It's another Hyperdimension Neptunia post, I'm afraid. Normally I'd make an effort to try not to talk too much about the same thing several days in a row, but having started the sequel to Hyperdimension Neptunia (imaginatively titled Hyperdimension Neptunia Mk2) this evening, I felt compelled to share some of my first impressions. (Besides, this is my blog, dammit.)
That first impression can largely be summed up by me nodding and smiling at developers Compile Heart and Idea Factory and going "Good job, guys."
You see, Hyperdimension Neptunia Mk2 takes all the things that were good about its predecessor — an amusing but oddly well-realised world; some excellent, memorable characters; some lovely 2D art — and ditches all the things that were a bit rubbish. Consequently, out go the endless cookie-cutter dungeons, out go the PS1-era random encounters, out go the weirder aspects of the battle system (like the bizarre mid-combat "item crafting" system and the seeming necessity to skip animations to take full advantage of the "guard break" mechanic) and out go the sequences that served no purpose (waiting for landmasses to approach and then having to run an insultingly easy dungeon every time you wanted to travel anywhere).
In comes a game which is not just a dream come true for a Hyperdimension Neptunia fan, but a game which actually appears to be a very good JRPG generally. Okay, you're still controlling an all-female party of candy-coloured self-referential anime archetypes so if you're not on board with that you're never going to be on board with this series, but almost everything about the first game that sucked a bit has seemingly been rectified with this new game. It's still not perfect and it's still rough around the edges — the in-engine graphics are still a bit PS2-ish in quality, riddled with jaggies (can't remember the last time I wrote that word!) and the frame rate still blows, but just like the original managed to be entertaining despite its flaws and technical shortcomings, so too does its sequel. Only said sequel is, as I say, a much better game on the whole, too.
The biggest overhaul to the game's base can be seen in the battle system. It's still focused on making combos, but there's no longer the need to micromanage every possible combination of three different buttons pressed up to four times. I actually quite liked this aspect of the original, as it gave the game a fun puzzly mechanic as you attempted to make combos that flowed nicely in to one another, but it did make getting a new character a bit tiresome, as you had to spend a good 10-15 minutes setting up their button combinations — usually only to discover in a boss fight that you'd done something wrong somewhere. (Fortunately, it was possible to rejig combos in mid-fight, which was nice.)
Nope, what we have now is a much more streamlined system — triangle button does multi-hit attacks, square button does powerful attacks, cross button does attacks that prioritise damage to the enemies' "guard gauge". Like before, each attack costs a certain number of Ability Points (AP) to perform. An initial attack is of a fixed type, but from that point on, you can customise the specific "move" (and AP cost) that is assigned to each of the three buttons depending on if it is the second, third or fourth attack in a combo. Characters unlock "EX" attacks as they level up, requiring that the player use both a specific button combination and expend a particular number of AP during a combo before triggering a more powerful special move. Each character has their own suite of "skills" outside the attacks, too, which cost a combination of AP and Skill Points (SP, which charge up through attacking enemies) to perform. These vary from special attacks to support buffs and healing skills, and mean there's no longer the reliance on random chance when attempting to keep your party at full health.
Combat now allows characters to move, too, giving the whole thing a light strategic feel, as all attacks cover a particular area, and characters clustered together can all feel the brunt of one enemy's attack if you're not careful. The whole thing is way more fast-paced than the previous game — a feeling helped even more by the fact that the load times between field and battle screens are lightning-fast.
I'm not far into the story yet, but it's been enjoyable so far, despite what essentially amounted to an extremely mild tentacle scene approximately five minutes into the experience. (Said "tentacles" — actually cables — weren't doing any more than just holding the previous game's "CPU" goddesses prisoner, but it's very clear that it was a reference to… well, you know.) New protagonist Nepgear (hah) is appealing and endearing, and successfully distinguishes herself from her ditzy sister — the previous game's protagonist — by basically being the exact opposite in terms of personality. Where Neptune was loud, brash, confident and, let's not beat around the bush, endearingly stupid at times, Nepgear is much more reserved, rational, intelligent and innocent. There's a lot of scope for her to grow as a character — particularly when accompanied by the increasingly world-weary IF (rapidly becoming my favourite character in the series) and the ever-optimistic Compa — so I'll be interested to see how she develops as her journey progresses.
