Review: Hakuoki: Kyoto Winds – A Tale Where Winds Blow and Love Blooms

+First chapter in a split story, which delivers a need for both, and will drive players to continue forth with the next game.
+The new characters are great, comedic, and provide an exemplary portrayal of entertainment value.
+The story is fleshed out quite well due to the games pacing and story-telling approach.
+Character designs remain fresh and unique for returning fans

-Some narrative based story seems left out and won’t be answered until the games follow up title.
-Does require some knowledge of 1860’s Japan and the culture.


When it comes to storytelling, it’s not hard to find a good game, one that makes you press forth through its endless barrage of beautiful graphics, and harsh endeavors. It’s a common trait in game design and one that will push you forth as you work your way through every inch of each story. In recent years, we’ve seen the rise of visual novels as they have begun to appeal to North American audiences and dragging them deeper into their tales. Among these many franchises comes the Hakuoki series, which has held fans’ interest in recent years.

With Idea Factory, Inc. at the helm of the franchise, it’s no surprise to anyone that Hakuoki has garnished a following that keeps fans amused, and lured into the franchise. However, what appeal does a series that took places in the 1860’s featuring the legendary Shinsengumi have over fans new and old? First is the appeal to fans of the PlayStation Vita, which received an enhanced port of the first entry called Hakuoki: Kyoto Winds, which promises more romance options more-so than ever before.

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Dark Rose Valkyrie is Heading to PlayStation 4 this June


It’s time to gear up JRPG fans. Today our friends at Idea Factory International, Inc. has announced their newest JRPG Dark Rose Valkyrie is heading here to the west in order to bring an all-new battle onto the PlayStation 4 family of consoles. The game will be releasing this June in both physical and digital formats.

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Save Now on Fairy Fencer F: Advent Dark Force on PC via Steam Today

Fairy Fencer F - Specials SC01

No matter where in the world you live, saving money is always a good thing, and this is something our friends at Idea Factory aren’t scared to acknowledge. With Valentines underway for some and still underway for others, Fairy Fencer F: Dark Advent Force has launched world wide on Steam for PC users via Steam.

Ontop of saving 25% to 28% of the game, you can pick up the complete Deluxe Bundle for $45.36. This bundle comes with the following, below:

  • Character Collection Art Book
  • Concept Art Collection Art Book
  • 6 Mobile Wallpapers
  • 5 PC Wallpapers

You can check out our PlayStation 4 review of Fairy Fencer F: Advent Dark Force to get caught up if you haven’t already read it.

About the Writer:


Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.

Sit-Rep: MeiQ: Labyrinth of Death – Busty, Bubbly, and Deadly to Itself

+Amazingly intricate dungeon designs
+Intuitive gameplay mechanics

A Shallow story that feels rather silly and impossible to follow
Difficulty spikes can be difficult to overcome
Building new bots can be a rather large hassle in its own.


Whenever I hear that two of my favorite duos have teamed up once again, it’s hard for me not to be excited, and it continues on to be that way with Idea Factory and Compile Heart. They are one of the strongest duos in the industry when it comes to making some of the best RPGs in the world, and it continues on thankfully to the help of the Hyperdimension Neptunia series, which I’ve been enjoying for years on end. The latest from this team up comes under the name of MeiQ: Labyinth of Death, which brings us into a new gameplay perspective for the PlayStation Vita. Well not new, but definitely new from Compile Heart and Idea Factory.

With near constant releases across the world, MeiQ is a series I’ve neglected with the many releases the series has received over the years, but thanks to Idea Factory that has changed and we’ve finally gone hands on with it. Not just hands on, but full playthrough that has allowed us to try and enjoy this latest entry for MeiQ. While I know that Compile Heart and Idea factory aren’t a one trick pony, it still comes out hard to believe and doesn’t seem to change much between their two games.

MeiQ: Laybrinth of Death isn’t all Bad


Before I begin to truly pick apart the games flaws, lets take a look at what makes MeiQ: Labyrinth of Death is a rather enjoyable before I begin hammering down on some of my biggest problems with the game. To begin, the world we are presented isn’t a bad one, nor is it flawed. Each character feels truly alive, enjoyable, and even brings in something completely new in comparison to what we’ve experienced before.

