Hyperdimension Neptunia U: Action Unleashed Review

超次元アクション ネプテューヌU!

Every now and again comes a game which does everything right. Somewhat less often comes a game which does everything wrong. However even less often than that, is a game which does a lot of simple things wrong, but does things that a lot other things that other games fail at exactly right.

Hyperdimension Neptunia U (HDN:U from now on), is that rare third category. A game which fails in a lot of easy to implement areas, and yet wins out in a lot of areas that other games just don’t, but should. Let me begin.

HDN:U is what I like to call an “Anime style strip-fighter”, and although that’s not an official term, I think it defines the genre pretty well. Along with Onechanbara Z2 and Senran Kagura, it’s one of the three big titles in the genre released this year and, having experienced the HDN universe before, I thought I’d try it out.

The concept is simple, with two attack buttons, a few special moves and a “limit-break” you beat up bad guys Dynasty Warrior style. Taking too much damage will cause your clothes to be ripped off in an almost-titillating manner, (more on that later), and every level is more or less completed by killing an obscene amount of these baddies.

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The torn clothes themselves look pretty nice

The game lacks a lot. There’s almost no variety in mission types, most stages consist of only a single room, and the majority of enemies function almost exactly the same to one another, (in all honesty I saw about maybe 3 enemy types who behaved differently than the rest, although these three types really did make a difference). The character models are disappointingly low resolution and the polygon count is far too low to render anything sexy, (sorry guys), the English voices are atrocious and, most disappointingly, there are absolutely no alternate costumes to speak of, (honestly, this last point is ridiculous, in an 3D anime brawler like this, alternate costumes are an expected part of the package, every game from Dead of Alive to Onechanbara have them, so why doesn’t this?).

With the exception of the lack of costumes, the other flaws mentioned above don’t actually detract from the experience that much, if at all. This games main purpose is twofold, it’s simultaneously a nice way to relax & blow off steam, whilst being a fun bit of soft porn in the process. As mentioned above, the soft-porn part of the game falls flat on it’s face due to the low-res models and the lack of any dialogue that won’t make you cringe in your chair if observed sexually, (in both the English and Japanese dubs no less). It does however, fulfill the latter part of it’s purpose absolutely excellently. Out of all the games I’ve played, this is one of the easiest I found for blowing off steam after a long day, and it accomplishes this goal rather cleverly.

You see, what HDN:U accomplishes rather perfectly, which I have yet to see another similar game do so gracefully, is an integration between fanservice and gameplay mechanics. Namely, it’s “Costume Break” mechanic has been fashioned in such a way that it actually enhances the gameplay instead of making it (for lack of a better word), somewhat awkward.

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I had to run off some of the special effects to take decent screenshots

The problem with Costume Break Mechanics is that they’re counter to the players goals: You want to beat the game with the highest score possible, which means taking a least damage as possible, and yet a large portion of this games appeal comes from seeing your characters have their clothes torn off mid-battle, which requires taking damage. It would seem that the game has been bought with a particular investment in mind, which then becomes redundant fairly early in. So how does HDN:U get around this?

As those familiar with the series may know, all the protagonists in the HDN universe are capable of transforming into a far more powerful version of themselves. In this game there’s a small bar called the HDD in the left hand corner which fills up the more enemies kill. When it reaches halfway or more your transformation is unlocked. When your clothes are torn off however, you’re immediately given half a bar of HDD. The logic here is that if you’re failing at a mission, the game gives you a little “boost” to help you out. Now the genius part is there are 3 options for your characters clothing: “Normal”, “Tears easily”, “Doesn’t Tear” and “Already Torn”. What this means is, players of the game both get to choose their level of fanservice, whilst also deciding how they want their meter to work.

This sounds really straight forward, but when combined with items that affect your HDD bar, they really use the clothes tear gimmick to add another layer of depth to the game. Personally, the way I played was with an item which lets you start with a full HDD bar, and had the “easily torn” setting on, so that I could transform straight away, and once my bar has run down, all I had to do was get hit and transform again. Now, the otherwise counter-intuitive fanservice mechanic is working entirely in my favour. and thus it’s something to be embraced and experienced fully, rather than a tacked on gimmick which would otherwise go ignored as a hassle, (as so many other iterations of it do).

