the announcement trailer. That game is Mary Skelter, a DRPG developed by Compile Heart and published by Idea Factory.

The first thing that caught my eye about the game was how much of a drastic departure it was from what Compile Heart usually does. The company is more known for it’s Neptunia series so when I saw that Mary Skelter was going to be a game with a much darker theme to it with a much heavier focus on plot I was rather surprised. Granted at the time I never thought it would actually get localized so imagine my surprise when an official localization was announced by Idea Factory.

I’ve been looking forward to playing and reviewing this game for quite a while so without any further fanfare lets begin exploring the jail.

Story:

Right off the bat Mary Skelter provides a very interesting setting and premise. The opening details that the world of Mary Skelter takes place in a sort of post apocalyptic unamed city in Japan that many years ago was taken over by a race known as Marchins while the land around them transformed in a living, breathing jail.
Our two main characters, Jack and Alice, are one of many people trapped in this living jail, forced to live their days undergoing various types of torture in order to appease the living jail they are trapped inside. Things change for the pair one day though when they are suddenly broken out of their cell by a girl who calls herself Red Riding Hood (yes, really).

They escape and join a group known as DAWN whose main goal is to escape this living jail that they’re inside. Naturally this involves Alice and Jack working with the other members of the DAWN to fight their way through various dungeons with a hope of escaping.

In terms of actual story, while not groundbreaking or anything Mary Skelter does manage to provide an interesting and rather unique premise with a decent amount of mystery and character interactions.

Overall while Mary Skelter doesn’t exactly sport a groundbreaking story what it has is certainly enjoyable and unique. It does feel like Compile Heart put a lot more effort into the premise, character interactions and the overall plot than they have in other titles which is really nice to see. It’s not going to win any awards any time soon but it’s certainly above average.



Gameplay:

Mary Skelter, as I mentioned earlier is a Dungeon Crawler RPG. DRPG’s have always been a bit of a mixed bag with me. Some of them I enjoy but some of them I just... don’t.
It doesn’t help that the last dungeon crawler title I actually reviewed was MeiQ Labyrinth of Death, a relatively mediocre DRPG also by Compile Heart. With that in mind the gameplay would really be what would make or break Mary Skelter and in this case I think Compile Heart hit the ball out of the park.

Mary Skelter plays like your traditional DRPG. Walk around dungeons in a first person perspective going between floors, solving the odd puzzle here and there and fighting enemies in turn based random encounter battles. The base DRPG formula remains relatively unchanged however that isn’t to say that Mary Skelter is just another bare bones DRPG, in fact it’s quite the opposite.

Where the gameplay in Mary Skelter starts to shine is in the smaller things that they have added or tweaked. The game adds a surprising number of unique mechanics which I haven’t seen before in other DRPG’s and they really work in the games favour.

The first and most often utilized of these mechanics is the Blood system. Alice and the various other characters you’ll run into throughout the game are known as Blood Maidens. Blood Maidens have the special power to wield what are called Blood Weapons as well as the ability to actually effectively fight the Marchins. Marchin blood also helps extend the powers of a Blood Maiden in battle allowing for higher damage output and other such goodies.

This is where the blood mechanic comes in. How this works is that each Blood Maiden has what is called a “Blood Splat Meter”. There are a few ways to fill up this meter. The first way is by exploiting enemy weak spots by using the correct elemental weakness. The second way is by performing what is called an Overkill which is usually triggered when a character deals a blow to an enemy that is more than enough to kill them (for example if I dealt 100 damage to an enemy with only 10 HP left).


Performing either of these actions fills the Blood Splat Meter which the player can then use to perform a few actions. Firstly if the meter fills up to the top then on their next turn the Blood Maiden will enter massacre mode which significantly boosts damage output as well as applying a minor HP and SP regen effect.
There is a downside though. As Blood Maidens are dealt more and more damage or get K.O’d the colour of the blood in the splat meter will start to grow darker. The darker the colour the higher the chance a Blood Maiden has of entering Blood Skelter mode.
Blood Skelter mode is something you REALLY want to avoid. Upon activation a maiden receives the buffs of massacre mode but will attack both enemies and party members without any rhyme or reason. It’s something you need to be constantly aware of while playing since if you end up overlooking it then it can come back to bite you fast.
Now there is a way to prevent and counteract blood skelter but I’ll touch on that later.


The second use of blood in the Splat Meter is through the act of Licking. Yes, you read that right, Licking.
The Lick option in the command menu lets you Lick the splattered blood off of a party member. Outside of being a bit weird this does actually have a use to it since the act of licking blood off a maiden actually applies a buff or boost to either one member or the whole party. This could be an HP regen effect, SP regen effect, stat boost etc.

The act of licking also empties the Blood Splat Meter so it can be a good way of buying yourself time if you have a maiden on the verge of entering blood skelter since it resets the meter.

Jack is also a member in the party but he plays a bit differently to the rest of the members. For starters he can’t attack, instead he has the ability to use items, guard a blood maiden to block them from damage and most importantly use his special weapon called a Mary Gun.