The world has been cursed with an eternal night that seeks to never end. With the curse being more problematic than ever before, game presents itself as in need of a hero that can attempt to lift it, and place those at the helm of the cause to rest. With various guardians spread across the world, it’s hard for any of the hopeful heroines or heroes to find their way through, but for us it is possible thanks to our ability to control a machina.

The downside to this, the hopefuls are weapon that are barely dressed, oddly young, and could quite easily be said to be overly well endowed. Their enemies should be worried more about their chests than the weapons or magic they wield. This is quite easily offset by the games overall appeal, which is quite unique thanks to the games beautiful artwork and character designs. While there, as stated, a diverse set of characters, MeiQ fails to alleviate on this as much of this unless you look into their personalities, which even then are almost one-in-the-same at the end of the day.

One thing that does make the game a bit more enjoyable is the games use of dual audio that can be chosen within the options menu. Here you can use the Japanese voice overs, which quite honestly, alleviates some of the nuances this game comes embedded with. This only serves as a minor alleviation from the games painful and identical encounters that seem rather identical. It’d have been nice if they had seemed to make this game a bit more unique with newer monsters, mini-boss fights, and more intricate puzzle designs.

And Now for the Ugly Side of MeiQ: Labyrinth of Death


As stated, MeiQ: Labyrinth of Death isn’t such a horrible game at all times, and in many ways, it has been quite painful for a good bit of it. Much as one would expect, the game has five characters that players will be able to choose from to form their party, and in this one we are restricted to using only three of our characters to choose from. Also, our heroes will be paired up with mechs titled “Guardians”. Unfortunately, this also means that players will be grinding out gear parts for these Guardians in order to customize them and grab new parts.

In order to also enjoy the game requires fans to enjoy an RPG that isn’t just turn based, but also requires fans to constantly click forward, left, right, or back on the d-pad or thumbsticks in order to get where they want. As much as this seems as a small problem, after ten-to-twenty hours, it becomes a rather large scale problem for many. while characters and their use of magic as well as items can be useful, it’s not near as useful as it could have been have been were they using their guardians. Another issue, however does lie in wait with the games combat systems: Combos. While Combos seem like something that would be hard to enjoy, it is something present within this game, but is not nearly as easy as games like White Knight Chronicles or even as the ones on Phantasy Star IV where players could easily access them when needed be as players alternate between Guardians for each character.


However, let alone does combat show these issues, one of the largest ones just happens to come about with difficulty scaling. This actually shows up quite easily in several occasions where players will encounter Boss Genbu who just happens to show the games later spike in overall difficulty. It’s places like him and even The Earth Dragon Gomorrah battle where  the difficult spikes and even requires fans to grind quite a bit more before taking on further adventures. The downside to this exists in the extent it slows down the overall enjoyment of the game due to how much time fans will spend moving across each dungeon once more. To be honest even on easy the game presented itself with an overall difficulty spike that at times, made me wish there had been an easier selection, and a choice in boss difficulty levels.

Unlike other RPGs, MeiQ: The Labyrinth of Death isn’t one where you can expect to just beat your way through it. Instead the game does require players to use strategy, farm, and even get the best gear available for their characters. Defeat in the game is actually an option as there is no penalty for it. I’ve found times when I’ve died a few times on boss fights before moving back, and even found myself grinning at the idea I didn’t find my health lowered, or even penalized for each of my deaths. Had the game punished me a bit more, I’m sure I’d had been a bit more cautious in my overall adventures.  For now, even post review? I’ll find myself still trudging on even more violently than ever before to ensure I can brute force my way through the games hard difficulty.

Closing Thoughts on MeiQ: The Labyrinth of Death


MeiQ: The Labyrinth of Death – PlayStation Vita, PlayStation TV
Developer: Compile Heart
Publisher: Idea Factory
Price: $39.99
Released: Available Now

While my complaints on MeiQ: Labyrinth of Death seem minor, the game does suffer from multiple scenarios of issues relating to a shoddy story, poor character development, difficulty spikes, and even repetitious combat that will send many cringing in pain due to all of it. While some may find fun in MeiQ: The Labyrinth of Death, it’d be easier to pick up a different Compile Hearts title and even find one that you may enjoy a bit more, but that does not go without saying that this game does deserve a fair chance from those wishing to give it a chance.

