Hyperdimension Neptunia mk2 Review

DesertEagle’s Take: Critics of the Japanese role-playing game often assert that the genre relies on clichéd storylines. Exception to this claim could be found in last year’s Hyperdimension Neptunia, a title which depicted a fanciful allegory of the seventh-generation console war. With humanoid versions of the PlayStation 3, Xbox 360, Wii, as well as the renounced Sega Neptune, teaming up to battle the scourge of software piracy, the concept was undeniably inventive and teeming with potential. Regretfully, the game’s clunky combat, bland exploration, and reliance on asset recycling negated the prodigious premise.

Although the recent release of sequel Hyperdimension Neptunia mk2 maintains its predecessor’s clever plotline and mends some of the game’s mechanics, the title still isn’t polished or robust enough to transcend its niche audience. Of course, players tantalized by impish dialog, ample-breasted moekko, and a rivulet of Japanese game industry references may be able to forgive the lack of refinement, savoring every bit of the game’s pandering charms.

Set three years after the events of the first game, mk2 opens with the original heroines (called “Console Patron Units” or CPUs) held captive in the Gameindustri graveyard- a wasteland for discarded gaming devices. As such, it’s up to the detainee’s younger sisters to liberate the quartet, while striking another blow against the escalating tide of piracy. With allusions to the pervasiveness of software theft and the conundrums faced by a single-console landscape, the game offers interesting, if oblique, commentary. Those fluent in topics such as the Sony’s persistent battle against custom firmware will comprehend the references, but they’ll also likely wish the title had more of them. Too often, Hyperdimension Neptunia mk2 squanders opportunities for commentary on fetch quests and monster killing assignments.

Although the title’s “Chirper” component provides small doses of Twitter-esque interaction as well as the sporadic event leading to new abilities, items, or stat boosts, conversations rarely help develop characters or provide much industry reflection. Even an on-going cameo by Mega Man creator Keiji Inafune offers more non-sequitur than evaluative observation, which feels like a missed chance. Similarly, the title’s addition of item synthesis seems underdeveloped, since many crafted items can be purchased at the item shop with your copious bankroll of in-game cash.

Fortunately, most of mk2’s other elements fare far better. The addition of the Guild consolidates quests, offering a fixed location for both receiving assignments and receiving reimbursement for completed errands. The title also renovates battles- adding the ability to move around the battlefield, as well as removing the woeful decision which left healing up to the game’s AI. Recalling Trinity Universe’s interpretation of combat, mk2 allows each character to distribute Ability Points toward guard breaks, heavy attacks, or rapid attacks on opponents. Deducing the ideal combination of strikes to vanquish each type of enemy is the key to success, with rewards players with Skill Points, which can be used on either special ability or to turn each combatant into devastating goddess form for a brief period. Save for clumsy enemy attack selection, fights are fast-paced and fun, although a bit of grinding is required to beat some of the game’s bosses.

Augmenting mk2’s competent combat is a multitude of customization options for the game’s collection of characters. Beyond stat-boosting weapons and armor, the title offers an army of aesthetic additions to tailor the look of each of the thirteen available party members. Once the assembly of adventures exceeds a quartet, gamers can selection characters to function as a support squad, offering a pleasing (and lifesaving) selection of passive abilities to the team.

Visually, mk2 offers a diminutive improvement, offering pleasingly rendered three-dimensional models which replace the character portraits of its ancestor. Disappointedly, conversations are limited to two on-screen avatars, often evasively referencing a third, off-screen character. Equally disheartening is the game’s framerate; although mk2 never solicits quick reaction times from players, the title’s oft-choppy refresh rate can be unsightly. Like all of NIS America’s PlayStation 3 releases, the game’s dialog is available in Japanese or English.

