Megadimension Neptunia VII is back! Which may surprise people, since it originally debuted on the PlayStation 4 and was the first entry in the series to even appear on this console. But Megadimension Neptunia VIIR is another instance of Compile Heart and Idea Factory putting together another port of an existing Neptunia series game for the sake of profit and extra features. In this instance, it is an array of VR-compatible enhancements that sometimes add more merit to the game.
The most positive change to Megadimension Neptunia VIIR involves the battle system. In every game, it feels like the combat changes for the better, and this is true of this entry. You are still arranging characters’ positions before attacks, making sure they can hit enemies and link with allies. You also have Defensive and Item Skills, which let you use AP and SP to defend and restore SP or use AP and items to make new, more effect items to use in a fight. This is in addition to Coupling and Partner Skills, used between Vanguard and Rear Guard characters, Formation Skills used when between two and four characters are in specific positions, are in the right transformation and have SP, Combo Skills, Form Skills and Special Skills.
Megadimension Neptunia VIIR is a more forgiving game too. Not that the original incarnation was brutal, but things make more sense now. Healing is more efficient. I did not need to waste money on potions outside of fights, since they heal between battles. I did not have to keep running to save points to maintain my progress, as there is a checkpoint system with auto-saves in place. There is less to worry about, when you enter an infested area, since your characters will regenerate and you can keep pushing forward. It might actually make things a bit too easy for some people.
It also looks better. Remember how Megadimension Neptunia VII would sometimes lag if you were fighting through certain battles or exploring specific areas? That does not happen now. Everything takes place at a steady 60fps, which is a notable difference from the original’s 30fps. If it didn’t, I fear attempting to play it with the PlayStation VR, during those segments, might have been unpleasant and perhaps even nauseating. The game looks smoother and better than usual, which made me more eager to play.
The downside is, this does not extend to the Player Room’s VR events. You do not need a PlayStation VR to play Megadimension Neptunia VIIR. The actual RPG portion does not support it, only the Player Room’s VR events. But even then, you can experience the conversation simulator without it. I felt like I preferred it that way, as it was a hassle to get the headset on for a VR event, then take it off for the RPG. Especially since the goddesses look really good. Neptune, Noire, Blanc and Vert’s models all look great. But the quality of the furniture in the room and even Histoire is of a much lower grade. It is like the goddesses do not belong in this basic and rudimentary world. The localization for these segments is fine and the small talk opportunities are not bad, but I could not find any furniture pieces that kept me from noticing how poorly designed and rendered they were compared to these detailed women.
If someone really loved Megadimension Neptunia VII, then upgrading to Megadimension Neptunia VIIR might be a good idea eventually. It both looks and feels better. The battle system is tighter and offers more strategic options with its new skills. It runs better, due to the increased framerate. It generally feels more solid. The PlayStation VR event segments could have looked a bit better, since the character models clearly received more attention and care than the furniture, but may please people who love Neptune, Noire, Blanc and Vert. It is a nice incremental step, which some fans or people who missed the original release may appreciate.
Megadimension Neptunia VIIR is available for the PlayStation 4.