2252: Estival Versus: Early Impressions

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As I said the other day after finishing Senran Kagura 2: Deep Crimsonthe follow-up to the Vita spinoff Shinovi Versus, Estival Versus, was waiting for me to stick it in my PS4 and start rumbling in the sunshine. So that’s what I’ve been doing.

A recap for those who aren’t familiar with the complete Senran Kagura series and its continuity: first came 3DS game Senran Kagura Burst (actually a remake of the Japan-only Senran Kagura: Portrait of Girls with an additional full-length story from the perspective of the “evil” shinobi), which introduced the ten girls who make up the cast members from “good” shinobi school Hanzou and “evil” shinobi school Hebijo (as well as recurring guest characters Daidouji and Rin) and took the form of a 2.5D brawler with simple RPG-style character progression.

Then came Vita game Senran Kagura Shinovi Versus, which followed on directly from Burst’s story and introduced ten new characters: five from another “good” shinobi school Gessen and five who took the place of the now-renegade Homura’s Crimson Squad at Hebijo. The story focused on characterisation of the four groups and their interactions with one another, but in its final moments teased what would become the main conflict of the Senran Kagura series: the clash between shinobi (both good and evil) and the demonic youma. Gameplay made the jump from fixed-perspective 2.5D to third-person 3D, leading many to (somewhat erroneously) draw comparisons to Koei Tecmo’s Warriors series.

This was followed by 3DS game Senran Kagura 2: Deep Crimson, which left behind the new Gessen and Hebijo characters in favour of focusing on the original cast once again, and pushing the shinobi-youma plot arc forward with the introduction of legendary character Kagura and a strong focus on the machinations of the evil Hebijo chairman Dougen. Deep Crimson returned to fixed camera angles but had a stronger sense of depth than Burst, making it feel more along the lines of a somewhat less setpiece-heavy Devil May Cry than Streets of Rage.

And then we come to Estival Versus, the latest release. (There was also Senran Kagura Bon Appetit among all that lot somewhere, but that’s a deliberately comedic spinoff rather than a canonical entry in the main narrative.) Estival Versus is the first of the series to appear on home consoles as well as handhelds thanks to its simultaneous PlayStation 4 and Vita releases, and it marks a return to Shinovi Versus’ 3D fighting formula, with battles unfolding in large 3D arenas rather than side-on, linear levels.

My initial impressions here are based exclusively on the PlayStation 4 version, I should probably point out; from what I understand, the Vita version is pretty solid, mind, it just runs at a lower framerate and resolution — and, obviously, is on a smaller screen (unless you use a PlayStation TV). As such, take comments about the technical performance of the game accordingly.

Well, then, that would seem like a decent place to start: for the most part, Estival Versus runs beautifully fluidly, with crisp, high-definition graphics, the beautiful character animation that has come to exemplify the series, and a smooth framerate that usually sticks around the 60 mark with a few exceptions when things get particularly busy. Even when the framerate drops, however, the action continues to feel fast and fluid, giving the game a pleasantly “arcadey” feel.

The jump to the big screen makes a surprising amount of difference. Combat feels rather more weighty than it did in Shinovi Versus, particularly when you use the characters that wield heavy, slow weapons rather than the more hack-and-slash-friendly characters. This is a good thing, on the whole; every character feels noticeably distinct from one another, and getting to learn some of the more challenging characters is satisfying.

Besides the returning cast from Shinovi Versus, there are a number of new characters, too: the three “Mikaruga Sisters”, each of whom handles very differently, along with some other characters who are particularly important to a number of aspects of Senran Kagura lore at large.

I can’t speak for the entire story yet, but Estival Versus so far seems to be following a similar pattern to Shinovi Versus: beginning with what sounds like it should be a throwaway plot that simply provides an excuse for all the characters to fight one another, but which actually turns out to be a means of exploring these characters in a considerable amount of depth. Here, the basic concept is that the casts from the four schools have been somehow whisked away to a tropical paradise where dead shinobi who have not yet found rest appear to linger. Shortly after arriving, the girls are challenged to take part in the “Shinobi bon dance” ritual — a battle royale that demands each of the groups smash the others’ festival platforms in an attempt to assert their dominance and, subsequently, be allowed home first.

It sounds kind of dumb initially, and indeed the first couple of chapters of the game largely consist of the girls messing around and being silly with one another. By the third “day” of the festival, however, things start picking up, and some of the central mysteries surrounding the situation the girls find themselves in start to unfold. I anticipate that by the eighth day, there will have been some very significant happenings in the world of Senran Kagura, though I shall refrain from conjecture here for fear of inadvertent spoilers.

Estival Versus so far appears to be a very fun game indeed, with a solid single-player mode, some interesting-sounding online multiplayer modes (both cooperative and adversarial) and the now-obligatory Dressing Room feature, which allows you to play dress-up with your favourite girls, pose up to five of them in a diorama and then snap pictures of them from various angles. I’m not sure I’d recommend it to someone as their first Senran Kagura game, since, like Deep Crimson, it’s the midpoint of a series — a series that currently has no end in sight, I should add — and, unlike many other franchises out there, it begins by immediately working on the assumption that you already know who these characters are, how they relate to one another and what they went through together in the previous games. Like Deep Crimson, there are some efforts made to give a bit of context in the early hours of the narrative, but you’ll get far more out of it if you’ve played through the stories of Burst, Shinovi Versus and Deep Crimson beforehand to understand where things are in these girls’ world right now.

