2194: Second Re;Birth

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Having beaten Hyperdimension Neptunia U Action Unleashed to my satisfaction by successfully attaining the Platinum trophy, I immediately started on Hyperdimension Neptunia Re;Birth2, the Vita-based remake of Hyperdimension Neptunia mk2, previously my favourite game in the series, if not mechanically then certainly in terms of story and characters.

Re;Birth2 is less of a drastic difference from its predecessor because mk2 was already using the initial, slightly unrefined version of the systems seen in Hyperdimension Neptunia Victory and beyond. Re;Birth2 is still worth playing if you’re already familiar with the original, however — not only has the battle system been updated to be in line with the solid, enjoyable mechanics of the later installments of the series, the game has also been updated with new scenes and new characters, including the welcome reappearance of RED, one of the best characters from the very first Hyperdimension Neptunia game, and one who was sadly absent from Re;Birth1. Not only that, but the presentation has been brought in line with the rest of the series, too — rather than mk2‘s somewhat muddy character models used in dialogue sequences, Re;Birth2 makes use of the beautiful Live2D incarnations of Tsunako’s art like the other games.

Also added to the base game is the Remake system previously seen in Re;Birth1. This is essentially a crafting component, but as well as crafting items — which you do to make them available in shops rather than adding them to your inventory — you can also craft new game mechanics and visual options. Re;Birth1 had a few interesting options in this regard, but Re;Birth2 takes the idea and really runs with it, going so far as to add everything from a whole real-time passive minigame called Stella’s Dungeon that you set running in the background while you play the rest of the game to the ability to make the girls’ eyebrows stand out more on their 3D models so they look more like the 2D artwork.

As is tradition for most of the Neptunia series, Re;Birth2 is a gradual evolution rather than a dramatic reinvention, but some of the new additions and changes are very welcome. One of the craftable Plans in the Remake system, for example, allows you to obtain items and experience points from enemies you “symbol attack” on the field screen. In the original mk2, if you attacked an enemy that was significantly lower level than you on the map, they’d simply die and you wouldn’t get anything. It was for clearing your way through a dungeon rather than grinding, but it actually wasn’t all that useful, since you often wanted to fight enemies in order to collect their drops for various purposes. Re;Birth1 added the option to turn this off via its Remake system, which was a start, but the ability to get rewards from this is new for Re;Birth2, and extremely welcome in the late game, where you’re likely to completely destroy most enemies as you grind out Lily Ranks and rare drops.

Coming to this game straight off the extremely light-hearted and silly Hyperdimension Neptunia U Action Unleashed was quite surprising: the overall tone of the whole experience is very different. It’s significantly darker, particularly in the opening sequence, and it features some of the best villains the series has seen, each of whom are complex and interesting characters. The use of the extremely girly Nepgear as protagonist was inspired in this instance, since the juxtaposition of her innate sweetness and naive nature with some of the nasty shit that goes on — particularly in the Conquest ending path — is very effective indeed.

I’m only in Chapter 2 of Re;Birth2 so far, but I’m already having a blast with it and reminding myself how and why I love this series — particularly its mainline games. It’s going to be a Nep-Nep-filled few months, I’m afraid, since there’s Hyperdimension Neptunia Re;Birth3 to go after this, by which point a lovely shiny copy of the actually-brand-new-and-not-a-remake Megadimension Neptunia V-II for PlayStation 4 will finally be in my grasp. Can’t wait.


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