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Hyperdimension Neptunia [PS3]

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    Hyperdimension Neptunia [PS3]

    I thought I should at least give this game a try before forgetting about it until a more understandable version arrives...and I really need a quick translations on controls and menus because I haven't figured out how to heal my characters.

    The game starts in media res, with the White Heart, Black Heart and Green Heart (humanized home console, respectively Wii, PS3 and X360) making boob jokes while battling Neptune, apparently a normal human girl sucked in into a world of videogames.
    Neptune loses the battle and then Histoire, a talking book, pops up, probably breaks the 4th wall and rewinds the story to the beginning, where Compa (humanized avatar of Compile Heart, the makers of this game) tends to a seemingly unwounded Netpune by stripping her naked and applying bandages.

    And when a game makes boob jokes and shows scantly clad ladies within the first ten minutes, you know it's gonna be a Great game.

    And so Compa and Neptune go off to the tutorial dungeon, where the game explains the battle system.
    There's a maximum of three player-controlled characters active per battle, and battles are turn based. Turns are shown on the upper right hand side of the screen with the left portion showing selected enemy's health and guard points. Breaking down the guard allows to score more damaging hits.
    Actions are controlled by the four face buttons: triangle and circle are for light and heavy physical attacks while X is for long-range attacks. L1 and R1 swap between elemental bullets for the gun. Square is used to push the escape button (an actual item), to pass turn or to end a combo and switch enemies.
    All attacks consume action points, which are fully replenished at each turn. Player controlled characters attack in four hits combos which can be repeated as long as characters have action points.
    Enemies have one attack per turn icon present on the right progression bar.

    Combat is strictly by the book, a close-range attack has the enemy jumping right in front of the enemy to deliver damage and the rhythm is very slow. There aren't many options either and attacks look limited to three face buttons; items play a very limited role in battle, with probably a lot of emphasis on equipment.

    Defeating enemies bring the usual load of XPs and money. Items are rare, almost entirely limited to key objects; all defeated enemy parties drop however green bottles that are used in battle to automatically heal characters.
    From what I've gathered, players can set at how many hit points their party members will heal, and such action will automatically take place after an enemy attack that didn't kill a playing character. Healing consumes said green bottles but not action points.
    It works great in theory, but it removes some depth to the combat system, as characters are always able to attack without sacrificing a turn for healing purposes. Also this action is limited to self healing in battle...I know it' my lack of knowledge in the fine language of Japan, but I still need to figure out how to heal characters when I feel like in and outside battles: Compa is at 1 HP and gets killed at every battle during the first turn because the healing action is triggered by a non-lethal attack. Auto-healing threshold can be changed during battles by accessing the main menu, so this feature feels more like a chore than anything else.
    It's great the first few times it's triggered, but then to save up green bottles you need to access the main menu, navigate to a character's healing sub-menu, set the threshold and exit.

    Crawling around dungeons is nothing to speak of, textures are bland and repetitive, corridors and rooms are large but there's almost no decoration and elements repeat themselves way too often. Interactions are limited to rare treasure chests and even rarer hammer times with Neptune.
    Compa can summon monsters to turn off encounters for a short time while If-chan (from Idea Factory) points toward the nearest hidden item, which, as you can imagine, are rare indeed.
    Characters can be swapped on the fly by pressing L2 and the d-pad; loading times are almost instantaneous but equipped accessories disappear before the main model does, like guns do in battle: let's say that Neptune fires and the gun she's holding disappears before the attack animation ends, leaving Neptune menacingly swinging an air gun.

    There's a sharp contrast between character and enemy models.
    Standard enemies are forgettable; some of them pay homage to videogame staples like Slimes from Dragon Quest and Space Invaders, but most are from the usual bestiary you would expect from a fantasy-ish JRPG.
    Even big bosses aren't particularly inspired.
    Characters on the other hand are nice, greatly modeled and with good textures that forsake detail for a more cel-shaded look. They essentially have a style on their own, as everything else tries to go for a more "realistic" look.
    All animations are kept to a minimum, with no transition between them.

