So no, I do not like Hyperdimension
Neptunia Victory. For some odd reason, even though they're still some of
the worst games I've ever played, I still look back at its predecessors with a certain degree of fondness. I
imagine the same will apply to Victory if/when
I play the next game in the series; each time, I manage to convince myself that
it can't get any worse and, time and time again, I am proven that it can indeed
get worse, even if only partly and not as a whole. In the face of my complaints, I often get told "it's not for
you". I disagree; this series is about a world parodying our video game
industry, all the while having its own conflicting cultures, gods, temporal and
spatial abnormalities, ancient history, items of varying levels of age and power and pretty much anything
it needs to pull whatever plot it needs out of hammerspace for whatever sequel.
This isn't just my kind of thing; this is exactly my kind of
thing. If the execution of the premise was actually decent, I’d be in a better mood than the one I'm in now.
Now, given how long this review is, I figured I'd save you all a
lot of trouble and divide it into story and gameplay. As you can't finish this
review all in one go, I figured I'd save you lot the trouble of trying to
figure out where you left off.
Story
At the very least, Victory is
actually a sequel and not a reboot because Compile Heart forgot to cater to a
specific fetish and needed to wipe the continuity clean to add in little
sisters because the game's world could not possibly live without them. However,
and I know this is tempting fate of the highest degree but they might as well
have started again. By accident, Neptune is transported to an alternate dimension that resembles a past version of Gamindustri that's meant to resemble the 1980s and meets up with
alternate versions of her CPU friends who act or don't act just like the ones
in her dimension except when they don't or do (I dunno). Oddly enough,
Planeptune isn't run by another Neptune but actually an airhead named Plutia,
much to the dismay of fans everywhere who wanted to see Neptune save the world
alongside another Neptune. Together with her alternate friends Plutia and Noire, Neptune spends her days lounging around doing pretty
much nothing except when someone shows up at their door to tell them the
plot's arrived.
The cracks in the characterisation caused by mk2 have only worsened and
some of the faecal matter is beginning to leak through. You see, the
characters don't have the most rigidly defined personalities, allowing the writers
to make them do pretty much whatever they want without risking making them too
out of character. Also helping them is that any complaints about how the characters
act can be countered by pulling the alternate dimension card despite this being
the exact same card awful fanfiction writers fall back on in the face of
criticism. Thus, events happen not because they actually would happen but
because the writers wanted them to happen. Noire, the first game's IF of the
party minus the personality traits other than "stereotypical Tsundere, get
me #1 in the polls immediately", repeatedly gets landed on by people
falling from the sky. Given how she's presented as the only smart/sensible one
of the team, you'd expect her to catch on the first time around and step out of
the way on all subsequent occasions, or even stick her sword up in the air if
she got particularly sick of it. Unfortunately, all she ever does is stupidly
stand in the same spot despite the voice above saying "GET OUT OF THE
WAY YOU CARDBOARD CUTOUT!" because Noire being landed on is apparently funny.
One would think that returning characters Neptune and Nepgear
would be better in this regard. They are not. Being booted out of her main
character role from the last game and with the cries of "she's too
boring" still ringing in her ears like the DuckTales theme, Nepgear
is subject to being the butt monkey this time around, having affinities and
traits like "Turncoat" and "Gossip Girl" slapped onto
her at the most inconvenient of times as quickly as it takes to ruin any serious moment. At all other times, she's complaining about how she's not the
main character if not (justifiably) about how badly her sister is treating her.
It's a shame that she never evolved into a confident hero by the end of mk2 after saving her sister
and the world shortly after, thereby making her self-esteem issues mostly
irrelevant, because Compile Heart would have a decent character trait to work
with if she did. Unfortunately, such is not the case and Compile Heart, bless
their souls, have had to make do with what little they had.
Neptune, on the other hand, actually has a character to work with
but that character is a massive bitch... well, she's always been like that.
However, the first game gave her a character arc about it and she didn't have
many opportunities to be completely intolerable in mk2. In Victory, while almost every
other character is working diligently for whatever goals they have, Neptune
just sits on her backside for three years doing nothing to figure out how to
get back to her own dimension. Whenever she is called out on her slothfulness,
she either doesn't care or shifts the blame back. She comes across as callous
to her own "beloved" sister, leaving her at the mercy of a merciless
sadist simply because it'd be troublesome to intervene and treating her
generally as an afterthought. She only acts for her interests and doesn't seem to care about
anyone who isn't a hot chick younger than 20 unless they have something she
likes. This is exactly the same as her first character but, while she was
rightfully called out on this then and learned to not be a bitch, Victory doesn't
give her such character growth and makes her the second most irritating player
character.