I say weapon but you use it more like a supporting item. The Mary Gun is the main way you prevent blood maidens from entering Blood Skelter.
In a nutshell, Jacks blood has the unique trait of being able to purge corruption from a blood maiden as well as completely reverse the effects of blood skelter. This does come at a cost though since you are literally using Jacks blood as ammunition. This means you can’t just go around spamming the thing willy nilly since you have to keep a close eye on your own blood supply.
The less blood you have remaining, the higher your chances of getting stunned and being unable to move after performing an action with the Mary Gun. You do have an option to generate blood when Jacks turn rolls around and most of the time if you play your cards right Jack’s blood supply will rarely drop below halfway (this is where strategic use of licking comes into play since it can buy you time to generate more blood to purge the corruption).
It’s a very well implemented system which adds a new layer of strategy to the gameplay while not coming off as a half assed addition they threw in at the last minute.

I’d like to also commend the games pacing in terms of how it introduces new gameplay elements. The Mary gun and the whole corruption gameplay element doesn’t even come into play until the second dungeon giving the player time to learn the ins and outs of licking and massacre mode.
It’s one of the few DRPG games I know of where gameplay mechanics are sensibly introduced at a good pace so they don’t overwhelm the player with a bunch of stuff they need to get their head around right from the first dungeon.

Outside of the battle system there are a few unique gameplay elements as well, the first of these being blood abilities.

Blood abilities basically function as ways that you can interact with the dungeon in various ways to open up new paths and solve puzzles. Each maiden has their own unique ability and they all get used pretty equally. It’s a simple system but it works.
By far the most useful ability though is Alice’s rabbit hole ability. This essentially lets you create a save point anywhere you want in a dungeon as well as being able to use this point to escape from the dungeon back to the town if you need to. You have no idea how much of a godsend this has been at times. It essentially lets you save anywhere and provides a convenient way to warp back to town in an emergency if you need to.

Another element is the jail bonus system. This is basically made up of three meters consisting of Hunger, Libido and Sleep.
Filling any of these meters up starts a roulette which will grant a bonus to the party. I found that hunger was usually the easiest one to fill up with the next being libido and finally sleep. Really outside of a bonus here and there it doesn’t do much else and it’s really the only system I consider to be half baked in terms of execution.

Finally we have Murder Hunts. This is basically a chase mechanic. How this works is that each dungeon has their own boss enemy called a Nightmare. During your exploring at random intervals the dungeon may begin to grow dark. This is the sign of a nightmare being nearby. If it stays dark long enough then the dungeons Nightmare will appear and trigger a Murder Hunt. 

When a Murder Hunt is triggered the minimap will disappear and some text will pop up showing how close/far you are from the nightmare. In order to complete the sequence you have to escape from said nightmare which is easier said than done especially when you’ve lost your minimap.

If you happen to run into a random encounter during a Murder Hunt then you’ll trigger a Booked Battle. This is the same as a normal battle except the Nightmare will continue attempting to find you and if he does will start attacking you as well. Basically you want to get out of a booked battle as soon as possible. Winning a booked battle does have an advantage though as the resulting blood splatter on the walls of the dungeon will actually light up the surrounding area.

Now you might be thinking, “why can’t I just fight the nightmare?”. Simple answer. For the vast majority of the dungeon the nightmare is invincible. There is nothing you can do but run from him. 

This whole Murder Hunt system is pretty well implimented and actually adds a pretty effective element of horror to the game since these murder hunts happen at complete random so as you explore the dungeon you’re constantly aware that you could run into a Nightmare at any moment.
The darkening of the environment and complete removal of your minimap during a murder hunt only extenuates this fear since now you have no way of actually planning where you’re going to go, how you’re going to get there etc. You have to go off what you know about the dungeon layout and just leg it and it’s incredibly effective.

My only gripe is I can’t really find a pattern in what the game actually counts as “escaping” the nightmare. I assumed it would just be distance but no patterns were popping up there. Then again you could argue that this works in the games favour since it means you don’t actually know how far you’ll have to run or for how long until you actually escape the nightmare so your mileage may vary.

What is interesting is that Murder Hunts and nightmare appearances in general only start to happen from the second floor of a dungeon onwards which is a design choice I can totally get behind since it helps compensate for the lack of a mini map in the Murder Hunts by giving the player a decent amount of time to get to grips with the overall structure of the dungeon they are in so they can do a bit of planning ahead when escaping the nightmare since they know a bit about the types of designs seen in this particular dungeon. It’s a small thing but it works incredibly well.

Speaking of Dungeons...


Graphics and Sound:

The dungeons in Mary Skelter are very well designed and this statement extends to the rest of the presentation in general. Each dungeon has a surprising amount of graphical detail put into it with its presentation. The first dungeon has a very obvious Alice in Wonderland motif going on with spinning clocks and playing cards and framed pictures on the wall shaking about on their own.
In stark contrast the second dungeon, a graveyard, has a lot of coffin looking objects which have their lids fall off when you walk past (something which actually caught me off guard the first few times) along with garden gnome looking things sitting in the background which every now and then shake and pulsate as if they were still just a little bit alive.

