2279: Matchmaking: A Great Way to Waste Time

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I downloaded the Doom beta on PS4 earlier out of curiosity. I hadn’t heard particularly positive things about it — though admittedly, this was mostly from disgruntled PC players who were whining about the lack of mod support and how it was “obviously built for consoles” — but as someone who actually used to really like Doom, I was interested to take a look.

I booted up Doom, fiddled around in the options a bit, took note of the entertaining options to weather, dirty up and scuff your armour in character customisation — not to mention painting it lurid shades of pink and purple — and then jumped into the multiplayer playlist.

Then, I waited.

And waited some more.

And then a bit more.

Well, okay, this perhaps makes it sound a bit longer than it actually was: it was probably less than five minutes in total, all told. But that was five minutes utterly wasted in which I wasn’t doing anything apart from staring at the screen and perhaps rotating my character model a bit.

My mind was cast back to a comment someone I follow on Twitter made a while back, whose sentiment was along the lines of “rather than wasting your time with endless, pointless matchmaking games, throw yourself into enjoying games with stories; games with clear beginnings, middles and ends”. At the time, I thought it a slightly extreme viewpoint, since I have enjoyed multiplayer matchmaking games in the past, but on reflection, he was absolutely right: for me, right now, matchmaking multiplayer games are a total waste of time and energy for what I find to be a subpar, unsatisfying experience compared to something that is either a bit more structured or something that has immediacy.

Doom isn’t the only game where I’ve encountered the tedium of waiting for matchmaking queues. Playing a damage-dealing class on Final Fantasy XIV often leads to long queues for dungeons — although at least in that game, you can do other stuff in the open world while queueing, though there are a few limitations on your activities to prevent your queue popping and you being unavailable. Grand Theft Auto Online is particularly unpleasant to try and find a matchmaking session in, since it’s riddled with people who pop into a lobby, then quit out again after five seconds if it’s not already full. And I’m sure there are plenty of other examples, too.

So, I think I’ve had enough. I’ve felt a slight temptation to check out things like Doom and even the more recent Call of Duty games in the recent past, but on reflection, I feel they’ll only frustrate me: time spent “waiting for players…” is time not spent enjoying a story in a single-player game, or trying to beat a high score in an arcade game, or chasing trophies in a game I’ve reached the post-game for.

This isn’t to say I’m not going to play multiplayer at all, mind you: TrackMania Turbo has an excellent multiplayer where you can just jump in and out of player-made rooms at will, with no waiting around for there to be “enough” people to play. And I have a lot of fun playing Grand Theft Auto Online with my local friends. Those represent two different ways of having a fun online experience without getting matchmaking systems involved.

Strangers who are beyond that great wall of matchmaking, then? Fuck ’em; I’ve got better things to do than wait for them to show up to my party.

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.

2188: Neptunia Games I’d Like to See

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With Megadimension Neptunia V-II and Megatagmension Blanc and Neptune vs. Zombies on the way to the West, hopefully with Neptunia vs. Sega Hard Girls to follow in the near future, a Neptunia fan such as myself has to ponder what might be next for the series, particularly now it’s made the jump to PlayStation 4 and PC as well as Vita.

With that in mind, I had a think about some Neptunia games I’d like to see, particularly in the vein of “spin-offs” such as Hyperdimension Neptunia U Action Unleashed and Hyperdevotion Noire. Here are said thoughts, expressed in the style of a overly excitable PR blast, overuse of exclamation marks and all.

Hyperdimension Neptunia Infinity Dungeon

Gamindustri is in peril once again… and the CPUs are nowhere to be seen?!

Top Guild agent IF is assigned to the mystery and quickly discovers that the monsters pouring out into Gamindustri appear to be coming from a new dungeon that opened in the vicinity of Planeptune. Not knowing what to expect, she begins her quest to uncover the fates of her friends, the CPUs and the CPU Candidates. Just how deep does this mysterious dungeon, whose walls seem to shift and twist before her very eyes, really go?

FEATURES

  • The first Neptunia roguelike! Explore an infinite array of procedurally generated levels as IF and your favourite Neptunia characters as you attempt to discover the source of the Infinity Dungeon’s power!
  • An all-new twist on Neptunia’s crazy combat! Tactical turn-based movement allows for seamless transitions between exploration and combat; meanwhile, for the first time in the series, make use of the environment in creative ways to defend yourself and inflict massive damage on your foes!
  • Looking for a more direct route? Make your own! All of Hyperdimension Neptunia Infinity Dungeon’s levels are fully destructible, with IF and friends’ special moves just as likely to bash holes in the walls of the dungeon as they are to smash their enemies into oblivion!
  • Mix it up with Irregular Quest conditions! The Infinity Dungeon works in strange and mysterious ways; some floors will challenge you to clear them against the clock, while others will task you with defeating the enemies as stylishly as possible. Uncover and fulfil the Irregular Quest conditions to maximise your rewards!
  • A wide cast of playable characters! Explore the dungeon as IF, Compa, Neptune and the rest of the gang — plus a few special guests!