Once all of Hyperdimension Neptunia mk2’s nuisances are compiled, players might dismiss the game as a lackluster effort. Yet, there’s an undeniable charm and persistent gratification that simmers just beneath the surface, delivering the occasional lascivious laugh or smile-inducing industry reference. With any luck, Idea Factory and Compile Heart will continue to enhance the series’ fundamentals, giving players an experience which truly lives up to the game’s captivating concept.

SeanNOLA’s Take: Sometimes a concept can carry a piece. Sometimes you end up with a disappointment like In Time. The concept behind Hyperdimension Neptunia MK-2 is refreshingly new and potentially biting, considering its target audience, but it unfortunately falls flat in every conceivable way possible once the introduction monologue finishes crawling across the screen. The concept of a JRPG that tells an analogous tale about the state of Japanese games is actually quite novel. Idea Factory makes no bones about where it stands on issues of piracy and the pessimism of the foreign press and how that is all killing the game industry. Within the opening moments of the game, I was sure I was in for something special. “Finally,” I thought “a JRPG that throws tropes aside in favor of commentary and fresh narrative!” Then the 14-year-old girls show up. To rescue their big sisters. Who are trapped in tentacles.

That more or less set a tone for the rest of the game. They set up such an interesting parti, then just send it out to die amongst a sea of pet names and innuendo. After the opening scene, they never really do anything with the universe they’ve created to make it discernible from any JRPG fantasy realm. The pirates are represented by generic monster manual foes and the foreign press is represented by “Judges,” who are essentially the same spooky black knights we’ve seen a million times before. The main cast, which are supposed to represent the “Patron Units” of handheld systems, have somehow created a vacuum in which they have even less personality than your standard moe tripe. The first time I saw a still frame image with independently animated CG breasts, I wanted to go back in time and slap myself for getting my hopes up.

My personal vendetta for RPG tropes aside, mk2 is a technical mess. The framerate drops during most cut-scenes and dungeons, and these drops only get more frequent and sluggish as the game progresses. There is a confusing number of different interfaces, from pixeated world maps, CG paper-doll-style dialog scenes, a twitter-style town system and the aforementioned partially animated 2D breast montages. None of them ever really flow together to create a cohesive experience. What makes things worse is that everything seems proportioned as if it were on a PSP screen – dialog text is too large while other UI elements seem scrunched in order to save valuable screen space. I can dismiss it as a style choice, since this game is primarily about handheld systems, but I could never help but feel like I would rather be playing on a PSP. I can’t really point to a moment in the game and say “this moment is representative of the entire experience” because I feel like I spent just as much, if not more time watching conversations between children play out or perusing fake-twitter in search of an event message to advance the story as I did exploring dreadfully unremarkable dungeons in search of slimes.

Although 90% of the game is fairly snore-worthy, the combat system makes some attempts at strategy that piqued my interest. The turn-based battle system let’s you freely move each character within the environment before chaining together a series of basic attacks or unleashing power special attacks and character summons. Chaining certain attacks together against a particular foe can be more effective, but as you get stronger, you’ll find that most of your attacks will work just fine against anybody. There is a lot of subtle strategy in positioning your characters to unleash powerful attacks while trying not to leave them open to are effect attacks, and for the most part that keeps it from getting too dull when you’re fighting the same slime for the thousandth time. It also bears note that battles are the only time when the game runs smoothly. Special attacks are flashy and over-the-top, but never effect the flow or framerate. It really makes me wonder what was so difficult about rendering two people speaking to one another.

In the end, mk2 is incredibly disappointing, but still worth a look, if for nothing else than its attempt to do something new with the setting. My hope is that any nominal success that this franchise sees could open developers’ eyes to the potential of moving the genre in a new direction. I also hope that someone will read this and give me a million dollars, so I guess we’ll see if any of those play out in reality.

Sean Kirkland

A Tulane-educated Master of Architecture and Monster Hunter apologist, Sean "SeanNOLA" Kirkland might have relocated to trendy Angeleno suburbs, but his heart remains entrenched in the Crescent City.

