As most of us know by now, Japanese RPG’s can get pretty weird. Last year alone, we took a return trip to a world where game console goddesses saved the world from the disgruntled spirit of the Sega Dreamcast, and became pop stars who defended Tokyo from the evils of the entertainment industry. But I can comfortably say that I have yet to play anything like Mary Skelter: Nightmares, a new dungeon crawling RPG by Compile Heart that tasks you with leading a party full of gothic lolita versions of our favorite fairy tale heroines to freedom as they fight their way through a living prison. Except they’re hardly the prancing, singing princesses you might be picturing, because their insatiable blood lust leads them to go wild as they soak up the blood of their enemies. What’s the best way to bring them back to their senses? Naturally, you lick them clean.

Trust me when I say that you’re going to to need to get used to the trying act of making these attractive anime girls lick each other, because your success in battle directly correlates with how close they get to losing control. Doing damage, landing critical hits and finishing off strong opponents leads to larger blood splatters. Once one of the girls absorbs a certain amount of blood, they transform into their most powerful state, greatly improving their damage and abilities in the process. If that blood continues to pile up however, the girl will eventually go berserk, forcing her to lose all control and attack friend and foe alike. Licking has the added benefit of healing the affected party member, but when the rest of your girls are tied up with casting support spells, attacking enemy monsters or taking advantage of elemental weaknesses, Jack, your character, has a special weapon that can calm the girls down instantly. Don’t draw too much attention to him though, because if he’s out of commission, there will be no one to control the girls, leading to a game over.

Monsters and blood aren’t the only dangers in the prison, because the prison itself serves as both a lethal opponent and a helpful ally depending on the situation. Each area in the prison is guarded by a boss that hangs around outside the prison walls. These cheaters can attack you from the outside without allowing you to fight back, forcing the team to be on their toes as they dodge incoming hazards during exploration, all while avoiding the traps that the prison itself holds. The benefit however, is that some traps can be used to your benefit. Activating the right ones at the right time can damage the boss, bringing them down to your level and allowing you to battle them with a more traditional turn based system. As you play, the dungeon will also have its own set of desires that you’re asked to fulfill for combat bonuses. For example, if its feeling lustful, continuously licking will satisfy its need for waifu on waifu action. And you thought the showers were the only place that you had to worry about perverts in jail.

What made Mary Skelter stand out to me more than anything was its ability to keep you on your toes at all times. I’ve played plenty of first person dungeon crawlers where traveling becomes a chore after awhile since you can only look at the same walls for so long before it gets old. This game doesn’t give you the chance to get worn out out since you’re constantly under attack. With its unique mechanics, the ability to take characters like Alice, Sleeping Beauty and Cinderella and customize their classes and abilities to make your custom fairy tale fighting squad, being able to de-level your characters to power up low level classes, and the focus on the dungeon as its own entity, and its easy to see why such an interesting take on the genre has piqued my interest. Besides, haven’t you always wanted to taste Snow White?

Mary Skelter: Nightmare will release on the PS Vita this summer.

It’s been a long time coming since we first talked about the reveal of Cyber Dimension Neptune: 4 Goddesses Online, the latest spinoff in the ongoing Neptunia series. Plugging the girls into a beta test for Vert’s favorite MMORPG, 4 Goddesses Online, sounds great enough on its own, but after seeing our first glimpses at the CPU’s in their new roles, a peak at the game play, and the game’s gorgeous Unreal 4 debut.

Apparently taking some pointers from games like Sword Art Online4GO gives players control of their favorite goddesses as they traverse a simulated MMORPG in a single player setting. From these screens, it seems like the game play should be a huge departure from any of the games before it, showing off what can potentially be a real time battle system. From the game play standpoint, the Sword Art games have improved greatly since its rough debut, while other games with similar combat systems like Xenoblade Chronicles and Final Fantasy XII have refined this style of RPG for years. I have my fingers crossed that Compile Heart and Idea Factory take cues from these titles to make Cyber Dimension the best game in the series yet, especially after some recent spinoffs that turned out kind of iffy. (Get it!?)

And let’s be honest, if the game play possibilities alone didn’t have us excited, then the new looks for the girls is more than enough to do so. Noire as a Dark Knight looks especially great, with Neptune as a Holy Knight, Blanc as a Priest, and Vert as an Enchanter rounding out the main cast. I must say that they suit their new roles well, which is making me all the more anxious for the debuts of the CPU Candidates in their 4GO classes. 

Check out the screenshots, as well as the first teaser trailer below! Cyber Dimension Neptune: 4 Goddesses Online will arrive in Japan on February 9 exclusively for the PS4, meaning that we’ll probably get it sometime in August. Man, if there was ever a time to import…

 

Megadimension Neptunia VII is easily the best Neptunia game yet. With noticeably higher production values, this game shines at what its good at. The music, the gameplay, and the visuals all excel. The frame rate is impeccable, staying at a steady 60 FPS . There is some fanservice as like the previous titles, but it’s very mild, and after the first few hours it should not be seen as anything more than an afterthought or for comedic relief. This makes even more sense  once you consider the entire leading cast is made up of strong females and the entire society within the game is pretty much matriarchal.

To start with, Neptunia is part of a very niche genre and series about the console industry and the war between the various companions that dominate it. There are an infinite number of dimensions, each with its own unique history, but they all revolve around different versions of the console war between Sega, Nintendo, PlayStation and Xbox. In the game they’re given the names Planeptune, Lowee, Lastation and Leanbox respectively, being named after their most successful, current flagship console systems.

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Your typical spats between patron goddesses.

MDN VII is the sequel to Hyperdimension Neptunia (HDN) Victory, which itself is the sequel to HDN Mk2. A word of warning, going into this game first will cause some of the greatness of it to be lost on you. As it is a sequel to two previous games, references will be missed. Also, having a solid understanding of Japanese culture and anime in general, especially their expressions, will go a long way to enjoy this game more.

