Showing posts with label rebirth. Show all posts
Showing posts with label rebirth. Show all posts

Wednesday, July 8, 2015

Hyperdimension Netunia Re;Birth3: V Generation (PS Vita/PC) Review


What better time to review the recently released Hyperdimension Neptunia Re;Birth3: V Generation then after refreshing myself on the first two on PC?  This game is an enhanced port/remake of Hyperdimension Neptunia Victory that came out a few years ago on the PS3.  It boasts a few new changes to bring it in line with how the series has evolved on the Vita in the last two years.

Like the previous titles in the series, exploration is in a 3D world that you run and jump around in.  Making contact with an enemy starts a fight.  However, the hidden treasures from the previous game are gone.  I'm okay with that.  They were fun, but I always felt obligated to track them down every time I went into a dungeon, and now I don't have that added stress.  In their place, they now have (mostly) invisible blocks.  I found a few at first, but didn't know what they were.  I figured it was something that would be unlocked later, but I was wrong.  If you jump, you can get a few coins and occasionally an item.  It's actually a fun little nod to Super Mario Bros.

Battles are turn based.  Characters can move around in a set radius when their turn comes up.  Your attack range is determined by your equipped weapon or any skill you use.  After your initial attack, you can combo from one of three buttons, each with a different focus.  One is for more hits, another for more attack power, and a third for breaking the guard gauge.  While they all have their uses, I find the attack centered one the best to use in most situations.  A lot of enemies seem to die before their guard is broken, and on the more powerful ones, their guard will break eventually no matter which you use.  It's probably not ideal, but it does get the job done.  The flow of battle is the same as previous entries, but several other battle factors have changed.

For starters, there is an extra combo slot available... although it is gained from a plan, and it seems to be one of each type per person per slot.  Three plans per character, times... yeah, that is a lot of plans.  While it does increase your damage by a chunk, it takes too long to start getting them.  Ex Finishers, which are set at the end of a combo, are now restricted in which slot it can be put.  It's a minor inconvenience, but still worth noting.  These finishers are now based of a character's individual SP level instead of a group meter.  This is more streamlined and I like it.

SP is now 1000 by default, and each 250 is one level.  You gain this SP by attacking, and use it for skills.  This is probably the most significant change in the game, and it makes SP much more user friendly.  Before it was much more like MP, so it was restored when you left the dungeon, leveled up or used an item.  This new system makes it easier to use and replenish, especially in boss battles.  When a slain enemy drops an item, it is shown on the screen by an icon, so you know who dropped the item and even what type of item is was.  I really like the changes to combat, and I hope they stick around for the next iteration of the series.

Plans are again part of the game, and again their reach is expanded.  Besides adding new dungeons, new items and changing enemies, there are some functionality ones.  You can change the battle music, or even one that lets you tilt the characters backwards on the equip screen... so you can peek up their skirts.  Well, not every change is amazing, I guess.  The biggest is that there are now plans that are specific to the character.  Several of these are gained from the Nepedia challenges, which I liked doing for the stat bonuses anyway.  On a side note, I'm glad those have returned.  I missed them!

Stella's Dungeon, probably my favorite addition to the previous game, also returns and also has some changes.  See a pattern here?  Anyway, you now explore Neptral Tower instead of the various dungeons around Gamindustri.  Each area is broken up into 100+ floors of the tower, and you choose what level to explore to, and it shows how long it takes her to explore it.  This happens in real time, whether you are playing or not.  You can get equipment for Stella to make her travels easier, and even some free items for your party.  The other change, besides the location, is that the scout is now changeable.  Instead of Felis, you can use several other random denizens of Gamindustri, all with different skills to help Stella.  This changes make it slightly better, and I still like Stella's Dungeon.

There is some DLC for the game, the best of which is free (as of this review).  There is a bunch of characters available to download from two different packs, and I'd suggest you do so.  They start at level 1, but make it easy to fill out your party and sub-party.  Plus, the oracles from the various lands are more powerful than a character at level 20, so they can help you get through faster.  Yeah, some will shun this, but it's nice if you have already played the original version, and want to get through it faster since you have already done it and there is no way to transfer your save.  Either way, a nice bonus for free.

