1790: The Second Re;Birth

I was surprised and dismayed to discover that Hyperdimension Neptunia Re;Birth2 is out in January. Or at least, it was supposed to be: the European version has apparently been delayed by a week, with the physical release (yes! Unlike the previous installment, this one is apparently getting a retail release) now coming on February 6 and the digital version coming slightly later on February 11. So says Gematsu.

I’m dismayed not because I don’t want more Hyperdimension Neptunia goodness to feast on, but rather because I didn’t know that Re;Birth2 was coming quite so soon — although in retrospect, Re;Birth1 has actually been out for quite a while already, and I just took my sweet time over finishing it. I’m also somewhat dismayed due to the fact that Hyperdevotion Goddess Noire, a spinoff strategy-RPG take on the series starring my favourite character (the eponymous Noire) is, according to a good friend, coming in February — though with Re;Birth2 being delayed a week in Europe I wonder if this will affect Noire too.

I’m actually very curious to see how Re;Birth2 is treated. Re;Birth1 was an obvious massive jump from the original Hyperdimension Neptunia, with a completely rebuilt game system based on that seen in Hyperdimension Neptunia Victory, the third game in the series on the PlayStation 3 and, until Re;Birth1 came out, the best installment by far.

Re;Birth2, meanwhile, is a game that is a remake of a title that was much better in the first place. Hyperdimension Neptunia mk2 was a lot closer in execution to what would become Victory; its battle system is similar (though not identical) and its game structure is, again, much more like what we see in Victory and Re;Birth1.

This leaves the story as the main thing that will probably be worked over. I enjoyed mk2’s original story; it was perhaps a little heavy-handed at times with its anti-piracy message — even more so than the original game — but it featured some entertaining and adorable characters getting into a variety of scrapes, including some surprising and even quite disturbing situations. (The “Conquest” ending of mk2 is particularly notorious for not only being a “bad” ending that takes significantly more effort to get than the “true” ending, but also for taking a turn for the seriously grimdark in comparison to the rest of the game’s candy-coloured shenanigans.) I find myself wondering whether it’s going to have as significant of a rewrite as Re;Birth1 did, or if it’s simply going to be revamped in terms of presentation — unlike other installments in the series, which used gorgeous 2D character art in dialogue sequences, mk2 used 3D polygonal models that looked significantly inferior to the 2D artwork.

I also find myself wondering whether or not there will be such a strong focus on Neptune’s sister and mk2’s protagonist Nepgear this time around; subsequent installments in the series have made a joke over Nepgear being “boring” in comparison to the lively, spunky Neptune and the poor girl — actually one of my favourite characters, since she’s just so adorably earnest about everything — frequently ends up the butt of everyone’s jokes.

I realise a lot of these questions are probably already answered by people who have played the Japanese version, but I’ve been doing my best to remain unspoiled and have so far succeeded. I’ll be very interested to see the new game when it arrives, and I’ll most certainly be continuing to support the series with my hard-earned money and play time. So bad luck, reader; you’ll almost certainly be hearing more about it early in the new year!

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.

1695: Goodbye Despair

My copy of Danganronpa 2 showed up today. I haven’t cracked it open yet, because I’m not sure I’m quite awake enough to appreciate its dark charms right at this second — and also because I have several other games on the go right now, too. But it’s a game I’m particularly excited about, largely because the first game was so good. So let’s talk about it.

There may be spoilers ahead. I’ll try and keep them to a minimum, though.

Danganronpa: Trigger Happy Havoc (the first game) came out of nowhere for me. Originally a PSP title, it didn’t get localised into English officially until the new(er) Vita version, courtesy of NIS America. I’m thankful that we did get it eventually — plus somewhat surprised that it’s one of the few Japanese games that made it over to the West that was acknowledged and even celebrated by some critics. Why surprised? Well, because there’s a lot of stuff in Danganronpa that is usually torn apart by Western critics — particularly regarding attitudes to gender — and yet, for whatever reason, this time around, it was celebrated as an excellent game.

But what is it? It’s… well, it’s a little strange, to be honest. It’s sort of a visual novel, but there’s more to it than that. There’s freeform exploration and conversation as you investigate several different murder mysteries, then every so often the game turns into an even more chaotic take on Ace Attorney’s courtroom sequences as you solve puzzles and pick out truths with your metaphorical “truth bullets”.

Trigger Happy Havoc was bold, energetic and striking. Its colourful pop art-style visuals (with a peculiar but effective “2.5D” pop-up book-style aesthetic) were very distinctive and gave the game a unique visual identity, albeit one that wouldn’t look out of place in a Persona game. Its music was catchy, memorable and fit the action well. The voice acting was excellent in both English and Japanese for once. And the writing was truly, truly excellent — with additional credit to NIS America for doing a great job with localising some difficult material in their own distinctive manner.

Danganronpa is a game you play for its story, and it’s a mysterious one that will keep you guessing throughout. Unlike many other murder mystery games, where it’s often obvious “whodunnit” quite quickly, Danganronpa regularly keeps you guessing right up until the truth is finally revealed. And the overarching plot that ties all the cases together follows this pattern, too; you’ll have plenty of theories about what’s going on by the time the “big reveal” comes around, but you might still be surprised by the truth.

Danganronpa is also a game you play for its characters, and they’re a truly interesting bunch. Initially positioned to the player as the “ultimate” in their respective specialisms, they all gradually reveal themselves to be complex individuals with their own goals, motivations and priorities. In other words, they’re not all very nice people on the inside, yet there are numerous occasions where you’ll be forced to ally with even the most objectionable of the bunch in the name of seeking out the truth. The game also isn’t afraid to kill off characters it’s spent ages building up the player’s relationship with, too, so don’t get too attached to anyone you meet; it’s probably safer that way.

Assuming Danganronpa 2 follows the pattern of its predecessor — and there’s nothing to suggest that it doesn’t — I’m in for a treat. If you’re yet to experience the unique joys of these fantastic games, then grab yourself a Vita (if you don’t already have one, of course!) and indulge in some thrilling murder mystery action.