    Music is meh. The tutorial dungeon goes for a 8-bit tone style but everything else just plays a forgettable 30 seconds loop.
    Dubbing is nice but expect a lot of high-pitches voices and lines delivered during battles are as limited as animations.

    Hard to say if it's a total wreck, but first impressions confirm that it's mostly a game based on moe ladies and a lot of hype.
    Menus hint at a somewhat good degree of customization, (combos, equipment, emblems created from images found on the PS3 HDD) but it just doesn't feel like a solid game. The lack of proper presentation aside from good 3D models and illustrations further lowers the quality of the game...I'd wish Sega and the other companies lending their characters stepped in for a more substantial help rather than leaving everything in Compile Heart's hands.


    And if someone with a bit of Japanese knowledge can help me out in figuring how to heal outside battles...





    Last edited by briareos_kerensky; 05-03-2011, 20:12.

    #2
    I just want it for the cover art..

    Comment


      #3
      The trip in console land continues and after scourging the internets for a while I discovered that there's no non-triggered healing outside battles.

      As characters progress they gain additional triggers, but something basic commands like "heal yourself if below x%" is not available from the start; the first trigger available is healing after a successful enemy attack, which works only under within a certain health percentage.
      Having set characters to heal below 40% health, I was kinda surprised that after an attack that brought If-chan down to 20% didn't trigger the healing, probably because the 40% indicates within 40-30% (maybe) and not "below 40%".

      Browsing through the main menu I was able to assign a custom combo to Neptune, which kinda works like the first Xenosaga, but in a more clumsy way: chose one of the three starters and the you can continue with different attacks as per the massive combo tree in the character menu which changes action points spent, number of hits and elemental affinity...if you have the right bullets.
      It's not the sequence of button presses, it's all in the attack assigned to a certain button during a certain sequence; this menu can be accessed during battles but it's like adjusting healing threshold: pausing an already slow battle to scroll through menus is simply a pain.

      The custom combo system does add some depth to the combat, but so far everything came down to find the best combination of attacks to fully deplete the action points while dealing the most damage, which usually include trying long and short range attacks mixed with elemental bullets if possible on new enemies...enemies I've encountered from the tutorial dungeon and always attack and take damage in the same way.
      No items, no special attacks, slow rhythm, uninteresting enemies...Neptune could have found a better JRPG to be drawn in.

      Completing the second dungeon (where I was wandering aimlessy to see if level ups restore health and triggering healing before the showdown with the local boss) unlocks time trails of visited dungeons, useful to rack up credits (the local money).
      Level progression is kinda slow and equipment cost a lot compared to the money gained in a non-grinding session in the most advanced dungeon.

      HDGN is very generous with trophies: you gain one for starting the game, one for buying an item, one for changing accessories, changing formations or by triggering unavoidable story-related events and so on.

      Story advances through a series of menus. Go to the location/dungeon menu, choose the event and the story unfolds via the usual dialog screen with two characters screeching at each other. If-chan is the best character available because she has a normal voice. Compa has that stereotypical high-pitched voice that no living creature could have and Neptune ranges from hyper-active to squeals during battles.
      They are probably spot-on for what the developers had in mind, but they border the loathsome.

      Reading the billboard menu might open up time trials or extra dungeons (or non-story related events) but there is no overworld or cities to speak off, everything is accessed through sterile menus.

      Comment


        #4
        So the US version is here and soon enough this will hit EU shores...first impressions are largely unchanged but thanks to the translation I understood more of the combat system.
        A couple of things I wrote earlier about attacks aren't true; for example elemental bullets are used only with an long-range attack (bullet icon) and certain attacks can have elemental properties on their own...there's a lot of menu digging to do in order to fully understand the combo system and like most JRPGs menus don't help, either by being too cumbersome or just overloaded with information.

