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Cave Chats About Vita Plans And How To Make Shooters Rise Again

By Spencer . November 11, 2011 . 5:30pm

In the first part of our interview with Makoto Asada, Game Development Manager at Cave, we talked about their current plans jumping from adventure game Instant Brain to Xbox 360 support. Part two touches on their future with topics like PS3 ports, PlayStation Vita development, and spin-offs.

 

Cave Chats About Vita Plans And How To Make Shooters Rise Again

 

Even though Cave doesn’t release games on PlayStation 3, you’re a mascot in a PS3 game. How did you work out a deal with Idea Factory to create Cave-chan for Hyperdimension Neptunia mk2?

 

Makoto Asada, Game Development Manager: I had a friend over at Idea Factory who pitched the idea to me. He had a proposal just to put the character in the game. I thought it was a good idea so we made it happen.

 

Every time a Cave game is announced, in the comments there are always users asking about a PS3 version. Do you think you’ll ever bring your arcade games to PS3?

 

Xbox 360 is the system we started on and our users in Japan have supported us on that console. At this point, I think we built a solid base for ourselves for Xbox 360 development, but that doesn’t mean we are not thinking of multiplatform expansion. That is something we’re keeping in mind as we go forward and we’ll continue to think about this.

 

There’s a company in North America called Rockin’ Android that have been bringing doujin shooters to PSN in North America. They are starting to build a fanbase for shooters on PS3.

 

That’s a good approach for people making doujin shooters, but that direction is a bit different from what you have to do to create shooters as a large company like Cave. The doujin shooters are either a small team or an individual creator. Whereas with Cave, we have to think about personnel and development costs as a company. In that sense, I don’t think we can do the same thing, largely speaking.

 

It’s early in development, but what can you tell us about the shooting game you’re making for PlayStation Vita?

 

When we announced our PlayStation Vita games we mentioned one of them is a shooter. We’re just getting started on it so there isn’t much I can say about it at the moment. Any platform we release a game on whether it be Xbox 360 or Vita we make our games specifically for that platform. The shooting game we make for Vita will be a title that matches the characteristics of that hardware.

 

So, it’s an original game and not an arcade port?

 

Yes, we are planning for it to be an original game. We will still make ports of our arcade games in parallel to this project, but we want to make original games as well.

 

Cave Chats About Vita Plans And How To Make Shooters Rise Again

 

Cave’s games have interesting settings like the gothic lolita style in Deathsmiles and the Japanese themed Akai Katana. What kind of theme are you thinking of for your next shooting game?

 

We’re thinking about that right now, actually. It has to be something that keeps Cave’s tradition of making unique worlds for games. I can’t say anything specific now, but if you look at our past games like Deathsmiles and the unique aspects we created for those worlds – that unexpected approach is something I want to continue and having a setting that contributes to the game itself.

 

We’ve seen a big surge in fighting games sparked by Street Fighter IV. When I go to the arcades now there are less shooters to play. How do you think the genre can rise in popularity both at the arcades and on consoles?

 

The thing about fighting games is you are ultimately competing against another player. When you lose it’s bad and when you win it’s awesome. No matter what, the next time you play you want to win. That’s not unique to fighting games, it’s part of FPS and other genres too. That’s something I want to personally put into shooting games.

 

Score attack, the idea of getting a high score and competing with other users, should fulfill that function. It should be there to involve the community, but the people that compete for high scores are a limited amount of players. I’m imagine something players can play online and compete with other players in that space. I think if we can realize something like that, a shooter that isn’t a one player experience, then shooting games can get more popular.

 

Have you thought about bringing your shooters to PC maybe through Steam?

 

It’s something we thought about before. We have development lines at Cave and I have to put emphasis on development for console so we put this on pause. The PC market is strong and there is a lot of support so this is something I want to keep in consideration. Perhaps, before we develop for PC we will move to the PS3 or another console other than the Xbox 360.

 

Cave Chats About Vita Plans And How To Make Shooters Rise Again

 

Bug Panic is an interesting game since you took Reiko from Mushihime-sama and put her in a totally different kind of game. Are you thinking about doing this with any of your other characters?

 

What we did with Bug Panic was an interesting approach. In the future, I’d like to try that with some of the other Cave characters. But, you can’t mix everything together and expect it will come out good. You have to put a lot of thought into if you’re going to do it.

