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Neyaru

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About Neyaru

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  1. Steins;Gate and Ever 17 are too slow-paced for a beginner. You should start with Danganronpa or Zero Escape: 999.
  2. I'm not willing to check every trophy I have, but I think that it's this one: GIRLS und PANZER: Senshadou, Kiwamemasu! was released in 2014 and its platinum has only 122 achievers on PSNP to this day, simply because it's impossible to get the platinum trophy for it without following the guide written by hasegawa2010, or the guidebook that was published along with the game. There are 112 optional lines of dialogue, which have very specific requirements to be triggered, and there is absolutely no way to track in-game which ones you already read.
  3. It's okay to deliberately talk about anything regarding the games on these threads, right? Does someone have or know where I can get these images in higher resolution? The icons beside every character name.
  4. I updated my original post in February (you never noticed 😢), and I updated it again.
  5. The Master System You've been diagnosed with Neptunia. This time, be aware before opening the spoiler that it contains, um, spoiler. I have so many conflicting feelings about this game. I thought of writing a short review. Story: I knew a good portion of the plot from playing Re;Birth1 a year ago, but there are some differences. Firstly, compared to Re;Birth1, the characters seem very self-restrained; Neptune is no longer a mindless pudding addict meme-maker, and I think that's a (really) good thing. In fact, the word pudding is never mentioned. She makes no jokes about Noire's loneliness every frame either. This sums up to the aura of hostility between each goddesses; they are reluctant to help Neptune in doing anything. The only real buddies Neptune made throughout the game are IF and Compa. Talking about them, since they receive more screen time, or I was not paying much attention, Compa is potentially a very funny character with her grandfather's quotes and other absurdities (like a part of one of the legendary weapons being a heirloom from her grandfather, who conveniently found it on his yard). Every optional quest has a little backstory read by 5pb on her radio channel. The problem with the story in this game is how slow-paced it is; Neptune finds the first Key Fragment very early in the game, then there is a lot of filler (go to dungeon, watch cutscene, repeat) with uninteresting stuff, just to resume unfolding on the late stages of the game. Compa says that the most important are the beginning and the ending, but this is obviously not true. In any case, the concept was well established for the sequels (which the developers apparently didn't expect to make, given how this game ended). Still talking about story, what surprises me the most about Japanese games is the amount of effort they invest on side content, which may not be viewed by the player, easily skippable if one does not pay attention. The game does not explain how shares work nor how to recruit the goddesses, yet there are voiced cutscenes after you recruit each one of them. Combat system: Trinity Universe cemented the path, while Hyperdimension Neptunia took the opposite way. It shares a lot of similarities with the previous game, since a lot of content was recycled from TU (most enemies, some maps); both are traditional dungeon crawlers, wherein a battle is triggered very X steps taken, creating an isolated instance etc. TU is a mix of RPG with hack n' slash mechanics; 4-button long combos are inputted to deal more damage, linking attacks from everyone in the party to unleash even greater combos and damage. Basically, Cross: light physical attack (high hit count), Square: heavy physical attack (low hit count), Triangle: magical attack (multi-target) and Circle: custom skill (eject, healing etc). I liked that system a lot (is there any other similar game?). However, the developers decided to scrap the solid system combat from TU to make something anew in HDN. The combo system is still there, but the player must create them with every skill obtained. Needless to say, but I just spammed the same combo for every character during the whole game; I'm not a fighting games player to memorize all that damn combos. They thought that "customization" was a good thing no matter where it was applied, although Cross Edge flopped for its wide amount of complex customization. The real issue is how healing takes place; there is a menu called "Item Skills", where you distribute percentage points to increase the likeliness of being healed or receiving different buffs during battle. Better than try to explain, please read this if you're interested. Dying to a boss because my HP was at 51% and not 50%, thus not triggering the healing effect was utterly frustrating. To worsen things, some Item Skills are given priority above others (if you're at 30% HP, it's the Item Skill whose condition is to heal under 50% that gets triggered, healing in a smaller quantity of HP). Environment/art: dungeons are still large corridors with repeated layouts, but at least there is a greater variation of them here. I think the graphics are pretty good, mainly the 3D models for the characters, that no longer look like they are made of wax. The frame-rate is slightly choppy in some dungeons (factories) while stable in others (snow). I read that lowering the resolution to 720p amenizes the issue, but it didn't bother me that much. Oh, yes, there is a 3D Macaroon in this game (shopkeeper in TU). Of course, the major selling point of the game: living, beautiful sprites drawn by the talented artist Tsunako. I love her style. Talking about thes sprites, they seem thicker in this game, as well as the manga-style expressions. The font chosen by NISA for localization is very stylish. Background images in cutscenes appear to be more varied. OST: I have read amountful comments stating that the sound-track is mediocre, but I liked it. Not every song thrilled me, but I thought that each one of them suited well the themes for every dungeon where they play. During cutscenes the song played is changed to match the situation portrayed, which shows the care they had in making cutscenes. To mention some of my favorite sound-tracks: Lastation's Theme (badass theme for a badass landmass), Leanbox Rising and White Heart Battle. I may have forgotten to comment on something, but I think that's it. The first HDN is a 9 years old title with some archaic/broken mechanics, but it's worth playing if you are a fan of the franchise, to know the original vision the developers had for it. I recommend playing it for the story alone using a walkthrough posted on GameFAQs.
