Hyperdimension Neptunia U: Action Unleashed
Hyperdimension Neptunia U: Action Unleashed is a game that has clearly been built with you in mind. This is an "Xmas" flavored take on the "Everyone hates shooters" style of shooter in a neat twist, although it doesn't really emphasize its importance quite as much as the aforementioned SEGA-published shooter.
Unlike the crazy story-driven Ultraman games and action-oriented hacking game, Hyperdimension Neptunia U: Action Unleashed instead focuses more on story than action. Each character is voiced by an extremely rumbling version of themselves, in some way or another. It makes sense that you're seeing the bad guys but even more so than the bad guys are the characters. In fact, I've seen one character who seemed a bit lame and came across as really cool. I say it because I have been saying that I really wish she had been voiced as well.
From the short trailer I saw, the dialogue was (usually) good, and the shooting was super fluid. I'd never played a game in the series where these conversations often involve a lot of awkward lines, but a vocal cast makes the game seem more interesting. But really, the protagonist is just that bad dude. Seriously, if you want the original concept, this is what it's all about.
There is still a bit of a ways to go in what sort of a story Hyperdimension Neptunia U has. And while I'm not entirely sold on the idea of the whole relationship between the characters having a lot of potential (and probably many storylines), you will never see that without having an entire cast with a whole team behind them. When you get into the story, most of the story is told through the music and interactions. You just have to listen to the song and the story is not all that deep. The only interesting part about the game is that there are times you have to get through the missions without any dialogue or other interruption. It's a very simple problem. There are so many options, but I think that they are quite common, and that they can be pretty easy to fix or kind of overwhelming, depending on how you approach it. If you're just playing the game and just want to get through the story and to see all the characters, and feel like you really have a good understanding of the characters and their backgrounds and motivations, you can. And if you just want to make it the best game possible, I think that's a great and alluring part.
I hope players enjoy the game the most. I think that it's great.
Nørvig: Well, if you're a fan of rhythm games, there's no reason to not give it a go. It's a fun game. But I really wanted to get into it and take it a little bit more seriously, and I think there's always room for some cool humor and storytelling, but hopefully, if you've played any of the music in these games you'll notice a bit more of a feel for it. I think that's what makes Beat Saber so fun, and it's pretty much in your wheelhouse when you get into it.
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Q: So you mentioned your previous project, there's something about Tetris Effect and you were thinking about doing a third entry. How did you approach making it?
A: The first thing I came up with for the project was just thinking about what kind of game it would be, what kind of mechanics to make it a good fit for the genre. I thought that would be really cool, but we were dealing with a very different genre, so we came up with the idea that if you're Tetris, you're going to make your way to the end of a level, maybe something is out there. So then, you have this camera and you're going to see what your opponent is going to do. And then you're going to see how you would play, and then you can do that, but then you're going to see what your opponent is going to do, what the angle of the game is, how you feel about the game. But if you're like me, you just have to think about all these possibilities.
So there was definitely a lot of stuff that we went into with Tetris 99. The next thing I'm most interested in, we had some kind of creative crossover with the game. That was definitely a new opportunity to do that kind of crossover. I don't think there's anything like that in that space. We got to work with the big Justin.tv channel, and I think that kind of experience has been a very interesting one. So, what we were able to get in here with the game and Tetris 99 was what we felt we could bring in as the blocks on the screen popped up on the Game Boy and played on the Game Boy Color.
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