        A quick recap of the combat system with elements I was able to figure out thanks to the US build: attacks are divided into four-hits combos; after those the character withdraws and if there are enough action points left, she can can stage an other four-hit combo and so on. Certain attacks can link combos together, increasing damage and rate at which the enemy's guard is destroyed (resulting in harder hits); other attacks can use special items called R/W Discs that have elemental attributes and other can switch between front and rear line party members for added damage. When a character levels up she gains more action points and more attacks, including Sega-themed summons...Neptune gets Opa Opa at level 4 for example.

        What I didn't fully understood in the Japanese build is how the healing system works.
        Unfortunately what I've understood wasn't far from the truth and this is the most broken aspect of the game, hands down.

        Healing actions (including resurrection and status changes) are triggered by certain parameters: for example every character starts with a 30% healing action on self when taking damage during a battle and her HPs are 30% or less. This healing action requires a certain amount of items (in this case 5 Reflex bottles, normally dropped by random encounters) and require at least one item point to have the character use the skill...the item points assigned to the action also represent the percentage of the healing action to go off.
        In practice: one of the characters takes damage bringing her below 30% max HP.The healing action may trigger depending on the item points assigned to it and if damage isn't fatal.
        Point is that all characters start off with 50 item points, spending all points on the first healing action means that such action has 50% chance of being triggered...level 2 grants 5 more item points and level 3 even more, but then each character starts gaining other healing actions, so you have to balance these precious points between different actions like healing, resurrecting or cleansing poison.
        Certain triggers are "on defense" or "on battle completition", but before level 5 chances are that the party will be forced to withdraw from a dungeon because two out of three characters are walking around with one HP and there is no way to manually heal them.

        Item points can be re-distributed during battles, but the whole system is far from being player-friendly or interesting, how characters will think about their health is based on pure luck; it's some sort of crappy attempt to make the game more difficult or even force grinding because you have to take damage to get healed.
        Battles tend to be easy and one-sided though, linking combos leads to quick enemy deaths or guard crashes and almost every enemy encountered, even bosses, are there to have Compa flash a panty shot more than anything else.

        Comment


          #5
          Neptunia makes one thing clear: the 4th wall is for p*ssies and it should be brought down whenever possible.
          NPC: "you girls are weak"
          Neptune: "how can we be weak, have you looked at our stats?"
          If: "don't tell this to an NPC"
          or
          Compa (speaking about a lost child to rescue; all NPC portraits are rendered as black outlines in this game): "his/her portrait is a generic NPC silhouette, it should be easy to spot"

          There are multiple references to the gaming industry and almost obscure references to Sega and other companies (like Black Heart's passion for cats) and well, the script comes as genuinely enterntaining when the aforementioned 4th wall is completely ignored.
          RPG clichès are made fun of as if it was a page from TV Tropes, but in the end this doesn't save the game from being one incredibly clichèed RPG...in fact, Neptunia can be defined as a dungeon crawler, devoid of any interesting mechanic dungeon crawlers are known for, but a crawler nonetheless, because there's nothing else to do.

          All four continents are explored via a menu: first you collect info on possible quests, see the related event and then select which dungeon you want to tackle. Advancing the story opens up more events and corollary things (like blog posts and radio shows) but the are no secondary tasks to complete, it's all about beating monsters or collecting their drops.
          All this dungeoneering only strenghtens the problem that enemies and environments are extremely limited, not to mention that no encounter needs any actual strategy (if not planning for healing actions) and dungeon don't have any puzzles or intricate layouts.

          As I said in the previous post, item points for healing can be redistributed during battles, so to have 100% probability of an healing action, but...really, why do I need to pause the game, enter a specific character's menu, reassign item points between actions? In one of the last dungeons I've explored there were enemies able to inflict poison, but to avoid this whole menu sequence I decided to ignore the poison and concentrate on beating enemies down. It's also completely pointless having such mechanic in place when dungeons aren't long enough to warrant a manual healing: most enemies will be able to strike once when the battle begins and nothing else; combo linking and selective ganging on one target will lower chances of retaliation almost to zero.