Very much looking forward to seeing how things develop — and perhaps jumping into the multiplayer a bit, too. If you have a copy and are playing online, feel free to add my PSN ID Angry_Jedi to your friends list; do please leave a note with your friend request if you know me from here or Twitter, however!

2250: Is There Anything More to ‘Senran Kagura 2’ Than Big, Bouncing Cartoon Breasts?

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Senran Kagura 2: Deep Crimson is actually something of an increasing rarity in the modern games sphere: it’s a sequel that actually rewards knowledge of its predecessors rather than acting as a standalone story or reboot. For sure, you can play through Deep Crimson without having played Senran Kagura Burst or Senran Kagura Shinovi Versus — despite the “2” in the title, this is actually the third in the series canonically, or fourth if you count the original Japanese release of the first half of Burst as Senran Kagura: Portrait of Girls — but you will get far, far more out of it if you have knowledge of the setting, characters and backstory of what’s going on.

Senran Kagura as a series concerns itself with the happenings in the secret world of the shinobi. Trained in secret at specialised academies, shinobi are split into two main groups: “good” and “evil”. “Good” shinobi follow orders, help people, Do No Wrong, that sort of thing. “Evil” shinobi do the more shadowy work that is more traditionally associated with those of the ninja persuasion — assassination, espionage and generally being a bit of a bastard without anyone finding out about it until it’s much too late.

youma1Life can’t be interpreted in such black-and-white terms, however; there are myriad shades of grey, and this becomes particularly apparent over the course of the Senran Kagura series’ overarching narrative threads and themes. In Senran Kagura Burst, the “good” shinobi of Hanzou Academy came to understand a little more about their “evil” Hebijo counterparts and that they weren’t so different despite their theoretically opposing ideologies; in Senran Kagura Shinovi Versus, we learned the truth about this stark good-evil divide: it’s an artificially created construct intended to provoke bloodshed between the two opposing sides, the net result of which lures horrific creatures known as youma out of the darkness so they can be slain by high-ranking shinobi.

In Deep Crimson, the questions over what “good” and “evil” really mean are further raised when the Hanzou students are tasked with initially capturing and then slaying a young girl called Kagura. Kagura, it seems, is destined to fend off the youma in particularly spectacular fashion, so surely the “good” shinobi want to keep her safe rather than splatter her over the nearest wall? Being good little, well, good shinobi, though, they set about making preparations for their mission, because good shinobi follow orders and don’t question them. It takes the “evil” shinobi of Homura’s Crimson Squad — the former Hebijo students — to convince them to think for themselves and realise that questioning this sort of drastic action is really probably okay if you stop to think about it for just a moment or two. And indeed, there’s quite a lot more to Kagura than initially appears.

youma2In Senran Kagura Burst, the relationships between the Hanzou and Hebijo girls was explored through each of them fighting one another and coming to an understanding with their opposing counterpart. It was revealed that “evil” is actually a more inclusive concept than “good” in the world of Senran Kagura, since “good” can turn people away for “not being good enough”, while “evil” accepts everyone, no matter how nice or nasty they might have been in the past. Indeed, Burst’s storyline — particularly the Hebijo-specific path — takes great pains to humanise the Hebijo girls and depict them as interesting, flawed and often tragic characters who all have their own reasons for turning to the darker path.

In Deep Crimson, these relationships are further explored in a number of different ways, both through the narrative and through the game mechanics. A significant addition to Burst’s 2.5D brawling action is the ability to play missions in cooperative pairs, either with another player on a second 3DS system or with the AI taking control of the other character and you being able to switch the one you’re in direct control of at will. The game’s narrative makes a point of putting “opposing” — or perhaps it’s better to say “complementary” — characters together; here, rather than fighting against each other, as in Burst, the girls come to understand one another better by fighting alongside one another against the shared threat of the youma. This doesn’t, of course, preclude the fact that a number of comic misunderstandings lead to physical altercations between these pairs at several points in the story — Senran Kagura as a series has always known how to strike a good balance between pathos, drama and humour — but the net result of all the girls’ battles right up until the end of the game is that they all come to understand, appreciate and like one another better.

youma3This paired-up action is more than just a gimmick, too; the way it’s presented really creates a strong sense of these characters being real people and having actual feelings towards one another. Whether it’s the tomboyish, loudmouthed Katsuragi giving the emotionless Hikage an enthusiastic high-five after a successful combat or the dour but utterly besotted Yagyuu catching her darling Hibari in a perfect princess hold after a joint special attack, the game’s beautiful animations are absolutely packed with personality, giving each character both a unique look and feel, making them all instantly recognisable.

This uniqueness extends to the way each of the girls plays as well. Far more so than in Senran Kagura Burst, at least, each girl has a very different fighting style, with their own unique button combinations required to unleash combo attacks and specific moves. While you can get away with button-mashing to a certain degree early in the game, once you start fighting more powerful bosses — and even more powerful individual enemies — factors such as positioning, launching, air control and dodging become significantly more important, and there are even some RPG-style status effects to inflict and contend with, just to make things that little bit more interesting.