As we move on, VII can be easily describes as  the pinnacle of the Neptunia series so far. As time goes on, these games have only gotten better and better, and this one clearly stands as a standard when it comes to the improvements made between games. The graphics are great (played it completely maxed out, though the game wasn’t too demanding), areas that are dark look grungy and areas that should pop with color do and rightly so. The game is pretty massive, with three different intertwining stories in one  package and a huge cast of characters to choose from. In addition to the returning party members, each new character is also based on a different real world game console or game series, each of which is introduced throughout the multiple story lines. Further highlighting the changes made to how the story progresses the game does not the typical RPG flow of following the events and move on to next chapter. For example, in the G arc, we can choose between the four goddesses and develop their story, which is the only way to use certain characters, (like Noire’s campaign being the only one in the G arc with her sister, Uni, for example).

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K-Sha, the Konami inspired newcomer, uses Contra and Metal Gear Solid inspired attacks instead of Pachinko balls.

The gameplay is where the game really shines. Now that you are able to destroy and break of parts of enemies, the turn based combat requires you to think strategically and to plan your attacks. Some of the characters can transform during battle to give you an added boost of power and new moves you can use to to dispatch foes. In more detail, the cards at the upper right corner of the screen basically stated the order in which the enemies/heroes will attack in, while combat itself has some added elements to it. First off, during your turn, each character had a range in which they can move. This allowed you to position yourself around an enemy, attacking their flanks or their rear. Doing so increased the accuracy and damage dealt by your attacks, which is essential in some battles, especially early on when the difficult was significant. As for your attacks, you have your three basic combos. Rush Attacks, multi hit moves that are good at building the EXE gauge, (which I’ll get to later), Power Attacks, which grant increased power at the cost of the number of hits, and Standard Attacks, a mix of Rush and Power. You can have up to 5 attacks in a row, but this is determined by your weapon. There is a great deal of strategy around this piece. Each character has a different set of combos, and each combo may or may not come with a combo trait which, if satisfied, guarantees it’ll hit and be a critical strike. Figuring out which weapon to use for which character and which skills to set in which order in the combo adds a massive amount of complexity and depth to basic attacks, (not to mention this could mean the difference between life and death).

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The improved gameplay is the star of the show.

In addition to combo attacks there are also skills. These can be buffs, heals, resurrections, debuffs, or straight damage abilities. Some have AoE, some are linear, and some are single target. Some are elemental and some physical, which might be better to use depending on the situation. There is a wide range of abilities that you will find yourself using even late into the game because they fill many different roles, and no role ever really becomes useless. Then there are special ultimate attacks, called EXE Attacks. There is an EXE Gauge that fills with each hit you take and each hit you do. The more hits, the faster it fills. Rush attacks fill this the quickest since they have the most hits. A lot more can be said about the combat, scouting and (the weakest) crafting, but for the sake of length, I won’t. The combat system in the series has come a very long way since the early days, so newcomers to the series or those who only played the first few will know that the combat system has been greatly improved. This is the title to play if you want to get into the Neptunia series if you’ve never done so before.

Another place where the game shines excellently at is the music. There are a great number of catchy tunes and all the sound and effects fit nicely with the theme of the game. The songs are designed specifically to match a particular mood or environment. It does well at matching whatever context in which they’re in.

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White Heart showing off her new NEXT form.

The story isn’t going to win any Nebula awards for greatest plot twist. Once again, the game starts out with Neptune getting sucked into yet another dimension, (basically what happened in Hyperdimension Neptunia Victory), and this time, along comes her little sister, Nepgear. They land in what appears to be an apocalyptic version of their world and they need to figure out where they are and how to get back home. Neptune being the lovable Neptune, they set out on their quest bringing with them everything we have come to know and love. With a rather simple premise, and a tad bit of originality, the story is never difficult to understand. That being said, the story seems to is merely there to create a story for the characters to play in, and boy they do play.

First we have Neptune, a quirky, loveable little bundle of energy and joy that can make or break the tension in even the gloomiest of scenes. Arguably, her single greatest calling card is treating the fourth wall like a revolving door .Her younger sister, Nepgear, is one of the stable, rational minded individuals in the story that tries to keep things on track. Unfortunately this often fails and she ends up getting sucked into whatever problems her sister causes for her. However, beneath her seemingly docile, level headed exterior is a full-on gear head that goes bonkers at the sight of machines and robots. Series newcomer, Uzume, joins the girls in this dilapidated environment, and is based off of the Sega Dreamcast. Uzume has a megaphone, as a reference to the Dreamcast not being known as the quietest of systems. Changes in her personality appear as well, in reference to the transition of the games that were released on the Dreamcast from cute and bubbly to sharp and cool, (though that can be subjective). Her transformed state even shares a certain resemblance with that familiar green circle on her chest, referencing the middle of a Dreamcast’s controller. It doesn’t seem like much, but the way those three characters play off each other, and play off the dozens of others that you will encounter, and can add to your party, shows where the true heart of this series lies. Every character has depth to them, even if you don’t see it right away. The story of this game is amazing, not because of the quality, but because it is what every game should be.It doesn’t take itself seriously, and  it’s fun.

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Uzume letting her cute side leak out of her cool exterior.

This RPG is a great start for the summer if you missed the PS4 release. With it’s abundant helping of content, it will keep you occupied for some time to come and if you’re willing to put in the time, you’ll find yourself having a lot of fun.

Final Score: 4/5

Courtesy of Dengeki Playstation, the Japanese gaming magazine that typically breaks the latest news regarding the Neptunia series of games, has revealed the CPU candidates for the upcoming Four Goddesses Online: Cyberdimension Neptunia.

Taking place in the same MMORPG that Vert, the CPU of Leanbox, is often seen playing in the main series, each of the girls now hold more traditional RPG job classes as they work to survive in this virtual world. Prior reveals showed that Neptune would be a Paladin, Noire a Dark Knight, Blanc as a healer/White Mage, and Vert as an Enchantress. No further details were known about the cast until now, but we know that when the CPU’s are around, their sisters can’t be far behind. With the most recent reveal, we now know what roles the younger girls will be playing based on some recently released concept art.

