2072: Storybook Day

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In response to The Daily Post’s writing prompt: “A Storybook Day.”

You have to spend one day as or with your favorite fictional character. Which one would it be and what would you do?

[NB: I am aware this is dangerously close to fanfiction territory, but whatever. Deal with it.]

Sometimes, you know before anything has happened that it’s going to be a peculiar day.

As odd circumstances go, suddenly waking up face-down on a hard floor, the sounds of civilisation and industry mingling somewhere in the distance, is probably near the top of the “most peculiar” list. And this is how my day began.

I open my eyes and groggily get to my knees. I seem to be in an alleyway, and there’s no-one else around. That would explain why no-one had come to my aid, then; I would have thought that a grown man lying face-down in the street would attract at least a little attention, but this makes a certain degree of sense. Not much, but a little, anyway.

My muscles expressing their displeasure at being disturbed from their slumber, I unsteadily brace myself against one of the alley’s walls and get to my feet. I seem to be facing a dead end of some sort; the alley doesn’t have much in the way of distinguishing features, aside from a couple of doors that look like fire escapes, and a dumpster or two towards the end. The alley itself abruptly ends at a strangely metallic wall.

“Stop right there!”

A feminine, assertive voice comes from somewhere behind me. I jerk upright, suddenly feeling a lot more awake than I was just seconds ago.

“Don’t move!”

I want to look over my shoulder. There’s something familiar about that voice.

“Um,” is all I can say. Somehow words seem to be failing me.

“Oooh!” comes another feminine voice, this one energetic and somewhat childish, from somewhere behind me. “Wassat?”

“My, my,” comes yet another woman’s voice, this one sounding somewhat more… regal, distinguished? “Isn’t this peculiar?”

I clear my throat and try, once again, to speak.

“I’m, uh,” I begin. “I’m not going to hurt anyone. I don’t think I’m really in a position to do so, from the sound of things.”

“Turn around,” says the first voice. It seems to be quavering slightly, but it’s only barely perceptible. “Slowly!”

I comply with the order and turn to face the ones who discovered me. I give a start as I see who I’m confronted with.

One young woman, clad in a short blue skirt, cropped top and stockings, is pointing at me with an aggressive look on her face. Her twin black ponytails are flapping in the slight breeze. Behind her is a tall, older-looking blonde woman with a calm, gentle expression on her face. And standing at her side, fists clenched and knees slightly bent in a stereotypical expression of excitement and curiosity, is a young-looking purple-haired girl who appears to be wearing a hoodie as a dress, paired with striped thigh-high socks and sneakers. I know without looking closely that her hoodie is tied up with HDMI cables.

I instinctively bow my head, because it feels like the right thing to do.

“Goddesses,” I say, trying to sound humble. “It’s an honour to meet you.”

“Nice to meet you too, buddy boy!” pipes up the purple-haired young girl before the twintailed girl has a chance to respond. “Whatcha doin’?”

“I wish I knew,” I say. “I just sort of woke up here.”

The twintailed girl is still pointing at me and looks like she’s about to speak, but this time she’s interrupted by the blonde woman’s gentle tones.

“Hmm, we did wonder what had happened,” she says. “Histoire mentioned some sort of strange energy from this region, and here you are.”

I couldn’t even begin to guess why I would be the source of a “strange energy”, but given that I’m standing face-to-face with three women I’ve only previously seen through a computer screen, I feel something very odd may have happened.

This time I’m the one to interrupt the twintailed girl just before she gets something out of her mouth.

“Lady Noire,” I say. “Lady Black Heart,” I correct myself. “I’m not sure what I’m doing here, but I’m kind of at your mercy here.”

Noire seems to shiver and then falter slightly, still pointing at me. I swear her cheeks blush slightly. Neptune, the purple-haired girl, gives a slight snicker and digs the blonde woman Vert in the ribs with her elbow.

“Here it comes,” she says in a stage whisper just loud enough for everyone to hear. Noire apparently ignores her.

“W-well,” she says. “Perhaps you’d better come back to the Basilicom and we can figure this out. But don’t misunderstand! I-it’s not like I’m doing this for you or anything! I just want to find out why a stranger suddenly appeared in my city!”

Giving Neptune a knowing smile and a nod, Vert moves aside to make room for me to pass, and I step out onto the streets of Lastation.


“So that is the long and short of it,” says the tiny girl perched precariously on a floating book. “It will take about three days to make the preparations.” Her facial expression doesn’t change, but for some reason I find myself thinking of an exaggerated emote as she speaks.

“Three days?” says Noire.

“Yes,” says Histoire, the tiny girl, whom I already know is a “tome”. “Although this individual has brought a substantial quantity of Shares into this dimension, it will still take time for the–”

“Yada, yada, yada,” says Neptune. “We got three days to go out and play!” She grabs me forcefully by the hand and starts to drag me out of the Basilicom, a large church-like structure that acts as Noire’s home, office and base of operations.

“W-wait!” says Noire, her voice oddly high-pitched. “We still don’t know anything about him! You shouldn’t just go off with him by yourself!”

“Who said anything about going on my lonesome?” says Neptune. “You’re coming out to play, too, Lonely Heart. It’s about time you had a break! I swear, you’d be working through the night if your body didn’t shut itself down every so often!”

“I concur,” replies Vert. “After all the strange happenings recently, I feel we could all do with some rest and relaxation.”

Noire puts her hands on her hips and looks like she’s about to object, but thinks better of it at the last moment.

“F-fine,” she says. “I can take a little time off, I guess. You are all visiting, after all.”


An hour later, I’m sitting at the head of a table with an array of colourful women. Noire is sitting to my left, Neptune to my right. Then, moving around the table, there’s Neptune’s little sister Nepgear; the sullen face — currently buried in a book, ignoring the situation — of Blanc; Blanc’s twin sisters Rom and Ram, the former of whom is looking very uncomfortable indeed; then Vert, who is wearing a borderline-indecent dress that shows off her considerable cleavage to great effect; and finally Noire’s sister Uni, who keeps giving her older sibling and Neptune furtive glances.

“I don’t understand what’s going on really,” bellows Neptune in what she clearly thinks is an authoritative tone, before indicating me with a wave of her hand, “but Mr. Dude here is our guest! So let’s show him how we have a good time! And you know what that means — pudding!”

On cue, several waiters — whose faces I, strangely, seem to forget the moment I look away from them — put a selection of large dishes on the table, each full of a colourful pudding of some description.

“I-is this all pudding…?” says Noire slightly uneasily.

“Yes!” cries Neptune, throwing her hands in the air and accidentally tossing the spoon she’d picked up so hard into the air that it embeds into the ceiling. “We’ve got strawberry, vanilla, chocolate, dogoo and lamb with rosemary!”

Noire doesn’t look convinced of the nutritional value of our dinner, but chooses to say nothing further. Neptune, meanwhile is clearly excited about it, and it’s hard not to go along with the sheer amount of energy she seems to exude at all times.

“Dig in!” she cries.


The three days pass far too quickly for my liking; a blur of pudding meals, trips to the local chocolate cake shop, multiplayer tournaments on slightly twisted versions of video games I recognise from my own dimension and some truly baffling conversations with the goddesses.