The most irritating (to put it mildly) player character, however, is
none other than newcomer Plutia. Good God, has this one made an impact. True to
the game's expectations, Plutia's god-like status has carried over to real
life, only her real life feats are limited to parting the Red Sea, except the
Red Sea is the Neptunia fan
base and one side loves her and the other wishes she'd impale herself on every
sharp object she can find in a car workshop. Plutia is a few things but she's mostly sadistic and she rapes pretty much everyone in
the entire game (the game never says that but I very much doubt she's making
her targets listen to Hot Problems). No, I am not kidding: at one point, Noire
visits Neptune and Plutia to complain about Wii Land. When she begins to get a
bit annoying, Plutia decides to transform into her dominatrix alter-ego and
kick out Neptune and her fairy friend into the next room from which they hear,
quite loudly, Noire getting raped for two hours. When she's done after a scene
break, Noire is reduced to a robotic state of complete compliance to Plutia's
every whim for a short while. Did I mention that the general premise of the
series is "cute girls doing cute things"?
I hate Plutia. No one can ever understand the true extent to which
I utterly loathe her. She's a completely intolerable Mary Sue who exists only
to get pleasure from hurting people, who see sees as chew toys that seem to be able to speak rather than actual living, thinking people. This would be fine if she was a
villain but we're supposed to recognise her as a hero even as she befriends a
crying girl because she wants to see her cry again because it was
"cute". Even CFW Trick acted out of a twisted view of affection
rather than a desire to inflict pain on others. However, as Iris Heart is a hot
dominatrix rather than a teddy dinosaur with a large tongue and a not-sexy voice, it's okay. Yes, Plutia does get
scolded and she's oddly compliant with her allies when they're not busy crossing their fingers hoping to not be 'disciplined' by her HDD form but this does
not balance out how she has both Blanc and Noire fighting for her affections,
frightens everyone including the villains, acts as the emotional heart of the team and
is portrayed as generally unstoppable. You know something's gone wrong when the
heroes are in the position of assured victory that is typically reserved for
the bad guys and you begin to feel like you
are the villain this time around. I'm not kidding when I say that the most
awe-inspiring character in this game is Pirachu,
the rat from the last game, because he stands to fight six
opponents he knows he can't defeat just to give
his colleague time to flee.
Rei's goal is to overthrow the CPUs and establish a new government
system, a surprisingly adult and human motivation for a villain in what is
trying to be a light and silly game. Nevertheless, given how the CPUs are
either lazy, sadistic, sore losers or willing to threaten their subjects with
violence if they leave their landmass, it's not hard to sympathise with such
goals or even agree with them. In fact, Rei's personality and trials are more befitting of a hero than a villain. The resistance Rei leads consists of seven
people who don't respect her much at all and she is fighting against four
nations and five goddesses to revolutionise an entire world. In addition, the CPUs have great power without really working for it, sometimes by luck only,
and they just sit around arguing with each other about petty things while Rei is hard at work. At
least the villains in mk2 posed
a genuine threat with their frightening power and their unambiguously evil goal
to blow up the world, making even Plutia more preferable to stand with than
them. Mind you, the threat-o-meter does rise but only about three quarters of
the way through the game while the Four Felons established in the very first
cutscene that they were not to be messed with.
This will take longer to get to than you think because Victory is by far the
longest of the three games, mostly thanks to its cutscenes in which the
characters seem to have a massive aversion to shutting up. When they're not
talking in circles and repeating the same plot points over and over because
they're too stupid to figure it out in less than ten text boxes with a
synchronised "WHAAAAAAAAAAAAAAAAA" added, they're going off on
tangents mostly for Neptune to break the fourth wall. Admittedly, there are a
few good zingers in here but they get dragged on too long to be funny. It's
like the game is declaring war on all things succinct and punchy (I am quite
aware of the hypocrisy, thank you). This only gets worse before boss fights
because you can't skip cutscenes. Oh sure, pressing square brings up something
saying 'skip' but that's only fast-forwarding. You can only skip entire
cutscenes at once if you're re-watching them and why would I want to skip them
if I made the choice to re-watch them?