Each character’s three special moves are unique, too; while some are simple area-effect nukes around the character position, others are charge attacks across the arena, good for cutting through swathes of enemies, while others have more specialised uses that can turn the tide of battle in your favour. Of particular note is Haruka’s “Death Kiss” move, which charms anyone hit with a large heart-shaped projectile and prevents them from attacking for a brief period; frustrating and combo-breaking when it hits you, massively useful when you’re able to do it yourself.

youma4Unfolding across five separate chapters — each with an escalating focus and scope from the previous — and culminating with some dramatic moments of personal growth and epic conflict in the final chapter, Deep Crimson’s narrative is a strong one that is paced well and feels like it’s the series really hitting its stride. While Burst in particular felt like it was more concerned with introducing the characters and their relationships with one another — no bad thing in a series as characterisation-focused as this — Deep Crimson feels like the overall narrative of the series is moving significantly forwards. The characters aren’t treading water: their personal growth in the previous installments is acknowledged and used as a basis for this game’s narrative to build on, and this is where the particularly rewarding aspect of complete series familiarity comes in. It has, so far, been an absolute pleasure to witness these girls growing up and finding out more about themselves, their place in the world as people — and their place in the world as shinobi.

As I say, you can absolutely get some appreciation out of Deep Crimson if considering it in a vacuum, but the Senran Kagura series as a whole is at its most rewarding when you take in every piece of information available out there: creator Kenichiro Takaki and his team have created a very strong and believable setting and sense of context across these games, with some wonderfully human-feeling characters that interact with one another in relatable, believable ways — even when they’re being silly rather than serious. Like other prolific Japanese series such as Neptunia, the cast has transcended its original context to become a convincing set of “virtual actors” who wouldn’t feel out of place in situations other than fighting for their lives — indeed, we’ve already seen them put their weapons down and do other things in the immensely silly (but immensely entertaining) Senran Kagura Bon Appetit — and I sincerely hope that we see a lot more of these girls in the coming years.

Fortunately, I needn’t lament that my time with them has come to a close with the conclusion of Deep Crimson’s story, since Estival Versus has just released and is eagerly awaiting insertion into my PS4. More thoughts on that to come when I’ve spent some time with it.

Oh, hold on now, I didn’t answer the question in the headline, did I?

YES

2249: Catching Up on Deep Crimson

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My copy of Senran Kagura Estival Versus arrived the other day. I haven’t booted it up yet, because I realised that I was yet to play through its predecessor, the 3DS-based Senran Kagura 2: Deep Crimson. Since the Senran Kagura series is heavily narrative-based and subsequent installments often make reference to events in their predecessors — even between the “main” series on 3DS and the Versus subseries on Sony platforms — I didn’t want to jump into Estival Versus until I had, at the very least, beaten the main story of Deep Crimson.

I find the contrast between the 3DS and Sony incarnations of Senran Kagura to be quite interesting. The 3DS games, being the “canonical” storylines, for want of a better word, play like modernisations of 2.5D brawlers such as Streets of Rage, while the Sony games unfold with more of a sense of “3D”, feeling more like a blend between Dissidia Final Fantasy and Omega Force’s Warriors/Musou series. I’m torn as to which I prefer, to be honest; I’ve always had a major soft spot for 2.5D brawlers, and, upon firing up Senran Kagura Burst for the first time and discovering it was essentially a new Streets of Rage game, I was delighted. That said, the Versus series seems to be the one that tends to be more well-received, and I like the larger, extended cast that they incorporate.

I don’t have to pick a favourite, do I? No? Then I won’t. I love them all.

All right, Deep Crimson then. I’m coming up on the last missions of the game having blasted through the previous four chapters, and I’ve been really enjoying it so far. One thing that has developed considerably from Burst is the fact that each character feels very different to the others now. A lot of Burst could be got through by mashing the attack button and occasionally avoiding enemy attacks, though naturally you’d get more out of it — particularly in boss fights — if you learned some of the combos and when the characters’ special moves are especially effective. Deep Crimson, meanwhile, roundly punishes button-mashing, since there appears to be some sort of attack priority system going on, where hurling yourself at the front of an enemy while flailing wildly is a sure-fire way to get yourself defeated swiftly. Instead, mixing up light and strong attacks with air attacks, launches and special moves is essential; it feels much more like a “fighting game” than a button-mashing brawler, which is both enjoyable and rewarding. (Not that there’s anything wrong with a button-mashing brawler, of course; I still love me some Streets of Rage.)

Of particular note is the increased emphasis on special moves’ usefulness. I got through a lot of Burst and Shinovi Versus without making heavy use of these impressive, powerful moves, but Deep Crimson makes effective use of them a necessity. In a nice nod to series narrative continuity, all the girls start with their powered-up moves that they learned in the previous games, too, providing three distinct, situational moves to unleash at the appropriate time — and if you’ve wailed on your opponent enough to charge up your ninja scroll meter too, of course. There’s a nice mix between area-effect nukes, frontal cones, charge attacks and some outright bizarre abilities (Hibari’s “now I’m a giant and I’ma stomp on you!” move is particularly peculiar) that means learning how each character plays is essential; you can’t go in hitting buttons randomly and hope for the best, particularly in the tougher fights against stronger individual opponents or duos.