“I wish I could stay here,” I say to Noire as we both look out over Lastation from the balcony of her Basilicom. We’d both stepped out for a little air — and to get away from Neptune’s vacillations over what we should all do next, to be honest.

“Hm,” she says quietly, not turning in my direction. Her attitude towards me seems to have softened somewhat in the last few days; gone is the prickly, defensive young woman who confronted me in the alleyway, and taking her place is someone who seems to be strong, but carrying around a faint air of melancholy.

It’s silent for a moment; all I can hear is the faint throb of industrial machinery off in the distance. Then Noire turns to me.

“I think you’d like it here,” she says to me with a gentle smile, a slight flush in her cheeks. “And believe me, we’re all truly grateful for your faith in all of us. We get really competitive over the Shares, but it’s rare to find someone who has such value for all of us.”

I smile wryly.

“Is that all I am to you, Lady Noire?” I ask. “A fountain of Shares?”

“N-no!” she says hastily, her cheeks blushing even redder. “Y-yes! No! I…”

Her shoulders slump slightly and she closes her eyes for a moment. After a moment’s quiet, she begins to speak, her eyes still closed.

“You don’t belong here,” she says. “I… kind of wish you did, but you don’t. There are people waiting for you, aren’t there…?”

“Yes,” I admit.

“Then you should go back to them,” she says, opening her eyes and smiling softly. “We’ll always be here for you, even if we’re not standing right in front of you.”

I smile back at Noire.

“And I’ll be here for you,” I say. “You’ll always have my Shares.” Hesitantly, I reach out my hand and pat Noire on the head, ruffling her hair slightly. She doesn’t object, thankfully.

I turn around from the balcony to go back indoors and am unsurprised to see Vert, Neptune and Blanc crowding around the doorframe, clearly watching what has been unfolding with great interest. Neptune gives me a thumbs-up and an enthusiastic nod of the head. Noire doesn’t appear to have noticed her observers yet, and I feel I probably shouldn’t point it out to them.

I turn back to Noire.

“Lady Noire?” I say.

“Hm?” she says absently.

“I’ll miss you,” I reply. In an uncharacteristically assertive display of affection, I take her in my arms and hug her.

“Wh-what are you…” she objects initially, but after a moment I feel her shoulders relax and her own arms reach around my back. We stay like that for a moment. I glance over to the doorframe and see Neptune giving Vert a silent high-five. I can’t help but smile.

“Thank you,” says Noire. “Don’t forget us,”

“I don’t think you have to worry about that,” I say. And I mean it.


The journey back was surprisingly simple. Histoire gave a technical explanation that Nepgear did her best to expand upon, but it frankly went in one ear and out the other. All I really had to do was stand before the Sharicite crystal and wait for Histoire to do her thing; she was waiting for “dimensional alignment” or something.

I faced my friends, who had assembled in the doorway to see me off. It was strange; these people had been “friends” to me long before I’d ever met them face-to-face, and so parting from them now, while sad, didn’t hurt as much as it could have done. I knew that when I got home I could see them again any time I wanted; it wouldn’t quite be the same as the experience I’d just been through, of course, but it was good enough for me. And I had a strange feeling that even if dimensions of time and space separated us, they’d all be able to make good use of the Shares I contributed.

As the Sharicite chamber fills with a brilliant white light, I raise my hand in farewell.

“Bye,” I say. It doesn’t feel quite like enough, but it also doesn’t really feel like goodbye.

“Bye-bye!” cries Neptune, followed by a slightly subdued chorus of farewells from the other goddesses and Candidates.

The light intensifies until I can’t see anything any more. I close my eyes. Then, I feel the light replaced by blackness.

There’s a strange chiming noise. I open my eyes again. I’m sitting up. Wherever I am, it’s dark, save for a small sign up in the upper-right field of my vision.

“You have earned a trophy!” it says.

2045: Pondering Localisations and Translations

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There was a bit of salt being spilled earlier today on the subject of translations and localisations. It’s clearly a topic that people feel very strongly about so I’m not going to give a “judgement” one way or the other on it, simply share my own thoughts.

The discussion surrounding this issue came about as a result of Gaijinworks’ recent release of Class of Heroes 2 on PSP. Gaijinworks is a company that specialises in localisations of Japanese games, and is made up of, among other people, former Working Designs staffers. Working Designs was a company from the PS1 era who also specialised in localising Japanese games.

The use of “localisation” rather than “translation” is important there, because the two terms refer to two distinctly different schools of thought on what to do when bringing non-English material into English-speaking territories. A translation is exactly what it sounds like: it’s taking the original text and, as literally as possible, reproducing it in another language. A localisation, meanwhile, takes the essence of the original text but takes varying degrees of artistic license with it in order to make it more accessible to people outside of its original audience.

The furore over Gaijinworks’ localisation of Class of Heroes 2 largely stems from the fact that, in the eyes of many people who prefer more literal translations, the team had taken unnecessary liberties with the original text, even going so far as to put in completely incongruous ability names for certain character classes — the most egregious being the Samurai class’ use of “Pimp Slap” and “Hammer Time”. The whole thing would have probably died down a bit quicker were it not for whoever runs Gaijinworks’ Twitter account turning on the snark and speaking to disappointed customers in a tone that… wasn’t entirely appropriate, shall we say. Consequently, the company has done a bit of damage to its reputation among fans of Japanese games; on the one hand, both Working Designs and Gaijinworks are known for their talent in localisation rather than translations, so people should have perhaps expected something like this to happen; on the other hand, however, responding to criticism with snark and the suggestion that people learn the original language (sure! It’s just that easy!) isn’t the best way to recover an unfortunate situation.

But I don’t want to dwell on that too much, because I’m sure there’s still plenty more arguing to do there — and anyway, to be perfectly honest, localisation that takes some liberties doesn’t really bother me all that much, so long as the essence of the original text and characters is left intact.

A good example is the Ace Attorney series by Capcom. In Japan, these are set in Japan, known as Gyakuten Saiban (Turnabout Trial) and star a character called Naruhodou Ryuuichi. In the West, they are set in the USA (albeit a version of the USA where there are traditional Japanese villages randomly scattered around the place) and their protagonist is called Phoenix Wright. There are all manner of other changes around the place — and the games aren’t any weaker for it. In fact, Westernising it made it a lot more accessible to a much wider audience — so much so that it’s widely renowned as one of the best mainstream adventure game/visual novel series in recent years.

The reason a lot of companies choose to localise rather than translate is to do with things that… well, simply don’t translate. In the cast of Ace Attorney, the protagonist’s name “Naruhodou” is based on the Japanese word “I see” — something that your average, non-Japanese-literate Westerner wouldn’t know. Making his surname “Wright”, though, opens up all sorts of potential for punning fun — potential that the games seize at every opportunity. Right, Wright? Or should I call you Phoenix Wrong?

