It's WWIII, or as I like to call it, "Waifu War III"!!! With Neptunia and the busty gals of Senran Kagura pitted against each other in a clan rivalry. Each brought together in the Illusory Dimension where the theme is Ninjitsu and the world, Japanese. These Gamninjustri ninja clans are host to their own Daimyo led nations. As per usual. Including the Compa style clan featuring the usual 4 goddesses we've come to adore and the Senran Kagura Honeypa clan featuring the lively Asuka, Homura, Yumi and Miyabi. Nep-Nep, and her clan hailing from Heartland. Asuka, and the Senran Kagura gang from Marveland. Constantly on the brink of war with one another until a mysterious antagonist known as Yoh Gamer and Tetsuko of the Headshot clan shows up to try and monopolize the nations through subjugation, and takeover via a mechanized ninja army and joining yokai. In a super ninja war that is to decide the most powerful ninja clan.
This time around it seems ninja clans are the deal, and there is an odd triangle of affairs going on against the select clans and a handful of outsiders. Neptune, Vert, Blanc, Noire, and Histy return as the goddesses of the lot in their Heartland nation. Asuka, Homura, Yumi, and Miyabi debut as the goddess's rivals and are a part of the Marveland nation. Coming in as the antagonist Tetsuko, and Yoh Gamer are the leaders of the Headshot clan and Steeme Legion. Antagonists with a hidden agenda. In pursuit alongside the recently disturbed Gamninjustri and Senran Kagura clans are a handful of guest characters never before seen. Including Yuuki, Princes Aaru, and a mysterious female ninja known as Goh the Crow. In a familiar fashion their stories intersect at the crossroads of battle. within dialogue driven context and after town and shop business is done. All upon the sectioned off event and mob filled stages most Neptunia fans will be familiar with.
With all that said this latest entry in the Neptunia franchise brings with it fresh, fast, and frenetic mechanics geared towards a pseudo-mosou style combat. Not unlike previous entries. Complete with a spirit gem system for added stat perks, as well as charms for additional stat boosts, and basic equipment done up in the usual weapon based fighting style. Each of the party members, which can be swapped via the formation menu, comes complete with their own unique ninja arts, a spirit gem grid for spirit gem placement, slots for two charms or accessories, and a slot for a weapon and limited use sub-weapon. The spirit gem system, in particular, offers stacked perks by placing the same type side by side and adjacent to one another. Things like bonus damage towards certain enemy types, or defenses against certain enemy types as well as HP and stamina meter boosts. That type of thing.
Combat, as it were, is fairly basic in and of itself. You have access to a universally applied rapid fire combo tied to the SQUARE button. When repeatedly pressed it will deliver a quick combo string with limited melee strikes. You also have throwing weapons in limited supply that can be thrown at a locked on enemy using TRIANGLE at a distance. From there you have a multi-bar stamina gauge that acts as fuel for several different abilities or skills. This includes ninja arts that can be brought up on the fly by pressing L1, and following up with one of the four face buttons. Each ninja art can be changed as you learn more through leveling up, and each one requires a certain amount of stamina gauge per use. Also to note, there are evasive and defensive maneuvers tied to the stamina gauge. Using R2 you can run or dash. Depending upon whether or not you simply tap the button or hold it down. This comes in handy when trying to avoid enemy attacks or when trying to get close to evading enemies. You can even press CIRCLE to block. Blocking includes a basic block, and a just defend style block that gives added advantage.
The two characters you can switch between when on outings while facing the mobs and bosses can be swapped quickly with a pressing of DOWN on the DPad. Further extending combo potential as the summoned character comes in attacking any locked on enemy like a tag team partner. Speaking of locking on enemies this can be done by facing an enemy and pressing L2.