 

Which Cave character would you choose?

 

It really depends on what kind of game it is. If you had a haunted house style game then maybe characters from Deathsmiles or Guwange would work well with that. For a game like Bug Panic, maybe putting Casper from Deathsmiles could fit since it’s an adventure game setting. Ultimately, it comes down to how a game is designed and the world setting.

 

In just a few years, Cave, as a brand, has grown in the West. Of course you always had hardcore shooting fans following you, but Cave has branched out quite a bit. I think a lot of Japanese publishers are trying to build an international brand around them too, so what do you think the secret ingredient is?

 

I think one big thing is the iPhone apps are priced well. It was easy for people to pick up the games and give them a try. It’s important to have a game that’s easy to understand and fun to play, but I also think price is very important to getting the games more well known around the world. I think that was a big ingredient in the success of the iPhone apps.


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  • http://www.facebook.com/profile.php?id=100002395146276 Peace Legacy

    “The doujin shooters are either a small team or an individual creator.
    Whereas with Cave, we have to think about personnel and development
    costs as a company.”

    …and that’s why you will never be able to beat a certain flying lolis shooter series that was created by a holy beloved alcoholic kannushi with the pure intention of giving player joy, and not of profit

    • http://www.youtube.com/user/Kamek20xxExtra?feature=mhee Michael Stevens

      “Have you thought about bringing your shooters to PC maybe through Steam?”

       

      “It’s something we thought about before. We have development lines at
      Cave and I have to put emphasis on development for console so we put
      this on pause. The PC market is strong and there is a lot of support so
      this is something I want to keep in consideration. Perhaps, before we
      develop for PC we will move to the PS3 or another console other than the
      Xbox 360.”

      Well there’s another reason. Shmups are way more popular on the PC than anywhere else, which is what a “certain flying shooter series” excels best at as well. Good luck to Cave, though. :L

    • SolidusSnake

      Agreed, Cave games are nice but they can’t even compete with flying hat-loli shootin’ games

      • http://twitter.com/#!/Leafy_Cam Leafhopper

        I vote Touhou’s genre to be changed to HLS (Hat Loli Shooter).

    • majorhavok

      I disagree with this. Those games just don’t have that visceral feeling that Cave games do like DoDonPachi.

      • http://www.facebook.com/profile.php?id=100002395146276 Peace Legacy
        • http://www.youtube.com/user/Kamek20xxExtra?feature=mhee Michael Stevens

          Well with the exception of what you said, the sprites, graphics, AND music (Cave’s music is really good), I have a different opinion of their games. I played them. They can be……unfair. :( Sure Touhou (whoops I said it sorry) can be hard and a bit frustrating, but never unfair.

          • http://www.facebook.com/profile.php?id=100002395146276 Peace Legacy

            Flying-Hat-Frilly-Loli-shooters feels like a game of speed chess with extremely low time limit(Calculation and precision over speed)
            Cave shooters feel like a F1 racing games with loads of obstacles (speed and precision over calculative thinking)
            They are both shooters, but their core mechanic just feel different, so I never compare the gameplay mechanic of which one is better
            What I compare is the soul, the feeling that the game try to portrait to the player
            Cave Shooters just feel really ‘Cold’ to me

          • http://www.youtube.com/user/Kamek20xxExtra?feature=mhee Michael Stevens

            Yet, that’s the Japanese’s way of defining Easy Mode. ._.

          • http://www.genkaibreak.com Code

            The feel of a game though is in-part how the player internalizes the experience; to simply say they’re cold-heartless-bland, certainly doesn’t mean everyone feels this way no matter how high Touhou is on a google graph >w<; Especially since there's a lot of other factors adding into that result o3o'

            But like most shmups often you have to acquire the flavor +3+' It's part of the enjoyment of playing different company's shmups, as they all have unique flavors, subtleties that make them stand out. And sometimes it takes just the right shmup from a company to “get” a taste for them owo;

          • TrevHead

            I feel the other way, CAVE and other fast paced adrenaline ride arcade style shooters make me feel good.

            With ZUNs version of bullet hell on the other hand while I can have fun playing them, feel cold to me due to their graphics, sound and especially slow pacing. I whole experience is calmer and more sedate. Just filling the screen with slow bullets doesnt do it for me.

