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Hyperdimension Neptunia Re;Birth1 Review

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Hyperdimension Neptunia Re;Birth1
Developers: Compile Heart, Felistella
Publisher: Idea Factory International
Platform: PlayStation Vita
Release Date: August 26, 2014
Price: $39.99 – Available Here

Overview
Although the original Hyperdimension Neptunia managed to garner a large enough fan base to receive sequels, spin-offs, an anime series, and even a few manga series. It accomplished this by having a memorable cast of characters, unique setting, and some of the best humor you can ask for in a JRPG. Unfortunately the first game also has aged poorly due to its gameplay mechanics so Idea Factory chose to revamp the game with not only updated gameplay but a number of other features in the form of Hyperdimension Neptunia Re;Birth1. However were they successful in making the first game worth playing again?

Story
The story of Hyperdimension Neptunia Re;Birth1 is very similar to that of the original game though there are some notable differences here and there. I cannot go into further detail as it would spoil some aspects of the story, but for the most part the beginning remains the same. The story takes place in a world called Gamindustri where the world is protected by Goddesses.

These Goddesses are called CPUs and each one governs a certain region. White Heart rules Lowee, Black Heart governs Lastation, Green Heart protects Leanbox, and Purple Heart leads Planeptune. These four Goddesses are constantly in battle with one another over the Console Wars, trying to obtain the most Shares, the amount of belief their followers have in them, in order to become the true Goddess.

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The battle has been deadlocked for quite some time, until a mysterious voice suggests that the group teams up to eliminate an opponent. After doing so, a young girl named Neptune falls from the sky and crashes into the ground where she is saved by a young nurse named Compa. Once she awakens, Neptune realizes that she can only remember her own name and nothing else.

In a journey to help Neptune recover her memory, it is revealed that not only have monsters begun to spawn across the land but faith in the CPUs has been on a constant decline. In an effort to learn about her past and track down the source of these events, Neptune, Compa, and a new ally named IF must travel to each region to learn the truth, encountering new allies and enemies in the process.

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Those who are familiar with the Hyperdimension Neptunia series likely know what to expect as far as the story goes, as it is an almost always light-hearted, full of gaming parodies, and jokes. Even the most dramatic moments are broken up by Neptune not taking anything seriously. Of course the amount of pleasure someone will take from Neptunia’s brand of humor depends on if they enjoy the colorful cast of characters, but those who do will have a blast. One change that can be mentioned is that there are some guest characters from the original that have been removed and instead new ones such as Tekken have been put in their place.

Gameplay
Outside of the visual upgrade which we will talk about momentarily, the biggest changes to Hyperdimension Neptunia Re;Birth1 come in the form of the game’s battle system and dungeons. Where the first game featured a different but overly complicated battle system, Re;Birth1 takes many of its features from Neptunia V. As players explore a dungeon, where they can now jump and search for hidden items with every character, they will encounter enemies on the field where they can be attacked ahead of time for an advantage in battle, called the “Symbol Attack” in the game.

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Once players enter battle they will be limited to only three characters, but players can partner these three fighters up with allies who can be swapped in at full health at any time by sacrificing a turn. In these turn-based battles, each character will have the opportunity to move within her range of movement and also attack an enemy, preferably aiming to try and target more than one at a time.

Once the player begins attacking an enemy there are three different ways to unleash a combo. There are “Rush” attacks that do a small amount of damage but raise the player’s EXE Drive meter, Power strikes that deal large amounts of damage but are generally one hit, and Crush moves that do a medium amount of damage and serve to break through an enemy’s guard, allowing the player to deal extra damage if said guard is broken.

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The aforementioned EXE Drive, once filled to a certain point, allows the player to make use of EX Combo Finishers to deal additional damage without reducing the gauge. There are also various SP skills that can be performed, uncomplicated item usage, HDD transformations for Neptune and other Goddesses, and powerful EXE Drive attacks that deal large amounts of damage with a cinematic flourish but deplete the EXE gauge.

Outside of the battles players will be spending time completing quests for the Guild and visiting the main cities on the World Map, this time without any limitations, and reading what is happening in Gamindustri. New to this version of the game are Plans that allow players to use ingredients to create items and equipment that will then be sold in store, as well as change various rules in the game to customize their experience, such as making enemies weaker/stronger etc. and the Disc Developer system that allows players to provide various buffs to characters.