Coming soon to PlayStation Vita and PlayStation 4, featuring Cross-Save support. Pre-order your Limited Edition now, featuring a 2CD soundtrack, artbook and fully poseable IF figurine.

Hyperdimension Neptunia U2 Action Unchained

Peace reigns once again in Gamindustri, but the world — and its CPUs — are restless.

Enter, once again, intrepid journalists Dengekiko and Famitsu, who once again have an offer for the CPUs and their Candidates: a means of entertaining both themselves and their people, plus a way to keep their fighting skills in shape.

FEATURES

  • Hack, slash… and think?! Hyperdimension Neptunia U2 Action Unchained’s dungeons are like nothing you’ve ever seen in the Neptunia series, combining challenging combat encounters with head-scratching puzzles that will require you to use your smarts, dexterity and a bevy of interactive items to progress. Nep-Nep might need some help with that last bit!
  • Custom combos GET! Edit your favourite fighter’s moves and abilities as you see fit from a wide palette of options that expands as you progress. Develop your own personal fighting style for each character and display your skills with a selection of different weapons, each with their own movesets!
  • Fight one-on-one or go toe-to-toe against the horde! Hyperdimension Neptunia U2 Action Unchained’s combat encounters range from challenging one-on-one battles against both monsters and incarnations of Gamindustri’s great heroes to large-scale battles against overwhelming odds. Can you stem a seemingly never-ending tide of monsters?!
  • Fight smart, and fight cool! It’s not just about beating your opponents; it’s about making yourself look great! Mix up your combos, SP Moves and EXE Drives to impress the audience and earn more Shares to maximise your favourite character’s abilities!

Coming soon to PlayStation Vita and PlayStation 4, featuring Cross-Save support and Cross-Play online co-op for 1-4 players. Pre-order your limited edition now, featuring a 2CD soundtrack, huge wallscroll and collection of chibi Neptunia figurines.

Hyperdimension Neptunia Gamindustri Idol Project

“Is anyone else getting a distinct sense of deja vu?!”

A new foe threatens Gamindustri — and this time it’s not the fault of the monsters. No, the CPUs’ very power is threatened by the rise in popularity of idols — and this time there’s no Producer to help them out! Fortunately, old friend 5pb. is on hand to give the CPUs and their Candidates a bit of advice on winning the love of the people back…

FEATURES

  • Rhythm action gameplay developed in collaboration with SEGA and Crypton Future Media, developers of the Hatsune Miku Project DIVA series! Enjoy 35 songs, including classics from the Neptunia series and originals composed specifically for this game, as you challenge taxing note charts at four levels of difficulty!
  • Customise the CPUs as they aim for idol glory! A huge variety of costumes, accessories and stage props are on offer for both the CPUs and the Candidates; some even have special effects, but you’ll have to experiment to find out what works best for you!
  • Two ways to play! Take on a new story of the CPUs and the Candidates attempting to win back the support of the people of Gamindustri, or play for fun in Arcade mode as you try to top your best scores!
  • Take the battle for best idol online! Join the Guild online to track your progress and best performances against players from all over the world! Share your customised CPU Idols and stage setups as you attempt to dominate not just Gamindustri, but our world too!

Coming soon to PlayStation Vita and PlayStation 4, featuring Cross-Save support and Cross-Play online functionality including social features, sharing and leaderboards. Pre-order your limited edition now, featuring a 2CD soundtrack, commemorative concert programme and collection of pendants, allowing you to proudly show the world who your favourite CPU Idol is!


Note: I know these games are not real. I also know that Hyperdimension Neptunia: Producing Perfection is a thing. Thank you in advance for your time and your desire to point these things out to me, though.

2182: The Comforting Familiarity of Nep-Nep

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There’s a reason I frequently quote the Hyperdimension Neptunia series as my favourite game series of all time. And it’s not because any of the games are particularly outstanding — though, it must be said, each and every one is far better than most reviews give them credit for — or because they’re particularly impressive. In fact, technically speaking, outside of some excellent character models and animation, the Neptunia series as a whole is fairly flawed, though since making the jump to Vita, PC and PS4 rather than PS3, its average framerate has gone through the roof.

No, the reason I love Neptunia so is its comforting familiarity. Firing up one of these games is like meeting up with the sort of friends you always have a good time with. The kind of friends you might not see for months or years at a time on some occasions, but the kind of friends who allow you to pick right up where you left off when you do meet up again.