For now, I’ll stick with Fairy Fencer F: Advent Dark Rising and keep giving it the multiple playthroughs it enjoys.

Our review is based on a full release version that was provided to us by the games publisher.  For information about our ethics policy please click here.

 Final Score: 6 out of 10

About the Writer:


Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.


Sit-Rep: Fair Fencer F Advent Dark – A Darkened Cloud Looms Overhead

1080p graphics pop out with an anime-like realism to them.
+The story emains unique and fun as ever
+Combat systems remain largely intact from the previous release
+Characters remain amusing as ever
+Combat remains difficult as before, providing a moderate challenge

Side quests remain as lucrative as before with little to no change in them
Most of the stories interlace with the main story remain pointless as ever.
Grinding remains problematic just like before.

Fairy Fencer F Fang Fairize

Almost three years ago we got our hands on one of the most unique games of that period for the PlayStation 3. Known for their hit series Hyperdimension Neptunia, Idea Factory Inc., has continued pushing out some of the best, some of the most unique, and even enjoyable games in recent years. It’s been almost three years sine we got our hands on Fairy Fencer F. This latest installment Fairy Fencer F: Advent Dark Force can be considered more of an upgrade than anything. With developer Compile Heart once more at the helm of this remastering; Fairy Fencer F: Advent Dark Force can be considered a “Enhanced Edition” version of the game.

Unfortunately, this means that all of those problems that existed in the original release? They’re all still intact since Advent Dark Force is, at its core, still Fairy Fencer F. This isn’t necessarily a bad thing since the game had enjoyable moments to it from script, to character interactions, and even he dungeon melding that players could do. This includes the classic JRPG formula that the publisher Idea Factory is known for.

Much like in their other series Hyperdimension Neptunia  you have the base ideology of how the game will play. This includes diving from dungeon to dungeon without a true overworld, clear to going from conversation to conversation while micromanaging friendships, items, and character levels. Much as one would expect, there are still minor nuances that remain, and even monotonous instances that will drive a player to almost depart from what they are doing. Much like any game from Idea Factory and Compile Heart – Fairy Fencer F: Advent Dark Force carries on several things that still become stagnant with time.


Much as you’d expect, the game takes place in a world where our protagonist just happens to be the boring, lame, and useless person. His name? Fang. In our story Fang is one that likes to eat, sleep, and do absolutely nothing unless it involves free food.  His job he obtains without a choice? Becoming a Fencer. His job now entails food, freeing Fairies by obtaining weapons dubbed “Furies,” which are hosts to these fairies. Their job is to awaken the Goddess in order to bring light to the world and in turn? They can also choose to awaken the Vile God thanks to Advent Dark Force. The outcome is completely different. The third option is there. but in truth? It hasn’t been explored just quite yet by us.

Meanwhile, the base game itself doesn’t actually change all that much in the fact the story remains fairly the same all around. For veterans? There’s just not a lot to of new stuff to keep themselves excited about when it comes tot his game minus the fact you can now take six members into combat. This means players will no longer be optimizing their team for the situation since three of the playable characters will not be reserves. This means Compile Heart has eliminated the need for choosing their battles carefully. This means their tank, their mages, and even their fighters will be joining in with each fight every time around. Unfortunately for the sake of difficulty – bosses remained untouched to accommodate for these changes. The downside? This means the grind has become too real for those trying to get away from that.

Fairy Fencer F: Dark Advent – PlayStation 4 (Reviewed)
Developer: Compile Heart
Publisher: Idea Factory
Price: $59.99
Released: Available Now

As combat has elevated in the sense of the fact there is more dangers that come with it. Healers and tanks will struggle from time to time due to the situations that unfold. If a member goes down? Players will find their healer as the mainstay savior for the team as they will be forced to keep players alive. They’ll be forced to heal, revive, and struggling as damage becomes problematic in the long run. Players will want to ensure that they leave with plenty of potions, feathers, and even the proper equipment for combat. The best thing you should do besides saving in Zelwind City is also picking up any side-quests and ensuring your party is properly leveled while exploring.