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One thing that players do have to be prepared to deal with is some grinding and frequent saving. There are many times where players will encounter a boss that, even with the best equipment at the time, can wreck your party. This isn’t helped by the fact that some bosses are fought twice in a row, with no recovery period forcing the player to fight back to back. This means that not only do players have to plan accordingly with recovery items, since Compa will have difficulty maintaining the team’s health on her own, but also grind levels so that they stand a chance.

Visuals & Audio
Usually when a game is taken from the PlayStation 3 and put out on the Vita, the game’s graphics take a small hit, but considering when the original was released and the advances made since then, Hyperdimension Neptunia Re;Birth1 is a significant graphical improvement over the original. Not only do character models appear more detailed and more customizable than before, but the various enemies you encounter and environments are better detailed.

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Everything looks incredibly sharp on the Vita’s screen and the various character portraits have been given a small but noticeable improvement by including small movement and more expressions. It is worth noting that there are some issues with the frame rate dropping, but this problem happens rarely enough that it is barley an issue.

Despite the shift in publishers, the English voice cast from the Hyperdimension Neptunia series has returned to reprise their roles to great effect as each character has just as much charm as they originally did. For those who wish to choose the Japanese voice track, the option is also available from the get-go. The game’s background music works well considering the nature of the title and there are some very enjoyable battle themes mixed in with the standard offering.

Overall
Hyperdimension Neptunia Re;Birth1 takes an old game that has fallen out of favor with fans, and probably should be avoided by newcomers, and revitalized it into a great JRPG. With improved graphics, a number of new and revamped gameplay mechanics, and a humorous storyline filled with game references and populated with a great cast of characters, Hyperdimension Neptunia Re;Birth1 offers a unique experience that works well on the Vita and will charm any RPG fan that has an open mind and a sense of humor.

 

9-0-capsules-out-of-10
Capsule Computers review guidelines can be found here.

Upcoming Pokémon manga box sets detailed by Viz Media

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Earlier today we received word that a brand new Pokémon arcade game is in the works for Japan and now Viz Media has announced that fans of manga will be able to get themselves a large dose of Pokémon manga soon. The company has detailed three upcoming Pokémon manga box sets, two of which is set to be released next week.

The first set to be released on September 2nd is Pokémon Adventures Ruby & Sapphire Box Set, which contains the complete Ruby & Sapphire story arc, which is volumes 15-22 of the series and it comes with a collectible color poster for the price of $59.99.

The other box set which releases on the same day is priced at $29.99 and is Pokémon Black and White Box Set 2, which comes with a collectible color poster and comes with volumes 9-14 of the Pokémon Black and White manga.

Finally the third box set announced, this one for release on October 7th, is priced at $89.99. It is Pokémon Adventures Diamond & Pearl/Platinum and it contains the entire Diamond & Pearl/Platinum story arc that unfolds through volumes 1-11 as well as a collectible poster.

Ragnarok Odyssey Ace free expansion pack released in North America

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Fans of Ragnarok Odyssey Ace will be happy to hear that XSEED Games has just dropped a free expansion pack for both the PS Vita and PlayStation 3 versions of the game. This upgrade will be patched in automatically and will feature a brand new “boss rush” mode called Prison of the Gods, a number of brand new challenges and quests, ranking boards for players to track their exploits, log-in bonuses, the ability to exchange Norn for rare items and monster cards, and various bug fixes.

Also available now are three new DLC sets, though these have to be downloaded separately for free from the PlayStation Store. These include “The Absolute Destroyer Zero”, a set of frozen armor with an ice crown, “Crimson Menace” which is a set of lava armor with two different helmets to choose from, and “Gods and Pirates” that includes two special helmets and a classic pirate hat.

Pokkén Tournament announced as an Arcade fighting game

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There have been rumors circulating about a Pokémon fighting game called Pokkén Fighters for quite some time and now Nintendo has announced that they are teaming with Bandai Namco to create a game called Pokkén Tournament which will be released in arcades in Japan.