Then there’s things like the fact that Japanese puns work in a completely different way to English ones; take Squid Girl, for example. In the Japanese original, Squid Girl ends all her sentences with the words “de geso” instead of the more common “desu” (roughly, “it is”), the former being a bastardisation of “desu” that incorporates the Japanese word for “squid legs”. Likewise, all the episode titles are expressed as questions, only using the word “ika” (squid) at the end of the sentence rather than the particle “ka” which denotes a question. Because both of these puns rely on Japanese grammar and particles, which are very different to English, it’s simply not possible to translate these things directly. So instead we get a localisation, where Squid Girl speaking in English instead takes the English approach to punning, shoehorning in references to squids and ink at every opportunity. Squidn’t that ink-redible?

Ahem. Anyway. The point is, in some circumstances, localisation works well and helps to expand the audience of something beyond what it would have if it remained more true to the original. This is particularly true when it comes to cultures that are very different from one another — such as, say, Japanese and American or English cultures. People like to be comforted by the familiar, and making something more comfortable is a sure way of getting people who might not have otherwise given a particular game a chance to actually try it out for themselves.

On the flip side, localisation loses some “authenticity”, and consequently isn’t entirely appropriate in all circumstances. Take the Persona series, for example; its third and fourth installments in particular are heavily based on Japanese culture, particularly surrounding teenage and high school life. While there are similarities between Japanese and Western high-schoolers, there are enough differences — particularly with regards to things like how people address one another — to make it worthwhile using a more literal translation. Not only does it make the experience more authentic for those who wish to use it as a means of immersing themselves in a culture they find fascinating, it also provides a very effective means of learning about that other culture from scratch.

Some games take this idea of education and really run with it. Visual novel Steins;Gate, for example, includes an in-game glossary that explains everything from otaku terminology to Japanese cultural norms as you work your way through it — the first instance of a non-English term or reference is highlighted, providing the player with the opportunity to look it up, and from that point on, it simply uses the term as it would be used in Japanese. In this way, you familiarise yourself with everything from elements of Japanese popular culture to ways in which people address one another — and again, it’s a fascinating way of learning something while you enjoy the story.

And then there are situations where either approach could work. A good example would be something like the Hyperdimension Neptunia series, whose English scripts over the years (initially by NIS America, now by Idea Factory International) have had a somewhat mixed reception from longstanding fans — particularly those familiar with the original scripts. There are some changes that just seem to have been put in for the sake of a quick pun that wasn’t present in the original — the English version’s use of “CPU” (Console Patron Unit) instead of the Japanese version’s “megami” (“goddess”), for example, as well as Neptune’s use of distinctly Western-style slang. Personally speaking, this sort of thing doesn’t bother me too much — it works as a pun, although arguably it’s making a bigger deal of the whole “look! all these girls are games consoles!” thing than the original Japanese script did — but there are some people who get pretty upset about this sort of thing.

I guess what we can conclude from all this is that, unfortunately, there is no one single optimal way to handle these things. Localise things too much and you risk alienating the purists who want something that is as true as possible to the original text. Conversely, translate something too literally and you either get something that reads very awkwardly in English, or something that isn’t entirely accessible to someone who isn’t already familiar with various aspects of Japanese culture. The ideal situation would appear to be somewhere in the middle, but very few people seem to get that balance absolutely right, and doubtless we’ll continue to see salt being spilled any time things tip a bit too far in one direction or another.

Me? I really don’t mind either way. I relish the opportunity to learn more about a culture I find fascinating through more literally translated works, but equally I very much enjoy a good localisation that remains reasonably true to the tone and intention of the original; in the latter case, it might perhaps help to think of it as a “remake” of sorts rather than a translation. Or it might not, in which case you can feel free to rant and rave about it as much as you like on social media. More often than not, though, I’m simply happy to have these games (and anime series, and manga series, and visual novels…) brought to the West in my native language so that I can enjoy them in some form, even if it’s not always quite the exact same as the original.

2033: #4favocharacters

0033_001As luck would have it, just as I was settling down to get this written, someone tagged me in one of those viral Twitter things where you post pictures of four favourite somethings (in this case characters) and then tag a bunch of new people to see what they come up with.

I responded relatively hastily, though I did make one substitution before I submitted. I kept mine to the world of games, largely because I think that was the intention, and also because if I start getting into TV series and anime I would have been there all night deciding.

Anyway. This seems like a good opportunity to expand on my choices. My picks were as follows:

1841023-7b5add5ed1389cbf5b843ed6047b6a8dKatsuragi (Senran Kagura)

I’ve already written reams of text on Katsuragi so I won’t delve too much into that again, but suffice to say that Katsu-nee is one of my favourite characters due to the fact that I think she’d be fun to hang out with if she was a real person. I question whether or not she’d actually hang out with a dude like me, of course, given that Senran Kagura rather strongly implies that she’s a bit gay — also the whole “I’m not a ninja” thing — but, assuming that sort of thing isn’t a consideration… yes, I think Katsuragi would be fun to hang around with.

The most appealing thing about Katsuragi is not her aggressive sexuality — though her self-confidence and willingness to pursue what she desires rather than moping around in the dark about it is something I can respect — but rather it’s that in her calmer moments, she’s the very model of the perfect older sister. She’s kind, she’s caring, she looks out for the people she loves and she’ll do anything to protect them — though she’s most certainly not averse to playing a prank or two to have some fun at their expense.

Senran Kagura as a whole is filled with deep and fascinating characters, and those who actually bother to give the series the time of day (rather than writing it off because boobs) all have their favourites, leading to frequently quite heated discussions online. I could have picked any number of the Senrans, but on balance, it’s Katsuragi that my thoughts keep returning to, so Katsuragi it is.

B3kOC_0CMAAjD29Noire (Hyperdimension Neptunia)

I love all of the Neptunia cast to pieces, but from the moment I “met” her for the first time, I knew that Noire was going to be my favourite. Twintailed hair, a tsundere personality, a propensity towards attractive but impractical-looking outfits with garters, belts and straps all over the place? Sign me up.

After spending a considerable amount of time with her over the course of a number of different games now (with more still to go), I realise that my connection with Noire goes somewhat deeper. It’s not just that she exhibits traits that I find attractive. It’s not even that she’s cute or has a figure to die for (man, Tsunako really knows how to draw curves). It’s that, amid the chaos of your typical Neptunia story, I find her to be probably the most relatable of the cast — with the possible exception of IF, whose world-weary exasperation with the nonsense she constantly gets caught up in nicely reflects the feelings of frustration and annoyance I often feel at the most stupid things our own world has to offer.

Noire, though, she’s an interesting one. Determined to always do her very best and prove that she “can only do everything”, she often falls foul of her own ambitions and desire to climb to the top of the heap. This is particularly apparent in Hyperdevotion Noire, where an impulsive act towards the beginning of the game throws the world into chaos — but rather than slinking away quietly to pretend like she had nothing to do with it, she takes responsibility and does her best to make things right, even in the face of constant and frustrating opposition.

Noire is lonely, too. She has a lot of what could be described as niche interests — though not quite to the degree of the yaoi-loving Vert — but doesn’t quite feel comfortable sharing them with anyone. The closest she comes to opening up to another person is with the player-protagonist characters in Hyperdevotion Noire and Hyperdimension Neptunia PP‘; it’s kind of sad that she has trouble being this honest with the people who are ostensibly her best friends, even as they’re honest with her. I suppose that, more than anything, is why I feel like I can relate to her somewhat; while I’m not a goddess running a country, I can most certainly understand the desire to shout about the things you’re passionate about but hesitating, not knowing what people will think of you if you do open up.