If you're watching the English dub at least, you'll be better off
if you can read faster than you can listen because there is no English dub. In
ten chapters of this maybe 40 hour game, there are maybe only three voiced
scenes per chapter barring the ones that introduce new characters, and even
those ones can go unvoiced. Having so little lines to voice and may explain why
the voice actors completely phoned it in this time around. On the other hand, most of them voice both the human and CPU forms of
the main cast, meaning they have to manage two often completely different
dispositions and leave us with a jack of all trades, master of none scenario.
The villains don't have this problem and newcomer Copypaste (I know, stop
laughing) is always entertaining to listen to. I didn't even play beyond
Chapter 3 without the Japanese voice acting, partly because it's actually there
but mostly because I like to listen to a Neptune that can actually capture her inherent energy and a Noire that doesn't sound like a high
school gymnast with a broken nose.
To put the cherry on top, Victory isn't
so much light and silly as much as it is airheaded and stupid. I have no problem whatsoever with light-hearted plots and I'm even okay with silly
plots. However, good light
and silly plots still maintain consistency; silly moments are treated as silly,
awesome moments are treated as awesome and pants-soiling moments are treated as
pants-soiling. Victory,
however, treats the awesome moments as silly, the sad moments as silly and the
entire game is just one big silly moment that spans around two decades. This a
shame because there are elements in this game that could have actually been good if
they had effort put into them. I am not ashamed to admit that there is a scene
early on that gripped my heart like a vice and made me tear up in genuine
sympathetic sorrow. If Neptune could keep her mouth shut and not repeat
"We're going to ruin this moment!" for five minutes like a record
being held at gunpoint and if Plutia did not take up the role of the Heart and resolve the matter in a completely
inappropriate way that had me shouting insults at the TV, I would have
considered it an actually good moment. The problem is that the game treats
itself as an absolute joke, sabotaging its only strong points and never working
to resolve its weaknesses.
Gameplay
Actually, that's only in regards to story. To be fair, Compile Heart actually do work on the gameplay and it's surprisingly tolerable now. Oh, it's still as unbalanced as ever, don't get me wrong. It's just that, this time around, the balance is tilted against you. While the best tactic of surrounding your enemy and whacking them until they die hasn't changed at all, the enemies are now much more brutal and unforgiving, forcing you to take every advantage you can get. Your only saving grace is that the enemy AI is as stupid as ever and can't think of basic tactics beyond moving towards you and using whatever ridiculously overpowered attack its brain reads from its 8-ball. I like this change in difficulty; I like being forced to take my options into account and to think two steps ahead.
Unfortunately, skill won't carry you much through here. While
positioning your party members to keep your enemy focused on your tank is
definitely helpful, it all comes down to numbers and luck nonetheless. The
standard enemies aren't that hard to overcome but some bosses will force you to grind a
few levels to withstand their first turn of attacks. With this, along with the
turn order bar, I think the series plain hates me now. The turn order bar is
probably the most useless HUD element ever because it shifts the turns
around constantly. It says you have two turns in a row? Well, too bad; you
ended your turn and your other turn vanishes into the aether. Nowhere is it
ever mentioned what actions do what to the turn order bar and you're better off
not relying on it. At the very least, enemies no longer get a million turns;
they're all just compressed into one turn that is spent on a single attack not
unlike blowing up the planet.
As was the previous case, you approach enemies in the dungeon and
touch them to initiate combat. It's possible to get the first strike in by
hitting the enemy but this often turns into a roll of loaded dice. There's a slight
delay between pressing the attack button and your character lunging forward to
strike, most likely flashing their panties at you in the process, and your
enemies have ridiculously skewed hitboxes that never match their sprites. This will result in you pressing the
attack button half a second before you normally would to hit an enemy that
wouldn't normally be hit by it anyway. If you fail this and the enemy touches
you while you're trying to balance yourself after your ridiculously inept
swing, the enemy side gets a free turn. If this happens to you early on, you
might as well reload your last save then and there, especially if the enemy
goes viral, getting an enviable boost in stats as well as their health and
guard meters filled all the way back up. It would also help if the game gave
you a clear indicator of whether an enemy could see you or not. Sometimes,
enemies seem to have the vision of flies and yet there are times when I can
stand in front of them and they won't give the slightest toss.