Based on the images, it appears as if Nepgear will take the role of a witch/Black Mage, Uni will be a gunner, Rom takes up her sword as a samurai, and her twin sister, Ram, will be the Ninja of the group. Uni makes sense since she’s always specialized in long ranged rifles, but the rest of the class assignments are surprising role swaps compared to the main game. Typically an attacker with light healing abilities, Nepgear going full-on mage is new for Nep Jr. On the other hand, Rom leaving the position of the team’s healer, and Ram becoming a class known for its speed and item usage as opposed to her usual offensive magic attacks, I’m really curious as to how each character will fit into these roles.

But first, we need to learn something about the game, with new pieces of information being few and far between. A release date, platform, or even what kind of game it will be outside of the vague description of a simulated MMORPG is still unknown, but for the time being, we’ll take whatever trickles out.

What are your thoughts on the CPU Candidates and their role in 4 Goddesses Online? Make sure to let us know in the comments!

While definitely not the worst offenders, Idea Factory’s anime inspired Japanese RPGs have been known to fall on the risque side of the fence in the past. With games that feature young girls that transform into busty goddesses, bosses that have a thing for pre-teens and some gratuitous camera shots as clothes are torn to shreds, it’s strange that this game is the straw that broke the camel’s back in Australia.

During my time with MeiQ at E3, it seemed like one of the most inoffensive games the company has released. Spending most of the play time in first person and battling with Guardians instead of people doesn’t give the game a whole lot of time to be terribly lewd, while all of the characters I saw were lacking in the dreaded fan service department. Nonetheless, Australia must know something we don’t, considering they’re refusing to carry the game in its current state due to its depiction of:

“..matters of sex, drug misuse or addiction, crime, cruelty, violence or revolting or abhorrent phenomena in such a way that they offend against the  standards of morality, decency and propriety generally accepted by reasonable adults to the extent that they should not be classified.”

Whoa, what game was I playing?

The board went on to state that the game would be, “…likely to cause offence to a reasonable adult… [featuring] a person who is, or appears to be, a child under 18 (whether the person is engaged in sexual activity or not).” The youngsters being exposed to sexual activity doesn’t seem to be much of an issue in other parts of the world, with Japan giving the game a 12+ rating, and the ESRB rating it as T for Teen. Could Australia be onto something, or are they just overreacting? After all, the country has a reputation for being strict when it comes to their gaming censorship, with games like Mortal KombatSaints RowGrand Theft Auto and Hotline Miami having similar issues in the past. If nothing else, MeiQ can join these legendary games as one that’s received this dubious honor, and if controversy really does create cash, this buzz might be for the best in the end.

Source: Destructoid.com

If you’re tired of getting your ass handed to you by brutal dungeon crawling RPGs that tend to overwhelm you with powerful enemies, which often creates a situation where the only real challenge it offers is whether or not you can stay awake long enough to level grind to an appropriate level, then MeiQ: Labyrinth of Death is looking like the game that might turn your attitude around. But don’t be mistaken, that’s not to say it’s not challenging. From what I could tell after watching the game in action, it’s quite the opposite. What makes MeiQ stand out however, is its encouragement to let the player customize their Guardians, mech like machines that serve as your first line of defense against the many monsters these dungeons house, without worrying about how a bad combination will cost you hours of progress.

E3 2016 MeiQ Screen 2

Idea Factory’s upcoming RPG looks familiar at first, opting for a first person view as we explore a grid based map, uncovering secret rooms, hidden treasure and tough enemies along the way. Small improvements for genre wide issues such as auto turning so you won’t run into walls as often are welcomed on the navigation front, but it’s when your team starts a battle that the real highlights shine through. Each Guardian is paired with a Machina Mage, a spell caster with her own HP and MP to help take down enemies within a traditional turn based battle system. Oftentimes, the abilities that the mage can use can work better than the Guardian’s can, or a weakened mech might need to take a backseat while being healed by its user.

However, you might want to be careful when using your Mage, because doing so exposes her to potential damage. A key difference between your party members is that a Guardian can be revived. If all of your Mages get knocked out, it’s game over, even if your Guardians still stand. Managing when to use who looks like it will be a major component to how strategy will come into play when braving the most dangerous labyrinths. But if you do screw up and get KO’d, the good news is that there’s no penalty. Aside from being warped back to the beginning of the dungeon, any experience and cash you found since your last save will be retained.

E3 2016 MeiQ Screen 1

Pushing forward and completing these dungeons promises to be worth it though, since beating bosses and finding hidden items are just two of many ways you’ll be able to find new parts for your Guardian, allowing you to customize them in seemingly countless ways. Not just acting as a cosmetic change, each part will alter their abilities, stats, strengths and weaknesses, allowing you to create the perfect party member for any situation. Of course, you have to find them first, which is why I can see MeiQ becoming an obsession for Vita owners over who can build the strongest team of machines. Not to be outdone, Mages can also unlock costumes, including free DLC outfits based on Idea Factory and Compile Heart’s other titles, Hyperdimension Neptunia and Trillion: God of Destruction.

E3 2016 MeiQ Screen 3

As you can see, there will be plenty to discover when MeiQ: Labyrinth of Death arrives for Sony’s PlayStation Vita this fall. Who’s up for some mech building? Let us know in the comments below!

Better late than never as they say.

Originally scheduled to release at the end of April, the follow-up to last year’s action spinoffHyperdimension Neptunia U: Action Unleashed, seriously titled MegaTagmension Blanc + Neptune Vs. Zombies, will now signal back to school season on May 10th.

Taking place in an alternate universe where the CPU and CPU Candidates of the main Neptunia games are all students in a school called Gamicademi, Lowee CPU, Blanc, takes center stage as her and her friends decide to make a zombie movie. But when the monsters in their film all turn out to really be the undead, the girls must band together once again to protect their campus, while getting it all on film in the process.

Featuring up to four player co-op, which is a franchise first, MegaTagmension looks to bring the pain with all the hack and slash goodness we found in the Action Unleashed, and cranking it up through the roof with more players, more goddesses, and more enemies to defeat. With newcomers like Plutia, Peashy, Uzume, and the debuting Tamsoft joining the fight, there won’t be a shortage of carnage when the game graduates to our PS Vita handhelds.