Maya_Fey_Trilogy_ArtMaya Fey (Ace Attorney)

At the opposite end of the spectrum is Maya Fey from the Ace Attorney series, a character whom I don’t particularly relate to as such, but whom I find enormously fun to have around.

Maya is the perfect foil to Ace Attorney protagonist Phoenix Wright’s initially bumbling ways, and grows and changes with him as a character. Initially appearing to be rather childish, over the course of the Ace Attorney games she gradually shows herself to be a deep and complex character, holding enormous respect for her cultural traditions and a passionate belief in Wright’s ability to find the truth in even the most confusing of cases.

Maya and Phoenix’s relationship is kept somewhat ambiguous throughout the games. It’s clear that there’s a bit of a “spark” there between them, but whether or not it’s simply close friendship through shared trauma — they first meet as a result of the death of Maya’s sister Mia, which Phoenix ends up investigating and eventually solving — or something more is never quite clear. One can probably assume that Phoenix, being a few years older (early 20s to Maya’s 17 at the outset of the first Ace Attorney game) is understandably hesitant to even consider taking things any further, but frankly, I wouldn’t have been at all surprised to see them get together in one of the games. To my recollection, though, it hasn’t happened — though it has been a while!

Anyway. Maya is a fun character who is enjoyable to hang out with. Since the majority of the Ace Attorney games unfold from first-person perspective, Maya is the character you see most frequently, since she often offers observations and suggestions to “you” (as Phoenix) while you’re investigating the crime scenes. Spend that much time with a character — the Ace Attorney games aren’t short! — and you’re bound to develop some affection for them.

hanakoHanako (Katawa Shoujo)

Games had captivated and emotionally engaged me with their stories before, but it was Katawa Shoujo that forged the tastes I have today. And, specifically, it was Hanako — though before we get into any arguments about “best girl”, I liked all the others; I just liked Hanako the best. And here’s why.

Again, like with Noire, I found Hanako to be relatable. And again, not because I’m in the literal same situation as her — Hanako has burn scars all over one side of her body due to a past trauma, and thankfully I am free of such readily apparent mementoes of tragedy — but because I recognise so many of her personality traits, her route in Katawa Shoujo was almost painful to play through.

Hanako suffers from dreadful social anxiety, much like I have done. Hanako’s is far worse than mine, at least at the start of the game — she literally can’t stay in the same room with people she doesn’t know — but her feelings of being trapped in an uncomfortable situation, of wanting to do nothing but bolt; they were all too familiar.

Hanako’s route is one of the most interesting ones in Katawa Shoujo because things sort of happen in a bit of a haze. When protagonist Hisao sleeps with Hanako, for example, it’s clear that the two of them were very much caught up in the moment, with Hisao unable to restrain himself, and Hanako unable to communicate quite what she was feeling. This leads to a gut-wrenchingly awkward scene after the fact where Hisao realises that technically Hanako never actually said “yes” to him. From here, the story can branch in one of two different ways: Hisao can either try and be overprotective of Hanako, which ends rather badly with her finally snapping and casting him out of her life, or he can quietly support her when she needs it, allowing her to work through her issues at her own pace, opening up when she’s good and ready.

It’s this last bit that I found particularly poignant. There are a lot of things with which I need help, that is most certainly for sure. But I’m someone who tends to prefer to have the satisfaction of at least trying to solve things himself. I don’t like asking for help, and I don’t like people interfering when I haven’t invited them — but I do welcome support and encouragement when I make it clear that I am in need of it. I understood Hanako’s frustration in the “bad ending”. I understood her sense of closure in the good ending as both she and Hisao come to terms with their own broken lives, accepting both themselves and each other as they both look forward to a future in which they no longer have to be alone.

2005: Dan’s List of Vita RPGs

0006_001This is one of those posts I write specifically to respond to something someone asked me recently where Twitter or chat messages aren’t a particularly ideal solution to give an answer. In most cases, though, people other than the original person who asked can also get something out of my response, so I post it here.

In this case, my good friend Dan Lipscombe enquired as to whether I could give him any Vita RPG recommendations.

Well, of course I can!

Here goes, then. Some Vita RPGs that are either well-regarded or that I have personally enjoyed. This isn’t an exhaustive list by any means!

Persona 4 Golden

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This is the one everyone recommends, and with good reason; it’s great. Even if you played the original Persona 4 on PlayStation 2, Golden is worth playing due to its amount of additional content and tweaked gameplay.

If you’re unfamiliar with Persona 4, it’s a combination of murder mystery, school life simulator, dungeon crawler and Pokemon. Taking on the role of a transfer student to a school out in the sticks of Japan, you start investigating a spate of strange murders that sees people disappearing then showing up a few days later hung upside down from television aerials. It’s up to you and your school friends to discover the truth behind what is going on, which is far stranger than you might expect.

Persona 4 Golden is an excellent game that has transcended its originally niche appeal to become a truly mainstream title that most people have heard of by now. It’s well worth playing through to completion — though be warned, it is long. Like, 80+ hours long, even if you don’t do much of the optional side content. It’s a journey well worth taking, though, and the lengthy slog makes the characters’ personal journeys all that more meaningful.

Hyperdimension Neptunia Re;Birth
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There are three Hyperdimension Neptunia Re;Birth games on Vita. There’s no real requirement to play them in order, since they’re self-contained stories that don’t really have anything to do with each other, but playing them in order will give you a better understanding of the characters — plus an appreciation for how the series has continually grown, developed and changed for the better over time.

Neptunia’s concept is based on anthropomorphised game consoles going about their business in the land of Gamindustri. The three games’ stories veer off in different directions, but there are usually strong anti-piracy messages involved, along with commentary on not forgetting the past, the futility of fanboyism and general satire of both games industry and anime culture.

The Neptunia games are occasionally clunky, sometimes balanced questionably and not the most technically impressive games you will ever see — but my God, are they ever charming and delightful, not to mention rare examples of comedy and satire in games actually working well.

Hyperdevotion Noire

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A spinoff of the main Neptunia series, Hyperdevotion Noire focuses on PlayStation personification Noire and gives the tsundere princess her own personal story. Unlike the regular Neptunia series, Noire is a strategy RPG a la Fire Emblem and Final Fantasy Tactics. A wide cast of characters, each of whom personify a well-known Japanese game series (such as Final Fantasy, Dragon Quest and Resident Evil) all have unique abilities, strengths and weaknesses, and “gimmicks” in each stage force you to think a lot more strategically than “charge at the enemy and cut them down in order”.

I’m not normally very good at strategy RPGs, but Noire is accessible, fun and enjoyable — plus it continues the series tradition of good humour, charm and satire, and Noire is absolutely a strong enough character to carry her own game.

Demon Gaze

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If you liked old-school dungeon-crawlers on PC — I’m talking stuff like Wizardry, Lands of Lore and Might & Magic — then you might want to give Demon Gaze a shot. Creating your own custom party of adventurers, you venture forth into an array of dungeons to battle terrible demons, capture them and make use of their power.

