Monday, June 17, 2019

Super Neptunia RPG (PS4/NS)

IFI never strays away from tackling important topics of discussion involving the gaming industry, and the gaming community. They always find ways to integrate their cute assortment of Gameindustri Goddesses in standalone stories meant to not only give the gamer something fun to play, but also to provide something to reflect upon in a more serious manner. In this particular RPG retro tribute, which happens to be a joint effort between Compile Heart and Artisan Studios, we find one such tale unfolding in somewhat real time via gamer progress as Neptune, and the gang get caught up in yet another round of mischief and mayhem. Neptune, the series protagonist, returns as the series protagonist once again in what could best be described as an amnesiac's return to the past of gaming itself.

Taking design elements from "Final Fantasy 7", and even "The Legend of Zelda II" the developer uses Nep-Nep and company as a means to bring light to a situation regarding the past Gamindustri's cartridge based retro monopoly, and their unwillingness to change formula for something more risky, innovative, and potentially more rewarding. For the future of the industry. On one side of the fight are the bad guys, and gals including Filyn and the Bombyx gang. A group not unlike Shinra of FF7. On the opposite, and good side lies Chrome along with other joining allies of a common interest. Bombyx, much like the Shinra Corp of FF7, tries to keep the population of Lastation feeding the greed monster that is cartridge/retro gaming. Damaging the industry as a whole a lot like the Mako Reactor in FF7 with the perpetual game creation to sales cycle as it's metaphorical energy source. In order to make ends meet financially these businesses, and homeowners (or game devs, if you will) are forced to pay a tax in the form of a cartridge based game. If the game succeeds in making Bombyx money, and gains favorable reviews for the experience provided the creators get to continue living as they have, a life of luxury. If not they are kicked to the curb, quite literally. It's no doubt a metaphor for the dirty developer, and corporate dealings that go on in the real world. That, and how it ties-in with the gaming communities fixation with gaming's past, and the industry's greedy intent in going forward in regards to said demands.

It's this underlying tale of a looming industry stalemate, and the toxic life cycle of game development with which the game's new mechanics, and features are masterfully crafted around. In the way of visual presentation you won't find the same old Neptunia design as before. In it's place is a hybrid of "The Legend of Zelda II", and the turn based RPG mechanics of FF7, to a lesser degree. Included in the mix are town hubs where residents can be talked to for errand style quests. This is where the Legend of Zelda II similarities come into play. That and a guild for alternative quests, a shop for all your weapon and item needs as well as save points that are very much like FF7's save crystals.

Your main goal in "Super Neptunia RPG", as it were, is to forward the story through triggered character interactions, and combat scenarios that play out when you enter a certain area according to the current main quest objective. In between doing the usual side quests, and activities related to RPG stat grinding. This is all accomplished through basic 2D platforming with slight puzzle elements added in, and the utilizing of Nep's abilities such as the air dash, jump, and slash. From point to point, and path to path you'll encounter enemy avatars much like you did in previous Neptunia games. By slashing at the enemy avatars you'll score either a Symbol (preemptive strike), Battle (neutral start), or Surprise (enemy first) fight beginning. The combat that follows is turn based allowing characters and enemies to attack or perform an action in turn as a numerical dial meter fills and counts upward until used. Along with the break meter which also fills up into 4 usable sections you'll be able to perform flashy break attacks, and deal the damage needed to best the bigger baddies in the game. In addition to the party contributions like melee attacks, and magic spells, characters will also be able to use elemental ore to do additional damage, and fill up the break meter faster. Elements actually play a crucial part in combat this time around. There are 9 elements in total, and as one might expect each has a counter element it is strong or weak against. Making proper use of this is the key to ending fights more quickly, and efficiently. Equipping equipment with elemental resists, and elemental skills will help you deal larger doses of damage to oppositely aligned enemies.

The Party ...

In the way of party management characters can be placed in four different formations this time around. One for each face button. Each with added benefits according to formation theme. There's a Strike theme where melee combat is the focus, Magic where spell usage is made prominent, Mixed where both melee and magic are used equally, and support for the characters assigned to using support spells and items. Also to note is the change in how skills/spells are acquired. This time around each character has three equipment slots. One slot for a weapon, one for a wrist guard, and the last for a belt. Sometimes these equipment pieces have added abilities tacked on. By fighting battles, and leveling the equipment up you'll unlock the skill for the character it is equipped to. Afterwards you can keep the equipment piece equipped for it's base bonus stats, or trade it for another one with another skill without losing the use of the previously unlocked skill. That being said skills must be unlocked individually for each character via the same equipment. Keep in mind there is a skill point limit as well, and that equipping skills that you need at the given time will become top priority. Along with all of that you will also be able to change the characters' base attacks through the same party menu used to alter the party formation. Cycling through characters using L1/R1, and assigning attacks via the available button options you can change each characters base attack. This includes melee, ranged, and multiple/single target attacks.

As far as navigation goes in the world of "Super Neptunia RPG" there are a few ways to get around the new world that Nep-Nep finds herself in. You can traverse it the old fashioned way by foot, or warp to a different already discovered area via an overhead map with markers at the save crystals. Either way you'll want to mind your quests, and return to key characters of interest to reap the rewards for your heroic deeds. In order to best find your bearings in each platforming area you'll also find that the Metroidvania style map which can be accessed via the touchpad will be of help as it shows items, exits, and persons of interest through associated icons.

PS4 or Nintendo Switch ...

I was able to get review codes for both the PS4, and Nintendo Switch version of this game. Both games played fairly much the same in console mode with the only exception between the two being the control layout, and the portability of the Nintendo Switch in handheld mode. The handheld version of "Super Neptunia RPG" was graphically sized down to fit the smaller screen of the Switch, and everything looked smaller for it. Not in a really bad way, but a noticeable way. That aside it looks just as good as the PS4 and docked Switch versions. Even the sound quality is good coming out of the Switch's handheld speakers. Hearing that intro song was beautiful, btw. If I were to recommend one or the other I'd have to know how you want to experience it. Rumors are the Switch version isn't censored, but the PS4 version is. There's that to consider, and whether or not you want to play the game on the go. Either way the game is good to play, and will be improved upon with a patch that is to address a lot of issues that were plaguing the Japanese release. Do note that there is still sexual innuendo on the PS4 version. Talks of Nep-Nep dreaming about being forced to eat eggplants, and such. Don't ask if you don't know.

The Verdict ...

Though in collaboration with a new studio I think Compile Heart does once again what they do best. They have created another lighthearted Neptunia RPG with a serious reflection on one of the real world gaming industry's biggest problems. Through Nep-Nep and the gang they show us that the industry is conflicted as to which direction it should go moving forward. That the conflict at hand not only hurts developers, and corporations, but also the gaming community that has grown to love this form of entertainment. While it doesn't outright give you the solution to the problem at hand it hints at it enough to let you, as a gamer, know what's going on and how it could impact gaming as we all know it. Sometimes retro is good, but at the end of the day we must also realize that innovation is even greater when implemented in a consumer and industry friendly manner. Perhaps one day we will get there, but if not this game may very well go down in gaming history as a grim prediction of what the industry ends up as.

As a game the new approach to gameplay is admittedly odd, and might take some getting used to for dedicated fans of the Neptunia series. That having been said it's not bad, and if nothing else it's worth the price paid for the story alone. Compile Heart has always been a master storyteller, and they have found their own unique place as that angel on the shoulder of the gaming industry trying to warn gamers, and game creators as to what's occurring within their world. It is for that very reason "Super Neptunia RPG" gets The Gaming Inferno's fiery seal of approval!


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