There are a number of ways the series achieves this. The first and most obvious is through its main cast: the combination of Tsunako’s gorgeous character and costume designs, the excellent voice acting (in Japanese, anyway; I haven’t spent long with the English dub) and a sharp, witty script really brings these characters to life and, over the course of all the games they’ve starred in to date, they’ve developed and become distinct. The Neptunia writers and localisers aren’t under any misconceptions that these characters are particularly deep, flawed or, for want of a better word, “literary”, but this adds to the series’ charm; it’s infused with a gentle sense of good-natured humour and an aesthetic that combines the bright, primary colours of a children’s TV show with a strong sense of self-awareness and recognition that yes, grown-ups play this and appreciate a few dirty jokes here and there. It’s unpretentious and casual; you never feel like you have to make an effort to enjoy spending time with the Neptunia characters, and, perhaps paradoxically, this makes you want to spend more time with them, to find out more about them.

The second way Neptunia brings a sense of warm familiarity to me is through its aesthetic. Developer Compile Heart frequently gets lambasted in reviews for recycling graphical, sound and music assets wholesale from game to game, but somehow this has never mattered to me; I like the fact that you know what a Neptunia game is going to look and sound like before you boot it up. I like the fact that the series has developed its own kind of non-verbal language using its soundtrack to denote what is happening on. And the fact that the same dungeon maps are used from game to game — or even, in some cases, recycled within the same game — has never mattered to me; on the contrary, these places are now familiar and comfortable to me, even if the occupants may differ from visit to visit and occasionally incorporate superbosses that splatter me up the nearest wall.

The third reason Neptunia makes me happy is because the whole thing is clearly infused with such joy and love for these characters and the setting in which they live that it’s hard not to smile all the time you’re playing. While it’s questionable as to whether or not Compile Heart knew precisely how popular the series would become when the original Hyperdimension Neptunia was released in 2010, it’s clear to see today, six years later, that the creators still adore their creations as much as the audience do. And, more to the point, the various spinoffs in the series allow fans to celebrate their favourite characters in a variety of different ways, be it through the clothes-ripping hack-and-slash action of Hyperdimension Neptunia U, the strategic battling of Hyperdevotion Noire or the purely “social” gameplay of Hyperdimension Neptunia Producing Perfection. We’ve seen these girls at work, rest and play over the course of these games, and it doesn’t take long to fall in love with them.

Me, I’m at a stage where I honestly think I might be quite happy playing nothing but Neptunia games until the end of time, assuming that Compile Heart continued to explore collaborations with other developers such as Sting (Hyperdevotion Noire) and Tamsoft (Hyperdimension Neptunia U) as well as producing strong mainline installments in the series. Of course, this is an exaggeration, but one thing is true: I never have a bad time playing a Neptunia game, and I never feel sad while I’m playing a Neptunia game; I hope we continue to see them for many years to come.

2176: Life on Mira

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I finished the main story of Xenoblade Chronicles X today, but my time with the game is far from over, since there’s still a whole lot to do once you clear the story.

I wanted to reflect a little on my experience with the game so far — 100 hours’ worth — and reiterate that I think it was absolutely the best game released last year that I had the good fortune to play. There may be some spoilers ahead, but I’ll try and keep them to a minimum.

The most common criticism I’ve read of Xenoblade Chronicles X is that its story is “weak” or “not as good as Xenoblade Chronicles“. While I don’t disagree that its manner of storytelling is an acquired taste, I don’t agree at all that its story is weak or of poor quality — nor do I agree with the assertion that the characters aren’t particularly well-defined.

Let’s take the first point first. I’ve already commented on this in depth in this post, but it bears mentioning again: Xenoblade Chronicles X’s storytelling is about more than the main scenario quests and the cutscenes. It’s an immersive storytelling experience in which you are part of the world of Mira, and things unfold around you, both with and without your intervention. The world changes and evolves as you complete missions and develop your relationships with characters, though the impact of your actions may not necessarily be immediately apparent. As you spend time in New Los Angeles and interact with its populace — initially all human, but later integrating several different xenoform cultures — you start to get a very strong sense of time and place from the people of Mira. It’s ultimately one of the most well-realised worlds I’ve come across since the Final Fantasy MMOs — and, from me, that’s high praise indeed, since these have previously been some of my favourite game worlds to hang out in.

Xenoblade Chronicles X’s main story is a relatively straightforward affair, though its final act gets into some intriguing philosophical territory. But in many respects, the main story is the least important part of the overall narrative experience: the “true” Xenoblade Chronicles X, if you like, is in going about your day-to-day life as a BLADE, completing missions, interacting with others and developing your understanding of the world as a whole. Sidequests happen in the strangest of places at times, and you’ll encounter a huge cast of weird and wonderful characters, many of whom have “affinity” links with one another just waiting to be discovered. Each of these sidequests is crafted with care, attention and meaning, and many of them tell their own compelling little “short stories” in their own right; others still form part of a larger ongoing narrative proceeding in the background alongside the main scenario. As a complete package, it’s hard to think of an RPG with quite such a comprehensive narrative that you can explore in as much depth as you like.

