An apt description of her transformation.
Superdimension Neptune VS Sega Hard Girls continues the series’ strange naming convention which seems to get longer with each new instalment. It also continues the series’ fascination with alternate timeline stories. Which I do so dearly adore. Featuring IF as one of two protagonists that set out on a journey to understand why time is disappearing, how to reverse or stop the process, and ultimately work towards a non-post-apocalyptic future. It’s also got a rather neat character class system which is reminiscent of JRPGs of yesteryear.
Which is more or less the entire reason that I bought it.
That and the Dreamcast was a criminally underrated console and seeing a living incarnation of said system decimating her foes is a cathartic release of sorts. Each character has multiple classes and even unlocks a final ultimate class that is representative of everything that character embodies. Such as IF being a ninja. Or Neptune being a kangaroo.
The battle system introduces a few new mechanics, too. There’s the Fever Gauge which builds during battle and can be utilised to unleash Fever Time. Which is more less you having infinite turns and priority in the turn order until the effect wears off, but also makes available various powerful skills that can only be used when that delightfully upbeat music is playing. Characters retain previously established transformations as well. The CPUs are still able to utilise their HDD forms, while IF gains a more powerful awakened form. Like a fiery, not-so-golden, less aerial Super Saiyan. It certainly aims to make button mashing in battle less of a thing and (mostly) succeeds, as your position in the turn order is governed by how much you do in any given turn.
The series’ tradition of using a system of plans to unlock new weapons, armour, locations, and bosses is sadly absent. Instead many of these things are unlocked when certain story events have taken place. That said, there is a rather neat conceptual approach to making dungeons more explorable with different collectibles, breakable objects, and unique ways to access other floors. It’s definitely something that helps to prevent dungeons from becoming mundane or repetitive too quickly. It also suits IF as a protagonist as that’s pretty much what she does.
My only criticism is how (surprisingly) clunky the PC release is.
The translation is most baffling as information about items is either entirely absent or doesn’t accurately describe what items do. The fonts in dialogue boxes (especially for names) are weirdly distorted, too. Not to mention the awfully inconsistent dialogue for certain characters whose personality is then harder to understand.
It’s certainly not what you would expect from a series that usually has reasonably high quality PC releases, but it doesn’t detract from the experience too greatly. I’d be almost entirely okay with it if there were more information available about the different classes. They’re quite easy to figure out, though. It’s still an enjoyable instalment in the Neptunia series and features the series’ trademark humour, characters, and the internal quandary that Neptune has whenever she’s not the protagonist. In that way I can still recommend this title as something that will keep you busy for 30-40hrs. Perhaps longer if you’re achievement hunting. Or trying to get every character to Lvl 99 and every class to Lvl 50.
Have a nice weekend, all!