Hyperdimension Neptunia Wiki
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Hyperdimension Neptunia is a role-playing game produced by Compile Heart with character, world, and monster design done by Tsunako. The series takes place in a world known as a Gamindustri which parodies the real life gaming industry. The franchise follows characters that act as the representations of gaming consoles, gaming companies, and even games themselves.

The first installment of the series premiered in Japan in 2010 for PlayStation 3, and was soon localized by NIS America for markets in North America, Europe, and Australia. Since then, Neptunia games have been subsequently localized and have produced games not only for the PlayStation 3, but also the PlayStation 4 and PlayStation Vita with a number of main series titles, spin-offs, and remakes. Aside from the console and handheld titles, the Neptunia series is also present in the mobile market with three apps, one of them being a Mobile Card game, and have even has an anime OVA.

Games

Main Series

Hyperdimension Neptunia

The first installment of the Neptunia franchise. Hyperdimension Neptunia follows the story of Neptune who has become an amnesiac after being defeated by the other CPUs in a 3 on 1 match and banished to from Celestia to the world below. It is then she hears the call of Histoire, requesting for her help before waking up and finding herself in the a nurse-in-training's apartment who goes by the name of Compa. Neptune embarks on a journey to save Gamindustri by collecting the Key Fragments to free Histoire and defeating the former goddess known as Arfoire.

Hyperdimension Neptunia mk2

The second installment of the Neptunia franchise and a reboot of the very first game. Hyperdimension Neptunia mk2 follows the story of Nepgear who is the CPU Candidate of Planeptune and also the younger sister of the first game's main character, Neptune. Nepgear accompanies the CPUs to the Gamindusti Graveyard to fight against CFW Magic but they are all overwhelmed by her incredible power and ultimately lose. They are all held captive in the Gamindustri Graveyard for three years until Compa and IF arrive on a rescue mission to save Nepgear and the others, but end up only being able to save Nepgear. The CPU Candidate of Planeptune goes off on a journey to gain the help of the Mascot Characters and the other CPU Candidates so she can save the CPUs and Gamindustri from the threat of both ASIC and Arfoire.

Hyperdimension Neptunia Victory

The third installment of the Neptunia franchise and the sequel to Hyperdimension Neptunia mk2. Hyperdimension Neptunia Victory follow Neptune, who has regained her title has main character. Neptune finds herself thrown into alternate Gamindustri after a run-in with the representative of the Citizens Group that opposes goddess rule. In this alternate Gamindustri known as the Ultradimension, she meets the counterparts of the CPUs in her own dimension and assists them in dealing with Seven Sages and eventually saving both of their worlds.

Hyperdimension Neptunia Victory II

Remakes

Hyperdimension Neptunia Re;Birth1

Hyperdimension Neptunia Re;Birth2: SISTERS GENERATION

Spin-offs

Hyperdimension Neptunia: Producing Perfection

Chou Megami Shinkou Noire Gekishin Black Heart

Hyperdimension Neptunia U

Common Themes

Dimensions

Dimensions is a recurring theme in the Neptunia series. While the apparent main dimension of the series as a whole is the Hyperdimension, numerous other dimensions have been introduced in the main series and spin-offs collectively. The dimensions are always mostly similar in the sense of the people who inhabit them, but tend to have different rules and semi-different geographical makeup.

Hyperdimension Neptunia mk2 takes place in the Hyperdimension but it is not the same Hyperdimension. While the mythology surrounding the origin of the goddesses is mostly the same but with some differences (such as how the goddesses are born int he first place) the way of life regarding the CPUs' role in the lives of their people and the development of their nation, the geography, and the addition of CPU Candidates is what sets them apart.

Hyperdimension Neptunia Victory has the Hyperdimension but also introduces the Ultradimension which is mostly similar to the Hyperdimension of mk2 in terms of inhabitants (with the exception of Plutia), nations, and overall geography. However, the rules for becoming a goddess in the Ultradimension are different from the Hyperdimension. While CPUs are born as goddesses in the Hyperdimension, in the Ultradimension humans must use a CPU Memory to become a goddess. They then are able to transform and form their own nations which is different from the Hyperdimesion since the nations are formed by the people and not the CPUs.