In between your adventures, there’s a delightful little soap opera going on in the inn that you and your party call your home, with a cast of colourful characters getting up to all manner of mischief. It’s a lovely blend of the narrative-centric approach that more conventional Japanese RPGs tend to take, and the mechanics-centric, challenge-heavy nature of first-person “gridder” dungeon crawlers. It also has absolutely gorgeous artwork, and an unconventional but enormously catchy soundtrack that makes use of Vocaloid voice synthesisers.

Operation Abyss

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I haven’t actually played this one yet, but it’s on my shelf; given that it’s from the same folks who made Demon Gaze, though, it’s a fair bet that it will be similarly good, and the people I know who have played it have enjoyed it a whole lot.

Trails in the Sky

Technically a PSP game, this is downloadable and playable on Vita, and well worth your time. Following the adventures of Estelle and her adoptive brother Joshua as they attempt to become full-fledged “Bracers” — essentially state-supported mercenaries — Trails in the Sky is a sprawling adventure with a beautifully crafted world, some wonderful writing and a fun battle system.

The game blends the sidequest-centric nature of Western RPGs with the more linear storytelling typically found in Japanese RPGs to great effect. The sidequests each have their own little stories and characters to explore, and really help the world to feel truly alive.

Criminal Girls

This one won’t be for everyone due to its relatively explicit sexuality, particularly exploration of sadomasochistic themes. If you can deal with that sort of content, though — along with the fact it’s very obviously a PSP port — Criminal Girls tells a fascinating tale of personal redemption for a colourful cast of characters as they come to terms with traumatic experiences from their past and attempt to move beyond them.

Criminal Girls is noteworthy for its exploration of “trust” through both its narrative and its mechanics — I wrote in more detail on this topic here.

Akiba’s Trip

Not an RPG in the typical sense, Akiba’s Trip is most akin to Sega’s Yakuza series in that it provides an open world that covers a relatively small geographical area — in this case, Tokyo’s Akihabara district — and a ton of things to do, plus a nigh-unparalleled sense of atmosphere thanks to its detailed world.

Thrown into the underworld by your discovery of — and recruitment into — the ranks of the “Synthisters” (essentially synthetic vampires), it’s your job to find out where this scourge has come from and put a stop to it — while simultaneously keeping your little sister happy, taking photos for tourists and attempting to end up in the arms of one of the game’s lovely leading ladies.

Akiba’s Trip has fun brawler-style combat with a huge selection of upgradeable weapons ranging from baseball bats to bus stop signs and computer monitors. Combat involves smacking Synthisters around a bit until they’re in a position where you can grab their clothes and rip them off them, which exposes them to sunlight and, in true vampire tradition, causes them to combust.

Steins;Gate

This isn’t an RPG at all, but if you own a Vita (or PS3… or PC) and haven’t read this extraordinary visual novel, you need to right now. Blending real-world urban myths (such as the legend of John Titor and questions of what CERN are really up to with that big underground particle accelerator) with a creative yet plausible interpretation of how time travel and parallel worlds might work, Steins;Gate follow the adventures of an impressively unreliable narrator as he tries his best to stop something horrible happening to someone he cares about.

Here’s a full review of it.


There are tons more great RPGs and visual novels available on Vita, but I’ve rambled on for over 1,200 words now, so that should be enough to get you started. Hope you enjoy at least some of these!

1906: Waifu Wednesday

There’s a sort of tradition among anime and game fans on Twitter — well, game fans who are into the Japanese end of the spectrum, anyway — called Waifu Wednesday, which is often used as a simple excuse to post lots of pictures of anime girls the posters in question find attractive, but sometimes also used as a means of celebrating a favourite character for more than just their physical appearance. Perhaps their story arc resonated with the person who posted it. Perhaps they simply liked them as a person. Perhaps they represented an ideal they wanted to aspire to. Whatever the reasons, Waifu Wednesday is a thing, and, well, why not here too?

Nepgear-mk2For today’s Waifu Wednesday, then, I think I want to talk about Nepgear, pictured to the right.

Nepgear, as those of you paying attention to my deviant, disgraceful taste in video games will already know, is the protagonist of Hyperdimension Neptunia mk2 (and its recent remake Hyperdimension Neptunia Re;Birth2) and the sister of series protagonist Neptune. Specifically, she’s Neptune’s younger sister; in the series’ tradition, she is the personification of a specific game platform, in this case the Sega Game Gear to Neptune’s… well, Sega Neptune.

Nepgear isn’t the only younger sister character to make an appearance in the series. Sony PlayStation personification Noire — who you better believe will be the subject of a future post like this, because she’s one of my favourite characters in the series aside from Nepgear here — has a younger sister called Uni, who represents Sony’s handhelds the PSP and Vita. Nintendo Wii personification Blanc, meanwhile, has two younger twin sisters called Rom and Ram, who between them represent the two screens of Nintendo’s handhelds the DS and 3DS.

The fact that these characters are personifications of well-known brands and platforms is one of the most well-known things about the Hyperdimension Neptunia series, but it’s also one of the least important things about them; it makes up little more than their concept and, in some cases, influences aspects of their design or basic personality type.

The reason I like Nepgear so much is because I can see a certain amount of myself in her. Obviously I’m not a young, pretty, skinny girl — I’m pretty much the exact opposite of her in that regard — but I find her personality and the way she goes about her business to be eminently relatable. Why? She’s awkward, she’s nerdy, she’s lacking in self-confidence and often finds herself the butt of jokes: these are all traits I became aware of in myself when I was younger, and which persist to this day.

It’s not just about “negative” traits, though. Although often doubting her own abilities, for example, Nepgear is someone who will try her very best and follow through on a plan when she makes it, even if things don’t go entirely as envisioned. She tries hard to do the right thing in all situations — though doesn’t always succeed — and makes an effort to bring people together and ensure they are getting along with one another. Obviously she then goes on to fight giant robots and evil goddesses and whatnot, which are parts of my life that haven’t happened as yet, but, without wanting to sound too arrogant, for the most part she represents some of the aspects of myself that I actually quite like.

Nepgear-full_form-transform_formAside from the relatable aspects, Nepgear is just an altogether pleasingly wholesome character; she’s cute, sure, and in her transformed “Purple Sister” form (left) she ups the sexy quotient considerably, but she has never been a character that attempts to take advantage of either her cute or sexy aspects.

Instead, well, I’ve already used the word wholesome above, but it really is the best way to describe her. She’s someone who is very pleasant to spend time in the virtual company of, and she’s just plain nice. The kind of person who would always have tea and cake for you if you stopped by; the kind of person who remembers your birthday; the kind of person who does random acts of kindness without any expectation of reward — and who often doesn’t receive any kind of reward for her hard work.

In many ways, poor old Nepgear is one of the most “normal” people in the entirety of Hyperdimension Neptunia, and she suffers a bit for it. There’s a running gag in the games that followed her starring role in mk2 where she’s paranoid about everyone thinking that she’s “boring” and, when you compare her to the other characters in the series — particularly the pure, unbridled chaos that her sister Neptune tends to create in her wake — it’s perhaps easy to see why she worries.