It may not be perfect, but it’s definitely a step in the right direction, because after all there’s no reason why a tits-out fanservice anime fighter can’t be a masterpieceit’s just a matter of working things out innovatively to create something which takes all of it’s parts and makes the sum of them so much greater. Hyperdimension Neptunia U has a lot of flaws, but it also shines some light on an underexplored genre, and breaks some new ground whilst it does it. All in all, if you’re looking for an anime fan-service game to blow some steam off without any major commitments, this is the cheapest of the 3 big titles out of the moment, so chuck some cash in Compile Heart’s direction and a clock a couple of hours in it.

 

Sonic CD Review

Having found myself with a ton of expendable hours over the last couple of weeks, I thought I’d sit myself down and start finally completing all the series games I started as a kid. The ensuing nostalgia trip got me playing almost every sonic title back to back, until I came up to this Gem. Having never played it before now, here are my thoughts on what may be the quintessential Sonic Experience.

One of the hallmarks of the early Sonic games was their non-linear level design. Although you generally spend both this game and most other 2D platformers going from the left to the right, the Sonic series has always found a way of making you go backwards, forwards, up and down, as well as presenting you with a number of alternatives routes along the way. Sonic CD takes this level design concept and amps it up to 11.

Every level is split into 4 timezones, accessible with a new time travel mechanic (which, unsurprisingly, involves running really, really fast for about 5 seconds). Within one of these timezones, one has to find a hidden animal capsule and break it in order to obtain the “good ending” for that zone. Failure to break one of these capsules before beating the game will net you a TRY AGAIN screen after defeating the last boss, similar to forgoing the seven chaos emeralds in previous titles.

What this adds is an unusual but very welcome exploration incentive in order to get the best ending. In a series which is already praised for it’s interesting and non-linear level design, this extra bit of gameplay incentive allows the player to fully exploit the developers amazing level design, seeing every nook and cranny of the already masterfully crafted levels. On top of this, the campaign for the “Good Ending” is completely optional, and if what appeals to you instead is Sonic’s high-speed octane adventures, you’re completely free to play the game that way instead.

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The time travel mechanic is admittedly unintuitive at first, but a short google search will do you wonders

As some people may know this game is secondly famous for it’s soundtrack. Having four sets of music per zone, one for each timeline, and having an entirely separate soundtrack in Japan and America. At the time of writing I can only comment on the Japanese soundtrack, (as that’s the version of the game I played), and all I can say is it’s phenomenal. These tracks really make you feel like you’re speeding down a highway at lightning paces. The tracks develop throughout the game to become more and more sinister as you close in on Dr. Robotnik’s evil lair, and they do so excellently. The Funky, Techno mix of sounds, complete with vocal samples no less, really goes a long way towards setting the mood in Sonic’s often bizzare, high-tech megalopolis setting.

The bosses are also something worth mention. Across the 7 zones of the game each boss stands out as surprisingly unique and satisfying, from the traditional robotnik experience to fighting inside a giant pinball machine, and finally to the debut appearance of metal sonic, in a race-to-the-death gauntlet down Stardust Speedway, this game certainly has some of the more unique big bad encounters of the series.

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Finally defeating Metal Sonic is one of the most satisfying accomplishments in Sonic history

Sonic CD is truly a masterpiece of the 2D sonic experience. It has everything that any good sonic game should have. Open-endedness, action packed boss fights and High Speed Madness. There isn’t really anything left for want here. After beating the game you can choose to replay it as tails, and the game has a good amount of content to warrent multiple playthroughs. Whether you’re looking for a blast to the past, or just looking to get into retro sonic games for the first time, this is an excellent place to start.

 

Bastard Bonds Review

Welcome to Bastard Bonds, the first turn based tactical strategy adventure made by a company that previously released gay, voyeuristic pornography, and What a game it is!

Bastard Bonds starts you off on an islands for the criminally convicted, you create your character, choose their crime, (ranging from petty thievery to heinous rape, to more fantasy-oriented crimes like necromancy), plead guilty or innocent, then choose the truth about the innocence. The rest of the game will then pan, slightly, around these choices, but the bulk of it remains unchanged.