Every now and then though the game likes to go a bit uncanny valley with its visuals by mixing in something like an eyeball inside a wall or a red intestine like thing which stands in stark contrast to the rest of the area but really pushes home the fact that this place you’re exploring is indeed alive.

It’s this kind of attention to detail which I really like and Mary Skelter is full of stuff like this. It’s clear a lot of work and effort went into the presentation and graphic design and that has really paid off. Mary Skelter is an incredibly unique looking game which sticks out in amongst the growing pool of Vita DRPG’s. It gives the game a lot of personality and charm which makes the world of the game memorable.

Character art is very nicely drawn and each character has their own unique look. Since the majority of the characters in the game are based off characters from fairy tales a lot of the respective fairy tales are reflected in the designs of the character.
Cutscenes also use that trademark sort of pseudo 3D type look that Compile Heart games commonly have in their cutscenes and like always it looks really nice.

Sound wise it’s a bit of a mixed bag. The game has a superb opening theme and some other tracks that really stick out but some of the tracks do sound a little generic at times. On the bright side I haven’t really had any music tracks which have got on my nerves so that’s a plus.

The game has dual voice track support. The English dub is a pretty standard Idea Factory affair, not bad but not outstanding either. The Japanese dub is pretty well done though.

Sound design in dungeons is also relatively standard although there are some sound cues and use of spacial sound and stuff like that here and there so there is that.

Overall sound wise the game is fine but not groundbreaking. The visuals on the other hand are very well designed and have a lot of detail put into them and they truly help make the game stand out.



Verdict:

After MeiQ Labyrinth Of Death last year I will admit I was worried that this was going to be more of the same. Thankfully I was very wrong. Mary Skelter provides the player with an interesting and unique DRPG with well fleshed out mechanics, an interesting story and some utterly gorgeous presentation.

Mary Skelter is also commendable in that it provides a game that is accessible to players new to the DRPG genre while having more than enough in it to keep genre veterans happy. If you’ve never played a DRPG before and are looking for a good place to start then I highly recommend picking up Mary Skelter.
If you’ve played a load of DRPG’s before then I’d still recommend Mary Skelter to you. There’s a lot of unique stuff here which mixes up the DRPG formula which alone I feel makes it a worthwhile title to play.


Mary Skelter Nightmares gets a Highly Recommended


I know I haven’t been very active this year in terms of reviews. The vita might be starting to slow down release wise but there still are quality titles coming out for it and I’ll be sure to keep covering them. Until my next review this is BDVR Author Nathan Green signing off.

Mary Skelter Nightmares will be releasing September 19th in North America and September 22nd in Europe and Australia for PlayStation Vita.

Review Code Provided by Idea Factory International.

PEGI: 16

ESRB: M

CERO: D

OFLC: Er... Let’s just get onto that.


While Mary Skelter Nightmare will be seeing a release in Australia with an R-18 rating (mostly due to how the game has been released unmodified from its Japanese counterpart so it retains all the... awkward screen rubbing mini games which can thankfully be skipped after you’ve played them once) the game will NOT be getting a release in New Zealand due to the game not being submit to the NZ OFLC for classification.

It’s a pain in the rear end but I can’t do much about that so if you’re a kiwi like myself you’ll either need to make an overseas PSN account or import it.



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Tuesday, January 31, 2017

Steins;Gate 0 (Nathan Green)



 Out of all the titles I was excited for this year, Steins;Gate 0 was pretty high up on the list. I remember watching the anime of Steins;Gate and adoring it so much that I went and played the game soon after. Steins;Gate 0 isn’t exactly a sequel or prequel to the first game, rather it expands upon the events that took place so that the true ending of the first title was even possible to begin with. It’s an interesting concept, which made me excited for what I was going to see it pull off. With that being said this review WILL CONTAIN SPOILERS FOR THE FIRST GAME. I’ll try to keep Steins;Gate 0 spoilers to a minimum but the final part of this review will be potentially spoilerific due to the subject matter so if you haven’t played Steins;Gate 0 yet then stop reading when you reach the spoiler warning. Anyways, without further ado, let's time leap!


Graphics and Sound:
Now I usually do this section later but since Steins;Gate 0 is a visual novel, the majority of this review is going to be focusing on the story so I’m saving that till last.
The first Steins;Gate was game that looked great and sounded great. The art was unique, the soundtrack varied and memorable, and the voice acting spot on. Steins;Gate 0 unsurprisingly continues this with some excellent art (albeit in a different style to that of the first game), an excellent soundtrack, and great voice acting.

Art-wise the actual art-style has seen a significant change with characters looking closer to how they looked in the anime than then first game. Old art does show up from time to time though, and it can get a bit daunting seeing it mixed in with the new art. It’s not a huge issue, but it is awkward at times. (Editors note; Think back to the Morrigan sprite that Capcom kept re-using in all of the SNK vs Capcom games if you need a point of reference.)
The soundtrack contains a mix of happy go lucky tunes, more intense nerve racking tracks and some really beautiful tracks which usually accompany the more important moments in the game. My favorite track would probably have to be Hoshi No Kanaduru Uta. More specifically, the rendition of it which accompanies the end credits for one route. The vocals on that version really make it that bit better, especially since they were sung by the Voice-Actor for the character of Kagari. The soundtrack does a good job of both setting the tone of the scene and adding to the overall memorability of scenes. It does exactly what a good soundtrack in a visual novel should do, and it does it well.
For voice acting, the entire cast of the original Steins;Gate retain their original voice actors, and they all sound as good as ever. Line deliveries are enthusiastic and really do make the characters feel more alive. The new characters also sound good with some solid performances all around, my favorite being from Maho Hiyajo, whose VA perfectly reflects her character in her acting. Dr. Leskinen's voice actor is a bit goofy with his broken English thrown everywhere, but overall his performance is pretty darn good as well.