The game will be led by Katsushiro Harada, the man behind the Tekken series, and Masaaki Hoshino, the main programmer from the Soulcalibur series. Currently no plans for an international arcade release or a Wii U/Nintendo 3DS version were revealed but a gameplay trailer showing off Lucario and Machamp fighting was released and can be found below.

Diablo III: Reaper of Souls Patch 2.1.0 Launches

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The next major content patch for Diablo III: Reaper of Souls launched for the Americas region today. Blizzard’s much awaited update brings serious class changes along with several new features. Most notably, Seasons have been added to the game. These are short periods of play that will provide a completely fresh start for players in both Normal and Hardcore mode. A leaderboard will track player progress against regional players, friends, and clan mates. Season participants will get special Transmogrifications and Legendaries for participating. The first season kicks off on Friday, August 29th.

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Greater Rifts have been added to the game. Players can make the first step towards the Greater Rift by using a special Keystone of Trials item. They will then be teleported to the Realm of Trials with their gear and skills locked in. Completing the Trials successfully will drop a Greater Rift keystone based on how many waves the players survived in the Realm of Trials. The Greater Rifts are limited to 15 minutes with a Rift Guardian at the end of each rift. If the Guardian falls within the 15 minutes, players will be allowed entry to a more difficult rift. Finally, The Cesspool environment has been added to the Nephalem rifts.

Diablo III’s Patch 2.1.0 is being distributed to the Americas today, with Europe and Asia following soon. Learn more about all the changes in Patch 2.1.0 at the official change log.

The Evil Within’s Voice Cast has been Announced

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Overnight, Bethesda announced the main voice cast for Shinji Mikami’s upcoming horror title; The Evil Within. However, since I am a little wuss and couldn’t deal with horror when the sun is down, I had to wait until today! I mean, I handle horror perfectly fine, I was in fact just sleeping when the news broke… Anyway, in the cold light of the day, or you know the setting light of the evening, I am happy to share the voice cast.

Jackie Earle Haley, the man behind Watchmen’s Rorschach and the Freddy Kreuger in the 2010 Nightmare on Elm Street lends his dark, gravelly voice to the game as its main antagonist Ruvik… Who is already a terrifying presence WITHOUT a voice. Starring opposite Haley is the Hell on Wheels alum; Anson Mount, who voices the progatonist and player character Sebastian Castellano. Finally the cast is round off by Jennifer Carpenter (who many of you will remember as Debra Morgan from Dexter) as Sebastian’s junior detective partner: Juli Kidman.

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Bethesda have also announced that in post-launch DLC, players will assume the role of Juli and will get to experience The Evil Within from a whole new perspective. Fans of Resident Evil 2 will be familiar with this concept, as there were two parallel stories being told in that game as well. However, it is a sign of the times when content that used to be included with the game is now paid DLC.

To show off the new voice cast in all their glory, Bethesda have put up a little video which showcases their talents. You can check out the video below and if you haven’t done so already, check out our hands-on preview with The Evil Within from earlier this year and remember to stay tuned to Capsule Computers for all the awesome horror news as it becomes available (no matter what time of day that may be).

Dark Souls II – Crown of the Old Iron King is Ready to Test Your Mettle

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Are you ready to die all over again? Dark Souls has carved out its place in history as being the one game series people refer to when they talk about difficult games in the modern day, and that has never been as true as it is now. Namco Bandai have today proudly released the second installment in their epic Dark Souls II – Lost Crowns DLC titled: Crown of the Old Iron King.

Following on from the events of the previous chapter; Crown of the Sunken King, Iron King challenges player’s mettle and puts them up against some of the most intense and challenging situations that FROMSOFTWARE have ever concocted. If you thought the main-game was hard, or that Crown of the Sunken King was a nightmare then you have no idea what awaits you.

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I personally thought that after last month’s chapter that there wouldn’t be anything that Dark Souls could throw at me that I wouldn’t just waltz past, but after just a short amount of time with Crown of the Old Iron King I now realise how wrong I was. So far the chapter is challenging, difficult, frustrating, fun, and without a doubt Dark Souls. What else can really be said?