There's still a heavy focus on non-linear and repeated sidequesting in the new game, but it actually explains what effect doing quests has right from the beginning this time instead of, you know, not at all. Yes, the "shares" system from the previous game is back again, but it's integrated into the story this time, representing the world's level of belief in the "good" goddesses and the evil forces of "Arfoire" — the previous game's villain and a thinly-veiled reference to the popular Nintendo DS storage device that was often used for piracy. Essentially, doing quests now wrests back "control" of particular areas from Arfoire's followers, allowing you to strengthen an area's belief in the goddesses and ultimately turn things around for the world, which has seemingly gone to shit in the intervening time between the end of the first game and the start of the second. Manipulating the shares is also key to unlocking certain events.
Oh, and there's a whole relationship system between Nepgear and her party members now, rather charmingly called "Lily Rank". (For those who don't get why it's called this, the Japanese word for "lily" is "yuri", which is a word also often used to refer to same-sex romantic and/or sexual relationships between women — rather appropriate for describing the relationships between members of an all-female party, particularly as within the first three hours Nepgear has already been kissed by one of them, ostensibly to shock her into transforming into her "goddess candidate" form for the first time since escaping captivity in the intro.) Characters with a better Lily Rank between them provide bonuses to one another in combat, and can be paired up to do various joint special abilities. Naturally, a better relationship between them also results in more scenes between them, too.
Also the music's much better by about a thousand percent.
Also it's just great. I like it a lot. Actually, I liked the first one a lot, despite its flaws. I can see myself really loving the second one. And the third one's coming in March! Yay!
I'll shut up now.
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I noticed – I thought that they were refined somewhat, and that you now have cleaer definition for the expressions – plus you seem able to do more expressions – which I love. 😀
http://suburbantimewaster.wordpress.com/2013/01/21/re-alistair-sakevisual-com/
I don't know if I've passed this link on to you before – but she does game review blogs and I thought you might be interested in her for your site – esp for the RPGs. Mine you, you do a great job with those yourself, but she gives a different view, a little less in-depth as you will see. It's just a thought. I follow her blogs, don't always read them all, but saw that this was the kind that you lilke. Apart from anything else, it might be worth a read. Or not. 😀
https://blu002.mail.live.com/default.aspx?rru=inbox&wlexpid=85BE8CBFA4C44BCB9D14C6CB5BE1CED3&wlrefapp=2#n=1093489528&rru=inbox&fid=1&mid=30005955-63f8-11e2-bfa1-002264c2570e&fv=1
Wow Pete! Did you see this from WordPress, and bother to read it?! I am so glad I didn't just delete it as I often do. When you get to the bottom there is a job offer!!!! This bloke sounds a lot like you – except of course I only know you through your writing, and him through the interview. LOL Have a read. Tell me what you think. It sounds so interesting for someone who knows this stuff. Wish that were me. I'm just scratching the surface of the chook yard pecking for info-bits compared with you!! 😀
I can't read that link, unfortunately, as it's a link to your mail inbox. 🙂 What was the gist of it?
I haven't forgotten about your article that you sent me, by the way — just had a lot of stuff to deal with recently to get our new place sorted!
It was a link to the WordPress interview with one of their Autodidacts – you know they've been doing these get to know the people who work at WordPress chats that they've issued as news items to wordpress bloggers. I thought you would have got one – it came today. What I'll do is try to get the link to the article direct. Try these: http://en.blog.wordpress.com/ or http://en.blog.wordpress.com/2013/01/21/tim-moore-five/#respond
It's the WordPress Newsletter – Just Another WordPress Weblog. Hope that helps.
http://automattic.com/work-with-us/ Here is the correct link to that WordPress hiring page, Pete. This one should work.
http://en.blog.wordpress.com/2013/01/21/tim-moore-five/#respond Try this Pete. it's the WordPress Newsletter – Just Another WordPress Weblog. Hope that works.
I wrote blogs about a couple of PC games that wouldn't align properly, that I tried on Mac and it had perfect alignment. I'm going to check out a few more that are suss, and report if they work.