Gameplay:
Being a visual novel, Steins;Gate 0 doesn’t really try to sell itself on gameplay. Overall it’s a pretty standard visual novel affair although it is less linear than the first game. All the visual novel basics are present along with the ability to both lock your save file to prevent yourself accidentally saving over it (a very welcome addition) and automatic quick saves which allow you to pick up at important events in the game if you aren’t liking the results of your decision. It’s a small but very welcome change and is something I wish more VNs had. Also present is the tips system which provides you with information on special objects, items etc that are mentioned in the game. A vast majority of these tips are quite useful and helped clear up some confusion I had surrounding some things but some are a bit on the silly side, so your mileage may vary. You’re also able to advance text and menus using the Vita's touchscreen, although you can disable this if you’d prefer otherwise.
The only slightly irritating thing about the game is that the only way to access the dialog archive in case you miss something is to pause the game and select it. A vast majority of visual novels have a button that allows you to quickly access the archive without needing to pause the game so this comes off as a bit clunky. It doesn’t help that the menus lag, and aside from the main menu, you aren’t given any visual or audio feedback upon selecting an item, which can be awkward. I also found myself having to reboot my Vita on one occasion, because Livearea had slowed to a crawl after leaving the game open for so long. Again, your millage may vary.


Story:
With Steins;Gate 0 being a visual novel, the story is the most important aspect, and for the most part Steins;Gate 0 does a good job at crafting a solid plot with a believable set of characters. However it isn’t perfect. I’ll touch on why later on. For now though lets look at the characters.

The entire cast of the original Steins;Gate makes a return with the obvious exception of Kurisu who is well… dead. We also see a variety of newcomers in the form of Maho Hiyajo and Dr Leskinen from an American University that Kurisu used to attend. Fubuki, Yuki and Kadee, who are close friends of Maiyurii, and finally Armadeus, an AI who takes on the form of Kurisu for most of the game. Out of all these new characters, I’d have to say my personal favorite would have to be Maho, one of Kurisu’s closest friends before she passed away. The story does a great job of portraying her as a likable well rounded character, and portrays her inner struggle and love hate relationship with Kurisu very well.
Story-wise, Steins;Gate 0 in and of itself takes place before the true ending of the original Steins;Gate, so if you have not played Steins;Gate, then play that before even thinking about touching Steins;Gate 0.
In essence, Steins;Gate's true ending involves our main character, Okabe receiving a video from himself twelve years in the future giving him the keys to discover the world line knows as steins gate, a world line where neither his childhood friend Maiyurii, or his lover Kurisu has to die. Now that’s all fine and dandy, but how the heck did that video even get sent in the first place? This is the basic premise behind Steins;Gate 0. It works on filling in the gaps present in the true ending of Steins;Gate and bring a bit more closure to everything. On top of that. Steins;Gate 0 goes more into depth around the concepts of AI, time travel and time manipulation, and the consequences of such technologies, which is something I absolutely love. The portrayal of these topics is very well done, and most importantly, thought provoking. There’s a lot more of them as well. While Steins;Gate 0 does have its fair share of slice of life bits, it is far darker in tone than the original Steins;Gate. This really works in its favor, with the story exploring more possibilities that really wouldn’t have been possible in the original game. There’s a constant feeling of danger as the group realizes the size of what they have gotten themselves into, and it makes for an incredibly gripping read. It isn’t as dark as say, Zero Escape but it doesn’t need to be. The story is also paced really well, which really helps a ton.
All this stands true for the vast majority of the game, and compared to the original the story had definitely improved on the problems the original had with pacing and tone. HOWEVER, Steins;Gate 0 isn’t perfect. While the vast majority of the story is excellent the remaining minority kinda crashes and burns. Let me explain, but first here’s your obligatory spoiler warning.
SPOILER ALERT FOR STEINS;GATE 0! DO NOT READ THIS PART IF YOU HAVE NOT FINISHED STEINS;GATE 0. SKIP AHEAD TO THE VERDICT SECTION TO HEAR MY OVERALL THOUGHTS. YOU HAVE BEEN WARNED. SERIOUSLY, I’M NOT JOKING.
I’m going to be blunt, Steins;Gate 0's story feels a bit unfinished. I came away from the game feeling like I had missed something or that a chunk of the game was missing. Now I’m not talking about the obvious cliff hanger due to how Steins;Gate 0 carries directly into the true end of Steins;Gate. The problem is that the true ending to Steins;Gate 0 is so incredibly disconnected from the events of the other endings that it in fact drags the rest of the game down with it a bit. Up until then the other 5 endings had been pretty incredible and had dropped little mysteries and tid bits here and there that stuck with me and kept me hyped up for the true ending where I’d learn what was going on. Then I actually played the true ending. My hype turned to confusion which then turned to disbelief which then turned to disappointment.
The true ending, rather than serving as an epic conclusion to my twenty-hour journey, was more the closest thing the game could do to blowing its own foot off with a rocket launcher. It commits one of the cardinal sins of storytelling by NOT SOLVING ALL THE MYSTERIES IT SPENT TIME CREATING. Not only that but the extent that it does this to is enough to drag the rest of the game down with it. All those mysteries you had learned in the other endings? All that stuff that happened when Armadeus got deleted in Maho's ending? The mystery surrounding the song in Kagari's ending? Kagari's lost memories? I hope you weren’t expecting answers to any of those mysteries because the game NEVER EXPLAINS THEM. Yes, those technically happened in separate world lines, so from a story perspective it at least has an explanation as to why it doesn’t get explained. However that doesn’t make it any less frustrating.
It ALSO doesn’t excuse the true ending from not answering questions about mysteries and events that happened in its OWN DAMN WORLD LINE. Who was that guy who attacked Maho, Okabe and the Professor in the carpark? What was all that garbage text Armadeus Kurisu left to Maho as a message on @channel? Why was Yuki given plastic surgery and brain washed with Kagari's memories? Where even WAS Kagari in this world line? All these seemingly important events and mysteries that happen in the true ending's world line? NEVER. EXPLAINED. What the hell happened?!? Why put in mysteries to advance the plot and then never give the player closure on the damn things? It isn’t like the player is left enough hints to figure it out themselves so they’re just left scratching their head and wondering where the rest of the game went.
The true ending to Steins;Gate 0 is simply a train wreck. That isn’t to say it isn’t enjoyable, on the contrary, I still enjoyed reading through the true ending. However the unfinished feeling it leaves the player with upon finishing it along with how it unsuccessfully ties up a surprisingly large number of mysteries CAN and most likely WILL get on your nerves. It isn’t enough to ruin the whole game and make me feel like I wasted my money but it is enough to weigh on my mind for a few days while the game is still fresh in my mind.
SPOILERS END HERE