But even if she goes unappreciated in her own dimension(s), certainly appreciate Nepgear, and thus it’s with pleasure that I give her the dubious honour of a Waifu Wednesday post on this little backwater blog.

1792: Company of Players

One interesting thing I’ve noticed in several games I’ve played recently — primarily those of Japanese origin that err towards the moe/fanservicey end of the spectrum, unsurprisingly — is what appears to be, or what I’m choosing to interpret as, inspiration from the theatrical world.

Take Hyperdimension Neptunia Re;Birth1, for example, which I finally achieved the Platinum trophy for last night and consequently am (probably) done with for the moment. The Neptunia series as a whole is pretty self-referential, with protagonist Neptune in particular frequently breaking the fourth wall to address the player directly, and various other characters making it abundantly clear that they’re aware of the numerous tropes that they embody and that the narrative as a whole is based around.

In spite of all this, though, it plays things fairly straight (well, as straight as it can when Neptune is involved) right up until the final encounter between the goddesses of Gamindustri and the villainous Arfoire. Spoiler: the heroines prevail, justice is served and peace returns to Gamindustri, with a happy ending for all — even more so if you pursue the “true” ending — prior to the credits. And in typical Neptunia tradition, the credits roll is a loving pixel-art homage to classic games of yesteryear, simultaneously recapping several major points in the main game’s story while demonstrating the developers’ encyclopaedic knowledge of classic game titles.

It doesn’t end there, though; after the credits comes a wonderfully heartwarming little sequence in which all the major characters in the game address the player directly and thank them for playing. It feels very much like the video game equivalent of a “curtain call” in the theatre, with each character stepping forward in turn to, effectively, take a bow and allow the player a sense of closure — at least until the next game they feature in. Once that sequence finishes and you save your clear data, that’s it; the curtains go down, the lights come up and it’s time to leave the theatre.

But like the best theatrical productions and the actors who bring them to life, Neptunia’s cast is bigger than the individual games they star in. Rather, despite the games not really having a coherent, canonical chronology of what happens when — the series is very fond of rebooting itself on a regular basis — these recognisable characters simply come together to do different things every so often, whether it’s another big RPG adventure, attempting to make it as idols or fighting bad guys in a distinctly Senran Kagura-esque fashion.

The idol game Hyperdimension Neptunia: Producing Perfection in particular is an interesting take on the series in that it’s the first in which rather than the characters glancing sidelong at the player and making witty asides to them, the player is actually a participant in the ongoing story. In many ways it’s an opportunity to “meet” your favourite characters in a far more intimate manner than previous installments have offered; in fact, it’s rather more of a dating sim than an idol management game, since it largely revolves around building up your relationships with the four goddesses as opposed to actually trying to make their careers a particular success. To continue the theatrical comparison, it’s like having the opportunity to appear in a production alongside a high-profile star — though the game does take great pains to note at its outset that its events are not “canonical”, insofar as anything in the Hyperdimension Neptunia series is “canonical”.

I mentioned Senran Kagura above, and this, too, presents an interesting example of how a stable of characters can be reused in a variety of different situations. First game Senran Kagura Burst — actually a compilation of the first two Senran Kagura games originally released in Japan — tells a self-contained story whose visual novel sequences give us some uniquely personal insight into the way the various characters think and feel about what is going on. This format is continued somewhat in Senran Kagura Shinovi Versus, officially a “spin-off” but actually following on from Burst’s story.

And then you have Senran Kagura Bon Appetit, also known as Dekamori Senran Kagura. This game is, like Producing Perfection, a spin-off that is not intended to be taken seriously. An overblown, dramatic introductory sequence mirrors that seen in Shinovi Versus, before quipping at the end that you probably shouldn’t take everything quite so seriously, so here is a game about large-breasted girls attempting to cook each other’s clothes off in time to music.

Yes, you read that correctly; although Senran Kagura is most notorious for its large boobs and clothes-ripping mechanics, for the most part the storylines in Burst and Shinovi Versus are fairly serious in nature, exploring everything from young people coming of age, with everything that entails, to finding the true meaning of one’s chosen path in life. Bon Appetit, meanwhile, does have a story — one that I haven’t delved into yet, having only tried the “Arcade” mode so far — but largely revolves around the aforementioned cooking so hard your opponent’s clothes fall off. And then admiring them covered in chocolate sauce and whipped cream afterwards.

It should be jarring; it should be weird, but somehow — assuming you’re already on board with the series — it’s not. It works. These characters are being treated more like “actors” performing different roles, albeit as the same people. It brings a sense of comfortable familiarity to the game — like seeing a favourite actor on stage or on TV — even as the games go into all sorts of weird territory, both in terms of subject matter and game styles.

I think right here is one of the reasons I find myself gravitating so strongly towards this style of game more than anything else: I’m a sucker for good characterisation, and if I find a particularly loveable group of characters that I enjoy spending virtual time with, I’ll happily take that time together in any form it might happen to take — be it fighting monsters, training to be an idol, being a ninja or having a cook-off. Fortunately, I don’t see the Senran Kagura or Hyperdimension Neptunia series going away any time soon, so I look forward to spending many more hours in the company of these virtual young ladies as time goes on.

Sad? Perhaps. But here’s the thing: I’ve come to regard all these characters with genuine affection, even with the awareness that they’re all exaggerated anime-style tropes on legs. And that, really, is the essence of moe: the feelings of love or affection towards fictional characters who are specifically designed to elicit such a response. I’d say their creators have done a pretty good job on that front, really.

1768: Four Goddesses

Page_1Having beaten Senran Kagura Burst recently at last, I’ve been turning my attention back to Vita title Hyperdimension Neptunia Re;Birth1, the “remake” of the original Hyperdimension Neptunia — a series that I first discovered in January of last year and promptly fell head-over-heels in love with.

I put the word “remake” in inverted commas because to call Re;Birth1 a remake is to do it something of an injustice. This is a complete and total overhaul of the game from top to bottom — graphics, gameplay, mechanics, story, characters, music, everything. In essence, it’s a completely new game that even those who played and enjoyed the original — I know there’s some of you out there, even though it was the weakest in the series by a very long shot indeed — can get a huge kick out of.

All of the above said, Re;Birth1 does also recycle a whole ton of material from previous two games Hyperdimension Neptunia mk2 and Hyperdimension Neptunia Victory — principally dungeon aesthetics and layouts, monsters and music. Consequently, those of you who played mk2 and/or Victory will probably find a lot of familiar material in Re;Birth1 but that’s not actually a bad thing; the comfortable familiarity of the recycled material gives the game a feeling of consistency with its predecessors (for obvious reasons) while the new stuff that is included — no, it’s not identical to its predecessors — stands out all the more for being a big contrast to the material that’s been used in three games now. In essence, the game represents a refinement of the Hyperdimension Neptunia formula that developer Compile Heart has been experimenting with over the course of the previous installments and, while not completely perfect — a couple of minor elements from the previous games that I really liked have been ditched for Re;Birth1 — it is, by far, the definitive Neptunia experience, and a game that is beautifully designed for portable play.