Check out our coverage of the original release for screenshots of the Japanese version. Who will you lead to Gamicademi greatness? Let us know in the comments, and keep your eyes peeled for more updates as they become available.

Have you been having a hard time finding a way to show your waifu how much she means to you? Or maybe you want to surprise your husbando with some thoughtful words, but can’t manage to put sentences together after days of texting in acronyms? Well, Idea Factory has our backs with these Hyperdimension Neptunia Valentine’s Day cards courtesy of their Facebook page.

Featuring the four main CPU’s, IF, Compa, Warechu, the sadomasochistic Iris Heart, dandy Umio, and the newest CPU introduced in the recently released Megadimension Neptunia VII, Uzume Tennouboshi, these cards are sure to warm your cold, weeaboo heart better than any body pillow ever could. I mean, who wouldn’t want to go on an all night raid? We are talking Four Goddesses Online, right? Sadly, the CPU Candidates are nowhere to be found, but promoting underage love might not be what the company is going for… This year.

Check out the cards below and tell us what your favorites are! While your at it, let us know your your waifu or husbando is on this day of love! We’ll only accept the best of the best girls and boys, so choose well!

Despite half a dozen remakes and spinoffs over the last year and a half giving the impression that there was plenty of Gamindistri goodness to go around, it’s been nearly four years since we Nep’ed up some bad guys in the last mainline Hyperdimension Neptunia game. Gaining a following based on its lighthearted take on the game industry while wrapping itself in magical girl anime tropes, its characters often overshadowed its addicting combat, which had admittedly grown stale after remaining mostly unchanged since the second game. Knowing this, making the jump to the PlayStation 4 in its current gen debut is the perfect opportunity to create a new first impression.  Thanks to some much needed changes to the battle system and larger dungeons to go with the series’ trademark humor, this is a goal that Megadimension Neptunia VII largely succeeds at.

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Neptune is back in action.

For the uninitiated gamer who couldn’t tell the difference between a Dogoo and a Pixelvader, Neptunia revolves around the four goddesses of Gamindustri. Neptune of Planeptune, Noire of Lastation, Blanc of Lowee and Vert of Leanbox each rule over their own nation, (analogous of Sega, Sony, Nintendo and Microsoft respectively,) while maintaining a friendly rivalry for share energy, a manifestation of the public’s adoration and the source of their power. the girls have since each of which represents a different nation. As the protagonist, (which she’ll be sure to constantly remind you of throughout her fourth wall breaking escapades), Neptune steps aside a bit this time to share the spotlight with the rest of the cast. Split into three smaller stories that eventually converge into one large conflict, this is very much Uzume Tennouboshi’s tale. As the last living CPU of an alternate version of a post apocalyptic Gamindustri, Neptune and her little sister, Nepgear, find themselves transported to this world through a console that’s totally not a Sega Dreamcast. In an adventure that introduces plenty of new characters, multiple worlds and non-linear progression that shines the spotlight on all four main CPU’s, VII proves early on that it’s a huge departure from its prequels thanks to its narrative.

If you’re worried that the game sounds too doom and gloom in the same way the second game was, then fear not. Despite the the dark tone of the first few dungeons, this game finds a balance between making us laugh with its lighthearted and tongue in cheek script while creating a sense of urgency within the scenarios in a way that improves on the games before it. So if you know anything about Neptune and her world, that means plenty of winks to the audience with its parodies of video games, gaming characters, and even the business practices that occupy this hobby we all love so much. New characters like Gold Third, a group of humans who represent Capcom, Bandai Namco, Square Enix and Konami respectively, add even more depth to an already great cast, (especially nods to their company history, like Square’s S-Sha having two personalities after fusing with her former enemy, based on Enix), and the villains manage to be both hilarious and menacing when they need to be. While the fanservice is relatively tame this time around, what other game are you going to find two robot villains who are obsessed with busty blondes, only for one of them to go through an identity crisis after falling in love with the flat chested Uni?

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Meet Umio, the know-it-all fish man who resembles a certain Dreamcast star.

The gameplay has always been one of my favorite parts of the Neptunia series, which is easily the high point of VII. Making sure that the story and cast wasn’t the only part of the game changed, a host of new mechanics debut to turn the game’s conventions on its head. Doing away with its Guard Break system that’s been a staple of the series for years, positioning is more important than its ever been. Bringing back the full range turn based gameplay that debuted in the second game, each character you control can be moved freely within a certain range, with their attacks allowing you to hit multiple opponents at once if positioned right. Enemies now have parts that boost their defense, which will have to be broken off with the new Parts Break system. Standing in the right position, using the right elemental attacks, or flat out overwhelming bulky foes lets you deal even more damage, serving as the only way to beat some especially tough baddies.

To maximize your turns, you’ll have to prepare your combos ahead of time, bringing more strategy into the mix. Each weapon has a starting attack, where up to three additional moves can be mapped to fit different situations. Broken down into Rush Attacks, Power Attacks and Standard Attacks, each fits a different purpose when you’re grinding out those extra levels. Rush sacrifices damage for more individual hits, building up the team’s shared EXE Meter, (which lets the party unleash their most powerful attacks), Power does more damage, but fewer hits, and Standard is a happy medium. Beyond these categories, each individual attack will usually have some kind of perk that boosts its properties as long as certain requirements are met in that turn. For example, one attack might do more damage if your previous attack was a Rush Attack, whereas another will get a boost if you haven’t used a Power Attack yet. In addition to varying areas of attack, individual weapons also have different amounts of total attacks and unique starting attacks, making certain weapons better in the long run, even if they’re not the most powerful. The game makes sure to give you plenty to think about when heading into battle.

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But the most impressive change that the battle system has brought is its use of team attacks, allowing your group of four to deliver huge amounts of damage with the right partners. Aside from the SP attacks, essentially your magic skills that pull from a character’s SP Meter, and the EXE Attacks mentioned above, these team ups further show how much the game has grown since its last entry. While team attacks have been in previous games, you could just unleash them anywhere on the map as long as you had the right amount of meter. This time, your whole team has to be positioned around their target in a certain way for them to work. Three member moves usually ask them to stand in a triangle formation that encloses the enemy monster for example, while full party four person attacks asks to create a square. Seeing that field placement so important this time around makes it apparent that the AI has also been improved, to the point where they’ll usually avoid grouping together or move right outside your range. It’s frustrating at times, (in a good way), but it’s good to see that the game is willing to make you work for your wins this time.