Verdict:
Steins;Gate 0 is an interesting one. If it weren’t for all the loose plot threads and the train wreck of a final ending I’d have no trouble recommending it to anyone who had played the original Steins;Gate. However, it isn’t perfect and the flaws that it does have are in areas which are very likely to effect your potential millage. If there was ever a game fitting of a Your Millage May Vary badge it’s this one. The vast majority of the game is absolutely excellent, with a great story exploring the potential consequences of AI, time travel and a third world war coupled with excellent character development and great pacing but the overall penultimate ending to everything kinda causes the story to run itself smack into a solid steel wall because it wasn’t looking where it was going.
Granted the fact that the true ending ended the way it did was due to Steins;Gate 0’s placement on the overall timeline but I still feel that even taking that into account they could have done better than what we got. It isn’t a deal breaker but it does mean the satisfaction you get from finishing the game is a bit dampened.
Despite the shoddy true ending, Steins;Gate 0 is still well worth playing if you are a die hard fan of the original Steins;Gate. I have no doubt in my mind that you’ll love it if you loved the original. If you’re on the fence about Steins;Gate 0, then you really need to consider one thing, “Do I really care that much if the game ends with mysteries left unsolved?”. If the answer to that question is "No" then by all means go and play Steins;Gate 0, you’ll be in for a treat. However if unsolved mysteries are more of a big deal to you then I’d probably either wait for a price drop or give it a miss. For the most part though the experience Steins;Gate 0 gives you is well worth the price of admission.
For Steins;Gate fans, Steins;Gate 0 gets a Highly Recommended.
For those on the fence about it Steins;Gate 0 gets a Recommended, but wait for a sale first.
For those of you who haven’t played/seen Steins;Gate, Steins;Gate 0 gets a PLAY THE ORIGINAL FIRST YOU GOOF.
Seriously, if you haven’t played the original Steins;Gate yet and are interested in Steins;Gate 0 then PLAY THE FIRST GAME OR WATCH THE ANIME ADAPTION FIRST. I can’t force you, but you’ll be doing yourself a disservice if you do otherwise.
Wow, the last review of 2016 from me (although by the time this goes up it will probably be 2017 already but I wrote this on December 31st so meh). At the time of writing I would have had my Vita for exactly one year now and what a year it has been. I can’t wait to see what is in store for the Vita in 2017 but I’m hoping to potentially get a review of Danganronpa V3, Mary Skelter and a few other games on the cards if everything goes well. In the meantime I’ll probably get to work on writing up a review for Danganronpa Another Episode Ultra Despair Girls since that’s the only Danganronpa game I have yet to cover so far. Either way I hope you have a safe and wonderful New Year and happy holidays.
This is BDVR writer Nathan Green signing off


ESRB: M
PEGI: 16
CERO: C
OFLC: M (Unrestricted)


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Steins;Gate 0 was played and reviewed on PlayStation Vita (also on PlayStation 4) using a digital copy of the game purchased by the reviewer.
Steins;Gate 0 is developed by 5pb, and Nitroplus, and is published by PQube Games. All rights reserved to their respective owners.
This review is my own work. You are not allowed to duplicate, reproduce or republish on any other sites under any circumstances commercial or otherwise.



