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Hyperdimension Neptunia Re;Birth 3 limited edition announced

Idea Factory International have announced a limited edition for Hyperdimension Neptunia Re;Birth 3: V Generation.

Pre-orders will open on the Idea Factory International Online Store on June 5 at 6 p.m. PDT / 12 p.m. GMT. You can find the U.S. product page here. The product page for the European store will go live on June 5.

For $57.99, the limited edition includes:

A copy of the game
Hyperdimension Neptunia Re;Birth 3 Artbook – Just looking at the beauty of Re;Birth3 characters on the screen might not be enough to fully satisfy your Neptunia love. But don’t worry – we’ve got just the thing. With 42 pages of character art, illustrations, and more, this hardcover artbook is sure to keep the love going strong!
Collector’s Box – Doll up your shelf with this sturdy telescope box!
Purple Heart + Iris Heart = Irresistible Hearts Mouse Pad – Capture Purple Heart and Iris Heart in this special artwork printed on a smooth, 1/16″ thick mouse pad. Their irresistible expressions might get in the way of finishing your work…so please mouse with discretion.
Purple Heart Graphig Papercraft Figure – As if parallel dimensions weren’t enough, now you can transport Purple Heart into our three-dimensional world with this papercraft doll from COSPA! This has been specially reprinted exclusively for the Iffy’s Online Store Limited Edition.
Reversible Case Sleeve – Every gamer needs a snack break, and the CPUs are no different! Flip the case sleeve for some super-cute Tsunako artwork!

Hyperdimension Neptunia Re;Birth 3: V Generation will launch for PS Vita via retail and digital in North America on June 30, and in Europe via retail on July 3 and digitally on July 8. A PC release is due out via Steam this fall.

-Quelle

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Hyperdimension Neptunia VII: Demo in Japan verfügbar

Ab sofort ist die Demo zu Hyperdimension Neptunia Victory II für PlayStation 4 im japanischen PlayStation Network für neugierige Spieler verfügbar.

Die Testversion bietet folgende Spielinhalte:

Man beginnt das Abenteuer am Anfang und spielt bis zum Kampf “Megaslaymon”
Zudem erlebt man die Schlacht gegen den gigantischen Gegner Dark Megami
Hat man “Megaslaymon” besiegt, werden die Zusätze aktiviert: Charaktere wie Noir, Blanc, Vert, die Verliese “Coral Station”, “Jingu Sakura Park” und “Club ZECA”, Level 4 EXE Drive, welches die Verwandlung in Next Form erlaubt

Die Größe der Testversion beträgt 3,8 Gigabyte. In Japan ist das Rollenspiel am 23. April erschienen.

-Quelle
 
Hyperdimension Neptunia Re;Birth 3 screenshots

dea Factory International has released a new set of Hyperdimension Neptunia Re;Birth 3: V Generation screenshots introducing some of the game’s features, both familiar and new.

Showcased in the screenshots include a redesigned menu, the ability to sort items in shops, and the addition of a fifth combo slot. You’ll also see the real-time mini-game “Stella’s Dungeon,” which now lets her bring a friend along, each equipped with their own special skill and stats.

Hyperdimension Neptunia Re;Birth 3: V Generation will launch for PS Vita via retail and digital in North America on June 30, and in Europe via retail on July 3 and digitally on July 8. A PC release is due out via Steam this fall.

-Quelle

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bin jetzt bei Neptunia VII in Dimension H gelandet und habe 2 Portale zu Z und G was die 3 Welten zu einer macht. jetzt muss ich Leveln da ich vor nen Boss Kampf mit Purple,Wihte,Black und Green Heart stehe die hauen mich mit 2 Schlägen um und dann Game Over:blushed:.
 
Extreme Dimension Tag Blanc + Neptune VS Zombie Army story synopsis

Compile Heart has updated the official website for Extreme Dimension Tag Blanc + Neptune VS Zombie Army, providing a full story outline for the upcoming PS Vita four-player action game.

Get the synopsis below.