Once you’ve gotten the hang of what the battle system has to offer, Giant Battles force you to put those formations to work. As a new type of combat, these fights only allow you to use SP or EXE attacks as you gang up on a towering opponent, surrounding it by jumping from various platforms around the stage. Forcing your team to split up across the field, your priorities will change compared to regular battles since you won’t be able to be near your teammates to heal them without giving up the potential to unleash your most powerful team attacks. Moving at a much slower pace, these fights ask you to become more methodical with how you approach them, which is a nice change of pace compared to the waves of enemies you’ll be used to defeating. Slowing down the combat could eventually wear thin, which is probably why you’ll only encounter these special scenarios a handful of times.

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Some of the special moves look ridiculously cool.

Just when you think you’ve seen all there is to see, the content continues to grow about half way through. In addition to Disc Development, (allowing you to customize equipment to grant various benefits), a few new customization aspects lets you dive deeper into the inner workings of each nation. Saving up money will let you develop your shops, weapon development or publicity, which makes new items available for your group to purchase. Ranging from extra powerful gear to help you do more damage, unlocking unique items that can only be obtained through this method, or raising a nation’s shares to strengthen your CPU’s from each area, there are plenty of rewards to come if you invest in each country. Throwing in the ability to hire NPC’s to scout for secret dungeons and items, their traits that grant certain advantages and disadvantages to being in the dungeon with them, and using cash to build new paths through Route Building, even series veterans will be surprised with how much has changed since the last game.

Oddly enough, the only real flaws that the game has are when it goes half way with the improvements, which becomes painfully obvious due to how tedious these moments are. For one, the map has a bit more life to it since your main character now travels from point to point along the map, rather than just selecting a location from a list. Yet, when you move between dungeons, random battles make their series debut by popping up between areas. One of the better aspects about these games was that it gave you control over whether or not you wanted to battle by placing the enemies on the map, while allowing you to hit them for a pre-fight advantage. When you take that away, you’re adding in one of the more generic, outdated genre mechanics that the game would be better off without. I’m also in favor of the game eliminating auto healing when you leave dungeons and replacing it with having to move to specific headquarters in each area to recover, but coupling this with the random battles means you might get caught off guard.

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The four CPU’s in their new NEXT forms.

Moving on to brand new Neplunker mini-game, the overall package would have been better off without it. Simulating the Spelunker exploration games of days past, Neptune and her team will travel through a cave with difficulty that increases as you descend. Using the same combat system for fights, the focus is more centered around exploration, platforming and eventual survival. Except… Neptune was never meant to be a platforming star, which is obvious as soon as you start trying to traverse these stages. Her awkward jumps and clunky movement is perfectly fine when playing the normal game, but when you throw in precision jumping and avoiding traps, it becomes a nightmare to play. To make matters worse, losing all three lives, (which are unique to this mode), results in a game over for the entire game. So if you forgot to save before falling into that pit, tough luck! The post game unlocks make it more bearable, but when you feel like you’d be better off avoiding a feature until after the story is finished, that’s obviously a problem.

Unfortunately, the game’s biggest issue is one of the most persistent ones throughout the series. Each game has had a bad habit of re-using dungeons, which becomes more and more inexcusable as the games continue to grow. As another half measure, VII does not repeat any of the maps from its prequels, but does re-do the dungeons IN VII! It’s hard to be too upset though, since each one features brand new, much larger areas to explore, complete with hidden paths and breakable items that hide better treasure. Surprisingly, the size increase doesn’t slow down the game at all. Registering at a smooth 60 frames per second throughout nearly the entire game, (aside from a few maps with a lot going on in the background), the game is the most technically sound yet. The character models are still fairly basic, but the visual upgrade is strong enough that it will make it harder to go back to the older games in comparison. Rounding out the areas with an updated soundtrack that contains almost all new songs, it makes it that much more noticeable when the enemies, maps and even bosses are eventually recycled. It’s a step in the right direction, but I’m hoping that future games will go all the way with creating a completely original campaign, especially as they continue to get more and more popular.

Megadimension Neptunia VII_20151110152058

Did I mention the transformations look amazing this time?

While not without its annoyances, Megadimension Neptunia VII is everything a sequel should be. Neptune’s fourth game provides a lenghty adventure that vastly improves combat, exploration and enemy AI, all while maintaining its laugh out loud humor for great effect. Some of the new features feel either out of place, don’t go far enough, or feel cheapened thanks to the continued re-using of assets, but these points are neglegable when you see how this game took everything that could be improved upon and made an attempt at it while staying true to the core concepts that kept fans happy over the last few years. So whether or not you’re a longtime Gamindustri supporter, a JRPG fan who wants to try something new, or even someone who wants some self referential humor to replace all the self doubt and hurt feelings that the genre is associated with, you’d do well to give Neptune a shot.

Final Score: 4.5/5

If you were losing sleep over the thought of when you’ll be able to play Megadimension Neptunia VII, the fourth main game in the Hyperdimension Neptunia RPG series, then you’ll be able to rest easy tonight. Idea Factory has announced that our return to Gamindustri will arrive on February 2nd!

Joining Neptune and Nepgear as they travel between three different dimensions as they attempt to save Gamindustri from its latest threats, the game is set to feature new battle mechanics, characters, enemies, CPU’s and NEXT forms to keep things interesting. And of course, we can’t forget the humor, game parodies, and crazy personalities the series is known for, which has captivated us enough to place Neptune and Nepgear in high spots on our top waifu lists! We’ve gone full weeaboo for these games, people!

Despite retailers listing Megadimension Neptunia for a February 2nd release for awhile now, it’s great to see some official confirmation, especially if you’re counting the days until your limited edition will arrive. But wait, what am I supposed to play if Gravity Rush HD and Street Fighter V both come out on the same day!? I think it’s time to make some serious life choices.