Neptunia games have always been about two things: a silly, enjoyable, well-written and witty story coupled with some surprisingly compelling, grind-and-farm-heavy dungeon crawling. Re;Birth1 is no exception; its narrative retells the story of the original Hyperdimension Neptunia with a few twists here and there as well as a host of new characters, while there’s plenty of incentive to dungeon crawl thanks to its quest system and one of the main mechanical highlights: the sprawling Remake system.

Remake allows you to craft various things. So far so conventional, but unlike many other crafting systems, Remake allows you to craft game mechanics as well as items, weapons and armour. Finding the game a bit challenging? Dig up a programmer’s plan to weaken all the enemies and hack it into the game to make things a bit easier for yourself. Want to find the hidden treasures more easily? Build your own treasure scanner to enhance the minimap. Annoyed at that age-old RPG problem, “You Failed to Escape”? Craft yourself the ability to escape from battle with a 100% success rate.

Of course, all this makes it sound a lot easier than it actually is; to complete these plans you’ll have to first of all find the plan in the first place — they can be anywhere from inside treasure cubes in dungeons to held by various NPCs around the world map that pop up after every major story beat — and then collect all the ingredients, most of which tend to come from monsters. The game doesn’t hold your hand with this; if you want to craft a plan, you’ll have to figure out where on Earth you’re going to get all the bits from, though thankfully a straightforward dungeon and monster encyclopedia in the menu allows you to see which enemies haunt which areas, and what they might drop when you kill them — assuming they’ve already dropped it for you at least once. Through this system, you’re encouraged to explore the various dungeons and fight as many different enemy types as possible in order to fill out that monster guide — the more complete it is, the less you’ll have to look up on the Internet later.

The nice thing, though, is that it’s all completely optional. There’s no obligation to go fiddling around with plans at all — though your life will be significantly easier if you do — so if you simply want to plough through the main story as quickly as you can, that option is always open to you. Likewise, there’s no obligation to complete quests, unlock optional dungeons or kill boss monsters — though failing to do so may well leave you a bit underlevelled come story boss time, at least on your first playthrough.

As with previous installments of the Neptunia series, the game is absolutely dripping with personality. Each character is a clearly-defined — though often (deliberately) tropetacular — person in their own right, with many of them poking fun at established video game and anime characters. Indeed, a number of the new characters for Re;Birth1 are direct references to game series and developers such as Steins;Gate creator MAGES., Senran Kagura publisher Marvelous AQL and legendary fighting game series Tekken. Each of these characters is beautifully designed to encapsulate the very essence of the thing they’re supposed to be referencing; MAGES. wouldn’t look out of place in Steins;Gate herself, for example, and even has alternate colour schemes that directly reference the characters Mayushii and Faris, while Marvelous AQL has costumes based on the Senran Kagura girls’ iconic outfits.

It’s a cliché to describe something as a “love letter” to something else, but I’m going to do it anyway. Hyperdimension Neptunia has always been a love letter to fans of Japanese video games and anime, being packed full of references both obvious and incredibly subtle, and Re;Birth1 very much continues that. It’s a game that celebrates the joy of having fun with interactive entertainment, and I defy you to play through it with anything other than a huge smile on your face.

Except, of course, when Killachine flattens your party for the fifth time in a row because you didn’t prepare properly and ended up with everyone stunned and clustered together, just waiting to be cleaved. You don’t have to keep smiling then. But you’ll probably try again rather than flinging your Vita across the room.

My only trouble with it is that I don’t really want it to end. Although when those end credits do eventually roll, I can console myself with the fact that there are three new Neptunia games out there that I haven’t played yet — strategy RPG Hyperdevotion Noire: Goddess Black Heart, the rather Senran Kagura-esque brawler Hyperdimension Neptunia U and probably the most exciting offering: PS4 title Hyperdimension Neptunia Victory II, a game that, if I don’t own a PlayStation 4 by then, will almost certainly make me go out and buy one immediately the moment it is released.

Yes, I’m a fan. And unashamed of that fact. It’s a series that consistently makes me smile; given how much I love it now, it’s rather odd to (re)discover today that I’ve only been playing these games since January of last year. But I hope I’ll be able to continue enjoying them for many years to come yet.

1724: Remake Rebirth

You may recall a short while back that I’d picked up a copy of Hyperdimension Neptunia Re;Birth1 for Vita and that I’d played it a tiny bit. Well, I’ve played it a bit more now, and can comfortably say with some confidence that it is probably the best Neptunia game yet — and also a fine entry point into the series as a whole.

The original Hyperdimension Neptunia was something of a tough sell. While its story and characterisation was a hell of a lot of fun — it’s what won me over and made me such a fan of the series in the first place — the gameplay was repetitive as hell and, while inventive with some of its mechanics, was highly flawed. I wouldn’t have judged anyone who put it down after a few hours, in other words, as I know that not everyone can overlook mechanical and technical issues purely by virtue of there being an adorable main cast doing a variety of silly things.

The two follow-ups — the confused timeline and alternate universes of Neptunia mean that they’re not “sequels” as such — completely overhauled the game systems to make them much better and more fun to play while maintaining the distinctive character that the first game had set in place. Until now, Hyperdimension Neptunia Victory had provided the definitive Neptunia experience — not perfect, by any means, but by far the most solid installment to date.

Hyperdimension Neptunia Re;Birth1 builds on the solid foundation of Victory’s mechanics and retcons them into the story of the original game. Only the story and characterisation have been revamped too. And the game frequently pokes fun at itself for being a remake.

In other words, far from being a simple makeover of the first game, Re;Birth1 is very much a new Neptunia game well worth playing in its own right.

And you can tell that the Neptunia team has had quite some time to refine their craft by now. Many of the series’ trademark quirks are still present — the dungeon designs are still somewhat repetitive (many, if not all, seem to be copy-pasted from mk2 and Victory) and there are some characters, enemies and abilities that just appear to be flat-out unbalanced (possibly deliberately so, I might add) — but numerous nips and tucks have been made here and there to make it overall a very positive experience.

Victory’s heavily random number generator-based Scout system is out the window, for example. This was the main means through which you unlocked “hidden” dungeons, enemies and items in Victory, and it could be a right old pain in the backside. Instead, Re;Birth1 replaces much of its functionality with the “Remake” system, in which you can craft various Plans in order to put new items in the shops, unlock new dungeons, add new enemies and add new gatherable items. There’s still a slight element of RNG in play in that you need enemies to actually drop items you need to craft these plans, but it doesn’t encourage save-scumming in the same way that Victory did.

Outside of gameplay, the writers (and localisers) have been honing their wit to a sharp point, too. Neptunia has always been a superb, on-the-nose satire and parody of both the games industry and modern anime, and Re;Birth1 is no exception. The original game, while amusing, featured a few jokes that felt a bit “forced” along the way; Re;Birth1’s script, by contrast, flows much more nicely while still containing plenty of amusing references for those who know what to spot.

The biggest highlight for me, so far, though, has been how the relationships between the characters are depicted. There’s a much stronger feeling that, after several games now, the writers have a strong feeling of who these characters really are and how they relate to one another. The banter between them is natural and enjoyable to witness, and those who have been fans since the beginning will doubtless enjoy certain friendships and rivalries explored in much greater detail than ever before.