In a certain town in Gamindustri, there is a certain school.

This is a historic school where the goddesses that serve as the guardians of the world are trained in great numbers. However, with the low birth rate and aging population working against it, the school was on the verge of closing down.

Meanwhile, Blanc and her fellow students take a stand for the school.

They decided to create a super hit movie to spread the school’s name around the world and increase its amount of prospective students.

The theme of the movie is “zombies.” It was a nonchalant choice for the girls, but…

As if it was a direct response to the movie, zombies suddenly began appearing in the school and city.

But these are not girls that flinch at such things. Instead, they think positively and use the opportunity to make an authentic zombie movie.

-Quelle
 
Extreme Dimension Tag Blanc + Neptune VS Zombie Army first screenshots

Compile Heart has updated the official website for Extreme Dimension Tag Blanc + Neptune VS Zombie Army website with the game’s first screenshots.

The Tamsoft-developed four-player action game about getting rid of zombies while making a movie to promote your school is due out later this year in Japan.

-Quelle

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Sieht etwas besser aus als Neptunia U.
 
First look at God Eater-chan in Hyperdimension Neptunia VII, Uzume in Neptune VS Zombie Army

Dengeki PlayStation this week has our first look at new Hyperdimension Neptunia Victory II collaboration character God Eater-chan.

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Additionally, the magazine confirms a new playable character for Extreme Dimension Tag Blanc + Neptune VS Zombie Army. Uzume Tennouboshi, who first debuted in Hyperdimension Neptunia Victory II, will be playable in the upcoming PS Vita four-player co-op game.

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-Quelle
 
Hyperdimension Neptunia Re;Birth3: V Generation – The Changes Add Up

I wasn’t sure what to expect when I first heard that Hyperdimension Neptunia Re;Birth3 was going to be a thing. The combat system from Victory was what they added to the other remakes, and things like plans and Stella’s Dungeon, if Re;Birth2 was any indication, would not be big enough to set it apart from the original game. I’m glad to say there’s a bit more to Re;Birth 3 than that.

I suppose I should start with what hasn’t changed. I haven’t completely beaten the remake, but the plot seems to be almost identical. I compared a few cutscenes side-by-side and word choice was just about it. This means that you should know what’s going to happen if you’ve played Victory, or you have an inadequate, compressed summary if you watched the later half of the anime. The method for getting the normal and bad endings remains identical as well, but Nepstation no longer gives you pointless ratings for each chapter.

So the story is still Neptune being sent into another dimension that’s basically in the ‘80s, and being stuck there for many years. The DLC for Re;Birth1 also continues to spoil the game’s attempt at a plot twist later in the game.

One thing that has been changed in the story is the very beginning. The videogame fight scene at the start where everyone teams up and Neptune moves into a fourth wall-breaking segment referencing Re;Birth2 involves a new dungeon that takes place in virtual reality.

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The difference in how to get the true ending is regarding how the scout system was merged into Stella’s Dungeon, which returns from Re;Birth2. The system here remains the same in spirit—you send a girl named Stella to dive into dungeons that she will traverse automatically in real time. If she survives, she will return with items. The difference here is that she can pair up with scouts that will alter her stats and affect her ability to find things. If she dies in the dungeon, the scout is stranded wherever she died until you make a return trip there. Also, she loses her equipment and you get nothing for your trouble. Reaching the end of each dungeon unlocks a plan that will open the next one for her, with the items required being in main story dungeons, so you can’t have Stella too far ahead of you.

You may be wondering what that has to do with the true ending. Well, Stella also gets plans to unlock dungeons as she finishers her own dungeons. Yes, the remake system returns, with more options than ever. While some items may be hard to get at times (one of the pigments requires an item only dropped at a dungeon from the beginning of the game you can’t go back to), most are as easy as usual and give rewards such as removing enemy ambushes, having an automatic symbol attack, increasing the item drop rate, raising characters’ stats and giving characters a fifth combo skill slot (more on that later). This is, of course, on top of the usual unlocking of dungeons and items to buy in the store.