The DLC Chapter is available now for all platforms, so make sure you don’t fall behind. What is your favourite or most challenging aspect of any of the Souls games so far? Let us know in the comments below, and make sure to stay tuned to Capsule Computers for all the Dark Souls news as it becomes available.m

Mission Impossible 5 Begins Shooting

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Principal photography on the fifth instalment in the Mission Impossible series is officially under way. Paramount Pictures and Skydance Productions made the announcement, noting that filming is taking place in Vienna, Morocco and London.

Tom Cruise’s Jack Reacher director and Oscar winner, Christopher McQuarrie, is helming the picture based on a screenplay by himself, Drew Pearce and Will Staples. Tom Cruise Productions, Bad Robot and Skydance Productions are co-producing the sequel to Mission Impossible: Ghost Protocol, the stars of which – Simon Pegg (as Benji), Jeremy Renner (as Brandt) and Ving Rhames (as Luther) – will be returning. Joining them will be Rebecca Ferguson and Alec Baldwin.

Keep an eye on Capsule Computers as we continue to update you on “Mission Impossible 5”, which will surely receive a proper title sooner than later.

New Courses And Characters Coming in Mario Kart 8 DLC

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Two DLC packs have been announced for Mario Kart 8 including two new cups, new characters and new vehicles alongside some other bonuses. The first pack will be available towards the end of November this year and features a cross over with the Legend of Zelda series, bringing with it Link as a playable character and a track based on the Zelda universe. The other three tracks in the first DLC pack appear to be Wario’s Mines from Mario Kart Wii, a track based on the F-Zero franchise and a track based on Excite Bike. Tanooki Mario and Cat Peach will appear alongside Link as new playable characters (because we don’t have enough versions of Peach and Mario on the roster already!) and the Blue Falcon vehicle will also be making a return to represent the F-Zero franchise alongside three other vehicles.

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The second DLC pack will have an Animal Crossing focus and feature Isabelle, Villager and Dry Bowser as playable characters. This set will feature a course based on the Animal Crossing franchise as well as a dark forest course and will be released at the end of May 2015. Both packs are set to cost $10.00 AU but you can purchase both as a bundle for $16.00, not a bad price considering this will increase the number of tracks available in the game by 50%. As a bonus for those that do grab both DLC packs either separately or through the bundle,  players will receive 8 different coloured Yoshi and 8 different coloured Shy Guys to use immediately.

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Users can preorder the DLC by clicking the in game shop menu which will be available once they download the new Mercedes Benz update which goes live tonight in Australia. Let us know in the comments below how you feel about Nintendo jumping on the DLC train and if you will be purchasing any of these DLC packs in the future.

Shadowgate Review

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Shadowgate
Developer
: Zojoi
Publisher: Reverb Triple XP
Platform: Mac, Windows (Reviewed)
Release Date: 21 August 2014
Price: $19.99 – Available Here

Overview

Shadowgate was first launched in 1987 for Mac computers. The game and its sequels eventually found itself on the who’s who of retro platforms, ranging from DOS to the Game Boy Color. 27 years after Shadowgate was first released, the point and click adventure game returns to Mac and Windows in a reboot made by Zojoi, with funding raised through Kickstarter. Zojoi is led by Dave Marsh and Karl Roelofs, the two original creators of Shadowgate.

Story

The player is a simple soldier who has been tasked to defeat The Warlock Lord. Formerly known as Talimar, The Warlock Lord was once a member of the Circle of Twelve, but has fallen from grace due to his lust for power. Lakmir, the last surviving member of the Circle of Twelve has hatched a plan to stop Talimar before he can find the great power that lies within the living Castle Shadowgate.

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The plot is told through cut scenes and conversations throughout the game. The lore is further fleshed out with writings found scattered through the grounds of Castle Shadowgate. I enjoyed the writing in Shadowgate, finding the plot to be a solid backdrop for the game. The weakest part of the writing is Yorick the talking skull, who serves as your guide and source of gameplay hints. I found he ranges from irritating to mildly amusing.