Supposedly, the story had some changes, but I didn't notice them.  Maybe it's been too long since I played the original, or maybe they are much farther in the game and I didn't get to them yet.  Either way, the other noticeable changes are nice and make the game experience better.  SP is gained from attacking, which makes healers more useful in long boss battles.  Hyperdimension Neptunia Re;Birth3: V Generation is a fun game, but I finally realized one problem I have with the series as a whole.  It is hard to play in small bursts.  I don't always feel like I'm making headway through the game unless I spend a long time playing.  It reminds me of the Elder Scrolls games in that respect, where you can play for a few hours and not feel like you did much of anything.  It's not enough to stop me playing, as the game is pretty fun, but it changes how long I play each session.

[Update 10/30/15: PC version (Steam)]
I played the PC version for a few hours, and it ran really well on my i7-4790, 16GB Ram.  I at first tried to keyboard/mouse, which would have worked better had I mapped the keys.  I'm not sure what the defaults are for that, but I could only get a few things to work.  The buttons it displays are the Xbox 360 controller buttons, which I used after restarting the game.  The controller works beautifully for the game.

Of course it is the best looking version of the game, running in 1080p and with what seems like 60fps.  Other than that it pretty much plays the same as the Vita version.  There are several pieces of DLC available, with the best being the extra characters.  I wouldn't use them (especially Histoire) if you want the most challenge.

I also just found the menu option to tweak the radius of ranged attacks.  I went back to check and it is in the Vita version, too.  The problem is, I can't seem to get it to work.  I'm not sure what they count as a ranged attack, since every one I tried it on did nothing.

The PC version is solid if you want to play the game and didn't have a Vita or would rather play it on your computer.

Thursday, July 2, 2015

Hyperdimension Neptunia Re;Birth1 and 2 (PC, Steam) Quick Look

Hyperdimension Neptunia Re;Birth1

Last year, Idea Factory International announced they were bringing some titles to PC by way of Steam.  I'm not much of a PC gamer, but I thought it was pretty cool, since the more people that can play them, the better.  The first one they released was Hyperdimention Neptunia Re;Birth1.

At first I wasn't sure if my PC would even run it competently, since it is a mid-range machine from 4 years ago.  Surprisingly, it ran well.  There were no hiccups or anything like that, but the screen would go black at the end of the results screen.  I'm not sure why, since I don't remember that from the Vita version.

I tried the keyboard and mouse for the game, to get the true PC experience.  It was serviceable but  weird.  It might be different if you are used to playing games like that on a keyboard, but I vastly preferred the controller.  Since the game was first developed for (home and portable) consoles, the controller is perfect for playing it.

Content-wise, it is the same as the Vita version, and so is the story.  Hyperdimension Neptunia games are centered around Neptune, who is representative of the Sega consoles.  Each nation and CPU goddess are a different first party game manufacturer, so in a way you are playing through the console wars.  It's not as knock-down drag out nasty as it is in the real world, though.  The game is pretty light-hearted and doesn't take itself too seriously.

Since I already reviewed the PS Vita version, you can check out that review if you would like more details on the gameplay and other stuff.  It surprising ran fine on my machine at the time, which is a big plus for me.  Neptunia looks really good and fluid in 1080p!
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Hyperdimension Neptunia Re;Birth2: Sisters Generation

Since I already covered the Vita version of Hyperdimension Neptunia Re;Birth2 and the content and story is the same, this will mostly cover how it ran and felt.  For starters, much like the first Re;Birth on PC, the game looks really nice and fluid.  The visuals sure are a step up from the Vita version.  Yes, this is to be expected, and graphics aren't everything, but it does looks better, so I felt I should mention that.

I learned last time to just stick with the controller instead of the keyboard and mouse combo.  I used the Xbox 360 controller, and it worked perfectly.  So perfectly, in fact, that maybe they should bring the series to the MS platforms... well, a man can dream.  Between playing this and the previous game, I had purchased a new computer.  The newer one is considerably more powerful, and ran Re;Birth2 with no issues for the few hours I played it.