To get the true ending back in Victory, you needed to send scouts out, and then enter and exit dungeons until they returned, at which point they might have found one of a list of dungeons you need to enter before the endgame to get the true ending—which means if they didn’t get it right away, you’ll need to rinse and repeat, entering and exiting dungeons until they were all unlocked. Here, however, it’s far simpler: You must unlock the dungeons via the remake system. And the plans for it are laid out such that you’ll need to make most of the dungeons before these will open up.

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This replaces random luck with requiring a lot of legwork from the player, and which one you prefer is your choice. That said, given that the optional dungeons presented a decent challenge for me even after I used the remake system to weaken enemies to remove the grind speaks for itself in terms of what I thought.

The dungeons are still mostly-repeated layouts, but the largely unexplained flag system has been moved to the remake system’s dungeon change plans as they were in the previous remakes. Also, the whole concept of repeatedly pressing a button to scan the area for a hidden item has been cut and replaced with something far more amusing. Hidden blocks a-la Mario that will give you money and sometimes items. I got weapons from the next chapter of the game early this way, and a plan can show you the locations for all of them.

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Which is when we get to the changes made to the combat system. The base of the system is the same as ever—characters walk around a set amount of distance based on one of their stats and execute Rush, Power or Break attacks in a row on the enemy, ending with an EX Finish (a final, more powerful attack) if the gauge has been filled far enough. MP can be spent on transformations for stat buffs or for stronger skills. But the difference here is what Compile Heart did to the bars. They actually removed the EXE Drive Gauge from the previous gauge and instead moved the functions to the MP bars of each character. This means that skills, EX Finishes and EXE Drive skills all rely on the same bar. Also, EX Finish slots have been limited to three, and each one is tied to the three types of attack, which must not be adhered to.

That last change is a notable early-game nerf to Noire’s flexibility. All three of her early-game EX Finishes are the same type of attack, meaning you have to pick between Venom Fencer, Paralyze Fencer and Tricolor Order, while the slots for the other two types of EX Finishes remain empty until much later in the game. Also, this forces one to be far more careful with skill usage, and raises the importance of making sure everyone equips Rush combo skills, as they refill the bar more quickly (where earlier games’ optimal strategies involved one or two dedicated Rush users and designated EXE Drive users).

The combined MP/EXE Drive bars all start at 25% and remain at whatever amount they contain even if you leave a dungeon, which is far different from the mechanic’s usual applications. Here, hitting the cap for the bar will keep it at the cap until you spend it and conversely having it low will have it stay low, but older titles simply emptied out the EXE Drive Gauge and refilled all MP upon leaving the dungeon.

Finally, heavy use of each type of attack will unlock a plan for equipping a fifth combo skill of that type. These cannot be disabled, so be careful when activating these. Using the fifth combo skill will increase the time between turns, but not equipping one after unlocking it will lock you out of EX Finishes, significantly weakening the character.

This resulted in the game legitimately feeling different from its predecessors. Not what I expected at all from a remake. It’s just too bad that, in the transition, the Inafune attacks were lost. Yes, the one in Victory was removed just like the removal of Infafune Brand and Thehellis Allthis! from mk2 in Re;Birth2. That said, while I miss them, the game isn’t really hurting without them.

-Quelle
 
Iffy And Hatsumi Sega Star In Hyperdimension Great War Neptune Vs. Sega Hardware Girls

Sega and Compile Heart are making a crossover game with the Neptunia characters and the Sega Hardware Girls. Hyperdimension Great War Neptunia Vs. Sega Hardware Girls has two protagonists.

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Dengeki Online reports, If or Iffy who represents Idea Factory is one of the protagonists in Hyperdimension Great War Neptunia Vs. Sega Hardware Girls. Hatsumi Sega, a new character designed by Tsunako, is the other lead character.

Felistella, the makers of the Hyperdimension Neptunia Re;Birth remakes, is developing the PlayStation Vita game. Players will be able to explore dungeons and it looks like there will be areas If can crawl through.

-Quelle

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