Unlike the previous time through, Advent Dark Force felt like a chore in the late game, but that was mostly because the lacking of a true overworld, a focus on the grind, and even the fact many of the side-quests couldn’t even be completed until much later into our playthrough. While the game held my attention again for a rough 30 hours, it became a tasking that in many ways was only subtly tamed by often quite humorous dialogue, especially when it came to Fang being as lame as he tends to be, but in a rather comedic way. My eagerness to complete the campaign and free the Goddess became even more-so nerve wracking as the sub-conversations became the only filler a part of the entertainment as the rest became less lucrative from the earlier portions of the game. While Advent Dark Force tends to be a bit more enjoyable than the original release with the new story arch with the Vile God, it still finds itself troubling due to the grind being much worse than before. For those who took an adventure through the game on PlayStation 3 like myself, will find themselves revisiting a rather familiar game in comparison to a newly introduced title, with fully new twists, turns, and minor plot deviations.

For those visiting the game for the first time? It’ll be a splendid exploration for a while before it grows monotonous and troublesome due to its rather predictable stories that seem to almost overlap one another. If anything? It’s a game that pushes to head in the right direction while stepping back into the wrong one putting it almost on par as a re-release of a game that’s already been played.

Our review is based on a copy provided to us by the games publisher.  For information about our ethics policy please click here.

 Final Score: 7 out of 10

About the Writer:


Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.

Review: Trillion: God of Destruction – Trillion’s of Hours Navigating Menu’s of Hell


+Unique twist on good vs evil with evil vs evil
+A game created by Disgaea’s former staff to add a new twist on their former titles
+A graphic novel with gameplay mechanics keeping true to the anime approach

A majority of your time is spent in menu’s reading dialogue or learning how to itemize characters
Valley of Blades scenery doesn’t change throughout the game


Ruche_Dying_Skill (1)

If you ever wondered how unique a game could get with all the new age sequels, remakes, and remasters, Idea Factory comes up with something a bit more unique. With former Disgaea staff on it, the game takes a familiar twist with character designs, story telling, and even a bit more of the games mechanics. The game follows the story of Supreme Overlord Zeabolos, who just happens to be the most powerful of all the overlords that have descended from Lucifer himself. While one would think this is something to offer a few laughs, you’d be correct, but the issue here? He ends up making a deal with a dead girl by the name of Faust who just happens to want to stop Trillion, yes the enemy is literally named Trillion, which goes with the fact he has, well, a Trillion health and deals a painful amount of damage in a single swift blow.

As the game gets underway it’s not hard to see why the game carries a familiar feel when players drive into the game headfirst. It carries the naturally humorous tone that the teams at Disgaea have gotten us all too familiar with. As a swift departure from much of the staffs previous titles, Trillion: God of Destruction will unwind as to how players have grown familiar with when it comes to titles from the team. It does carry its light hearted moments where players grow used to the small moments of hysterical chuckles and even the undertone of cynicism we’ve grown used to over the years. As the game gets under way players will find themselves guided through the title by Zeabolos mentoring his younger relatives. Through combat, through training, and even through guiding them through battlefields in many ways. This can include helping them learn the ways to grow just as powerful as him in order to bring down Trillion. The only downside? It could cost them their very lives as much as it cost him his own in his pact with Faust.

Ruche_Dying_Skill (2)

With much of the ex-Disgaea staff on the team, the game takes familiar twists and turns with the comedic value as well as storytelling approaches. The downside? While the humour is enjoyable, the game does find itself beating that same sense of humour we’ve grown to know into the ground. With a rather familiar twist of seriousness and comedy, the game does keep itself fresh with each new interaction players undergo. As one would assume the game takes a familiar turn, here it goes from introducing our main supporting character, picking our warrior, training them through interactive menu’s, and even working on beating each of the warriors’ heads into a brick wall until they are capable of destroying Trillion together. Unfortunately this means where one character falls, another rises in their spot for our characters to be once more trained in order to bring down Trillion in the same fashion. While the game seems to take away our horus like we do Trillion’s health, the game has more moving cogs than it does simple pieces to it. As our hours tick away into the game there is noticeably a lot of time having been put into the games plot, but also the games system, which is why the game is rather admirable for the risk it takes. But where the game does tend to get good, we can find a few things that are actually problematic within the game.

