Showing posts with label victory. Show all posts
Showing posts with label victory. 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.
Monday, May 20, 2013
Hyperdimension Neptunia Victory (PS3) Review
Hyperdimension Neptunia Victory has recently been released and continues the adventures of the CPUs as they try to save Gameindustri (again). For the uninitiated, the CPUs represent the first party video game systems, past and present. Many of the enemies, places and predicaments in the game are parodies of video games and the industry itself. The plots are often silly, with lots of fan service and nods to other games.
There are slight improvements to the graphics this time. Of course I like the look of the characters in this game, and their in-game models are better than Neptunia Mk2. The cut scene graphics have more movement to them, but not much. The dungeons looks better than the last game, with more detail in the scenery. Some of the dungeons do get repeated, though with slight differences. There are lots of new enemies, too, and some returning ones as well.
Another improvement over its predecessor is the UI and town. It's not really important, but the towns look better to me. The UI also seems easier to navigate, as I could figure out where to go to do what I wanted. Finding the challenge list (more on that later) took me the longest, and even that wasn't more than a few seconds. Setting combos and assigning party position is easy and intuitive.
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Gotta love the enemies |
Anyway, back to combos. You have three different attack types, Rush (for multiple hits), Power (does more damage) and Break (does more guard damage). Up to three attacks of each type can be set. After your initial attack, you have up to three more attacks you can combo into. It sounds much more complicated than it is. As you level up, you will earn new attacks, and can set up the combos however you like. Setting each attack requires a certain amount of CP, so you can't just set all the best attacks. However, you could set less of one type to have more CP for the type you prefer. I really like this setup, so you can choose which attacks you want depending on the situation. For example, use only Break attacks to break the enemy's guard, then use Power attacks when they will take more damage from them. It's fun to make your own combos, and makes combat pretty fluid. You also aren't locked into using just one type, so you can avoid using an attack if the enemy is resistant to it (ex: initial attack -> Rush -> Rush -> Power). There's also SP moves that use your SP gauge (similar to MP in other games).
You might think that sounds like the last game, and it does. So to mix it up, they have now added an EXE meter that fills as you land attacks. When a section fills up and it gains a level, you can do special EX finishers at the end of your combo. Using an EX finisher will not deplete the gauge, so you just get extra damage, which is great on the bosses and fierce monsters. An EXE Drive, on the other hand, will take a protion of the EX Drive Gauge for a super powerful attack. This gauge resets when you leave a dungeon, which is why it's good that enemies will respawn while you are there. Later in the game, you get team EX Drives, which can be activated when you have certain characters paired up or in the battle together (and the appropriate Lily Rank). These take more EXE gauge levels, but are even more powerful than the single character ones. So it matters what characters are in battle and paired with each other if you want to have access to more special attacks. And if you are like me, you will want to see each special attack at least once.
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"Yay team attacks!" Also: "Yay, Vert!" |
As previously mentioned, enemies will now respawn throughout the dungeon while you are present (they didn't in the last game). In a lot of ways this is helpful, so it is easier to grind experience, certain enemies and items. Of course, this can be troublesome when you are barely making your way through the dungeon and trying to run for the exit. If you have one, an Eject Button can help, but it's actually not that hard to just avoid the enemies and make your way out. So while there is a little inconvenience at enemies respawning, it's actually really helpful.
There are now challenges for each character to accomplish. It's the same list for each character, and several require you to be the party leader. They are fun to do (for me), but more importantly, they will increase your stats or unlock bonus voices. The stat gains are small at first, but as you unlock each subsequent level of the challenge, the gains increase (and they are cumulative). You get a lot of them by just playing the game (hit or miss with attacks, kill monsters, take damage, receive healing, etc.), so those don't require any effort other than having the character in your active party. The challenges that require you to be the party leader will require some effort (or lack thereof), since you will jump a lot, run around, get preemptive strikes, and more. There's even one for standing around in a dungeon. It took me a bit to train myself not to pause so I could work towards this whenever I needed to go to the bathroom/ deal with a child/ eat food/ etc. The challenges can take awhile for the highest level (especially standing around for so long with every character) if you want them all. The added stats help, but they aren't necessary if you don't want to get them.
A new Scout system has been added too. You can send out little avatars (people that reside in the towns) to check out the various dungeons. They can find items, money, change what monsters appear, change experience/item drop/money drop rates, or find hidden places. It costs money to send them out, but it is very worth it. You need them to change the monsters to complete some of the quests, so use them as much as you can. At the end of each chapter, Scout usage is also one of the things they grade you on, so keep sending them out. Most dungeons now contain flags that you can break or stand. This affects what the scouts can find or change about it. It's worth using them as much as possible to get the most out of the game.
The story is silly, and frequently breaks the fourth wall, but I enjoyed it. After getting yelled at for being lazy, Neptune goes out on a quest and ends up being sucking into the past of an alternate dimension. Basically, she was transported to a time when Lowee was the only real console, and Lastation was just about to form. She meets a new Planeptune CPU named Plutia, and together with the other CPUs, must defeat the growing threat of the Seven Sages. Don't go in expecting a serious piece about the troubles of mankind or the existential reasons for suffering. If you enjoy parodies, just relax and enjoy all the oddball scenarios and jokes about video games. A good chunk of the lines are voiced, but not as many as I would think (I played in English). The voice acting is pretty good, though. My favorite parts are mini-Histoire's emoticons when she's talking. It's a little thing, but it really sets her apart from her other version and the other characters. The music is also decent, with the Seven Sage's theme being my favorite since it sounds a little goofy.
While the story is fun, there can be lulls between segments. Most times, advancing the story is gated behind the various quests obtained from the guild. The game does tell you that some quests must be completed to advance the main story, and you will have to do the non-repeatable ones to move the plot forward. This makes the main story seem aimless at times, since you have to do what could be considered side quests just to advance. Most times you have to kill a powerful monster, so it might just be a way of making sure your level is high enough to complete the next portion of the story. This can be good, since the bosses get pretty tough. They take a lot of damage to kill and they can dish it out in spades. It was kind of annoying to stop doing the story and figure out which quest to do so I can get the next event, or grind a bit to beat a boss.
Counting all of this, though, the main story can easily last over 35 hours. It took me over 45, although there was a bit of that just spent sitting in dungeons (for the challenges of standing still, since it's better than pausing). There's also three endings, but new game+ makes subsequent runs easier and shorter. I'd say there is good bang for you buck here, as any RPG should have. If you are after the trophies, the list is secret again (yuck), but they aren't very hard. You get one for all the endings, so you will want to go through multiple times if you want that. The longest trophy is maxing out each of the girls' Lily Ranks with each other, but there are some discs that make that faster.
Overall, I enjoyed Hyperdimesion Neptunia Victory. As was the case in Neptunia Mk2, you probably don't want kids around for some of the scenes and dialog. There is tons of fan service here, and a silly story. The special moves are flashy and fun to watch. It can be a bit aimless at times, and involve a bit too much grinding, but I ultimately enjoyed playing the game.
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