Narrative-wise, Deep Crimson raises the stakes significantly from Burst and even Shinovi VersusBurst was, up until its final moments, heavily slice-of-life in nature, albeit slice-of-life with shinobi battles. There was a big, ridiculous final boss battle in its final chapter that teased where the series might go in the future, but then it ended. Shinovi Versus, meanwhile, again concentrated on the daily lives and backstories of the characters, but ended with an even bigger tease about the truth behind shinobi in the modern world: their mission to reveal and battle youma, hugely destructive evil creatures who demand blood sacrifices and generally fuck shit up.

After two games of us only ever seeing one youma though — Burst’s final boss Orochi, whom you fight both on the inside and the outside depending on which of the two main narrative paths you follow — I was beginning to wonder if youma were going to be one of those threats that was always mentioned in hushed whispers but never actually seen. I thought it would be disappointing if we didn’t get to fight some big slobbering monsters, though, because although it’s fun to see some shinobi-on-shinobi action, some big slobbering monsters would mix things up nicely.

Deep Crimson is well aware that I probably wasn’t the only person feeling like this, and opens with a retelling of Burst’s final moments, and then only continues to escalate from there. It tells an interesting tale that delves further into the overall series mythology — particularly the role of the high-ranking ninjas and of Kagura, a mysterious young girl who shows up and appears to be destined to fight youma.

The particularly interesting thing about the narrative is how it plays with the concepts of good and evil. This is always something that Senran Kagura has been particularly good at, with the majority of both Burst and Shinovi Versus exploring the nature of what “good” and “evil” shinobi really mean, and how people can find ways to build bridges across the frothing waters of conflicting ideologies. With Deep Crimson, though, the Hanzou girls — canonically the “good guys” — find themselves confronted with an order that they’re not sure is really the right thing to do. Meanwhile, Homura’s Crimson Squad, the former Hebijo Academy students and the characters originally positioned as the “bad guys”, are placed in the position of doing what you’d traditionally expect the heroes of the piece to be doing.

The other thing that’s interesting — and the thing I love the most about Senran Kagura as a whole — is how it juxtaposes the heavy, violent and often philosophical shinobi drama with the breezy silliness of a bunch of teenage girls trying to figure out who they are and what their place in the world is. Every single character in Senran Kagura is a well-defined, interesting person with a unique and worthwhile backstory, and they all get their own time in the limelight. Some characters — Homura is a particularly good example — undergo a huge amount of personal growth and development over the course of the series, and it’s been a real pleasure so far to watch these girls grow up, learn about themselves and their place in shinobi society.

This latter aspect in particular is what makes me so infuriated when people dismiss the series as “just boobs”. There’s some truly remarkable character and plot development going on in this series. Yes, there are big jiggly boobs; yes there are panty shots; yes, combat usually concludes with all the participants stripped down to their undies, but none of this takes away from the well-written, extremely well-characterised drama (and comedy!) that provides the context for the action. It truly is a series deserving of more credit than it gets, and as I close in on the end of Deep Crimson I find myself enormously excited to jump in to Estival Versus, whose core concept promises to tug at the heartstrings particularly strongly. But that’s a story for another day, of course.

“Just boobs” my arse.

2186: Hyperdimension Action

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I’m well into the post-game of Hyperdimension Neptunia U Action Unleashed (or, as certain parts of the Vita interface refer to it, Hyperdimension Action Unleashed Neptunia Uand I’m pretty sure there are a few other combinations too) and enjoying the game a great deal.

It’s not the deepest game in the world, I’ll be the first to admit: while there are a few levels that take place in “dungeons” — in true Neptunia fashion, these are, of course, recycled from the mainline games — on the whole, it’s mostly an arena-based brawler in which you hack and slash your way through hordes of enemies using a few different moves with each character.

It is a game where you can win most of the levels by hammering the Square button repeatedly, but experimenting with the combos and special moves somewhat produces a much more satisfying experience. In many ways, I kind of wish there was more reward for doing so — some sort of style bonus, or a bonus for completing a level particularly quickly, or even a time limit — but seeing the combo meter rise into ridiculously high numbers is, to be honest, reward enough for me.

What I like about the post-game is that there’s several different things to do. Firstly, there are some extra quests in the game’s story mode that, in a twist on the game up until that point, only allow you to use a single character instead of the usual duo. This means you don’t have the safety net of a partner if you get knocked down, and make these missions actually quite challenging for the characters you haven’t levelled quite as much as the others. I had a bit of difficulty with Famitsu’s mission, for one, but actually rather enjoyed this, as it forced me to figure out how her moves actually worked and use them effectively rather than just, as previously mentioned, hammering Square.

Once you’re done with those, there’s the Gamindustri Gauntlet, which is a tournament of one-on-one fights between a character you choose — in this mode, the characters’ HDD/goddess forms are treated as separate characters — and a random (or player-chosen) selection of others. There are three difficulty modes, with the first being ridiculously easy (like, one-hit-kill easy if you’ve levelled your characters even a little bit) and the middle offering a decent but not insurmountable challenge. I haven’t tried the top one yet. This mode reminds me a little of Neptunia U’s stablemate Senran Kagura Estival Versus, which was a similar kind of game with a strong focus on one-on-one battles rather than hordes. It works quite well, though I do find myself wishing for a lock-on system at times. This mode does nicely highlight the fact the characters do all play rather differently from one another, though, with the contrast between ranged characters such as Rom, Ram and Uni and the rest of the cast being most apparent.