For more information on the battle system, NEXT forms, or past reviews, check our archives and get all the Nep Nep you can handle, and be sure to check back for all your Neptune news!

 

After playing through three remakes, three spinoffs, and an anime that roughly puts it all together, it’s about time for a brand new Hyperdimension Neptunia title, isn’t it? And not a spinoff or another remake, (not that there’s anything left TO remake at his point,) but a true, core title that advances the lore of Gamindustri.

Well, it looks like we won’t have to wait much longer! Idea Factory has announced that the long awaited sequel to 2012’s Hyperdimension Neptunia Victory will finally hit the PS4 in early 2016, under the title of MegaDimension Neptunia VII. That’s “V-2”, not 7. You know the Japanese and their wacky numbering system.

MegaDimension puts players back into the floppy shoes of Neptune, who is tasked with traveling across three different worlds to save Gamindustri, complete with new characters, environments, and CPUs. In addition, the game play is said to be getting a much needed overhaul, with the new “Parts Break” mechanic, which lets the goddesses cut their enemies into pieces to lower their attacks, “Giant Battles”, which will take a new type of strategy to win, and NEXT mode, a Next Gen upgrade that gives the four goddesses brand new, more powerful transformations to go with their new outfits. A new dungeon mini-game rounds out what we know so far, which pays homage to Spelunker. However it plays, it has to be better than Stella’s Dungeon in Re;Birth 2, right?

So step aside, Uncharted 4 and Legend of Zelda, because the game of the year 2016 is already decided! Want to know what all the hubbub is about? Take a look at the screen shots and full press release below, then when you’re done, check out our reviews for the Vita remakes and spinoffs here, here, here and here. Did I mention they release a lot of these games?

Are you ready to be swimming in waifu’s early next year? Let us know!

Go beyond HDD mode and take the power of Gamindustri’sCPUs to the next level in NEXT mode! MegadimensionNeptunia™ VII hits North America and Europe in Early 2016, exclusively on the PlayStation®4 home entertainment system in both retail and digital formats! The first PS4 game in the HyperdimensionNeptuniaseries, this installment features new characters, three worlds to save and three stories to play, a new powerful transformation mode, extra features to the battle system, and a new dungeon minigameso you can get all the items you need for you and all of your new allies to save Gamindustri!

G.C. 2015—Gamindustrihas entered a precarious season known as the CPU Shift Period. During this time of social unrest, deprecating rumors about the CPUs have begun to saturate Gamindustri. Neptune and the others worry the citizens will soon call for new leaders to replace the them and that their rule will end. In these critical moments for Planeptune, Neptune and Nepgearmysteriously disappear. Their destination: a divergent world, nearing its catastrophic end, called the Zero Dimension. They encounter the last remaining CPU of this world, UzumeTennouboshi, who is desperately waging a lonely battle against a colossal evil known as the Dark CPU.Will Neptune and Nepgearbe able to work together with Uzumein order to save Zero Dimension from tragedy? So begins a new adventure for Neptune..
Key Features
New Battle Features Characters can link up for stronger attacks, “Parts Break” allows you to split enemies into pieces to lower their stats and disable special attacks, and “Giant Battles” impose limits that will challenge the strategist in you!
NEXT mode A second transformation is now available! You can break those big baddies into bits with NEXT mode, which features new special skills and a new costume for the CPUs!
Three Worlds, Three Stories Three different story modes! Withnew CPUs and characters at your side, you must fight through three dimensions to save Gamindustri!
New Dungeon Minigame! An homage to the classic “Spelunker,” you receive special items when you clear this dungeon under the time limit!

If you couldn’t tell by reading our site or listening to the Geekscape Games podcast, Idea Factory can really churn out those Hyperdimension Neptunia games. Within the last year, the West has seen six as it is, with a proper sequel AND a zombie slaying spin-off starring Lowee’s CPU, Blanc, on the horizon. And yet, what if I told you that yet another spinoff is on its way?

In Hyperdimension Neptunia Vs. Sega Hard Girls, this upcoming Vita exclusive will put players in the oversized coat of IF, one of the original human, or “maker” characters from the original RPG who has stood by Neptune’s side ever since. This tough, no nonsense guild leader  finally gets a starring role, (and a redesign to go with it,) once the history books of the Grand Library begin to disappear. Altering these stories has the ability to change history itself, so Iffy takes it upon herself to go on an adventure through space and time to get them back.

Not that she’ll be alone on this adventure. As the title mentioned, Sega themed characters will make their appearance to fight alongside IF, namely Sega Hatsumi. This girl with an outfit that vaguely reminds us of a certain hedgehog, seems to be the key to the changes in history between the Sega Hard Girls and the four goddesses of Gamindustri, but how her role will play out is yet to be seen.

Game play wise, details are still murky as to what kind of game this will be, but based on the screenshots released so far, the game seems to be taking a more action based approach, which is perfect for the knife wielding heroine and her tough personality. Whether or not any other familiar faces will appear is yet to be seen as well, but come on, it’s a Neptunia game! It’s practically expected at this point.

Check out the latest screenshots and the official synopsis from Dengeki Online below, and make sure to keep checking back for more information on this and other titles as it breaks.

Source: gematsu.com, Dengeki Online

Story

A grand library that governs all of this world’s history.

If the history books stored there are tampered with, it is said that it is possible to rewrite actual history.

IF, with a certain goal in mind and after a long journey, finally sets foot within the grand library.

However, within that library, an incident occurs and the history books begin to disappear one after the other.

The disappearance of the history books means a loss of real history.

Before her very eyes, history is being lost, and then, the world.

To resolve this incident, IF must journey across space and time on a new adventure.

■ Characters

IF (voiced by Kana Ueda)

Neptunia Sega Hard Girls Sega IF

The game’s protagonist. She’s an adventurer who travels around the world with her trusty motorcycle just trying to find a bit of fun and a brighter future in a modern age where civilization has fallen. She’s diligent, cool, and level-headed, as well as the group peacemaker, but her only flaw is that she suffers a little bit from chuunibyou syndrome.