Given the heightened difficulty of combat, the combo system could
have actually worked this time. Again, when you attack an enemy, you can then attack
three more times with either multi-hitting Rush attacks, powerful Power attacks
or guard gauge-reducing Break attacks, meaning you could attack most
effectively depending on the situation. I say "could" because you
only have a limited number of points in the options menu from which you can
build your combos. Realising that the best way to approach bosses is to reduce
their guard gauge and then throw every single EXE skill I had at them at once,
I sunk all my points into my best Rush attacks – which fill up my EXE gauge faster – followed by my Break attacks and
I pretty much left the Power attacks to rot even at the end of the game. Elemental attacks are even worse because you only have the attacks you chose from the options menu to use, so you're quite screwed if your Rush attacks are of an element your enemy is resistant to.
The game has a lot of ancillary mechanics that add nothing to the
overall experience but nothing is more tedious or agitating than the Scout
system. You pay Scouts a certain amount of money to go to a dungeon, pass the
time by going in and out of dungeons and then they'll tell you if they found
anything when you get back. They may find items or the dungeon you sent them to
will have different gather-able items or monsters or other things, or
they may find a new dungeon on the landmass of the dungeon you sent them to.
Unfortunately, if you're looking for something specific, you'll waste a massive
amount of time sending the same scouts to the same location because it hinges
entirely on random chance. For example, you can craft an item that lets you
jump higher but one of the materials can only be found from a certain Tough
Foe. Tough Foes can only be found by going to the dungeon that they appear in,
standing up the flag(s) in that dungeon, sending scouts to it and hoping that
they report with "enemy positions have changed". By the way, the game
does not tell you where the monster is or if it actually
drops the material or that the material is even a monster drop. Good luck scouring all
those dungeons.
In fact, the game doesn't tell you much of anything, especially
the requirements for two of the three endings. For the Good ending, you need to
find a number of items. Not hard but a warning would be nice. However, if you
wish to branch out beyond that and go for the True ending, you will need to see
a number of certain events in Chapter 9. Also, those events can only be found
in hidden dungeons, so you'll need to send your scouts out to find them. Also,
the game never tells you where these dungeons are. Also, the game
never tells you that some landmasses don't even have the hidden dungeons or
that one landmass has two. Also, the game never tells you how many events there are,
nor if you've viewed them all or not. Also, to
put the cherry on top, the game never actually tells you that these events even exist. Trying to
get the True ending for this game without a strategy guide or an account for a Neptunia forum is like
trying to find a wallet in a mosh pit.
To be completely insufferable,
the game reviews you Famitsu-style at the end of each chapter based on your
performance in Story, Quests, Scouts and Monsters Killed with no elaboration on
what any of the terms mean. Due to being underlevelled, trying to get a score
of 40 on your first playthrough is pretty much impossible, not to mention a
waste of time. Apparently, you get special rewards for a score of 40 but
they're either cosmetic in value or completely worthless because I managed to
complete the game just fine without them. Despite this, the reviewers - one of which being the president of Idea Factory - will
inevitably give me a low score on everything that isn't Monsters Killed and say
"Are you not trying to have fun?" Compile Heart, you of all people do not have the right to tell me to have fun with a game that simply isn't fun and you're not winning yourself any points when you tell me I suck because I refuse to play your stupid game how you expect me to play it. In fact, I have an idea: how about you suffocate yourself with a pair of shimapan and let me have fun my own way? You seem to like striped panties so much so everybody wins, like a game of Russian Roulette with a bullet in every chamber.
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| Just so you know, I'm not using that image because another review website said it cut too close and I figured I'd adopt their work ethic. |
I'm offended for more than that reason alone. Even though I'm dull
for the Fanservice,
my gripes with the series have always been with the story. Say what you will
but there is genuine talent somewhere in these games, made with the heart
and soul of someone who really wanted to write something good, and it wouldn't
take much to bring it out and make something amazing with it. On the other
hand, for a silly game, it's not silly enough. The serious moments are too
earnest and they completely override the silly atmosphere everyone is trying to
convince me that the series has while resisting the urge to rip their hair out from my very stubborn position of not buying that argument.
If the games started respecting themselves and put in some effort in either seriousness or silliness without
hitting another reset button, we might end up with something great. As it is,
it doesn't currently matter what order of personal preference I line the games up in as
they're all on the same conveyor belt leading to the furnace anyway.