For both titles, if you have been interested in the series and didn't have a Vita, then you should get the PC versions.  They aren't connected much story-wise, despite having many of the same characters, so no need to play one before the other in order to get the whole story.  The first game deals with introducing the four CPU goddesses, and the second focuses on their sisters.  The main CPUs represent the consoles, and the sisters are the portable consoles.  The PC version's content is identical to the Vita, and you can play it in nice 1080p and a smooth frame rate, plus on a bigger screen!

Thursday, January 29, 2015

Hyperdimension Neptunia Re;Birth2: Sister's Generation


Like the previous game, Hyperdimension Neptunia Mk 2 has been remade for the Vita.  While the first game had some major revisions, this game didn't have as much to change.  The story and characters are slightly reworked, as they have removed one and added a few more, and even increased the roles some of them play in the story.  The core plot of Hyperdimension Neptunia Re;Birth2: Sister's Generation follows Nepgear, the little sister of Neptune, banding the other CPU candidates (the handhelds, since the CPUs themselves represent the consoles) together to free the CPUs from the Gamindustri graveyard.

The flow of the game and combat have also been updated.  You still do some plot, which usually opens a new dungeon, go to the dungeon for a boss and/or more plot, then return to town and repeat.  It's not really as bland as I am making it sound, thanks to the writing for the characters, but progression does follow a predictable flow.  The game still doesn't take itself too seriously, since this is a parody of the industry, with lots of references and nods to video games.

Dungeons are small areas that have monster moving around them.  There's a few different ones, but if you have played any of the series, they are areas you have seen before.  A fight starts when you make contact with the moving enemies.  Whenever a character's turn comes up, they can move freely in a circle around their starting location.  Your weapon's attack range is shown as a box in front of your character, which is used to aim your attacks.  Using both the movement and the aiming, it is very possible and advisable to hit multiple enemies with each attack.  CPUs and CPU candidates can even transform into a more powerful form if you need an extra edge in battle.  The combo/attack/SP systems have been streamlined in the games since the original release of Mk 2, and those changes are reflected here.

The plans from ReBirth 1 make a return, which allow you to add items to the shop, add dungeons, and even change enemy spawns and gather-able loot.  I really like the plans, and am glad that they returned.  Besides being fun things to unlock, you can make the enemies harder, or add new enemies, making it easier to grind levels, gain specific loot or complete quests.  You probably will have to do some grinding, as I hit a few points where I just wasn't strong enough to fight a boss, or one of the powerful monsters lurking in the dungeons.  I've had those points in all of the other Neptunia games, and ReBirth 2 is no exception.

One last addition to the game that I really enjoyed was Stella's Dungeon.  Unlockable through the plans system, it adds a little minigame where you send Stella, one of the NPC people, and her cat through various dungeons in search of items.  You select a dungeon and an area, equip her, and let her go.  She travels in real time, so when it says 10 minutes, you can either play or put it in sleep mode for 10 minutes and she will return.  Even though you don't actually do anything with Stella's Dungeon, it's oddly fun for me.  I like sending her out so she clears a dungeon and brings me back a few items.

The length of the game is about the same as before, being about 35+ hours, and there are still multiple endings if you want an excuse to play even more.  While ReBirth 2 isn't quite as overhauled as ReBirth 1, there's still some good changes and it's easy to recommend it to players who haven't played the original release, especially if you enjoy RPGs.  For returning players, it's probably still worth playing, as the game is still fun.  While only Vita and Playstation TV owners are currently the only ones who can play it, both ReBirth 1 and 2 are on their way to Steam.  If you haven't played any of the Hyperdimension Neptunia games, it's not necessary to start at the beginning, as they don't directly connect, but are similar in nature.  So if you are more interested in the handheld wars, jump right in to Nepgear's story!