Sega Hatsumi (voiced by Emi Nitta)

Neptunia Sega Hard Girls Sega Hatsumi

An unidentifiable girl who lost her memory. She goes by Segami, or Segamin. Although she doesn’t remember anything outside her own name, for some reason she shows an uncommon tenacity in changing the history of the conflict between the goddesses and Sega Hard Girls. Although she has the spirit of a leader and is charismatic, she occasionally doesn’t listen to others when they talk, and bewilders her friends with ideas out of left field.

The planet Gamindustri has found peace due to the combined efforts of the CPU’s and the CPU candidates. The CPU candidates find themselves a little bored in this time of peace.  However, what to warriors do when there aren’t any bad guys to battle? The answer comes in an interesting proposition in their time of peaceful boredom.

Hyperdimension Neptunia U: Action Unleashed is the first 3D action hack ‘n’ slash in the game series. Your favorite Neptunia characters will have to battle it out to determine who is the best, and strongest.

Hack ‘n’ slash your way through waves of enemies in real time. The free roaming battle stages allow you to create chain combos on the ground and in the air. You can play as your favorite characters as well as new playable characters, with new customizable equipment.

Hyperdimension Neptunia U: Action Unleashed features a dual system that allows you to switch between two characters. Allowing players to combine different characters and learn their strengths and weaknesses for the ultimate battle duo!

One of the new features is a “Costume Break”. Your character’s outfits tear and rip from the heat of battle. Costume damage lowers your defense but increases your crit rate and EXE Drive Gage.

Get ready to experience the new installment in the Hyperdimesion series and prepare for battle! Hyperdimension Neptunia U: Action Unleashed will be released on May 19th, in North America, and May 22nd in Europe. It will be available exclusively on the Playstation Vita and will be compatible with PlayStation TV.

Josh had an opportunity to take a look at the game earlier this week! You can check out his full review here.

https://youtu.be/ORf0A0JsFVE

At this point, I feel like my Vita is a dedicated entryway into the world of Gamindustri. Considering that four different Hyperdimension Neptunia games have been released for the handheld in the last year, it’s easy to see why. Now that we’ve played not one, but two fantastic RPGs, dived into the strategy role playing realm, and even tried our hand at producing and managing their careers as singers, it’s about time the series took the action route. In Hyperdimension Neptunia U: Action Unleashed, (a strange name for a non-Wii U title,) Gamindustri meets Dynasty Warriors in an over the top, horde slaying beat em up with the CPU and CPU Candidates doing the thwomping. But how well does a traditionally turn based franchise cross over into the action genre?

Now that the world is at peace, what’s a goddess to do aside from play games all day? Unfortunately, gaming doesn’t make a compelling news story, so when game journalists, Famitsu and Dengekiko, are tasked with writing up stories on the lives of the CPU’s and their little sisters, a little encouragement pushes them towards getting off their lazy butts and completing a few quests. Or at least, that was the plan. But when quests suddenly start popping up at an alarming pace, the gaming goddesses are forced to take up their weapons once again and fight off the overwhelming amount of monsters that have appeared while finding out who’s behind the sudden influx of requests. If our two writers are able to get a great story in the process, then even better!

Neptunia1

Hyperdimension Neptunia U features ten unique characters to play as, which naturally include the CPU’s, their little sisters, and the addition of Famitsu and Dengekiko. Each character has a set of unique, (although limited,) combos and special moves that are designed to harm waves of enemies at once, and vary from slow and powerful, long range, or fast with a high hit count. As missions progress, each character builds up experience, unlocks new equipment and discovers new special attacks to put even more pressure on the more difficult enemies. With the option of taking on these missions solo, or pairing two characters together, each one is varied enough to feel unique while still accomplishing the same tasks.

Keep in mind, on top of all of these options per character, the CPU’s wouldn’t be much without their HDD forms. These serve as a temporary transformation that boosts attack power while changing their combos completely, essentially feeling like separate characters. Making it incredibly easy to wipe out foot soldiers and bosses alike, despatching dozens of enemies at one time with your powerful, special attack right before the transformation ends is ridiculously badass, all of which is done without a hint of a frame rate dip. Naturally, you have to fight for that meter, which fills up for the idle partner while the player character defeats enemies. If theirs is full, the player character will get their fill. Switching is as easy as tapping the down button on the D-Pad, so managing the meter is one of the more strategic aspects of Neptunia U, especially when it comes to the end game content. If you’re more passive, you could always fill your meter by tearing your clothes to shreds… Wait, what?

Neptunia2

Yep, as you probably know if you’re reading this review, (and if you didn’t, welcome to the madness!), as characters take damage, their clothes rip up until their so-called armor “breaks,” resulting in a brief mid-battle cutscene that shows the girls in suggestive positions in nothing but tattered duds and underwear. Story wise, in a desperate attempt to cover up, they transform into their HDD forms, which come with their own, handy outfits! In other words, you get instant access to their most powerful forms faster if you let their clothes rip. Considering this game is developed by Tamsoft, the designers behind most of the Senran Kagura games, it’s not really a surprise since that series has made wardrobe malfunctions famous in recent years. Still, there are few moments more uncomfortable than when you’re playing as one of the sisters, (especially the pre-teen Rom and Ram,) and their butts and chests jiggle in slow motion as the clothes fly off. With that said, the game offers unlockable costumes that don’t break, break easily, or are pre broken depending on player performance, so kudos to the developers for giving the player the choice to shape their own game play experience.

Speaking of the experience, we can’t ignore the dialogue. As expected from a Neptunia game, its personality and charm shine through both in and out of quests. It’s clear that a ton of care went into the character relationships, with unique chatter between almost every possible team. When not fighting to the death, special events expand on the personalities of everyone involved, which range from fourth wall breaking gaming commentary, balking at the absurdity of their clothes tearing, and even a “GamerGate” ethics in journalism quip! While not as laugh out loud funny as the main games, considering nearly every line is voiced with both Japanese and English voice options on an individual character basis, what’s provided is plenty when you take into account that this is an action game rather than an RPG. Either way, it’s still more than serviceable for the franchise faithful.