Saturday, October 29, 2016

Superdimension Neptune VS Sega Hard Girls (Nathan Green)

Sega
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

Wednesday, May 4, 2016

Megatagmension Blanc + Neptune VS Zombies Review



The Hyperdimension Neptunia series is a strange beast. Ever since the series debut on the PS3 back in late 2010 it has been met with mixed responses across the board. However that hasn’t stopped Compile Heart and Idea Factory from making new games and it seems that despite a rocky start the Neptunia games since Re;Birth 1 on the vita have been some pretty dang solid RPGs.

Although lets be honest, if you’re playing these games you’re usually playing them because you know about how the game is basically one giant mish mash of retro gaming references mixed in with copious amounts of fan service to make one truly interesting little series.

However as with many gaming series there is going to be some spin off titles and neptunia is no exception.
Most of these titles have found their home on the vita with Hyperdimension Neptunia Producing Perfection starting the spin off train off then with Hyperdevotion Noire and Hyperdimension Neptunia U following shortly after (although Noire and U have been released on steam as well)

The latest addition to this group of spinoffs is Megatagmension Blanc + Neptune VS Zombies, a hack and slash spinoff from Tamsoft, creators of the Senran Kagura series.
I got a lot to say about this game so without future a due lets dive right in.


Story:

The Neptunia games have never been known for having intricate stories instead preferring to play the story for laughs most of the time (although there are a few exceptions. Looking at you MK2 and Victory II). Megatagmension is no exception to this rule. The games plot is very tongue and cheek and it knows it with many of the visual novel scenes in between gameplay segments being the prime example of this.

What little plot there is though revolves around the titular Blanc and her friends working together to film a movie to save their school of Gameacademi. Problem is the whole school is overrun with zombies. Instead of giving up however Blanc instead opts to use the zombies as props in the movie and film her friends fighting them off to use as footage for the movie.

This is just one example of the games goofy sense of humor. When Megatagmension isn’t talking about zombies though it is either making references to retro video games, breaking the fourth wall into many tiny pieces or just simply goofing around.
This is Megatagmensions real strength when it comes to the story. While the plot itself is pretty simple and really not that interesting the writing is excellent packed with many moments that can and will make you laugh out loud especially if you are a retro gamer like myself. The retro gaming references are spot on and pretty much always got a laugh out of me.

As for the characters I can best sum them up as being a trail mix team of Anime stereotypes. You have the goofball, the tsundere, the quiet girl, the one who has a giant rack and so on.
If you were looking for a game with a deep story you certainly won’t find that in Megatagmension but either way the excellent writing is bound to get a laugh out of you.


Gameplay:

So before I start I’m going to be splitting this section up into 2 parts. One talking about the single player and the other about the multiplayer (yes this game does have multiplayer but I’ll come to that). I’ll start with the single player.

The single player campaign is mission based. You pick a scene (level) and then pick a cut (quest) and off you go. There are a total of 12 scenes in the game with around about 5 or 6 quests each.
Quests usually consist of having to kill a number of enemies. Megatagmension is a hack and slash game similar to the likes of Senran Kagura and it is no surprise considering that Tamsoft, the developers of Senran Kagura also developed this game.
If you’ve ever played a Senran Kagura game then you should be right at home here. Each character has a light and heavy attack (light mapped to the Square button and Heavy to the Triangle button) as well as a dodge, jump and access to special moves. You can chain together attacks to pull off combos as you would expect. You also have the ability to hit enemies into the air and “juggle” them in mid air, a feature also seen in the Senran Kagura series. You can also lock on to enemies using the L button and guard using the R button.

In the way of special attacks you have 2 kinds. You have normal skills and then you have SP skills.
Normal skills are activated by holding the R button and pressing one of the face buttons. As expected these will deal a large chunk of damage to enemies. The interesting thing about normal skills is that they don’t use any of your EXE gauge (More on that in a moment) and instead just have a cooldown time.
SP skills are activated by holding both L and R then pushing either Square or Triangle. SP skills make use of your EXE gauge, basically your SP meter which fills up overtime as you deal and take damage. To pull off an SP skill your EXE gauge needs to be above 30% though so you can’t just fill it up a little bit and spam SP skills.