While Trillion’s plot remains solid, the game finds itself to cause aggravation due to the poorly implemented combat system, which leaves players grumbling with a bit of frustration while navigating the battlefields within the game, something that’ll become problematic over the course of the hours while playing. As stated, the game is equally frustrating as players will find themselves in an “idol” type situation while taking to the battlefields while learning to play this rogue-like experience. While inputting combat into the game is difficult it also comes out through this game as a turn-based combat where enemies take their turns at the same time as the player. While this seems like it would be enjoyable, this does mean combat can be infuriating and trying for those not used to the gameplay type or even the mechanics.

Ashmedia_battle (4)

While this may familiar for those who have played a Compile Hearts Hyperdimension Neptunia title, the overall vibe for the game will feel rather familiar. The combat may not seem fluid to some as it is in ways turn-based as stated beforehand. While combat may sound as a solo affair, that is far from the case as players will find themselves moving through the field as quickly as possible with minions at their side. These minions will execute their own abilities and can be empowered through the games menus. However, this is much of how the game plays out as players builds up each character to defeat Trillion. While combat is at the front of things we can easily state that the one complaint that there is about the game has to be isolated to the Valley of Blades where players will take to exploring a dungeon that’s not-so-randomly generated and keeps the same dull appearance with each experience. This also includes the ability to move through each map with limited movement turns causing players to have to carefully plot out each adventure. While this is the most exciting part about the game aside from fighting Trillion or a giant wooden variant of him that Faust brings along, the game finds itself rather interesting with how much depth is put into it with each passing turn.

Trillion God of Destruction – PlayStation Vita [Reviewed]
Developer: Compile Heart, Idea Factory
Publisher: Idea Factory, Inc.
Price: 39.99 USD
Released: Available Now

While combat could be more in-depth and offer a change of scenery for every time players enter the Valley of Blades, the game offers tons of depth from building up training tokens to tokens for the games lottery, and to each personality that each of the ladies in the game carries. Unfortunately, even this bit of charm does cause the game to find itself repetitive, but enjoyable when the excitement happens. If you’re one with a lot of patience, want to navigate menu’s in an “idol” like approach, Trillion: God of Destruction is enjoyable, and offers up tons of gameplay as well as storytelling elements for fans to enjoy.


Our review is based on a review copy that was provided to us by the games publisher.  For information about our ethics policy please click here.

 Final Score: 5 out of 10


About the Writers:


Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.

Review: Megadimension Neptunia VII – Console Wars Gone Multidimensional

+Insanely fun boss bottles
+New characters and zones add a good bit of comical hilarity to the game
+New battle mechanics for bosses recreate what a boss fight is for the series

-Battles can be overwhelming for new comers


Megadimension Neptunia VII_20151110164428

If you are someone who has played any RPG, you know that things do change in the franchises first and foremost. You also know that the games will recreate themselves in subtle ways to make the games worth the while, but also to provide a unique twist to things players have become used to. The Hyperdimension Neptunia titles are not excluded from this trend. When the games first launched in 2010 exclusively on PlayStation 3, we were given a JRPG series that was noticeably not going to take itself seriously – it’s a direct pun at the gaming industry, more-so the “Great Console Wars” that many of us grew up to if you are old enough to truly remember them. If not, I’m sure you’ve become semi-familiar with the current day one, which is most commonly attributed to Sony and Microsoft firing shots at each other. Behind this concept the idea gave birth to a franchise that many have become fans of. More so to the fact these games are hilarious and intend to be while playing on simple mechanics. Over the course of the past few years, all this has been revamped, and meanwhile given birth to remakes of the original three titles that made the franchise known.

