• Tag Archives Science Fiction
  • Hyperdimension Neptunia Re;Birth2

    It shouldn’t be surprising, yet it is: This sequel is in almost all ways worse than the first Re;Birth.

    The localization got worse (install the re-translation project modification to make it merely equally as bad), Nepgear is a far less engaging protagonist compared to Neptune, there’s a bunch of ecchi events straight out of an Agarest game, and the new themes are atrocious.

    No, I don’t want to be constantly lectured about how piracy and cheating is bad in this game I bought… especially when said game just so happens to include cheat items in its paid DLC.

    The only things this has going for it are giving the characters a couple extra combat abilities, Boss enemies not having any insane HP regeneration abilities, a Super EXP option which effectively eliminates level grinding (added by the DLC), and the somewhat large variety of possible endings.


  • Hyperdimension Neptunia Re;Birth1

    Huh. I sort of regret putting off playing this for so long just because I knew it had a trash-tier localization and suspected it was extremely grindy.

    It certainly has more than its share of issues (the awful localization, it is pretty grindy, the constantly re-used assets, mind-numbing/cringe-inducing plot developments, quite a number of auto-lose battles, a host of painful side-characters, tons of trap items to waste your limited resources on), and yet there’s just so much to collect while bap-bap-bapping away at enemies that I can’t help but enjoy playing it. Some advice:

    Picking up the DLC Pack is well worth it for the two extra characters alone, as they make the early-mid game much less punishing due to being notably more powerful than the two you start with, and you should limit your Plan creations to unlocking and adding enemies to the 16mb dungeons (the ones that cost 100+ are DLC content and can be saved for a second playthrough), removing the damage cap, increasing the jump height, and unlocking two of the CPU Candidate characters (who cost 1024mb each).

    Then on any potential NG+ playthroughs you can unlock the other character, the Colosseum, the DLC dungeons, and the highest level equipment (completely skipping all the weaker stuff, which is just a waste to unlock).

    One final thing that may be worthwhile to be aware of, is that pressing the L1 button will skip attack/transformation animations.


  • Rebel Galaxy

    Calling Rebel Galaxy an RPG is stretching things a bit. There aren’t any skills to progress in, and dialog choices amount to some minor plotline options (whether you want to side with the militia or pirates, whether you want to help someone or just blow them up) and the ability to threaten or capitulate to pirates instead of fighting them.

    Let’s get the bad out of the way first:

    • All the systems are identical, with the only differences being what level of equipment you can purchase and which aliens may show up.
    • Progression is hilariously broken. Level 5/6 equipment (6 is max) and the best ships are available essentially as soon as you leave the first system.
    • All enemies fight pretty much the same way.
    • Mission-specific enemies often just pop into existence out of nowhere.
    • There’s not much in the way of ship customization; weapon, armor, and engine options are all pretty limited and there’s no cosmetic customization at all.
    • Faction differences are minor bordering on non-existent.
    • Mining is a complete waste of time (would be better if what the pulse detects could be customized).

    That’s a lot of bad, so what’s good about it? Um… well… it’s kind of fun to just unload rapid fire cannon blasts into the sides of dreadnaughts and watch them explode. And there’s something viscerally satisfying about running blockades and buying low/selling high to make a few million credits with basically no effort (buying salt for 2k-8k and selling it one system over for 30-40k is surprising entertaining).

    Some things to know if you plan to play this:

    • Upgrade your shields before anything else.
    • The Cargo Scanner module that marks which ships are carrying something will save you a ton of time hunting for alien weaponry.
    • The ‘system average’ column on the trading screen is the average price across all systems.
    • The Merchant Guild is the easiest way by far to make money and sells the best cargo modules.
    • The Mercenary Guild missions can send you against any other faction (you never know which until you get to the location).
    • Becoming neutral with the Red Devils gives you access to Aegis Shields, Smuggler’s Holds, and a couple ships including the Mercenary Guild’s Minotaur.

  • Infinite Space

    Now this is an RPG. Filled with lots of unlockables (you’ll need 3 playthroughs to get them all), branching storylines, and choices that actually affect things.

    The basic combat system is simple, yet a decent amount of complexity is added by the robust ship-building system. We’re talking Master of Orion-like ship customization and crew assignment. It becomes quite fun once you gotten some decent ships/weapons and there are some pretty cool touches like the way the bridge area you see while traveling/talking changes depending on what type of bridge is on your flagship.