You can also Press X while holding L and R to activate your CPU mode, a mode where your character transforms and deals more damage as well as just receiving buffs all around. This slowly drains your EXE gauge though so you can’t just go wild with it.
Finally holding L and R and pressing Circle allows you to switch characters. This doesn’t actually require anything from your EXE gauge however because each character has their own separate EXE gauge swapping characters will change how much you have available.
Whatever character is swapped out will also slowly recover HP which is useful if one of your characters is running a little low.
There are also support characters which can be activated when charged by pressing square and triangle or square and X at the same time. Finally the select button opens up your item menu and lets you use items.
The combat system itself I found quite enjoyable. There’s just something satisfying about mowing down a bunch of enemies by chaining together combos and pulling off the odd special attack. Dashing is also incredibly useful as well and is basically required if you want to avoid getting hurt by a large enemy who is charging up an attack. It probably also helps that Tamsoft are no stranger to hack and slash games meaning that they have this gameplay style down to an art at this point which leaves us with a fun and polished combat system.
It also helps that the game has a pretty large character roster with each character playing differently to others (with a few exceptions however). This certainly helps add more variety to the gameplay as each character has their own distinct fighting style. For example Neptune uses swords which are excellent for close combat and are pretty balanced all around while Uni instead opts for using guns making her extremely useful for taking out larger enemies from a distance although she can’t move while shooting or reloading.




The fact that each character has a different fighting style is something I quite like as it makes me want to go back and play around with each of the characters so I can experiment with different styles. However, this leads me onto the first problem I have with the single player campaign. You see, all characters start at level 1, even new characters that pop up halfway through the game, so if you want to level up a character so they don’t get killed in the later levels you have to go all the way back to the early quests and grind on them to get the character up to speed.

Now this wouldn’t be so bad if it wasn’t for a few things. For one, quests are short, like, REALLY short. At the time of this review I have played halfway through the single player campaign and around 90% of the missions I have been able to finish in less than 2 minutes.
The other part of the problem is the number of quests... There isn’t many and they are all relatively short with a few exceptions.
Now you’re probably thinking “Why don’t you just go and play the 10% of the quests that are actually of a decent length to level your characters?”. Well the problem here is that these quests only start popping up in around scene 3 or 4 and taking a level 1 character into a quest designed for a level 10 character is usually not going to end well. This means that to get any new characters I want to use up to speed I have to grind the same single player early missions over and over and over again and it gets extremely repetitive.

I mean, playing the same mission over and over is one thing, playing the same mission that takes you less than 2 minutes to clear over and over again is another thing entirely. It just gets drawn out and boring and it’s a real shame because it really puts me off actually wanting to experiment with the other characters because I know I’ll have to grind them for a little bit in early missions to get them up to speed.

Granted you could always put said character in the second slot and play the higher level missions with a higher level character but it’s still annoying that I have to do stuff like that in the first place. It isn’t a deal breaker but I do find it annoying.


The other issue with the single player is the complete lack of sidequests. In Neptunia U not only did you have sidequests that popped up here and there but you had post game content as well. Megatagmension has none of that and it honestly feels like step backwards in terms of the single player. It’s still fun but there just isn’t enough there.

As for mechanics outside of the game you have a shop where you can go and buy new weapons, accessories and other bits and pieces. You can also fuse patches in the shop which are special little items which you can equip to your weapon to add buffs, change its type and all that.
Thing is, I have never found a use for fusing patches because patches drop all the time from normal enemies in gameplay. I already have more patches than I know what to do with so I don’t really feel the need to fuse more. It just feels a little tacked on.

Weapons wise each character has 4 weapons each one being more powerful than the last. Weapons are character specific so each character will have a maximum of 4 weapons, no more and no less.
Really once you have the 4th weapon for a character there is no reason to use anything else. Sure you have less room to apply patches but it doesn’t really matter much anyway.

Then we have accessories. These are purely cosmetic and can be applied to characters to change how they look during play. Each character can have a maximum of 5 accessories equipped and there is quite a lot of them to choose from. Probably the coolest thing with accessories is the amount of control you have over where you can place them. You have preset positions but you can also manually change the position, rotation and size of an accessory to your liking which is pretty darn neat. The level of customization in the game is quite impressive and when playing online you’re bound to see customized Neps made by other players.

Finally we have the treasure menu. During the game you’ll be able to pick up pieces of special game consoles and once you have all 5 pieces you can go to the treasure room and construct the console to get a new costume for characters. Again this is pretty cool and while the costumes are usually nothing too special there is just something satisfying about getting a new one.

Overall, the single player, while fun, is a little bit lacking to really be something worth coming back to and it’s a real shame. What is there is fun but the main problem is there isn’t enough of it. Let’s just cross our fingers and hope some new stuff gets patched in later on.
Really I’d consider Megatagmensions single player akin to icing on a cake. It tastes nice but it isn’t really that substantial and leaves you wanting more.

Multiplayer:

However if the single player is Megatagmensions icing on the cake then the multiplayer is most definetly the cake itself.
Megatagmension is the first Neptunia game to feature multiplayer and really the multiplayer is where Megatagmension really shines.
Multiplayer plays pretty much the same as single player although there are a few differences which I will go over now.

Firstly in multiplayer you can only take one character with you instead of having a second one on standby. Considering you’re playing with other people though this makes sense.
Multiplayer also removes the ability to go into HDD mode. Weirdly enough a characters HDD mode and their normal mode are considered as separate characters on the character select so you can pick either normal or HDD instead of having the ability to swap between them. Personally I find this a little weird but it isn’t like it breaks anything.
Lastly you can’t use assist characters, again a weird removal but I never really used them in single player anyway so it doesn’t matter much.