Chou Megami Shinkou Noire Gekishin Black Heart features a different dimension that doesn't even have a Gamindustri like the previous worlds before it. The world in this game is known as Game Shijokai (Game Market) and still has the usual four nations of Planeptune, Lasation, Leanbox, and Lowee, and also the same goddesses. However, instead of Makers, who personify gaming companies, they have Military Commanders who represent individual video game franchises.

Gameplay

Game Screens

The games typically have several types of screens, or modes of interaction, broadly categorized as:

  • Town screens - Town screens are where the player can do everything from shopping, getting quests, are gathering information. The first Hyperdimension Neptunia featured a menu town screen that gave the options to either gather information, travel to dungeons and other lands, or go to the shop. Gamipics were created for the Chirper system in Hyperdimension Neptunia mk2 to act as chibi visuals for the residents of each of the nations. While Hyperdimension Neptunia Victory did not use the Chirper system, it emulated towns by allowing the player to use their 8-bit courser of Neptune to click on the Gamipics of the residents and see what they have to say as well as using to utilize the towns facilities.
  • Field screens - The field screen is where the player can run around using the 3D model of the character. The field screen is only visible when in a dungeon and the player can preform actions with the character. In Hyperdimension Neptunia, each character has their own unique dungeon skill which can help them proceed through the area. However, Hyperdimension Neptunia mk2 introduced Symbol Attacks which allow the player to strike the enemy on the field screen and initiate a preemptive attack. Neptunia mk2 also removed the dungeon skills from the first game with the exception of item search. In Victory, the jump feature was and it allows the player to jump over elevations on the field and also on them.
  • Battle screens - Battles typically occur on a separate screen that acts as the arena. The battle area will more often than not have the scenery of wherever the battle is taking place. However there are some instances during special event battles that the location of the battle screen does not match the location of where the battle is actually taking place.
  • World Map - The world map is used for navigating around Gamindustri to travel to towns and dungeons. In the first Neptunia game the World Map was a 3D overview of each nation's landmass and its dungeons. The player could select the dungeons and travel to them or head to other nations. This system was removed in the reboot, Neptunia mk2, which featured an 8-bit courser of the main character and 2D overview of Gamindustri's world map. From there the player could travel to towns and dungeons by hovering over them with the cursor.
  • Cutscenes - These scenes are non-interactive playback that usually advances the plot. Cutscenes in Neptunia are primarily visual novel based that prompts the player to advance through the text while viewing the characters breathe and move with AAS (Active Animation System), where 2D portraits move as 3D. Hyperdimension Neptunia mk2 introduced a different type of cutscene that is executed in the same engine as the field screen and displays the 3D models moving around instead of the 2D visual novel style breathing bodies.
  • Menu screen - This screen is used for navigating your party's status, equipment, skills, etc. You can also save or load your game from here. The menu screen's design varies based on the general color scheme and theme of the game.

Battle System

Neptunia uses a third-person, turn-based battle system. The series utilizes an experience level system for character advancement and battles use a "Turn-Based Battle System." The first Neptunia game uses a AP (Action Points) combo based combat system in which player sets attacks to certain button combinations to form combos. When the player runs out of AP they can no longer attack.

Neptunia mk2's system was a refined version of the the original Neptunia's system. It evolved into menu-driven, third-person, free-roam CTB battle system that utilized both AP and SP (Skill Points). The combo system was also refined and introduced three categories of attacks; Rush attacks (for increasing SP), Heavy Hit/Power attacks (for more power damage), Break attacks (to lower the enemy's guard gauge). Each of these categories belong to three buttons and range over three tiers. By setting up skills to the corresponding button the player is able to switch between these three categories at will during their turn. If the player still has AP leftover from the first combo, they are granted the chance to attack or use another action within the same turn.

In Hyperdimension Neptunia Victory, the battle system from mk2 was refined even further, using the same general concept but getting rid of AP in favor of CP (Combo Points). CP allows the player to setup combos using the same categories from mk2 based on how much CP the character has, which they obtain from leveling up. Victory also introduced the EXE Drive which the player can charge by attacking the enemy. The EXE Drive has 4 tiers and whenever a tier is reached the player can use a EX Finish skill at the end of a normal combo or use an EXE Drive skill if enough of the EXE Drive is filled.

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