    The storyline and characters on the other hand are a complete mess. While the second half is better than the first, the game as a whole plays out like a real badly directed/written Anime (it is internally consistent though, with early scenes that seem like throwaways making far more sense on a second playthrough). And that’s not the only flaw. There’s no quest log or map of any sort and, in the second half especially, it’s sometimes not specified where you have to go next (or the next location is simply named and you’ll have to remember where that is on your own).

    More minor issues would be the inability to simply click on a location to start traveling there (you have to manually click each individual waypoint), the battle camera having to be switched over to close-up mode at the start of every fight (the enemy often ends up covered in normal view if you have a large ship in your fleet), and the way new crew conversations in the Taverns aren’t prioritized (you have to spam-click the ‘Talk with friends’ option and just hope you’ve seen them all). It’s also a bit overwhelming when just starting out with no idea what to build/focus on.

    My first playthrough took ~45 hours (that includes 3 spent grinding to get enough Fame for the Evstafi and various Ranking reward ships). Before going through it again to see the other sides of the branching paths on NG+ though, I’m going to try out Rebel Galaxy. I bought it during a GOG sale a while back on a whim, never really intending to play it… but I’m now inspired to make the attempt.

    Sample Act 1 Fleet:
    Otlichny/Perekop -> Borodino
    Orfey/Derzky
    Askold

    Sample Act 2 Fleet:
    Borodino -> Pelayo/Ciscar -> Evstafi/Freedom
    Askold -> Paradizo/Adrasteia -> Tigro/Eleganta/Janitsch
    Junkyard x2 -> Zanetti/Fellowship x2 -> Picaroon/Belenus x2
    Lykourgos/Tsahih/Erebos

    —————
    Tips
    —————

    General:

  • The Help section covers most things well, but not all topics are initially unlocked.
  • If you’re not using a walkthrough, stop at every location and talk to every character multiple times.
    • It’s very easy to miss things otherwise.
  • Don’t overlook the Ranking option at the CTA.
  •  
    Character-related:

  • Character Special Abilities don’t stack.
    • They increase in rank every 20 character levels (+1 at level 20/40/60/80), with a maximum rank of 5.
  • Fill the lead crew section positions last.
    • The Captain’s stats are added to any section lacking a lead position.
  •  
    Combat:

  • Never use Barrage unless the enemy has just either attacked, used a Special, or launched fighters.
  • In random battles, you can usually quickly win using melee by just spamming the ‘Shoot’ option.
    • Assuming the enemy is outmatched, they’ll almost always keep trying to retreat (which Shoot prevents).
  • Make sure all your ships are outfitted with the best Security Stations; extra crew quarters are unnecessary.
  • Try to stagger your melee battle choices so that they occur a little after the opponent’s.
  •  
    Ship Modules:

  • Ship modules of the same type that increase EXP don’t stack; you only get one bonus even if they’re on all 5 ships.
  • Don’t bother with Holds until/unless you want to do dedicated farming runs mid-late game.
  • Modules only need to have one square placed on the same-colored background area.
  • Fill your R&D positions and build a Science Lab and Analysis Room as soon as possible.
    • New weapons are unlocked through science research, which happens automatically.
    • The game does not notify you when they become available.
  •  
    Fleet Construction:

  • Build the Borodino Battleship immediately; there’s nothing better until the 2nd half of the game.
  • Fighters are expensive; hold off on upgrading them until you’ve purchased your 5 main ships.
  • You can buy 60 fighters per ship, but can only use as many as you have Hangers for.
    • The darkened squares indicate fighters that won’t be used.
  • The Escondido Lane area in Chapter 12+ is a good place to grind Fame/Money.

 
Progression:

  • Ship Livability should be around 40-50 early game, up to around 70-80 after you get the Mess Hall module.
  • Try to have close to 7000 Fame before the end of the first half (Chapter 8).
    • That’s how much is required for the Junkyard blueprints to show up for purchase.
  • Try to have 60k+ credits before the end of the first half.
    • The blueprints you get early in the second half are far better than anything you’ve been using in the first half.
  • Only credits, characters levels, and character stats carry over to NG+. Everything is unlocked in Extra Mode though.