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Showing posts with label Compile Heart. Show all posts
Showing posts with label Compile Heart. Show all posts

Wednesday, 30 March 2016

Megadimension Neptunia VII Review (PS4)


Written by Natalie Houghton

It may seem like there has been an onslaught of Neptunia games recently and whilst this is true, most of them have been remakes of the original PS3 games which have in turn come to PS Vita and Steam, there actually hasn’t been a main release in the series since 2013. So welcome to Megadimension Neptunia VII (that’s actually V-2 not 7!)

It is one game split up into 3 sections, each with their own typically flamboyant title and opening screen which makes for a nice touch. The first entitled ‘Zerodimension Neptunia Z: Twilight of the Desperate CPU’ is set in a dying world which is essentially a world mimicking the last days of the Dreamcast - this acts as the tutorial for the game and features some of the best characters found in a Neptunia game for a while. Uzume Tennouboshi aka Orange Heart is the only CPU left in the wasteland and she’s on a mission to defeat the source of this darkness, a giant mecha known as Dark Purple. 

As usual Neptune & co come crashing down from the sky in order to help out and save the day. Joined by Uzume’s companion - a talking fish named Umio (first male character in Neptunia!) who in whichever language you choose (Japanese language is available as free DLC) has quite a sexy voice. Despite his ridiculous appearance... fish body with a human head, he is probably the most sensible character in the whole Neptuniverse. 

Neptunia has always managed to be a slightly lewd series but never before in my opinion has it crossed the line from cutesy bath scenes to sexy bath scenes, these are of course the obligatory Neptunia fare by now and if you enjoy these kinds of games (and take them as I believe it is intended), as a reasonably light hearted silly tales then prepare yourselves for an interesting surprise as some of the scenes now leave almost nothing to the imagination.

The second section of the game features a standalone story with each of the main CPU’s – yes, you do have to do them all! and finally the third section ties everything together and wraps it up nicely. The narrative is one of the best that Neptunia has offered so far. Unfortunately, the same old dungeon design which I’ve seen for the past 3 games rears its ugly head to detract from the fast paces combat. Even though it’s set in the same world, changing things up from the same stale old designs that have been lurking since the first game would have been nice. Come on Compile Heart... new dungeons please!

There are also some subtle changes which are absolutely pointless. For example - instead of having a radius in which you can move, there is now a bar that slowly decreases. This is a change that makes absolutely no difference whatsoever to the game play. Another examples is instead of travelling to places automatically when clicking on them as before, you now have to pay credits in order to ‘build a road’ which monsters will then randomly attack you on as you travel down it. These things really make me wonder about the design choices made as they are nothing but frustrating. 

Most of the other game mechanics work in a similar manner as before – Neptune will run around yelling ‘like a kangaroo’ every time you jump which gets annoying after about the 3rd time. Battles operate via the same types of combos as before; the biggest difference is than as opposed to Victory / Rebirth 3 there is no longer a break gauge so you don’t have to spend time whittling down an enemies break gauge in order to then damage them. Take from that what you will, personally I did not mind it as it has sped up battles quite considerably and everything runs smoothly on the PS4 – there is almost no lag or downtime waiting for the system to process anything. That said the visuals have had quite an upgrade from the previous games on the PS3, everything is nice and smooth, it isn’t spectacular but it is fluid, bright and everything fits together well in an aesthetically pleasing manner but I can’t help but feel like this isn’t pushing the PS4 at all. 

All special moves require SP as before and there are a lot which can be unlocked and utilised but it isn’t really until the end of the game that the big guns come out and some truly ass kicking combos can be unleashed. One of the best new modes and things that V-2 actually does right is the introduction of boss battles where each character is on a platform and you can only use moves involving SP in order to hurt the boss – line your characters up in a triangle around the boss and you can unleash some awesome moves – unfortunately these big scale awesome battles don’t happen too often.

Levelling up also happens fairly quickly so there isn’t really much need for grinding unlike before, I really wanted to like V-2 more but with the addition of a few annoying features and the constant re-use of old, done and dusted dungeons managed to take some of the sparkle away from an otherwise good game. It simply doesn’t do anything new enough to make it stand above the rest of the series although it is friendly enough to deal with any newcomers as whoever is on screen will introduce known characters from a previous game. 

The most competent game in the series so far and there is definitely some sort of addictive brain potion mixed into the battle system. The plot is the best yet but there are unfortunately a few annoying additions which really should have been left out.

7/10

Wednesday, 23 September 2015

Fairy Fencer F Review (PC)


The latest in a slew of JRPG’s that have been heading towards the PC recently, Fairy Fencer F serves up last year’s PS3 adventure with an extra helping of dessert although the only real change to the PC version is the inclusion of a 1080p resolution option, slightly sharper graphics and an option to play using the mouse and the keyboard, full controller support comes as standard.

