As I continue to make progress through Hyperdevotion Noire, it becomes more and more apparent that the team behind the Neptunia series as a whole simply loves gaming. And there are few places where this is more apparent than in Tsunako’s wonderful character designs and the series’ trademark sharp writing that brings them to life.
Take Ein Al on the right here. As you can probably infer from both her name and design, she is intended to be the personification of the Final Fantasy series.
Her hairstyle and green eyes are intended to call to mind past (and arguably most famous) Final Fantasy protagonist Cloud Strife from Final Fantasy VII, while her asymmetrical costume is reminiscent of the clothes worn by the cast of Final Fantasy X, particularly that of protagonist Tidus (for the asymmetry) and central cast member Lulu (for the use of belts and buckles in places you perhaps wouldn’t normally find them).
There’s a recurring crystal motif on her jewellery and the accents on her clothes — anyone who has been playing Final Fantasy for some years will be familiar with the crystal imagery used in most installments — and the single “wing” on her left shoulder is presumably a reference to the series’ most famous final boss anthem, Final Fantasy VII’s wonderful One Winged Angel. Meanwhile, the rabbit-like creature on her chest is clearly an homage to the series’ recurring “Moogle” creatures, who often provide some much-needed levity to the games’ typically serious storylines.
But Ein Al’s homage to her source material doesn’t stop with her appearance; as previously noted, it extends to how she is written, too. Introduced to the player as she’s partway through a rather childish battle of one-upmanship with the character Estelle, who personifies the similarly long-running game series Dragon Quest, we quickly discover that Ein Al has a flair for the overdramatic — some might call it melodramatic — and often finds herself called out for being incomprehensible due to her insistence on staying “in character” at all costs. It’s not a coincidence that both of these things are criticisms that are regularly levelled at the Final Fantasy series as a whole, and of course her intense rivalry with Estelle mirrors the longstanding feud between diehard fans of both Dragon Quest and Final Fantasy, with each believing that their series of choice is somehow “best”.
Hyperdevotion Noire is packed with characters like Ein Al who beautifully encapsulate their source material while being their own entertaining figures in their own right. Lid, pictured to the left, is another great example. She personifies the stealth-centric Metal Gear series with obvious visual elements such as her cybernetic eye, bandana and use of the exclamation mark motif — a recurring visual element in the Metal Gear series, much like Final Fantasy’s use of crystals — on her breast tattoo, but also reinforces this with more subtle character traits like her habit of mispronouncing words when she is stressed or nervous — perhaps a reference to Metal Gear Solid 2’s notorious “Fission Mailed” section which is deliberately designed to confuse, upset and stress out the player.
Lid’s homage to her source material carries across into her game mechanics, too. She’s a character who excels at being away from the front line, instead preferring to attack from afar using throwing knives and stun grenades — and, like her counterpart Solid Snake from the Metal Gear Solid series, she makes creative use of cardboard boxes to conceal herself and incapacitate the enemy with surprise attacks. In the mission where you first encounter her before you recruit her, you have to play appropriately stealthily to even get near her; careless movement will put you in the line of fire of devastating cannons, much as not having full awareness of your surroundings in Metal Gear Solid tends to lead to a quick and painful death even at the hands of the game’s most “grunt-like” enemies.
Hyperdevotion Noire is a little different from the mainline Neptunia series in that there’s a little less focus on the central goddesses — who each personify the major console platforms rather than individual game series or companies — and more focus on a large cast of these incidental characters. Each of the game’s chapters focuses on a few of them and explores them in enough detail for those who are familiar with the source material to give a knowing smile while simultaneously making them appealing characters to those who are just enjoying them at face value. After that, they’re into your party, and the game moves onwards at a pleasingly brisk pace without getting too hung up on any particular characters. It’s a rather “episodic” approach, and it works rather well; those who make use of favourite characters and build up their relationship values in combat are rewarded with short bonus scenes, too, so it’s not just a case of the characters joining the party and then being completely forgotten about.
This right here is the main reason I love the Neptunia series. It’s easy to dismiss it as silly, boobylicious fanservice, but like so much else tossed aside like that by mainstream critics, there’s a hell of a lot more going on there than you might think. And I will continue to enjoy it for as long as they keep making them.