Now, on to the second point: that of the characters. It’s true that the main scenario largely focuses on the characters of Elma, Lin and Tatsu, with even your avatar not getting a lot in the way of development — though it’s worth noting that in stark contrast to many JRPGs, you can play your character’s personality in a lot of different ways, and there are often consequences for the choices you make — but to say that the other characters don’t get explored is nonsense. For one, all the playable characters have their own chain of affinity missions and heart-to-heart events to explore as you develop your relationships with them, and some of these are even prerequisites for proceeding through the story. Plus, all of them have their own unique things to say during and after battle, with certain character pairings even having unique conversations with one another. Pleasingly, this even includes your avatar (who has a voice in combat despite being a silent protagonist for most of the game) — many of the things he/she says are responded to by other party members, which makes you feel like a more important part of the team than you might do otherwise.

Again, you’re free to explore this side of the narrative in as much or as little depth as you please, since most of the affinity missions are optional affairs. The content is there, though — like most things in Xenoblade Chronicles X, though, it simply isn’t handed to you on a plate. I like that, though; it gives a feeling of achievement when you discover something.

Final-ish thoughts for now, then? Xenoblade Chronicles X is a masterpiece of sci-fi, and the sci-fi game I’ve wanted to play since I was very young. It’s not perfect by any means — the Wii U hardware arguably holds it back a little at times, though not as much as the original Wii held back titles like the original Xenoblade Chronicles and The Last Story — but it really is an astoundingly good game, and a truly impressive achievement. It deserves to be celebrated a whole lot more than I’ve seen, and I shall continue to bang my drum about it for as long as anyone will listen.

2174: Souls

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I’ve tried on several occasions to get into the Souls series from From Software, and have never quite succeeded, despite liking the overall atmosphere of the whole thing. This time around, though, I feel I’m finally starting to Get It. Kind of.

I’m playing Dark Souls II: Scholar of the First Sin, the rejigged and enhanced version of Dark Souls II that was released for PC and next-gen platforms a while back. It was a Steam sale acquisition; for its low price, I was willing to give it another chance, so I jumped in on the understanding that Dark Souls II is, on the whole, perhaps a little easier to get into than the other games of the series. I’m not sure if I believe that yet, but I feel like I’m starting to get a feel for it all.

There are several things to get into your mind when you start playing Dark Souls. Firstly, it’s a good idea to think of it a bit like a “single-player raid”. You need to learn things: develop a strategy and execute it, preferably flawlessly. This is particularly apparent when fighting the game’s bosses, but it also applies to regular enemies: most of the time they spawn in the same places, so you can prepare for ambushes where they got the jump on you the first time you went down that particular corridor, and instead slice them to ribbons before they can even touch you.

On a related note, Dark Souls’ combat, while initially appearing to be relatively straightforward, is very “Japanese” in nature in that it has a heavy reliance on pattern recognition. When fighting everything from the most lowly of crap enemy to the biggest of bosses, you need to recognise the patterns of their attacks and counter them accordingly: dodge them to avoid taking damage, and take advantage of an opening to attack, while simultaneously being aware of your own stamina so you leave a bit left over to dodge out of the way when the next attack comes.

Yes, Dark Souls is not a game where you can flail wildly and hope for success. My early encounters with the Souls series saw me hating that Stamina bar and how quickly it gets used up, but this time around, again, I feel like I’m getting more of a feel for it. You can almost relate it to a turn-based sort of system in a strange sort of way — or perhaps it would be more accurate to compare it to the “cooldown” system used by most MMO combat systems. In other words, you can’t just spam the attack button and hope an enemy is dumb enough to walk into your swing; most attacks are slow and ponderous enough to leave openings wide enough for enemies to hit you, even while you’re mid-attack. As such, timing is crucial.

So far, I’m playing a mage-type character, since it allows me to deliver some decent damage from afar, which in turn helps me to develop my confidence to fight the more difficult opponents a bit more. I’m getting a feel for the hand-to-hand combat too, though; I can now pretty confidently dispatch lowly opponents with a dagger rather than a couple of spells to the face, though it remains to be seen if my overall play style will change too dramatically by the time I get to the end of the game… if I get to the end, of course.

So, then, I think I finally sort of “get it”. I’m not sure I love it quite as much as some people do yet — I don’t think I’m far enough in to feel that way — but I’m interested enough to keep going and find out more. Which is, you know, nice.