Really quickly before we get on to the meat of the game, I want to go over the character creator:

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The most in-depth character creator I’ve ever seen in a 2D game

Being a 2D pixel art game you may think there isn’t much oppourtunity for an in-depth character creator, and boy would you be wrong. Picking from 20 body templates, and then colouring and layering clothing on top of each other one can make an almost endless variety of costumes and looks for their character. Ranging from the completely unique to near-perfect replications of famous videogame characters like Ryu, Dante, and I even managed to make Rance. It’s a pretty amazing feat in it’s own right.

The actual game is deceptively simple, and to anyone who has played any other grid based strategy games will find it very easy to sink in to. You control four characters in a zone, and whenever you approach the line of sight of an enemy a battle starts. Without going too far into depth, you have 9 stats, three of which are utility stats, for outside of battle, and the rest divided into strength, dexterity and magic.

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Every skill has a purpose, and you’ll find yourself bringing home a team balanced in all of them

Combat involves you taking turns to smash each other or move around. The keystone mechanic here is “risk”. By holding shift you can turn your action into a reckless action, increasing your risk bar (which resets every turn), but giving you another movement point at the end of that turn. The higher your risk is the more chance of you fucking up and leaving yourself open the next turn, but there are also a lot of benefits to having a high risk bar towards the end of your turn. Play around and figure it out, it’s a very welcome mechanic which gives an otherwise simple battle system a drop of depth without making it overly complex.

The plot of Bastard Bonds is twofold, on one side of the coin it’s one of those whimsical adventures in which you think has a plot but actually you’re just imagining the whole thing, and on the other side it actually has a very well written and empathetic set of character arcs which keep you engaged the whole way through.

It’s a relatively simple premise: You’re on an island of criminals and you escape from your cell – now it’s time to escape, creating a band of merry murderers, assassins, rapists and thieves to be your crew as you venture through the wilderness. There are events and sidequests strewn through your adventure, but mainly you’ll find yourself hopping from zone to zone, reading a short description, and clearing the zone, (often by killing all the enemies, but sometimes you have to open a secret door, or solve a mystery), before moving on to the next one. Every zone feels unique and is full of character, which is where the “imagination” side of the story takes place. There’s almost no complexity in the plot, no story archs or narratives, yet the journey from zone to zone really makes you feel like something important is happening every time you enter a new area. It’s a very seemless gameplay/plot intergration and it is one great example of how to create a game with genuine immersion, something which very few, even big budget, companies fail to do.

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This game lets me live out my flaws in a safe setting

Despite this rather “free” approach to storytelling, there does exist some writing in the game. In particular the openning scene where you are sentenced is particularly powerful. On top of that, it’s possible to become close to a number of your band members, and have them share personal stories and feelings with you. This in particular is exceptionally well-handled, and for what it is, really adds to your sense of camaraderie and belonging in your band of crooks.

What’s left to say; the UI is solid, the soundtrack is prolific, the loading screens relieved all the gameplay and mechanic quirks you need to know. Almost everything in the game is explained someplace within the actual game, so there’s almost no need to consult a wiki or otherwise to enjoy your experience, at least on the first playthrough. Having played many games recently with a huge amount of hidden and otherwise unintuitive content, (looking at your Borderlands and Don’t Starve), it’s is a great breath of fresh air to find a game which is, for the most part. Self-contained.

It’s been called “A mature game for mature gamers”, and that’s what it is. In more ways than just the subject matter. This game takes you, the player seriously, doesn’t hold your hand, but also doesn’t needlessly punish you. It’s both difficult and forgiving, simple and yet deep. A real engaging and immersive experience and, in my opinion, a must have for any gamers looking for an adventure in a world which seems almost too real to be full of goblins and madmen.

Also pixel tits.

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Sonic the Hedgehog

So despite my copious playing of Borderlands 2 in recent months, I’ve begun to get particularly close to 100% completion of Sonic Adventure DX, which I started last month. It’s the first in a series of games in which I’ve set aside to tackle to full completion, one at a time.