We saw reboots on the PlayStation Vita known as the “Re;birth” series, which did a good job at rebuilding the franchise from the ground up. In turn we saw tweaks to combat mechanics, storytelling mechanics, and even character personalities that made the characters seem more alive and aware of their silliness. However, this latest title begins to break that trend rather carefully as it peels away from the focus upon a singular story plot to three separate story plots. Why is this? The answer is simple. They are shifting from the classic console war to the PlayStation 4, Xbox One, and Nintendo Wii U console war. More-so letting Nintendo sit this one out this time around. Much like in previous games, however, our goal is simple; players are once more helping these hysterical heroines save peoples to an entirely new dimension that Neptunia and Nepgear have been sucked into. This means their shares are gone, their CPU form is gone, and it’s time for them to become used to the CPU Shift Period, which changes some of how the CPUs will view their world. Fortunately this doesn’t rid us of our favorite antics or characters we’ve come to love, but it does introduce the new console war era into the franchise while breaking away from the console wars of the 90’s and 2000’s that the titles were renown for.

Megadimension Neptunia VII_20151110165529

While changes are present in the story, the game itself has seen a few tweaks behind the scenes when it comes to combat scenarios while the rest remains widely intact. The biggest change is that characters are given a movement bar for combat. Here each character is given a set amount of distance they can move. Once out, those characters can’t move forward, but only side to side or backwards. They are still able to attack if enemies are available to do so with or even use items or abilities. This all does play a major role in the fact combat has been heavily altered since players can also edit character combo’s, bonuses, and placement rows. This does help in the long run once combat starts as certain characters won’t be as vulnerable when leading the charge. Interestingly enough, the biggest thing that has changed is the new system where players can put their characters into a team-based attack mode that deals rather devastating blows to enemies if they are surrounded. This does, however, require each of the CPU’s to be in regular form or HDD form for it to work. Irritating as it sounds, it pays off during difficult battles. This can be rather irritating when needing HDD forms for certain fights and needing to switch to basic forms. This attack is better utilized when planned ahead of time.

While combat remaking has been in discussion, one of the biggest enhancements, and the biggest improvement is the boss encounters. While we are familiar with the bosses being big, we aren’t used to them being big enough we are actually forced into moving across multiple platform placements for our characters to attack on. Instead, now we are given that, but alas, much hasn’t changed outside of the core mechanics for this. Let alone do they still hit hard, this tweak is rather nice, but is not utilized outside of core bosses, which in a way is saddening as it adds a nice change to bosses. While the aforementioned changes are nice, we still get to see some rather common enemies we’ve grown familiar with. Saddening, huh? Well, time will tell if that changes in any form.

Megadimension Neptunia VII_20151110164428

While combat has seen a few changes, so has the overworld map as players will no longer find themselves simply clicking on the zone they want to go to, and warping in. Now they are challenged with going from node, to node, to node, and dealing with any random battles if they pop up. while this is fun, it is quite annoying int he long run, and will grow irritating when players just want to complete a mission or ditch a dungeon due to difficulty. If this becomes a core component? It’ll wear quickly on most players who liked the old system more. For now it’s up to players to voice what changes they did or did not like. At least the graphics have seen a rather polished look as the series have finally gotten what they want. A really, really, shiny anime style game, one that offers character sprites that look crisper, and sharper than in previous entries. While voice acting is unquestionably on par as usual, fans of the Japanese dub will be required to go download the add-on. As for Vita players? Those without a PS4 are being left in the dark if they are wanting to sample the new and some recycled music from previous titles that remain rather intriguing and all-to-familiar.

Megadimension Neptunia VII – PlayStation 4 (Reviewed)
Compile Heart, Idea Factory
Idea Factory
59.99 USD
Release Date: 
Now Available

With all this being said, it is hard to review the title since it focuses primarily on three things. Discussions in a graphic novel type setup, exploration, and exploring quite a bit to unlock new zones, abilities, and enemies that will be disposed of. If that’s your thing? This game is right up your alley and is a perfect addition to the console that is hurting for JRPG style games.


Our review is based upon the final version that the publisher provided us with.  For information about our ethics policy please click here.

 Final Score: 7 out of 10

About the Writer:


Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.