Great news for those who enjoy rhythm games—Hatsune Miku: Project Diva F 2nd will have the ability to adjust the difficulty of the games’ rhythm mashing via variable options. You’ll do this by selecting from several variables before a stage.
Variables are divided into Help and Challenge items. You can combine up to three different variables together for the game, although you can’t mix both Help and Challenge items to get the sort of challenge you prefer. If you make the game harder, you also get bonus or less Diva points at the end of the match.
Play Assist: Will allow you to finish the song, but your score will always be marked down lower.
Recovery: Once a match, your Song Energy gauge can be refilled, saving you from failure.
Safety Judge: A smidge more time is given for button presses to be considered as Cool, Good or OK.
Double Killer: Those who have one-track minds like me no longer have to worry about simultaneous button presses
Star Changer: And if you really hate having to use the touch screen controls, you can use this to turn Stars—which require you to flick the screen of the Vita – into a L/R button operation instead. This is going into my list and staying there.
Shy Target: Like Shyguys, but worse. The indicator on which button to press next will be slower in coming, so you’d best be paying some serious attention.
S: Cool Master: Only Cools are considered worthy! Anything less will lower your Song Energy and lead you to death faster.
High Speed: I wonder how this will be like combined with Shy Target. The speed of the icons goes up.
Micro Notes: Miniaturization has come to Hatsune Miku! Notes and target moments become super tiny.
Panic: OH MY GOD THE NOTES ARE COMING FROM ALL OVER THE PLACE! WHAT IS THIS I DON’T— *Song Failed*
As you can see in the comparison show, the bottom, Challenge Item equipped version has Micro and Panic items equipped, which make them just fly in from wherever the hell these notes like.
Hatsune Miku: Project Diva F 2nd is slated for release on March 6th in Japan.