          After few hours the party can travel between continents via a dungeon (), but since continents float, it can only be done when two are close to each other; alternatively it's possible to wait for a continent to approach and this will skip game time forward...not that I noticed any change in waiting for a continent approaching.
          Last edited by briareos_kerensky; 06-03-2011, 16:06.

          Comment


            #6
            It's becoming clear that Compile Heart are a pretty mediocre developer that just happen to have a few good artists and interesting ideas.

            Comment


              #7
              Turning on the PS3 with BBCS in mind and finding PSN down is not pleasant and when I should focus on something better (like unopened Cave shooters on the X360), I play Neptunia. Probably in a desperate attempt to find something redeeming about the game itself, attempt that was utterly fruitless.

              But then again, let's start with a positive thing: NISA did a good work with the translation and it seems spot on, with some clever adaptations: the main enemy's name in the Japanese version was Magiquone, a derivate from magicon, a term used for R4-like cards; English translation is Arfoire, which is quite good.
              Due to the amount of text present in the game a good adaptation was paramount, however this doesn't save the game to be a trainwreck.

              After hours spent dungeoneering in Laststation I got bored and traveled to Leanbox and Lowee (through the usual stone tunnel) only to find that dungeons in both locations use the same theme as in Laststation or use the same polygonal layout with different textures...this goes way beyond the copy and paste, this is complete lack of interest toward your game.
              This is also reflected in the menus, where things continue to pile up: you cannot sell items, completed quests are not erased or moved to other menus, dungeon recap windows do not show basic info (like the suggested level).
              What's worse is that each landmass is thought as a completely independent story, so the first events (and quests) are balanced for low-level parties, resulting in even less engaging battles.
              Quests available on each landmass are very similar to each other due to objectives limited to
              a) defeat the boss
              b) collect X items
              c) kill X monsters
              and besides the recycled locales, quests and monsters are recycled too sometimes without a palette swap.
              Truly underwhelming.
              Players can skip low-level quests and concentrate on the story, but doing so usually means ignoring items or attack patterns that might result useful...not to mention to stock colored bottles to fuel healing skills.
              I could keep writing how retarded the healing system is, but I think I will check if PSN is active.

              Comment


                #8
                i just finished this and really enjoyed it but my god there's a hell of a grind leading up to the final boss.
                there's slightly more to this than just selecting random dungeons to crawl(barely) as you can recruit nisa and gust as guest characters, nisa helps you evaluate land mass share and gust offers discount in the items shop.
                land mass share works by selecting a dungeon, you'll then see 4 bars representing the 4 continents you can visit so say dungeon x raises your leanbox share but lowers your lastation share, this dungeon should be completed to raise you standing on leanbox. you have to get leanbox, lowee and lastations bar above 50% if you want to recruit those 3 godesses to help you late on in the game(which i failed at doing).
                a good tip to help with the leveling process is to basically grind on clions which are located on the glowing circles located in dungeons(simply select compa, stand on circle and press square to summon it).
                there's a NG+ when you finish and it carries over everything so thats pretty cool.
                there's 4 or 5 new bits of dlc just been released onto psn(free) so thats also a sweet bonus and new characters and content are comming soon to.

                Comment


                  #9
                  Anyone know where I can get this under 20 quid?

                  Comment


                    #10
                    ?23 at thehut but 6 week wait, it's quite rare most Nisa games only get a tiny print run so are a pain in the arse to get after a couple of weeks out

                    Comment


                      #11
                      Ah, right. Better get my order for Mk2 in early then.

                      Comment


                        #12
                        I've got a copy of this knocking about (?15 for a fellow blue or is it blue fellow? I was very disappointed...)

                        if you want to pm me

                        Comment


                          #13
                          Originally posted by Kaido View Post
                          I've got a copy of this knocking about (?15 for a fellow blue or is it blue fellow? I was very disappointed...)

                          if you want to pm me

                          I'd take that piece of tripe off of you for ?15! Will pm.

                          Comment

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