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Sonic Adventure

Considering I’ve dedicated somewhere close to 25 hours and counting over the last month to Sonic the Hedgehog, I thought I’d give my thoughts on the titular character. Because at the heart of it, Sonic represents a lot of the ideals I held in my late teens, and through playing through one of his most iconic games once again, I’ve been constantly reminded of what it is I strive for in my day to day life.

When I was actually living through my late teens, I ran a free alternative sports club in my town, based around the principles of parkour, mainly speed. Or, getting from A to B as fast as possible. All our games had objectives suited for teams of 3-12 people to take part in, and for a couple of years, that club was my life.

Quite shamelessly, I used my position as the owner and manager of the club to my advantage whenever I could. All I really wanted to do with my life at that point was meet women, run around, and make money. I was doing the first two with extraordinary ease.

Likewise, I was always trying to make my club bigger and more exciting. I and my friends would ramble on drunkenly on weekends about huge flying areas in the sky where people would wear parachutes and play our games in the clouds.

All that mattered to me was doing what I do. There wasn’t any particular tangible calling or greater meaning to my work, and that’s the exact same vibe I get from playing through Sonic’s segments of Sonic Adventure DX.

The Lyrics of his theme song say it best:

“It doesn’t matter, now what happens.

I will never, give up the fight.

So long as the voice inside drives me to run and to fight,

It doesn’t matter who is wrong or who is right.”

Sonic’s character was built to be amoral. His life revolves around the things he wants to do, even going so far as punishing the player with a Game Over for leaving the controller idle for too long in his debut title. He’s not using his judgement to treat others well or justly, instead he’s being guided by his conscience to fight for everything he loves. All that matters to him is that he gives his all when it’s required for him, and that he can fight for what he believes in without even a trickle of doubt. It’s an inspiring message that often gets lost in a flood of memes and bad publicity, but I think it’s something we can all aspire to.

 

Krieg The Psycho

I’ve been playing a lot of Borderlands 2 recently, and I mean A LOT. It’s like the perfect game, and such a complete package none of the other games in the series can touch it. It’s full of quests, sidequests, weapons, mechanics, collectibles, bosses and all sorts that the meta-game and post story content keep you committed to it past any hour of playtime. The scope of such is so large it makes the Pre-Sequel look like a glorified expansion pack by comparison.

Granted, there’s a lot that keeps me interested in Borderlands 2, but the hallmark has to go to my favourite character, Krieg.

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Krieg The Psycho

Krieg is a Psycho, and every part of his personality and skillset reflects that. He’s random, exciting, vicious, confusing and intimidating, and I get a huge kick out of roleplaying the character alongside actually playing as him when I’m with my friends.

Frequently I’ll scream at my friends whilst they attempt to help me out in a pinch, “What are you doing?!?! LET ME SEAR THEIR FLESH BY MY LONESOME.” Despite crawling on the floor fighting for my life, the attitude of the psycho always fights through. “WHY AM I ON FIRE?!/ THE BURNS ONLY FUEL MY HATE.”

I’ve actually got significantly better at ad-libbing and acting due to playing as him. Somehow I’m able to ad-lib entire in-character rants in the midst of combat without pauses or breaks in refrain. It’s a pretty amazing feeling.

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My Current Krieg Build

Krieg’s skillset involves such masterpiece sets such as Silence the voices and Light the Fuse: The former of which grants”+300% melee damage, 12% chance to smack yourself in the face.” And the latter causing him to pull out a stack of dynamite upon death, giving the player a brief chance to act the role of a suicide bomber before erupting into fleshy gibs. A successful kill with the dynamite will give you a free resurrect, meaning you never know whether it’s game over until the fuse is completely worn out.

This character’s hallmark is that he lives on the edge, we’re similar in this way, and that’s why I can connect to him so well. He represents a part of me that, recently, I haven’t had much opportunity to flex. But it’s still there, biding time until it needs to shine again.

Playing as your character is never as good as totally embodying them. It’s something like that which really heightens a gaming experience, and carries it out past the game and into your day to day life. I know I’ve been inspired by taking on the role of this character, and I know it’s called on me to reflect greatly on myself, and what I stand for. Krieg may be a Psycho, but he represents an urge that lies deep within all of us, the urge to go just a little bit further, just to see what happens.