          • fermented

            Sure, many of Cave’s games seem like they are aimed exclusively at the truly dedicated shmup players, but they do make games like Deathsmilies and Mushi Futari BL that are a lot easier and more manageable for the intermediate player to complete with 1 credit.

        • WilliamJasper

          To Micheal: Define unfair.

          • http://www.youtube.com/user/Kamek20xxExtra?feature=mhee Michael Stevens
          • WilliamJasper

            ……. *speechless*

          • darkraiders

            Wow i want to play that.

          • http://www.genkaibreak.com Code

            Sure it’s fair; if you can actually get to it, it’s onlya small step up from everything else you’ve had to deal with +3+’ Seriously though I feel like sometimes people get too tangled up in the fact they can’t “beat the secret final boss” or sometimes even beat the game o3o; It just takes the mindset of trying to improve each run and learning the “answer” to each pattern.

            Not saying bosses/difficulty can’t be sadistic. But to get the enjoyment out of where you can get to, and what you can do,and the moments you do improve and the moments you do learn a new trick; is the important part.

          • TrevHead

            Most modern shmups are infact easier than many older shmups, try playing Battle Garegga I cant even get past stage 1 without putting the effort in to master it. With Cave its usually stage 3

            Most bullet hell is all about understanding the rules and techniques common to the genre. Much of the difficulty comes from how they are designed to overwhelm the player with bullets and adrenaline

        • majorhavok

          I meant from the gut. I misused a word, oh well. Touhou feels to me more like tight maze navigation and set pieces to pretty patterns than something designed to keep the player under pressure. I know that’s the design that the games were going for but to me that feels like less of a game. Also, because of this design philosophy I feel that the non-boss portions suffer and act more as filler. The game play part is the heart of this type of game to me, and thus this is why Touhou feels flat.

          I don’t buy the more popular = better than argument. Using that logic I can go with http://www.google.com/insights/search/#q=twilight%2Ccitizen%20kane. I do realize why Touhou is popular though, with the unique appeal of his games and how ZUN has created a universe for others to expand upon thus bolstering support for his works. ZUN also has been at this for a while and has skills in his game making, so the games themselves aren’t bad. I do wonder just how many engage the universe versus how many actually engage the STG itself.

          • http://www.facebook.com/profile.php?id=100002395146276 Peace Legacy

            Your link is kind of an unfair comparison since Citizen Kane exist a longgg time ago for the previous generation whereas Twilight is for this contemporary generation
            While it is true that popularity doesn’t equal quality, but when a commercialize franchise exist within the same time frame as an amateur works, yet the amateurish work is way more popular. You know one of the franchises is doing something completely wrong (or the other franchise doing something completely right)

            I do agree the non-boss segment does feel bland, but those segments are for stocking up items to deal with the boss, so it’s kinda justify

          • majorhavok

            That’s the point. My comparison is just as baseless as your comparison as these Trends comparisons exclude many important factors. 

            I will agree ZUN did something right. As I said, I do know why it’s popular. Although, I don’t know all the details about why it exploded as it did. I saw the environment and factors with Nico Nico Douga that helped it grow socially, but I don’t know anything about what led to that rapid growth in Comiket, or how word spread (if it did) during the PC-98 days. It’s an interesting social phenomenon to say the least, but again with the way this franchise is set up it calls into question how much of this attention went back into the original games.

            I don’t agree that ZUN’s work or methods should be used to discount Cave. It’s a for profit company, sure, but they contain a lot of employees with a history of developing STGs that I’m sure aren’t there just to get a paycheck. Not only that but they’re still a niche arcade company maintaining a custom platform for games with limited appeal. That Toaplan blood dies hard I guess. On the other side, what about the original works that don’t see nearly the attention Touhou gets, which is at this point pretty much everything non-Touhou related?

    • http://www.genkaibreak.com Code

      WARNING: A HUGE TOUHOU FANDOM IS APPROACHING. Not sure where this came from, not use to encountering here on Siliconera o3o;;

      • http://www.facebook.com/profile.php?id=100002395146276 Peace Legacy

        *feel somehow guilty for starting a debate thread*
        Don’t worry, they (we) are a peaceful bunch, they won’t approach this, so no need for warning, really
        Besides, if Cave popularize the shooter genre and make the shooter genre ‘hip’ again, it is a win-win situation for both the flying loli shooter Fandom and the Cave Fandom

        • TrevHead

          I would say “a certain loli shooter series” has probably done more than CAVE to popularise shmups with new players, who then move onto arcade shooters.