  6. Extremely Solid Collect all trophies Whoever worked on the trophy lists for Metal Gear Solid HD Collection could've done better. MGS3 was easy and quick (18h), while MGS2 was hard and grindy (85h). MGS3 froze on me during the last cutscene every damn time, so I had to borrow a Vita copy to finish it a year ago. MGS2 freezes too, but I discovered the reason (Body Armor).
  7. At the end of my first playthrough, I tried twice to trigger the trophy "Vamp Eyer", failed both times for no reason, and the game froze right at the start of the credits sequence. Reading the comments section of a YouTube video, someone mentioned that unequipping the Body Armor solved the issue with the trophy not popping up for him. It worked for me too. I remembered to unequip it during my second playthrough, missed it on the third, but I forgot twice to unequip it on the fourth. Had to restart the PS3 two more times. Then, it played from the beginning to the end of the credits scene after unequipping the Body Armor. It may be just a coincidence (although I highly doubt it), but if the game is freezing on you during credits, try unequipping the Body Armor before defeating Solidus Snake. This video is not mine, but I will post it for reference. Curiously, Metal Gear Solid (PS1) displays the same problem if running on a PS2 with the smoothing feature enabled.
  8. https://gematsu.com/2019/06/bandai-namco-e3-2019-announcements-leaked-tales-of-arise-from-softwares-elden-ring-and-ni-no-kuni-remastered
  9. Trophy Master All trophies unlocked! SEGA did its best to make this platinum the most frustrating experience possible. Grindy (level up affections, collect modules etc), hard (Ending Medley) and painful (my wrist!).
  10. トロフィーマスター 全てのトロフィーを獲得した The dreaded Ending Medley in PDX is killing my right hand, but I should get back to it again. All that grind can't amount to nothing.
  11. I found a thread concerning this, but no one mentioned whether such changes are reflected on PSNP. I have a trophy which I could be flagged for. This one: https://psnprofiles.com/trophies/4451-hatsune-miku-project-diva-x/Neyaru I had this trophy stored in my PS Vita, but I didn't know. I started playing on my PS TV, and got this trophy again on a new save file because I thought it was glitched. Once I checked my PS Vita and noticed that the trophy was there, I synced it and that older trophy replaced the newer one on PSN database. None of the sites I use (PSNProfiles, MyPST, Exophase, TrueTrophies) updated this change. Is it impossible?
  12. What an insatiable urge to play, dood. I couldn't play all of them in a row without getting slightly burnt out. Take a look at Fist of the North Star: Lost Paradise. Now that I remind, this game should be listed here as a spin-off. It even has a Kiryu skin.
  13. Trophy Master All trophies unlocked! This game is incredibly hard for a beginner. I bought it completely clueless (expecting something on the same level as YAKUZA's karaoke... got a Dark Souls spin-off).
  14. Hmm, weird. I have read opinions stating the opposite. What I can guarantee is that it is not 3/10. I consider the karaoke mini-game in YAKUZA as 3/10 (scoring 900 on all songs and 950 on Otometal My Life) since it is tough but the buttons come in a straight line.