As with the previously mentioned ninja arts skills you can additionally bring up four elemental states called the Fuurinkaza Drive that can be activated by first pressing R1, and following up with one of the four face buttons. These states, which are limited use per dungeon outing offer additional defense or offense buffs. Things like extra stamina, or immunity from negative status effects. Benefits that will help with the more challenging fights. Before I forget, the ninja art skills buff up characters too with elemental states that effect the effectiveness against enemies. Both offensively, and defensively. By following up with a combo after activation it will activate a trigger gauge that must be filled through applied attacks for the buff to apply. Once applied your character will have a glowing colored aura associated with the elemental buff/debuff. Certain buffs/debuffs are more effective against certain enemy types. Additionally characters in your party, either from Neptunia or Senran Kagura, can perform EX moves by combining CIRCLE + TRIANGLE when the requirements are met.
Map accessed outings in this game or menu accessed Kumotsu Shrine side quests offer combat in spades. In the maze-like dungeon areas that are marked by named location and accessed via a main menu map you'll find the usual exclamation mark CG events. That, mobs, and boss battles. Sometimes on the beaten path you will be blocked off in yellow arenas where enemies must be cleared before you can progress. Other times you might run into areas blocked by red areas which are inaccessible until further progress is made. Save points, and party management stops known as access cubes can also be found before big battles. This doubles as a quick save, and allows you to apply any items or spirit gems you might have acquired along the way. If you die in the following battle you'll respawn at the access cube. The additional Kumotsu Shrine side quests offered by shrine maiden Iffy are equally as important as the rewards will help to better equip your party for the more difficult events ahead. They gift the usual rewards for killing certain enemy types, a certain number of enemies, or for collecting certain key items. Those sorts of deals. There's even special dogoo to find which will reward you even better. The catch with these side quests though is that once selected you are taken immediately to the side quest's location. If you complete it you are rewarded, and if not you can return to the shrine, and accept the quest again for another try.
For side story content there is a new town feature known as NinChat. Here you click on chibi avatars of characters to gain further world insight, and sometimes reap rewards for said interaction. Avatars come in two types with the ones with exclamation marks over their heads progressing the story, and the speech bubble ones offering side banter not crucial to storytelling. The latter basically amounting to flavor text. While on the map, and in the midst of these location exclusive options you'll also find the marketplace where items, and equipment are sold. For a price you can buy the latest stocked recovery items, weapons, spirit gems, and charms. Of course it goes without saying that enemies you kill, chests you open, and side quests you fulfill will also grant these types of things.
Newer to the series' available side content is a mode featuring three difficulties that utilizes the controllers motion controls. It is titled, "P&C Meditation", or Peaches & Cream Meditation". In it the girls of the game sit upon an upside down peach trying to maintain balance as a ball rests & moves on a tilting line in front of them. Using the controller to keep the ball on the balance line you will fill up a peach gauge on the center of the peach, and once it's filled the peach will grow bigger. The action comes in waves, and rewards player perfection with stat increases and items.
In addition to all that exists the Yomi Abyss or Yomi training that acts as a final boss fight with an upgraded final boss. It is post-game content that is only unlocked after completing the 8 boss trials before it.
For those looking for that extra side content outside of gameplay you will find a Treasury menu in which art, CG scenes, Movies, Character Bios, and BGMs are made readily available as you unlock them in your playthrough.
The Verdict ...
This chapter by chapter story comes complete with Idea factory's unique brand of charm. Sometimes lewd, sometimes funny, and sometimes serious. In whole it's a reflection of the current goings on of the irl gaming industry, and if I had to guess it's all about Steam-like store fronts gaining a monopoly on releases, and driving studios to ruin through bad business practices. That's my take on it, but I could be wrong. Nevertheless it is a story heavy experience just the same with just enough combat mechanics to keep the action parts interesting. I always say IFI is all about that story, and that doesn't change here. Not that that's a bad thing, but it is the way it is. I personally thought the game was okay with all things weighed. I liked the crossover with Senran Kagura and the new characters. I also greatly enjoyed the storytelling. If there's anything IFI knows best it's how to reflect the goings on of the gaming industry through their game. And they accomplished that impressively once again.
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