          Even if much of its all for the wrong reasons

    • malek86

      To be fair, I don’t even know if the vast majority of the Touhou fans care about the games at all, other than as reception halls for new characters and music.

  • godmars

    Wonder if we’ll ever see plain old shooters again, rather than bullet hell?

    There’s a reason they’re becoming more an more of a niche genera after all. 

    • MarkMario

      But bullet hell is much more fun and challenging :3

      • darkraiders

        True  but they still could give the choice between bullet hell and normal.
        I would still play bullet hell but having a normal mode could help for new players and players who just don’t like bullet hell.

        • Thomas Maloney

          welcome to the bullet hell sub-genre <3

        • TrevHead

          Even though its infamous as due to that Hardest Boss Ever YT vid. Mushihimisama Futari has original mode that plays more like a classic shooter with fast bullets.

          But yeah I wish there were more new classic shmups just to spice things up a little.

        • http://www.genkaibreak.com Code

          Most shmups now a days do have difficulty controls >ww<;

          Personally I feel like most bullet hell shmups have mechanics/answers for dealing with loads of bullets, it's just a matter of the player learning how to correctly utilize them.

        • Ladius

          It’s not so simple, you can’t turn a bullet hell shmup into a gradius style shmup by changing difficulties (you will simply have an easier bullet hell that way), you will have to do completely different modes and basically have two games in one to accomodate different enemies pattern, bullet patterns, stages features, scoring systems and so on.

          Also, I think it’s a mistake to say that “normal” shmups are more beginner-friendly than danmaku, they can be even crueler even if their kind of challenge is different (for example, intricate bullet patterns can be more merciful than stage objects meant to crash your ship, something you will rarely find in danmakus but is fairly usual in more traditional shmups).

      • godmars

        Not asking $120 for one would help too. Even if they do throw in fan stuff.

        • Ladius

          Well, import prices are high regardless of the genre, especially if you are American. Localized shmups usually have budget prices, and sometimes have wonderul L.E. like the Death Smiles one by Aksys or the Otomedius Excellent one by Konami.

        • TrevHead

          Add in obligatory “most CAVE shmups that work on western 360s can be imported as regoin free (Futari, EspGaluda 2, Dondonpachi Resurrection PAL) or picked up locally (Guwange, Deathsmiles 1&2) for less than £25″

          Shmupping on the 360 isnt as expensive as it once was unless you want every titile on the 360

        • Aoshi00

          Like Ladius said, if it weren’t for $1=~75 yen now, it wouldn’t be as bad. As it is, importing any game on any system costs one nearly $100.  And their $120 games are limited edition, regular editon are a lot lower, but still not cheap because of the weak dollar and crazy strong yen.  It’s kinda moot to complain about importing being expensive though..  I missed the $1=~120yen days years ago (say 7000 yen would be less than $60 instead of like a $100), but hey it’s a different world now.. like a regular consumer can’t beat things like inflation..

          • godmars

            Its still more about Cave gouging hardcore shump fans, having poor excuse to ask the same as COD or Skyrim, as it is putting them on disc instead of making them DLs. Especially when they’re putting titles on the iPad.

          • Aoshi00

            Well, that argument is subjective, to some a Cave shmup is just as fun and has as much replayability as something like CoD or Skyrim, hence worth its price tag.  And even games for CoD or Gears which have a strong multiplayer community, the publisher are charging for passes now on release day for extra contents.  But you just can’t compare the prices btwn the US and Jpn, FF 13-2 will cost $60 here MSRP, in Jpn it’s like $106, plus shipping it’s more.  Saint Seiya and Ni no kuni are well over $100, any game is, when Ni no Kuni is released here it’ll be $60, much much cheaper than the Jpn counterpart. You could say those games are more worth it than a shmup but it’s subjective. 

            Many people play a shmup for years to hone their skills, it’s an arcadey experience, so the price is worth it (and certainly so compared to getting the boards).  iOS are priced differently though from the console version and even the PC ver.  Street Fighter 4 was $60 on console at first, but it was what, a $10 game on iPhone?  I prefer playing shumps and fighters w/ an arcade stick rather than touch screen..