After you clear Gamindustri Gauntlet once, you unlock Neptral Tower, which is a string of 50 arena battles that, if you want the Platinum trophy, you’re going to have to do with every character. Thankfully, a pair of characters reaching the top does count as them both having cleared it, regardless of which one you were playing as when you won, and Neptral Tower as a whole acts as a solid means of grinding out both levels for characters and Lily Ranks for bonuses — the latter, of course, being essential for the Platinum trophy, too, because what would a Neptunia game be without an epic Lily Rank grind?

Neptral Tower is quite interesting to play through because progress is recorded on a per-character basis, meaning you can’t just take your strongest character all the way up and change partners as you max out Lily Ranks. Instead, you can voluntarily reset progress at any point and start bringing another character up as you so desire. While you could get that Platinum trophy by clearing all 50 floors with each character one at a time, it’s much more efficient — and interesting — to make strategic use of this reset function to grind out the Lily Ranks you need and level your characters before making a break for the top floors when you’re good and ready.

Neptunia U is a good game, then, and it makes me rather curious for the upcoming Megatagmension Blanc and Neptune vs Zombies, which is coming later this year. It’s also been reminding me quite how much I love Neptunia, and it’s got me very much in the mood to finally get around to playing Re;Birth 2 and when I’m done — just in time for Megadimension Neptunia V-II, which looks quite likely to release next month.

Nepu!

2180: Action Unleashed

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I had a sudden and irrepressible urge for some Neptunia today, so I fired up the Neptunia game I was last working on: Hyperdimension Neptunia U: Action Unleashed. Having figured out that yes, it is indeed possible to stop the PlayStation TV from recognising accidental clicking of L3 or R3 as simulated touchscreen touches (which had previously made getting overexcited in this game somewhat hazardous, since I have a habit of clicking one or both of the sticks in when gripping the controller tightly) I decided to play it on the big screen. And I was reminded what an enjoyable game it is.

For those unfamiliar, Neptunia U, as I shall refer to it hereafter, is a collaborative, non-canonical entry in the Neptunia series (inasmuch as Neptunia even has a coherent canon, which is perhaps questionable) developed by both series creators Compile Heart and Senran Kagura developers Tamsoft. The latter’s influence is very much evident in the game, since it plays rather like their other Vita game, Senran Kagura Estival Versus, right down to the characters’ clothes getting ripped as they take damage.

Much like Senran Kagura, Neptunia U presents you with a series of missions to undertake, some of which are purely designed to challenge you and/or allow you to level up your characters, while others advance the plot. Neptunia U also throws a spanner in the works in its second chapter with “Irregular Quests”, which generally have some sort of condition to you beating them rather than simply killing everything. The twist is that the game doesn’t tell you what this objective is outright; you’re expected to figure it out for yourself, though starting and quitting the mission does trigger a scene where the characters give you a few hints as to what you might want to do. Irregular objectives range from killing all of a specific type of enemy (while others respawn infinitely) to swapping characters in order to temporarily be able to deal damage to otherwise-invincible enemies.

Neptunia U’s systems are fairly simple — like Senran Kagura, each character has both a fast, weak attack and a strong, slow attack as well as a couple of limited-use special moves. And, again, like its titty-ninja counterpart, the challenge is not necessarily in being able to perform these moves and combos — pretty much all of the combos in question run Square 4 or 5 times followed by Triangle — but in understanding the animations and movements involved in the abilities in order to deal damage most efficiently and clear levels quickly. Efficient performance results in bigger experience rewards at the conclusion of the level, as well as providing you with more Medals that drop from monsters. Collecting medals unlocks permanent stat boosts for the entire cast as well as new equippable items to boost (or, in some cases, deliberately penalise) their abilities.

Neptunia U is a game made for people who love the grind. It’s not a particularly difficult game for the most part — at least its rather short, sub-6 hour story mode isn’t; I’m yet to get into the substantial endgame involving the Neptral Tower dungeon — but in order to unlock everything and see everything, you’ll need to grind a fair bit in various ways. You’ll need to grind missions to gain enough experience to level up the characters. You’ll need to grind specific missions in order to collect the enemy medals you need to unlock all the equipment. You’ll need to grind specific partnerships of characters in order to raise everyone’s Lily Rank to maximum — always the most time-consuming part of any Neptunia game, but pretty much everyone who calls themselves a fan somehow cannot resist this task every time it comes up — and you’ll need to make sure said partnerships are levelled enough to clear the few character-specific missions throughout the game. In other words, if you’re not up for a bit of grinding, this game will last you about 6 hours; if you are, however, it will push into substantial double-digit territory at the very least.

Mostly, I just like it because it’s an enjoyable, simple brawler with quick, snappy levels and my favourite characters in the world smacking the shit out of all manner of different enemies. Of particular note is the game’s implementation of the series’ iconic “HDD” forms for the characters: in some of the mainline installments, these transformations didn’t feel substantially more powerful than the characters’ “human” counterparts, but here, their new movesets, animations and massively increased damage potential makes them feel as they should: earth-shatteringly powerful, cutting through enemies like butter. They are goddesses, after all.