Multiplayer comes in 2 flavours, ad-hoc and Online. I only tested online mode as I had no one to Ad-Hoc with. There is also rankings which will rank you on leaderboards depending on how good your online performance is.

Up to 4 players are able to play at once during online play and when you do have 4 people playing it makes for some hectic and insane fun. 

Creating a lobby is a simple affair, once in a lobby you can change your character, change their equipment, access the shop and treasure area and access the settings. Now while Megatagmension does not support voice chat it does have around 100 preset phrases which you can use to communicate with other players both in the lobby and during the game and ALL of these phrases are fully voiced no matter if you are playing in English or Japanese. The preset phrases are very useful and they have phrases for basically any situation including one for telling people you have a bad connection (which I had to use a lot).

Quest wise the multiplayer does something interesting and has a completely different set of quests to the single player. Not only that but these quests are of decent length and most actually take at least 5 minutes to complete. To add to that the game has 3 daily quests. 1 easy, 1 medium and 1 hard and these change every day. Quest wise the multiplayer gives you A LOT more to do than the single player does especially with the daily quests.

Gameplay in multiplayer itself is basically unchanged from how it was in single player however characters who run out of HP will be hit with a 30 second respawn time. However these characters can also be revived by other players provided they have enough in their EXE gauge. Items can also be used like in single player to recover HP or boost stats for a short period of time.


Now the most important part of any online game is how well it performs and well... Megatagmension performs excellent online. In fact in online play it was one of the most smooth and lag free experiences I had ever played on my PS Vita when it comes to online and that is saying a lot. I experienced very few issues and minimal lag when playing online although when playing with 4 players the game did noticeably slow down a little bit but it wasn’t enough to effect the experience. The lack of voice chat wasn’t much of a problem either and the preset phrases proved more than ample during play.
Really upon playing the multiplayer I could see that it was really what they were wanting to push with this title. The multiplayer is leaps and bounds ahead of the single player in terms of the level of content and the amount of work that seems to have gone into the multiplayer in general. To add to that all characters are unlocked from the start in multiplayer mode allowing for players to jump right in without even touching the single player campaign. Personally I’m glad they made it like that because having to trawl through the single player just to get all the characters in the multiplayer would suck so it’s nice to have them all available right off the bat in multiplayer.
Overall I will have to say that the multiplayer component is certainly the more enjoyable part of the game and is what you will be spending most of your time on. It is kind of annoying that they just sort of tacked on a single player campaign but the amount of fun you can have in multiplayer does make up for most of that.

Graphics and Sound:

Graphically the game looks pretty darn good. Character models are well made and are animated smoothly and all equippable items and accessories will make cosmetic changes to the characters. It’s nice to see games go the extra mile to make it so that changing items and weapons actually changes how your character looks.


The visual novel sections are graphically pleasing and feature the same live2D style that was present in Hyperdimension Neptunia Re;Birth onwards. Characters will blink, breathe and all of that in these visual novel sections and it really does make them look that little bit more lifelike rather than just static drawings on a screen.
Performance wise the game performs at a rock solid 30 fps which makes for quite a nice experience while playing.


Sound wise the game is also pretty good although the soundtrack is not completely original. Some tracks from previous Neptunia games get reused in Megatagmension although the tracks that are original are pretty good.
I’d also like to mention the voice acting, Megatagmension has 2 voice tracks you can choose from, English and Japanese. Both of these voice tracks are pretty good but the English one is downright excellent. The Neptunia games have always had a reputation for high quality English dubs and Megatagmension is no exception with outstanding performances across the board. Plus the game is fully voice acted, every single visual novel scene has full voice acting in both vocal tracks which is a very nice addition.

Verdict:

Megatagmension is an interesting one. On one hand the single player is very lacking and feels tacked on but on the other hand the multiplayer is extremely fun and makes up for most of the shortcomings of the single player.
The amount of mileage you are going to get out of this game is really going to depend on how much you like the Neptunia series. If you’re like me and enjoy the series then most likely you will really enjoy Megatagmension but if you’re completely new to the series and are wanting to get into it then this really isn’t the best game to start on.
If you are still on the fence about this game then I’d recommend to wait for a price drop. For how good the multiplayer is the rather lacking single player is a little bit of a stretch for a full price game. Neptunia fans will probably pick this up on the day of release and really this is a Neptunia game for Neptunia fans. However if you are looking for a hack and slash with solid multiplayer then give Megatagmension a look, just wait for a price drop first.

For fans of the series Megatagmension gets a Highly Recommended

For people not familiar with the series Megatagmension gets a Wait for a sale.

2016 is looking like it is going to be a really good year for the Vita in terms of games so if you liked this review then keep your eyes on the blog for any future Vita reviews from myself!

BDVR Guest Author Nathan Green signing off

MegaTagmension Blanc + Neptune VS Zombies releases on May 10th in North America and May 13th in Europe


PEGI: 12

ESRB: T

CERO: D

OFLC: M (Unrestricted, Estimated Rating)

Special thanks to a friend who owned a copy of Neptunia U for providing me with some information on the differences between the two games.

Review copy provided by Idea Factory International. Screenshots from Idea Factory International ideafintl.com


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