This bright and happy RPG is brought to you by Compile Heart and as such it shares some similarities with the Hyperdimension Neptunia games, most notably the battle system and dungeons are very similar in style. You play as Fang, a laid back generally lazy guy who is content with simply eating and sleeping his way through life, upon hearing a rumour that if he manages to pull a certain sword out of a stone all of his life’s wishes will be granted for him, he gives it a go, succeeds... and lo and behold, he inadvertently becomes a Fencer. 

Almost straight away, a colossal quest is dumped upon him by the fairy Eryn who appears from the sword (Fury) that Fang just released from the ground – it is her duty to resurrect the goddess which can only be achieved by acquiring enough furies (weapons containing fairies who can then be fused with a human in order to create a greater warrior otherwise known as a Fencer).

Initially Fang does not take this revelation too well as all he ever really wanted to do was chow down and not do a lot until the end of his days (this becomes a bit of a running joke in the series). Eventually, he succumbs and agrees to help Eryn where on his adventures, he is quickly joined by Tiara – a stuck up girl who also has a bit of a masochistic side. He is later joined by Harley – a fairy researcher, Galdo – an energetic young man who loves eating almost as much as Fang, Ethel – a rogue fencer whose only reason for existing is killing and Pippin who can only be described as a green cat-like humanoid. There are also two optional characters that can be recruited if certain conditions are met.

All of the characters have their reasons for joining and whilst they are fairly one dimensional in their personalities, the dialogue is generally quite fun and humorous and unlike the Hyperdimension Neptunia games there isn’t really too much dialogue to flesh out their personalities further. In a game with a combat system as fast paced as this one, it works like a treat. The cut scenes in which the plot is advanced are to the point, the characters do not beat around the bush with unnecessarily drawn out dialogue and they will most likely only last a few minutes which definitely works in its favour. 

Next onto the really fun part, the combat - which is blisteringly fast and quite frankly, the most interesting part of the game! Each Fencer’s weapon never changes and so instead, you have the option to upgrade it using WP - which is a ubiquitous form of currency that can be used to pay for learning new attacks, new spells and a wide variety of skills. Over time, you’ll acquire different attacks and unleash massive combos upon enemies which are pleasant to watch. Each character also has their own special skill, for example Fang has a ‘Serious Face’ mode which is quite amusing as he does 1.5x normal damage. However, this also consumes SP at the same time. 

In order to plough through dungeons at light speed, you’ve got to utilise your furies and engage in a ton of ‘world shaping’. In order to awake either the goddess or the vile god, you’ll have to pull the swords out of their stone cold bodies – this can only be done by using a fury. Once a sword has been successfully removed from the bodies of the gods, the furies will then be imbued with their power – which effectively enables you to stab the furies into the earth and alter the properties of the dungeon based on what powers they have – you can easily gain 100% exp, increased money and item drops from this process although it can be a bit of a double edged sword as with each power up there is a power down – so choose wisely. 

The game utilises a tension system so after X amount of being battered or vice versa, battering enemies, your tension gage will fill up and you’ll be able to Fairize which is essentially where you can transform into a more powerful version of yourself by combining with your fairy. Visually this does look quite cool although on the whole the graphics are quite simple – on par with most Hyperdimension Neptunia games and looking somewhat like I’d imagine a HD version of Rogue Galaxy (Yes, it’s a PS2 game...) might look like. 

When not in battle or in a dungeon, the game plays out like a standard visual novel – the art is fine and the colours are vibrant but the characters are quite static overall. One of my gripes was that the FPS of the game would randomly drop during battles for no apparent reason – this occurred both on my laptop and my desktop which is a much more beefy machine so I can only attribute this to poor optimisation of the game. 

The game effectively consists of a dungeon – plot – dungeon – plot mechanic which is fine although approximately halfway through the game – it does a 'Bravely Default' style manoeuvre and you end up back tracking through a number of dungeons which are exactly the same as what came before. Battles are also far too easy and this takes some of the fun out of it given that it’s almost impossible to die (unless you deliberately choose to kill yourself by going mad with 'world shaping'). 

Musically the game is also swings and roundabouts, some of the songs are quite nice and the song that is heard when the game loads up is quite good although some of the other tunes aren’t really memorable and won’t stick in your head for very long, the sound effects are standard and the English voice acting got on my nerves after 10 minutes as usual. Luckily the option to switch to Japanese is included as standard.

Overall, it’s a solid JRPG with an addictive battle system which is let down by the repetitive plot, minor technical glitches and generally being way too easy.

6/10