I’m going to try and bash out the rest of the story mode in the next few days and then investigate the endgame. Whether it will crush my soul like the Lily Rank grind in Hyperdevotion Noire remains to be seen, but it’s Nep-Nep, so of course I’m going to see it through to the bitter end; spending some time away from my favourite goddesses has only reminded me how much I love them. Absence makes the heart grow fonder and all that.

2058: Hi Games Journalism, It’s Time We Had Another Chat

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And so soon after the last one! My goodness me. It’s almost as if you don’t listen or have any consideration for your audience whatsoever. Although if you’re writing for “dead” people, I guess I shouldn’t be all that surprised, since the dead don’t usually talk back.

Today in Unacceptable Articles That Should Never Have Gotten Through the Editorial Process, If There Even Is One, I present Vice UK’s depressingly predictable article “Is There Anything More to Senran Kagura 2 Than Big, Bouncing Cartoon Breasts?”, written by one Mike Diver, someone whom I have never previously heard of, but whose credibility has, for me, already fallen in the toilet as a result of this single article.

I learned early on that you should never write a headline that is a question that can be answered with a single word. There are a number of reasons for this, the most obvious being that most people will look at the headline, think of their own personal answer to the question and then not bother to read the article to find out what the author thought. But beyond that, these sorts of headlines are often inherently loaded questions, too, demonstrating clear prejudice before you even get into the article itself. In the case of Diver’s article here, it’s immediately apparent that he has come to Senran Kagura 2 with the assumption that there is “nothing more” to the game than “big, bouncing cartoon breasts” and, as such, will probably take some convincing that, in fact, the series is considerably deeper than that. Or, more likely, he simply won’t even entertain the possibility that his prejudices might, in fact, be mistaken and based on flawed assumptions.

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Diver kicks off his article by burying the lede — admittedly only by a single paragraph, but he still opens the article by talking about Metal Gear Solid V, Mad Max and Super Mario Maker instead of Senran Kagura 2. This is an immediate warning sign; it sends the signal that he would rather be doing anything other than writing about Senran Kagura 2, which, of course, begs the question as to why he is writing about it in the first place, but I think we all probably know the answer to that already. (Hint: it rhymes with “dicks”.)

Diver’s second paragraph then introduces Senran Kagura 2 by giving some important context: the fact that he downloaded the game “a couple of weeks ago” and, since that time, has “played maybe an hour” of the game in total, across “five or six brief sessions” that we can extrapolate to have been no longer than ten minutes each. He also briefly discusses developer Tamsoft’s history, implying that the PS1 era’s Toshinden is their most noteworthy and “acceptable” work, while everything since (including Senran Kagura and Oneechanbara) has been “rather more exploitative fare”. (He’s not wrong to call Oneechanbara in particular exploitative, but in that game’s case in particular, it’s a direct reference to “exploitation” horror films and as such is rather more clever than he gives it credit for.)

“60 minutes is enough to know what [Senran Kagura 2 is] all about,” writes Diver. “Breasts. Boobs. Tits. Baps. Knockers, Bosoms. Norks. Melons. Insert your own local, colloquial variation, here. Seriously. That’s it. Breasts. This is a game about breasts.”

I would perhaps be more receptive to this appraisal were it not for the fact that Diver contradicts himself in the same paragraph by saying “oh, sure, there’s fighting too, and a storyline I cannot even begin to fathom on account of it directly following the events of its preceding game, Senran Kagura Burst, which I’d not even heard of prior to picking this up.”

Hold on there. Hold on just a minute. There’s a little thing that you can do as a journalist called “research”. If you’re not familiar with a series — and the fucking great “2” in Senran Kagura 2’s title should be a pretty obvious tip-off that it is part of a series and a sequel to something — then you should probably find out a bit more about it before you jump in halfway. You wouldn’t start reading The Lord of the Rings (or watching the movies) halfway through The Two Towers without at the very least familiarising yourself with a synopsis of what had come before; you wouldn’t start watching Breaking Bad halfway through its third season and then whinge that you had no idea what was going on; you wouldn’t read His Dark Materials starting at the third book. (Or at least, you shouldn’t do any of these things, or if you do, you shouldn’t moan that you “cannot even begin to fathom” what is going on, because it’s your own stupid fault.)

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“There’s an extremely long, context-setting intro, but I fell asleep halfway through it,” continues Diver, again contradicting himself by demonstrating that the game clearly does make an effort to get people up to speed even if they haven’t played Burst, and also demonstrating a clear unwillingness to engage with the game on anything more than the most superficial level.

Here’s the thing: Senran Kagura, as a series, is essentially a visual novel in which story sequences are punctuated by brawler-style action sequences — the 3DS games feature 2.5D-style fighting similar to arcade classics such as Streets of Rage, while the Vita and PS4 games feature 3D brawling somewhat akin to the Dynasty Warriors series. Although the games are regarded as “brawlers”, their main reason for existence is not, as Diver claims, “breasts”, but to tell their stories. And they do this through a medium that Japan has proven time and time again to be an effective means of exploring and developing characters: the visual novel.