Gameplay

Shadowgate started as a point and click adventure and the reboot is true to the original, for better or for worse. The player moves from room to room, interacting with a variety of objects. Puzzles block progression from one area to the other. Shadowgate is merciless with its players, as there are plenty of ways to die. Death comes from making poor decisions when solving puzzles or just lingering around too much. The hero relies on keeping a lit torch to explore the depths of Castle Shadowgate, but running out will spell a humiliating death. Turns used is how Shadowgate calculates time, with every action except “LOOK” counting as a single turn. Each torch is capable of lasting a certain number of turns before they eventually burn themselves out, forcing players to complete the game before the limited torches run out.

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The UI remains unchanged for the most part from the original 1987 game. Several commands line the top of the screen. Actions are completed by choosing an object in the scenery, clicking the appropriate command, then clicking the object the player wishes to interact. Unfortunately, this is a really clunky way to interact with the game. The hotkeys quickly became my preferred method of interaction, as it sped things up considerably. Personally, I find the default hot key selection to be atrocious. Each key is bound to the first letter of the action it is associated with. This ends up scattering all the hot keys across the keyboard. Mixed with the custom hotkeys that allows players to access any item with a number key, the default key bindings were practically impossible to use without looking at the keyboard.

For users who prefer the mouse, Zojoi did make some small additions to try to streamline the controls. It is possible to double click an action to lock it in place, making all future interactions with objects to automatically use the locked action. Unfortunately, no amount of hot keys or tweaks can stop the fact using inventory items on the environment is unwieldy. The inventory windows covers almost the entire screen. Players must first click the item they want to use in the inventory, then trigger the command, then close the inventory and click the object they want to interact with.

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Shadowgate has an excellent difficulty system. The three difficulty levels scales the challenge level of the puzzles and punishes the player for wasting turns on useless actions as the difficulty level rises. In lower difficulty levels, certain puzzles are eliminated completely, other puzzle are simplified, less red herring items are scattered across the levels, and hints are less vague. Since Shadowgate is time limited by torches, starting with lower difficulty levels allows players master a set of puzzles that will help them buy time for future experimentation on new puzzles at a higher difficulty level. I feel this is a smart system that helps lower the learning curve of the game and makes it more accessible to new players. It is important to note that no matter what difficulty level, it is very possible to put oneself into a situation that will make it impossible to complete the game. Either a new game must be started or the player must return to an earlier save.

The difficulty scaling in Shadowgate is very good. Puzzles follow a good logical flow and are significantly easier at lower difficulties, but are changed enough that the more difficult version still provides a good challenge. Starting the game from the beginning due to running out of torches or poor turn management is initially a bitter pill to swallow, but I soon found myself figuring out ways to shave turns off my runs. I suspect Shadowgate speed runs may soon become a popular hobby among fans.

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Visuals

Part of Shadowgate’s makeover involves brand new illustrations for the entire game. The backgrounds are absolutely stunning and fall into a more traditional fantasy art style. The cutscenes on the other hand have a more wispy and ethereal look to them, which provides a nice artistic flair. The UI manages to feel oh so retro without falling into a pixelated 8-bit look. For the nostalgic, Zojoi has added retro-styled transitions and text that hark back to the NES era.

Audio

Shadowgate’s soundtrack has also seen an update. The game has a orchestral score. The soundtrack is very enjoyable to listen to, complete with an epic fantasy score that would make RPG fans feel at home. Zojoi also gave the soundtrack the retro treatment, allowing the orchestra score to be replaced with a retro chiptune soundtrack in the options.

Although the game’s sound effects are solid, they are most definitely eclipsed by the soundtrack. The voice acting is probably the weakest link in the audio chain. Though the main characters’ voice acting is superb, the performance of minor characters struggled.

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Overall

Shadowgate isn’t for everyone. The game returns the genre to a more challenging territory, a stark and brutal contrast to the more common casual-friendly difficulty level of most adventure games today. Nostalgic fans will be thrilled that the game’s UI has also stuck to its roots, though its clunky handling is showing its age. Zojoi has done a fantastic job in the audio/visual makeover, with a stellar soundtrack and gorgeous illustrations. Shadowgate is packed with replayability thanks to its three levels of difficulty. For those wishing to test their puzzle solving skills or looking to relive the glory days of adventure gaming, Shadowgate is a challenge worth embarking.

7-0-capsules-out-of-10
Capsule Computers review guidelines can be found here.