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Megadimension Neptunia VII Review: Maybe Someone Should Push The "Off" Switch Already

Megadimension Neptunia VII (pronounced V-2) is one of the better entries in the series. IF seems to have fine-tuned their formula to an exact science, the graphics are top-notch, and the characters have enough style and humor added to them that it makes playing the game less of a slog than it might have been normally. 

At this point, nothing I say will probably sway you on games from Compile Heart and Idea Factory. Seriously, they're pretty much the same roleplaying games at this point. Anyone who's played one of their games (with the exception perhaps of maybe Agarest) knows what they're in for. If you've enjoyed them before, great. If you're new to the world, then perhaps pick up Fairy Fencer F, still a high water mark for the company and a good introduction to their odd hybrid of visual novel and roleplaying game. 

But that said, as far as Neptunia games go, and considering Hyperdevotion Noire was a sack of doorknobs to the sternum as far as enjoyment went, Megadimension Neptunia VII (pronounced V-2) is one of the better entries in the series. IF seems to have fine-tuned their formula to an exact science, the graphics are top-notch, and the characters have enough style and humor added to them that it makes playing the game less of a slog than it might have been normally. 

Megadimension Neptunia finds its hero, Neptune, Goddess of the Purple Heart, educating and messing about with her younger "sister" Nepgear, who will eventually take control of her region of Gamindustri. The two of them get a strange message from a broken console, drawing them into a post-apocalyptic future where the world has been torn apart by "the giants," which are clearly massive, destructive versions of the Goddesses from regular Neptunia continuity. Fighting against the goddesses is Uzume Tennoboshi, a mysterious woman who has the power to transform into the goddess Orange Heart. Together, the three set out to heal the broken world.

Neptunia's gameplay sets it up as kind of a dungeon crawler. You move from place to place on an overworld map, entering dungeons to clear them of enemies and gain levels, money, items, and equipment. In the dungeon levels, you traverse through platforming-style levels and hope to catch your enemies unawares to gain a better position in battles. Battles are carried out in a turn-based style with combo attack system. As you learn better attacks, you can swap the weaker attacks out for the stronger ones and create better synergies. You can also break down enemies into smaller parts, fight massive boss battles, and use combo attacks to lay waste to your enemies and save the broken world. 

But this JRPG, in spite of all its trappings, falls into the same trap as a lot of JRPGs: Grind. It is important to grind like crazy to get up to the point where you can progress, it's important for you to constantly fling yourself at enemies to gain new powers and go up a bunch of levels, and it's important for you to check your XP and unlock all your abilities along the way. While this is true to life, that one must push themselves through a series of repetitive and boring tasks to be able to survive in the modern environment, in a game that is not similarly bound by the laws of society, it's tedious; and in this case, kind of like padding. 

Repetition seems to be the name of the game. While I don't mind hearing the character's voices, hearing Neptune constantly shout "LIKE A KANGAROO!" every time she jumps is annoying. Having to trudge across the map to Mount Doom and back every time the story requires a little more time for a cutscene is annoying. Having to battle things until finally I get to the point where I can one-hit kill entire maps of creatures to fight a boss that's only slightly more of a challenge? Also annoying. Just in general, the amount of repetition and the number of things I had to grind were annoying. 

Which is a shame. The game isn't bad. It just gets annoying after a while, and seems to have a fairly low replay value. Nep and friends have great senses of humor, and the voice acting is fantastic, the graphics are above par, and the controls aren't too confusing, though use of a controller is recommended. There's some depth to this, and I do like the depth that is there, between stat raises, mechanical rewards for achievement unlocking, and the combo system. It's all great. But the grind and the lack of much new from IF and CH means that, well...

There's just not a lot of meat here.

Final score: 3/5. It's average, but it could be more. And grind...well, that's a different article.

The reviewer received a copy of this game in exchange for a review.

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Hyperdevotion Noire: Goddess Black Heart Review

Okay, so for the past few years, there's been a franchise known as Hyperdimension Neptunia. The general conceit is that the games industry is anthropomorphized as a land called Gamindustri, ruled over by warring goddesses who have "console wars" to determine supremacy and games companies are depicted as anthropomorphized anime characters. 

Inexplicably, this has grown into a massive franchise of games, one of which is Hyperdevotion Noire, an alternate universe game where the anime goddess representing the Sony systems has taken over everything. 

It's also not very good.

Where do I even begin with this one? 

Okay, so for the past few years, there's been a franchise known as Hyperdimension Neptunia. The general concept is that the games industry is anthropomorphized as a land called Gamindustri, ruled over by warring goddesses who have "console wars" to determine supremacy and games companies are depicted as anthropomorphized anime characters. 

Inexplicably, this has grown into a massive franchise of games, one of which is Hyperdevotion Noire, an alternate universe game where the anime goddess representing the Sony systems has taken over everything. 

It's also not very good.

The plot of the game is fairly simple. Noire, the dark goddess, has conquered Gamarket. All she has left to do is cement her rule, which she tries to do with the help of a traveling fortune teller. Surprising no one, the evil-looking, evil-sounding fortune teller decides to take all the combined power, leave Noire powerless, and forces her to conquer Gamindustri all over again, recruiting friends and allies from her former generals along the way.,

The game takes the form of a tactical strategy game: Each turn, you move over hexes, attacking enemies and trying to complete objectives. Your weapons also do damage based on facing, element, and what abilities you use, as well as what weapons in general you're using. But, problems set in with the basic gameplay soon after, as combat gets kind of tedious when all you do is run around to the back of your opponent, hit them, and then wait for them to run around so you can take your turn again. The optional elements on the battlefield do add something, but it's miniscule at best.

That wasn't even the most egregious thing about the game. That would be the kind of fourth-wall premise to the whole thing. You, the player, are a male secretary assigned to help Noire restore herself to power. You're also kind of a perv. Now, I understand that yes, this game has a target audience, and yes, that target audience has some very specific tastes, but seriously, I felt like making the player a character and that kind of character made me want to play the game less. It just felt forced and cheap. And unnecessary. 

The story also isn't that great unless you're already a huge fan. I can imagine that Noire's story might be something of a treat for the faithful, but I couldn't hit "X" fast enough to get rid of it all. It also didn't seem connected to the game for more than the occasional excuse. While it's true that both the plot and the game open up as Noire begins her conquest of the various lands all over again, it all feels static and linear. This could be excused-- even the worst writing can be okay in the right vehicle (and I'm looking at you, Dark Souls and Fallout 4), but with everything else, the boring mechanics, the arbitrary decisions, and the creepy overtones, it just gets buried under more and more of the same. 

And they're also super-deformed! Thus removing all the appeal of the Console Waifu franchise!

And they're also super-deformed! Thus removing all the appeal of the Console Waifu franchise!

In the end, Hyperdevotion Noire is kind of just airless and cheerless. It's an okay game, but an okay game in a franchise that has seen much better titles is just that-- okay. Spend your money on something that won't put you to sleep, and maybe wait until this goes on sale. Until then, there are probably six or seven visual novels that might scratch your itch much, much better. 

2/5

Full Disclosure: The reviewer received a copy of this game for review.

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