It is quite surprising to a lot of people coming to Senran Kagura for the first time quite how much effort the game makes with its storytelling. Certainly, it’s not particularly flashy in its execution — it alternates between “NVL”-style full screens of text overlaid on static backdrops or event images for longer, more dramatic sequences or internal monologues exploring characterisation, and “ADV”-style head-and-shoulders conversations for shorter, more incidental and immediate conversations between characters — but it’s an effective means of getting its point across. The longer NVL sequences put the story in context and often feature past-tense narration explaining things that happened in the past, while the shorter ADV sequences give us an insight into how the characters are right now, and how they are responding and reacting to one another.

In other words, ignore Senran Kagura’s visual novel sequences — or “fall asleep” during them — and you are Missing The Point fairly spectacularly, not to mention completely invalidating your own assertion that “this is a game about breasts”.

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“That a game like this can come out in 2015 is ridiculous,” continues Diver, now in full-on table-thumping mode. “It’s brazenly, unapologetically sexist. And it’s all as arousing as a dinner date with Des O’Connor, where [at this point Diver trails off into his own bizarre fantasy which I will spare you for now]. The thin waists and titanic whimwams might represent wank fantasy material for teenage boys who, for some reason, can’t bring themselves to find actual pornography on the Internet, but to a grown adult, a married man, a father of two, this is just the dullest, most tired tripe masquerading as titillation. I get more excited making toast.”

Here we get to one of the important issues with Diver’s appraisal of the series: his assumption that it is pornography. As anyone who has actually played the series will tell you at great length, Senran Kagura is most certainly not pornography. It has positive attitudes towards sexuality — most notably fetishes such as sadism and masochism as well as lesbianism — but that doesn’t make it pornographic.

Even the game’s notorious “clothes ripping” mechanic and its jiggly breasts don’t make it pornographic; both of those things have been put in there for two reasons: firstly, simply as part of the game’s aesthetic, in the same way that Bayonetta has masturbating angels and naked witches all over the place but isn’t “porn” — to be honest, you sort of stop actively noticing it after a while, and it just becomes “the way the game looks” — and secondly, as a reflection of the characters’ attitudes towards their own bodies, sexuality and selves as a whole. Compare Haruka’s positive glee as her opponent shreds her defenses to Mirai’s embarrassment at her skinny, childlike body no longer being hidden by her big, baggy Gothic Lolita dress as a great example of how this is used as a means of characterising the cast in a non-verbal manner.

Diver then plays what he clearly believes to be his trump card: that he’s a “grown adult, a married man, a father of two” and that this somehow makes him better than all this. To refute this, all we have to do is go back to his first paragraph, where he mentions Metal Gear Solid V (a game in which you can make a horse shit on command), Mad Max (a game in which you fix up a pretend car and blow up people you don’t like) and Super Mario Maker (a game in which you fashion crudely-drawn penises out of platforms floating in the sky in a magical mushroom kingdom, and then invite your friends over to giggle childishly as they leap all over them). I don’t actually think all of these games can be reduced down to these stupid descriptions, of course — but in the same way, Senran Kagura as a series cannot be reduced down to “this game is about breasts”, particularly after just 60 minutes across five or six sessions with a single game in the fucking series.

It continues, though. “Yet this is a game — a series, which has spawned its own manga and anime offshoots — with so many fans,” says Diver with apparent surprise that something he doesn’t like could possibly be popular or well-received. “Sales of the games to date have passed the million mark [significant for a niche-interest title like this] and coverage elsewhere has emphasised the gameplay improvements made to Deep Crimson, compared to its predecessor. And, you know, I’m absolutely fine with people playing this game, and enjoying it (be fair, most likely in the privacy of their own homes, despite the portability of the platform), and claiming that they’re primarily in it for everything but what’s inside all those fancy blouses.”

No you’re not, Mr Diver. You are not “fine with people playing this game, and enjoying it”, as your incredibly judgemental parentheses indicate. But we’ve already covered this; in your five or six ten-minute sessions with the game, you made no effort to engage with its more interesting aspects, and instead chose to reduce it down to “what’s inside all those fancy blouses”. I feel that you, sir, may be the one with the issue here.

“Of course, they’re fucking lying, as this is a game about breasts,” continues Diver, proving the point I made in the last paragraph. “And nothing else, so stop kidding yourself. You’re not playing Deep Crimson for its multi-layered gameplay, for its sole playable male…”

Hold on a minute. Games journalism as a whole is always whingeing about how there’s no female representation in games, and yet here we have a game with eleven playable female characters, each of whom are developed and explored in great detail across the course of the series as a whole, and yet the “sole playable male” is something worth fixating on or criticising? I’m not even sure what point Diver is trying to make by mentioning this — perhaps the mistaken assumption that horny young men refuse to play as women and as such will only want to play as Murasame? I don’t know. But I digress.

“…its pair battles or its tangled tale of… sorry, again, no idea, but I get that the baddies aren’t all that bad in the big scheme of things.”

Senran Kagura’s “baddies” want to summon youma and take control of these legendary monsters to assert their dominance over the world, and have no problems resorting to kidnapping and even murder in order to further their own goals. I guess Diver is right about one thing: he really does have “no idea” about what the game’s “tangled tale” is all about.