Despite how varied the mechanics and characters can be though, one major issue that most games of this nature encounter is its repetitiveness, and U is no exception. Each character’s move set is insanely stylish, but with only a few combos per character, you’ll see everything each one has to offer soon after picking them up. Not only that, but the game offers little incentive to experiment, leaving players to stick with the combo that works best for them, rinse and repeat. The main story mode never gets particularly challenging either, making its hundred-ish quests a breeze. Every once in a while, the game throws a curve ball at you, either by hiding objectives, asking you to collect items or hunt down a certain enemy, but at the end of the day, each one is accomplished by beating everything into submission.

Neptunia3

Yet, U redeems itself in a big way when it comes to the post game content. After spending 12 hours or so completing all of the quests in the main story, a wealth of new missions and modes keep the fun going. If you think you’ll just be able to blow through these stages like you were able to in the campaign, think again. To survive, you’ll have to pick your attacks carefully, manage your meter better than ever, and know when its best to just quit the mission, store your earned EXP, and live to fight another day. In addition, an arena mode pits the CPU’s against each other in one on one battles that unlock powerful accessories, and a tower mode which sends two of the girls into a multi-tiered challenge where they must fight off increasingly powerful enemies. On top of collecting enemy medals, (coins that opponents drop at random once defeated and can be used to unlock stat boosts, weapons and accessories,) and boosting the group’s friendship, (or Lily Ranks,) for in game perks, and you have a game that will potentially last for much longer than expected. If I were to be extra critical, I would have liked it if the arena mode’s difficulty didn’t range from one hit kill, one hit death or a legitimate match, if it let you fight against other Vita owners, (assuming they exist,) and that collecting medals and boosting Lily Ranks wasn’t such a grind-fest, but these issues don’t detract from the experience too much. Besides, what kind of Neptunia game would this be if it didn’t have insane trophy grinding?

Most impressively, Hyperdimension Neptunia U has become a game that I just can’t put down. Perfect for the portable experience, the quests, bonus content and grinding feel tailor made to be played in short bursts. That’s not to say that I haven’t had hours long sessions, (and I’ve had many,) but with as fun, colorful and fast paced the action turned out, it’s no wonder that the addiction has set in. If you love Neptune and friends in all of their self-referential glory, then this is a no-brainer. If you’re a beat em up fan who desperately needs something to play on the Vita, then U is more than a worthy purchase. While the anime inspired style, its repetitive nature, and the whole clothes tearing thing might not be everyone’s cup of tea, you might just be surprised with how endearing this game can be. Try it, you’ll be glad you did!

tl;dr

+ Successfully brings the style of the Neptunia games to the action genre, with flashy attacks and combos to go around for its varried cast.

+ A lengthy campaign filled with a plethora of quests, unlockable items and game industry satire.

+ Post game content improves the game a great deal, adding modes and missions that make you re-think the game.

+ The same tongue in cheek script that we’ve come to expect from the series, complete with dual language options for individual characters.

+ The clothes tearing option adds to the strategy while being entirely optional.  

– Combat becomes repetitive with only a few attack sets per character. The twenty characters, (including their HDD forms,) doesn’t alieviate it enough, and is only amplified by most of the objectives revolving around killing everything in sight.

– Some unlockables are absurdly grind heavy, artificially extending the replay value with enemies that give few rewards and a slow moving Lily Rank mechanic.

– While fun for what it is, the arena mode is a missed opportunity, with wildly unbalanced difficulty settings and the lack of a PvP versus mode.

 

Final Score: 4/5

https://youtu.be/ORf0A0JsFVE

Idea Factory has announced that pre-orders for the collector’s edition of Hyperdevotion Noire are now available worldwide. Launching on February 24th exclusively on the company’s online store, this special edition will come packaged with all kinds of Gamindustri goodness to celebrate the goddess of Lastation.

The Collector’s Edition includes:

– Hyperdevotion Noire: Goddess Black Heart for the PlayStation®Vita system
– “XOXO Noire” Wall Scroll
– Hyperdevotion Noire: Goddess Black Heart Illustration Book
– Collector’s Box
– Reversible Cover Sleeve Art

Any Hyperdimension collectors out there? If so, I don’t have to tell you that these will go fast, so unless you want your life to be full of regret as you watch prices rise on eBay, I’d say you need to jump on this. In the meantime, watch out for more information on this SRPG spinoff as the release draws nearer.

Noire

If you were eager for more information on the upcoming Western release of Hyperdevotion Noire: Goddess Black Heart, then the wait is over! The people over at Idea Factory have brought us some divine intervention in the form of new screenshots and the opening movie from the upcoming strategy RPG.

Placing Noire in her first starring role, would-be goddesses will be tasked with amassing a CPU army, creating bonds with teammates, customizing items to fit their playstyle and customizing their home between hard fought conflicts. As the first in the Hyperdimension Neptunia series to step into the world of Strategy RPGs, it’s sure to have plenty of surprises for new and old players alike when it arrives on the Vita in 2015.

Gaze upon the new batch of screenshots, as well as the opening trailer below! Are you planning on picking up Hyperdevotion?

 

Well, that didn’t take long.

Right off the heels of ReBirth;1‘s release, (which we called one of the best RPGs in years), Idea Factory has confirmed that Hyperdimension Neptunia ReBirth;2: Sisters Generation, will be coming to the Playstation Vita in early 2015. The even better news? It will be available in both physical and digital formats to North America and Europe, giving the latter region access to the physical version.

Like its predecessor, ReBirth;2 is a remake of one of the Playstation 3 releases, tackling mk.II this time around. Starring Nepgear, Uni, Rom and Ram, the little sisters of the first game’s CPU’s, characters from the original will also make an appearance to support the new cast. Including Compa, IF, and the promise of many others, this continuation of the original is sure to show how Gamindustri has changed since Neptune’s adventure, all while bringing a sense of familiarity to those who played the first game.

With the new ability to bring a fourth party member into battle, this change is sure to bring stronger enemies to compensate for the extra person on the field, opening up numerous possibilities. It’s safe to say… We’re excited!