I’ve still got a long way to go in the game yet, but I’m having a real blast; as with mk2 and Victory before it, I’m having a lot of fun just wandering around, getting into fights with the variety of silly enemies (many of which are themselves game references) and grinding for experience and abilities. It’s a game that’s fun to take at your own pace — you could charge straight through the story if you see fit, but there’s a lot of fun to be had on the side, too, and I intend to enjoy every minute of it.

So I think that’s what I might go and do before I drop off to sleep. Nepu-Nepu!

1598: Filling a Niche

While the “next-gen” consoles are struggling to provide compelling reasons for people to pick them up beyond their launch lineup and a couple of more recent stragglers, there’s never been a better time to be a fan of the more niche side of interactive entertainment — particularly the Japanese “otaku games” that I’m such a fan of.

This week alone there’s Hyperdimension Neptunia: Producing Perfection and Monster Monpiece (in Europe, anyway; North America has had the latter for a little while already). Later in the month there’s Atelier Rorona Plus, and prior to that we’ve had interesting, intriguing titles like Nippon Ichi’s surprisingly bleak The Witch and the Hundred Knight and Kadokawa Games’ excellent dungeon crawler Demon Gaze.

Hyperdimension Neptunia: Producing Perfection (Neptunia PP for short — stop giggling at the back) is a curious little game that I’ve been playing for the past couple of days. Ostensibly an “idol management” game — a genre we haven’t really had in the West before — it’s actually roughly equal parts stat-building life sim, relationship-building dating sim and visual novel. Unlike the rest of the Neptunia series to date, the game unfolds from the perspective of yourself as a participant narrator rather than an omniscient viewpoint which the characters occasionally break the “fourth wall” of. It’s a fitting shift in narrative tone and perspective, because the relationship between a Japanese pop idol and her producer is a close one, and this is one of the many things the game explores. Mostly I’m just happy for the opportunity to virtually date Noire, but the game itself, while simplistic and straightforward, is proving to be an enjoyable little statbuilder accompanied by a strange “live performance” minigame that I haven’t quite got my head around yet and an enjoyable, characteristically silly narrative starring the Neptunia gang.

Monster Monpiece, meanwhile, I’m yet to boot up but I’m looking forward to trying out. Notorious for its “First Crush Rub” system — I defy you to find a single article about it which doesn’t mention this aspect of the game — in which you essentially have to wank off your Vita while tweaking erogenous zones on pictures of moe girls in order to power them up (a process which, in a somewhat Ar Tonelico-ish twist, causes them to become somewhat more disrobed with each increase in strength), the game is actually, by all reports from people who have actually played it rather than getting outraged about what is, essentially, a fairly minor mechanic, rather good. (That was a clumsy sentence, I know. But you get the gist.)

Monster Monpiece is, at heart, a collectible card game. You’ll collect cards that depict various monster girls, and then throw your deck of up to 40 cards into battle against either AI opponents in the story or live online opponents via the Internet. Rather than a straightforward Magic: The Gathering-alike, the card battles unfold in a distinctive fashion, allowing you to summon your forces into several lanes, then pitting them against one another. Units advance along the “board” and clash if they run into each other, meaning you’ll have to engage your strategic brain and think a few moves ahead in order to succeed. Like I say, I’m yet to actually play it myself, but its mechanics sound interesting and enjoyable to engage with. Plus, you know, Vita wanking.

Atelier Rorona Plus, meanwhile, is a considerably enhanced version of Atelier Rorona: The Alchemist of Arland, an RPG-cum-crafting-strategy-game-type-thing by Gust that I started playing a while back but held off playing further upon hearing the Plus version was coming. The Plus version in question features considerably enhanced graphics — the in-game character models now look like their 2D counterparts rather than their little brothers and sisters — as well as tweaked, refined game mechanics based on the later installments of the series (which have, themselves, also had Plus overhauls, but were less in need of them). Again, I’m yet to play this new version, but it certainly looks lovely and I really enjoyed what I played of the original Atelier Rorona, and as such I’m very much looking forward to getting stuck in to this.

So there’s three games to get stuck into over the course of the next month — all of which are fairly lengthy affairs, particularly if you want to investigate all the narrative paths each of them offer. I know what I’m going to be doing for the next little while! Just as well, really, since I’m about to have a whole lot of time on my hands…

1374: Nep-Ko

Now that I’ve finished Tales of Xillia I am, as promised, once again playing Hyperdimension Neptunia Victory. I’m now pushing 60 hours of playtime, a significant proportion of the last few of which have been spent doing nothing but non-story content.

And lordy, what a lot of non-story content there is. There’s sidequests to do, which tend to have fairly modest rewards but challenge you to battle powerful monsters and master the game’s various mechanics. There’s a crafting system, which requires you to discover new recipes for various items, then gather the materials for them either from enemies or “harvest points” in dungeons. There’s the Scout system, in which you send out numerous NPCs on your behalf to check out dungeons and potentially manipulate the items, enemies, drop rates or experience point gain in particular areas and occasionally discover completely new places. And there’s little tricks like earning money by gathering an item called “Invisible Cloth,” purchasing a cheap costume, combining it with the aforementioned Invisible Cloth to make a new item of clothing and then selling them for 1.5 million credits a pop.

All of this side stuff is conspiring to prevent me from advancing the game’s story. Said story is immensely entertaining as it always has been in the Neptunia series, but Victory’s mechanics and optional content are far more solid than even Neptunia mk2, which certainly had plenty of things to do. The combat system has been refined into something that is immensely enjoyable to repeatedly engage in, the difficulty has been ramped up considerably over the rather straightforward mk2, and just chasing down these sidequests and items is extremely addictive.

Although the Neptunia series is widely derided by the mainstream press, I’m consistently impressed by what it’s managed to achieve over the course of three games. What initially began as something of a cheap joke at the expense of the games industry and the “console wars” in particular has developed into something much more over time — each of the game’s main characters has been developed into their own unique person with a distinctive personality. Okay, there’s plenty of standard anime tropes at work, but combined with the fact that these characters are supposed to represent games consoles and manufacturers, it really works; why wouldn’t PlayStation be a tsundere who enjoys nothing more than working too hard, and why wouldn’t she have a sister afraid of never quite being able to match up? Why wouldn’t Nintendo live in a vibrantly-coloured candyland but actually be ruthless, cold and prone to bouts of completely irrational anger?

By nearly 60 hours into Victory, I’m no longer really thinking of the Neptunia cast as “the Sega one, the PlayStation one, the Microsoft one”; they’ve become great characters in their own right, and their interactions with one another are a real highlight. In fact, such is the popularity and success of the series in its native Japan, it’s got its own anime spinoff which I’m curious to watch at some point, and there are several new games on the way, too.

I find it quite odd but also rather pleasing how much this game series has resonated with me since I first picked it up on a whim out of interest one day. “Objectively” speaking — in as much as it’s possible to be “objective” when talking about pieces of entertainment — there are far better games out there, both in terms of gameplay and technical proficiency, but something about the adventures of Neptune and the gang has really spoken to me ever since that clunky first game, and has ensured that any time something with the words Hyperdimension Neptunia is released, it’s pretty much an instapurchase for me. It’s been a while since a “big-name” game has elicited that sort of feeling from me.