            And most LE are bundled w/ soundtracks, which cost anywhere from $40-50 on their own in Jpn. Like music CDs, simply can’t compare US and Jpn prices either.

          • godmars

            And yet there’s Pixy Junk Shooter 1-2, Shadow Conspiracy and the like which run for $10~$15. And again what Cave is putting out on the Ipad and such for even less. Yet when they first started putting out games for the 360 they were at prices well above what they should have been offered at, with a few trinkets thrown in in an attempt to justify the price as well as being on disc.

          • TrevHead

            I would hardly call them gouging, J360 games are priced for the Japanese market not importers.  The prices of their games that are published for the western market are resonably priced. That includes the cave platformer Nin2Jump which is dirt cheap at 400msp.
             
            Besides most shmup fans want boxed versions because they value them just as much as a CoD or Skyrim, but it seems that CAVE might be releasing more of their games as DL in the US where they dont have a publisher and according to Grev MS is tightening their policy on region free

            edit

            Most DL shmups arnt of the same quality as a CAVE shmup, Pixel Junk shooter certanly isnt, like any genre there are freeware alternatives out there but you generally get what youve payed for. Most hight quality shooters on xbla are either releases of older games (which is what many of the ipad CAVE games are aswell) or are smaller indie efforts without the amazing 2D artwork, music or top notch level design and scoreplay.

            To put it another way (I dont play fighters) There are cheap alternatives of VS fighters which might have simple gameplay which is fine for ppl who arnt into the genre, but its ultimatly lacking the depth which fans of the genre need to keep them intrested.

            Like Capcom or SNK, or Id & Blizzard genre fans gravitate towards the most prestigious names if they plan on investing a lot of time into a game. CAVE for most folk is the king of bullet hell

          • Aoshi00

            The shmups’ MSRP were normal for Japan, just like many Jpn games are much more expensive than the US equivalent, it’s like some people question whether El Shaddai was worth $60, some argued it should’ve been a $10-20 downloadable game on XBLA/PSN, I really don’t think something like Outlander/Rochard/Shadow Complex could be compared to El Shaddai.  I don’t think Cave shmups should be priced the same as Pixel Junk/Flower/Flow either..  and the US prices are actually much cheaper, like $50 for Deathsmile LE, $30 for Deathsmiles 2 on XBLA, $50 for Otomedius Excellent LE, slightly below that of a regular $60 retail game.  And a full blown shmup is not necessarily inferior to other genres.  Just like Ni no Kuni is over $100 in Jpn but $60 in th US, are the Jpn game prices (shmup or non-shmup) much higher in general, sure, but that goes for all games.  I’m sure people here would say Ni no Kuni or FF XIII-2 would not be worth over $100 either, but that’s the price for importing.  You could say that FF Type-0 shouldn’t be priced at 7700 yen in Jpn ($102) a PSP game not even a console game, but it is. And if it’s released one day in the US, it could be only $30 or $40 tops, a $60 difference btwn the US & Jpn ver for the same game.

          • godmars

            Everyone trying to defend Cave’s pricing are making logical if not good points, but the details all of you are ignoring is that the price of the first few games they were offering on the 360 weren’t just for the games themselves. They were for LE that came with extras. That was their real excuse for asking for $120+: they were pandering to hardcore shump fans and only to them. They were also purposely shutting out casual/new fans. They also applied the same reasoning to imports, with MS being selective with region free titles, but then those same LE editions were offered in the West at the same imported prices.

            And then there’s the point that TrevHead brings up about lesser DL-only titles being of different quality – because almost impossibly a couple of Cave’s disc games have been fatally buggy. 

          • http://twitter.com/Cudgeon Raji

            Well, they don’t have enough sales so they have to ask for higher prices. Skyrim and COD sells Millions of Copies, even if they only make 5$ per game they have a solid income from it. It’s entirely different when you sell less then 100’000 copies. That would be 500’000 $, probably they could barely pay their employes for that kind of money, nevermind their rent and enough money to start development on another game. Even if they priced their Game 10$ they wouldn’t sell millions of copys so they actually do the right thing.
            And I seriously doubt that they sell 100’000 copies.