Tuesday, August 26, 2014

Hyperdimension Neptunia Re;Birth1 (Vita) Review


Hyperdimension Neptunia Re;Birth 1 is a remake of the first Hyperdimension Neptunia game.  Not content with being just a port to the Vita, the game boasts a reworked story, guest appearances by later characters, and the battle system from the later games.  To me, changing the story is a mixed bag, since it was the one aspect that I wanted to experience in the first game.  It's a good thing for those that completed it, since they have something new to experience, but since most people skipped the first, they are the ones missing out.  Like all of the Neptunia games, the story is silly and has some great lines, and it was pretty enjoyable.

Sadly, a few of the characters in the original have not returned for various reasons (real world or otherwise).  To replace them, some of the characters from Victory have been added.  The upside is the DLC tickets I purchased for the first game aren't as much of a waste, since I won't be able to use them here.  The bigger upside is you actually get the other CPUs in your party at various points in the game.  Before, you had to do crazy long quest chains and raise their shares very high to get them.  It feels more natural to get them this way, since they fit better into the story and the overall quest of the game.  There are three characters that are DLC, and thankfully they are cheap.  As of this writing, they are only a dollar each, which is better than the previous games' prices for characters (about $3 each).  They aren't necessary, but fans of the series will probably like to purchase them.

The gameplay is more in-line with the sequels than the original Neptunia.  Battles are started by contacting a creature on the map, and then fought in a small area.  You can move in a circle around your starting location, and your attack area is a little box.  Different weapons and skills have different areas of effect, and it is very possible to hit multiple enemies with a single turn.  EX Finishers and EXE Drives make their return, allowing you damaging combo enders and super moves respectively.  It's a good system, because it encourages some strategy, like where to position your people, and which attacks to use when.  It's an improvement over the original game, simply because you can heal outside of battle.  Well, you can with items, and they are easy enough to afford.


Another addition to the game is the "Remake" system.  You will frequently get plans that, when developed, allow you change dungeons.  They can be added to the world map, have the harvest items change, or even add stronger enemies.  It's a nice system and easy to understand.  There was a similar thing with flags previously in the series, but this is much more fully realized, plus easier to use.  Several of the settings can be toggled off to meet your needs.  The plans can also add new items to the shops plus other bonuses, like having a 100% escape chance from battle.

Although, with this system it is possible to open up extra dungeons before you have a hope of defeating the enemies in them.  My biggest gripe with the game is the balance, and the aforementioned aspect doesn't help.  Bosses tended to be much, much stronger than the enemies in their dungeon.  While this makes sense, it was annoying to be able to easily beat every encounter in a dungeon, but still get wrecked by the boss.  Occasionally, there are even times where there is a back to back boss fight, where the second boss is significantly stronger than the first.  The difficulty balance of this entry into the series isn't quite as good as the previous ones.  The times I encountered something similar in them, it was much later in the game.

Sadly, the best way around this is to grind.  I ended up grinding in pretty much every dungeon, so I would have enough levels to beat the boss, have enough materials for plans, and be able to complete quests.  The grinding itself isn't so bad, but the necessity of it put me off.  When a boss or tough enemy didn't kill me, I kept on playing and enjoying the game.  The random difficulty spikes are bad, but once past them the game was fun.  So you will get a good amount of playtime from the game, but a chunk of that is because of all the grinding you need to do.  Either that, or save some time and use the remix option to make enemies weaker.  It seems to only affect their attack power, not their HP, but every little bit can help.

Hyperdimension Neptunia Re;Birth 1 does a really good job remaking the first game and fixing the biggest flaw it had (the no healing outside of battle).  While sadly the only way to experience the original story is with the original game, this one fits better into the later continuities, and is just as silly and funny as all the others.  The game is easier and more fun, but requires lots of grinding to make your way through the game.  At times, the difficulty spikes made me want to stop playing.  I'm glad I didn't, since the game is really engaging when I wasn't seeing the game over screen every 20 minutes.  Although you will see each dungeon map reused for other dungeons, the game is fun and fans of the Hyperdimension Neptunia series will enjoy it.  This also makes a great entry into the series, since it is a remake of the first game, and gives a good taste of the series as a whole.