36 Comments

  1. OMFG, that is one EPIC review. How many people you think are going to read all of it?

      1. Actually, there’s an audience for these games that’s bigger than you might suspect. They don’t sell Halo numbers, but they do pretty well.

        You might be surprised to find out that the original Hyperdimension Neptunia sold more in the U.S. then in Japan.

  2. three words: worth the wait.

    I don’t think the game will get a better review than you two. I know IGN or Giant Bomb isn’t going to do this for a niche Japanese game.

    It seemed both of you guys WANTED to like the game which is cool. I hate reading JRPG reviews where the first part is nothing but complaints.

    1. If you listen to the podcast, you’ll know that I truly enjoy JRPGs. I’m currently digging into (and digging) Tales of Graces f right now. Expect a review by Sunday.

  3. Then, I relized you guys pretty much feel the way I do about the game.

    Loving seeing the characters again (well, most of them), love the new combat system, but yeah the graphics can be a little bad at times. But have to agree with the “C” score. Pretty average. Good and bad in equal parts.

  4. I’m a little surprised that Sean is review this. Does he really hate NIS games? As for Robert, I’m surprised he was a bit harsh on it.

    Oh and god damn those girls are cute!

  5. You guys don’t know what the hell you are talking about. You probably dont even know how to play a game like this. Play some jrpgs and come back and give it a real score.

  6. Who the hell cares about your opion. Your a sight that noones heard of before. Go back to playing cod.

      1. You guys should totally hire Anton Ego for some freelance reviews. I’d love to hear him rip on “Gears of War 3”!

  7. A “C” sounds about right.

    My problems

    – The little sister aren’t as fun as the console patrons.
    – The framerate IS ugly.
    – Its hard to know what kind of ending you’ll get.
    – Lily ranks and item synthesis is too simple.
    – Its really not that funny compared to the first game.

    Still, the dungeons are better and HDD transformations feel really cool.

  8. I expect a re-review by Sage and Blue (where he compares it to Sailor Moon) 😉

    Oh, and guys did you find this—

    1. Prinny Scarf, dood!

      I bought a collector’s edition and I’m debating on opening it.

      Yeah, I’m that type of guy. Don’t judge.

      Sounds like Deagle liked it just a bit more. Or am I wrong?

      1. We talked about it a lot before we posted the review, and in the end, I think we both enjoyed it equally, but for different reasons. DEagle took issue with the fact that it didn’t really evolve past the first game, but since I never played the first game, that obviously didn’t bother me. I think I enjoyed the combat a little more than he did, but he was naturally more accepting of all the girl drama.

        1. Actually from what he said (“maintains its predecessor’s clever plotline and mends some of the game’s mechanics”) it did sound like he thought the game improved, just not enough?

          Deagle?

          1. There is a definite, overarching improvement over the first game, but the experience is still hampered by niggling little blemishes. I think Sean and I agree that the title doesn’t really exploit the concept enough, either.

  9. For the record, I really liked the two person review. It would be very cool if you kept it up for all your reviews.

      1. Thirded!

        I like the way you kind of agreed about some things but talked about the game differently.

        “I also hope that someone will read this and give me a million dollars”

        Kickstart it!

  10. “The first time I saw a still frame image with independently animated CG breasts, I wanted to go back in time and slap myself for getting my hopes up.”

    You sure like to troll. Maybe you should get a job being Jim Sterling’s intern and giving him sponge baths.

  11. Typo alert: “ad for the most part that keeps it from getting too dull when you’re fighting the same slime for the thousandth time.”

    Otherwise great review.

    1. They also said the combat was like Disgaea, which proves they know nothing about NIS games.

  12. The funny thing about this is that it will still skyrocket in value. I bet the CE will sell for $150 on Ebay in 6 months.

  13. From what I can tell the 2D parts of the game look amazing. It’s when they try to do 3D that things fall apart.

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