“You’re playing it because misshapen cartoon girls with weirdly massive eyes, piss-poorly made outfits and ginormous gazongas do it for you,” he continues. “And that’s okay, I suppose. Better that you feel up fictional girls on your 3DS screen rather than grope a stranger on the bus.”

Hold on a fucking minute there. The rest of this piece has been dismissive and judgemental, yes, but this particular passage crosses the line into just plain offensive. The not-at-all-subtle implication that people who enjoy Senran Kagura would be committing sexual assaults in public if they didn’t have their terrible, awful pornographic games to sate their depraved appetites and slake their thirst for young flesh is absolutely unacceptable. I don’t think any more really needs to be said about this, particularly as we’ve already had words about this. You do not imply that portions of your audience are criminals based on what kind of entertainment they choose to enjoy. You do not demonise people based on their open-mindedness. And you do not get to pass judgement on a game you have played for “five or six” ten-minute sessions without making any attempt to engage with it beyond “this is a game about breasts”.

This article is completely unacceptable, and should never have made it through Vice’s editorial process — if indeed there even is one. I’ve mentioned before that I strongly believe in a case for specialist writers who know what they are talking about in the field of video games, and nonsense like this just goes to prove the point. Diver’s article achieves nothing other than reinforcing prejudices and frustrating people who know better. It doesn’t drive discourse about gaming forwards, it’s utterly backwards and completely closed to debate; for all Diver’s protestations that he’s “fine” with people liking it and that it’s “okay, I suppose”, it’s abundantly clear that he believes anyone who has even a passing interest in the Senran Kagura series is a sexual deviant who is just one 3DS away from committing a criminal sexual assault in public.

Well, Mr Diver, your attitude is not fine. It is not “okay, I suppose”. Your piece is a vile, hateful, ill-considered and poorly researched screed about a topic you clearly have no business writing about. Go back to Mad Max and pimp up your wasteland-mobile, since that’s clearly what you’d rather be doing — though I’ll expect a 3,000-word essay from you about how the game’s depiction of women is “problematic” by the end of the week, assuming Polygon’s Phil Kollar doesn’t beat you to it.

In the words of Senran Kagura creator Kenichiro Takaki, “the world is full of stuff people will think is fun to them. It just seems so pointless to waste your time on things you don’t like or can’t understand.” If only a few more people took those words to heart.

1889: My Dear Ninjas

Having finished Criminal Girls, I was all set to make a start on Hyperdevotion Noire, a game that I’ve been very excited to play for quite some time. But I didn’t; I decided I should try and clear out some of the games I’ve left half-finished first, the main one being Senran Kagura Shinovi Versus.

Shinovi Versus is an underappreciated little diamond in the Vita library. It’s an enjoyably over-the-top 3D action game vaguely in the vein of Dynasty Warriors (in that in a number of levels you hack and slash your way through hundreds of enemies, and your combo count frequently reaches the thousands) but also providing a fun take on fighting in 3D.

There are two… well, maybe three core appeal elements when we’re talking about Senran Kagura, and Shinovi Versus in particular. The first is, of course, the fanservice element; let’s not beat around the bush here, it’s the reason the series exists in the first place. The girls are pretty, their boobs are jiggly, the costumes are sexy and as you fight, they get ripped. Despite the girls technically being ninjas and using a variety of rather painful-looking implements to battle one another, no-one ever seems to really get hurt or killed; the main damage anyone suffers is to their pride, since a well-timed Ninja Art at the conclusion of a bout can cheerfully whip off the underwear of your opponent, leaving them in no doubt as to who is the winner.

But anyway. The two main things I wanted to talk about were the narrative and the mechanics. The narrative I’ve already talked about in past posts: considering the game is regarded by outsiders as little more than gratuitous fanservice, if you’re unfamiliar with it you may be surprised to note that the series features some excellent characterisation, including characters with genuine development and growth over the course of their stories. It’s a game that’s not afraid to juxtapose the serious and the absurd, either; while the main storylines for each of the four “schools” involved in the overall plot are fairly serious in tone, the girls’ individual stories are more light-hearted in nature, leading to some ridiculous situations. It effectively allows us to see the cast “at work” and “at play”, and it gives us a pretty good picture of who they all are as people.

Mechanically, the game is a delight. The control scheme is simple to understand, but the depth comes from the wide variety of characters and how very differently from one another they all handle. Some are friendly to simple button-mashing — Asuka is a good example, particularly once she unlocks her spinny death tornado move — while others demand mobility, observation, timing and sometimes unconventional tactics. By the end of your time with the game, you’ll have at least one “favourite” character, both in narrative terms and mechanically, too.

It’s a game bursting with content. There are four separate “episodes” to the story, each focusing on a different main cast, and each has a different tone. The scenes involving characters returning from Senran Kagura Burst on the 3DS are heartwarming, while the scenes involving new characters give us a good idea of what makes the newcomers tick. Depending on which order you choose to play the stories, you’ll meet all the characters from several different perspectives, and between all these angles — and side missions like the girls’ individual stories — you’ll get a solid understanding of who everyone is and how they all relate to one another.

Not bad for a fanservice-heavy hack and slash. I’m pleased to be rediscovering it now that Criminal Girls is done and dusted, and looking forward to spending some time with the characters I don’t know all that well yet.