    • kroufonz

      i do want some plain old shooter again.

      when it comes to bullet hell, certain flying loli shooter are the only games i need:P

    • RupanIII

      I wouldn’t mind this either. Don’t get me wrong, I like bullet hell and I’m glad it has been seeing a rise in popularity, but there haven’t really been any solid, big-name regular shooters in a while. 

    • krokounleashed

      When bullet hell started to grow, they where already niche. Also play Strania.
      Bullet hell is not the reason why they are niche. It’s the problem many gamers don’t play for score anymore, but story, cinematic action and that stuff. And with enough continues many shmups are done in less than 30min. And I’m okay with that, as long as I get new ones.

  • jujubee88

    Looking forward to that PS Vita sh’mup! 

    • http://www.youtube.com/user/Kamek20xxExtra?feature=mhee Michael Stevens

      I just hope I don’t have to turn the whole system sideways in order to play, because that was just irritating.

      • jujubee88

        I would not mind playing horizontally for a mini-game but, beyond that the unit should be held the “natural way” (thumbs on the buttons).

  • TrevHead

    A true online multiplayer cave shmup would be cool, Take something like Twinkle star sprites or Jamestown and create something special.

  • http://www.genkaibreak.com Code

    Good interview Spencer, interesting read owo; Always great hearing about Cave’s inner workings and what they are currently working on; especially since really they aren’t as widely reported on, or as vocal as most companies o3o; I’m a little concerned about the whole iOS direction they’ve been keen on lately, since it feels like a pretty far removed platform from the arcades opo;; Although I would be all for them investigating other systems, such as PS3 and perhaps Steam owo; Especially since I think there biggest hurdle is still the 360′s regional locking.

  • Solomon_Kano

    Huh. I hadn’t heard that they were making a shmup for Vita. Awesome!

  • Go2hell66

    cave getting so much attention now :D?

  • http://twitter.com/DanijoEX DanijoEX

    After reading this, I have begun looking back on some Shoot’em-up games I’ve played in the past. Like Galaga, Galaxian, Earth Defense Force, and Geometry Wars.

    I really never have paid much attention to the genera. 

  • Ladius

    I really agree regarding the quality of their settings, in many cases they’ve been able to recreate unique, beautiful world that really add to the overall experience. I’m particularly fond of Progear, Guwange, Ketsui, Mushihime and Dodonpachi’s settings, but even Espgaluda’s and Akai Katana’s are a sight to behold.

  • Raizing Eighting

    Manic shooters are not harder than traditional ones and vice versa arguably the traditional ones are meaner like IMAGE FIGHT,Raiden II and Gradius III bullet count does not equal harder  they compensate with making the hitbox  smaller more bullets but less sniping.

  • Guest

    I’m tired of bullet hell shooters, filling the screen with pink bright dots is just one way of doing shooters. I’m more into the Aleste type of shooters, or treasure games.

    • krokounleashed

      Then play some strania.

  • riceisnice

    Does it seem like Playstation Vita is starting to house all the extreme fanservice games? It’s starting to get on my nerves.

    • JustaGenericUser

      “derrrrp oh noes I see a girl in that screenshot huff duff must be extreme fanservice goddamn them hurrr durrrr”

    • Luna Kazemaru

      *insert implied facepalm.jpg*

    • http://www.youtube.com/user/xxHiryuuxx Hiryuu

      Not to be a ‘fan’ or anything, but you mean extreme awesome, right?

    • http://twitter.com/Cudgeon Raji

      Sure. PSVita is like the PS3 and PSP home to all kind of games. It’s not from Nintendo, after all.

  • http://www.youtube.com/user/xxHiryuuxx Hiryuu

    I’m pretty sure that was a shot at Rockin’ Android I read there, but they have started to capitalize on that PS3 and Steam market, something Cave hasn’t done.

    I’d say if they might want to consider some of the actions of those ‘smaller’ companies.

  • NetscapePizza

    Ps3 ports please, I WANT TO GIVE YOU MONEY.

    But I refuse to give Microsoft money

  • https://twitter.com/#!/SplashdownTiger STiger

    Just tell me when you guys are going to have Espgaluda II out on the Android Market in the U.S. and I’ll be content.

  • 19Deus94

    Who is the character on the top and for what game?

    • http://www.starcreator.com/ StarCreator

      Presumably, it’s Cave-chan from Hyperdimension Neptunia mk2 (as captioned).

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