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Review: Hatsune Miku: Project DIVA F 2nd


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Developer: Sega/Crypton Future Media

Publisher: Sega

Platforms: PlayStation 3/PS Vita

Release Date: November 18, 2014

ESRB: T for Teen

 

This review is based on the PS3 version of the game

 

 

Hatsune Miku is an anomaly that I don“t completely understand. I get that her rise of fame started as synthesized vocal software (aka vocaloid) and her anime design managed to catch on in Japan. What I understand much less is how she became such a phenomena that she can take over established pizza chains, appear on late night American TV shows, or go on concert tours all over the world. Her cling to the title of the “most popular virtual singer” is not to be belittled. Still, if it means that I get more great rhythm games like Hatsune Miku: Project Diva F 2nd in the process, I could not care less about fully understanding her existence.

 

Despite the virtual idol's strange popularity as of late, Sega still took a chance with bringing over the Project Diva series beyond Japan last year with Hatsune Miku: Project Diva F on PS3 and delayed Vita release early this year. Likely deeming that a success, Hatsune Miku: Project Diva F 2nd now finally sees a simultaneous release on both PS3 and Vita.

 

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Little has deviated from the central formula of previous releases in the series. This is by no means bad, of course. As with earlier entries notes appear from pretty much every angle until they overlap with their corresponding face button notes. To also keep the player on their toes, notes also have extra variables like direction based inputs or flicks of the analog stick, with an entire new star note that requires simultaneous taps on the analog sticks.

 

It is certainly not ground-breaking amongst rhythm games, nor does it try to be, but it nails the intrinsic feedback of it. Despite how I may enjoy the recent Final Fantasy Theatrhythm: Curtain Call, that is an example in the genre where the core gameplay somewhat feels off-sync with the music accompanying it. Hatsune Miku: Project Diva F 2nd does not have that problem and pretty much always feels in tune with both the gameplay and music together. It may sound simple and arbitrary, but I think that is what separates a good rhythm game and a great one. Well, that, and the quality of the soundtrack.

 

Vocaloid J-pop music is certainly an acquired taste. To be honest, aside from the soundtrack of Magical Beat it would be difficult for me to say that to say I care for most vocaloid tunes in general. I tend to enjoy the series more for the well-crafted rhythm gameplay than anything else. I say that, but I think the quality of the soundtrack really stepped up overall in Project Diva F 2nd. I have gone from liking less than a small handful in previous releases to finding, erm, multiple handfuls dangerously catchy in Project Diva F 2nd with its 40+ tracks (not including dlc). To match the crazy presentation the J-pop vocaloid soundtrack also likes to utilize bubbly, eclectic beats to some surprisingly intense rock-like rifts.

 

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What remains as the series' double-edged sword is how extravagantly it is presented. The visuals are very eccentric with their colorful vibrancy, expressive movements and dances, and the sheer variety of the motifs. One music video may play with an romantic manga style while another is completely different by having Miku fight with dual katanas and then dying (oops, spoilers?). It probably has a bit too much personality in how it is displayed for would-be newcomers. Also, it becomes a developed skill to pay attention to the notes appearing and not constantly miss because of the extremely busy visuals. Heck, even the notes themselves will occasionally leave the player baffled the first time they see them—for example, a series of them will be in the shape of a heart. I may have personally become much better at not getting distracted, but even I get tripped up by several songs the first time I see them because of the aesthetic.

 

I“m not going to pretend that I am great at most rhythm games, but it is clear that the standard difficulty has seen quite a spike over previous releases. So much so, that as one who has been able to complete hard mode in previous games, I have struggled quite a bit with some of the last songs even on the normal difficulty. Some of the last songs have inputs appear so fast that you don“t have any hope of sight-reading them and succeeding on your first try. For the first time ever I turned to the use of "help items" (which makes parts of songs easier at the cost of a score penalty) to even be sure that I even had the skill level to complete the song(s) anytime soon. Which, even then, I repeated certain songs quite a few times before completing them—I'm looking at you 2D Dream Fever.

 

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There is certainly more to Project Diva F 2nd than new songs and an increased difficulty, however, even if I don't really understand (or care to know) more than half of it. Customization options are abound from lots of unlockable costumes, accessories, and challenges to works towards, as well as a "Live Studio" which attempts to recreate a concert setting. Refinements have also been added to the edit mode, which allows players to customize music videos and upload/download them with other users, and the Diva Room too. To be clear, Diva Room is sort of a weird sim-like mode where you can use points earned through songs to buy stuff to customize a vocaloid's room and to raise their.affinity level with items, poking them (literally), or various minigames. Really, though, Diva Room occasionally feels creepy, the minigames within it are poorly designed, and room customization unappealing, so I don't really find any personal appeal in it.

 

It also has a few new additions that are neat for returning fans. For example, being able to carry over saves from the previous game for new unlocks or the ability to convert a Japanese save file to English to carry over progress for possible early importers. Cross-save usage between both PS3 and Vita is pretty seamless for those that happen to have both. Also, Sega now has both a Romaji translation and the newly added direct English translation for those who want learn context behind the various songs, which is cool. Granted, I'm convinced that some songs make less sense in English, but it is the thought that counts. Lastly, a subtle, but smart (and dangerous) addition is "spotlight", which randomly selects songs in the main rhythm portion and gives the player one chance to complete a song for significantly more bonus points towards unlocks and pushes that "Just one more song..." mentality.

 

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As a smart performer, Hatsune Miku: Project Diva F 2nd improves upon previous gigs in nearly every way. It's flashier, has a stronger overall musical selection, useful new features, and is dense with content and modes to work towards. The only real problems is that its significant raise in difficulty can be rather daunting, especially for newcomers, and some long-standing problems with the series still remain. I may never understand the enigma that is Hatsune Miku, but at least I can be at ease knowing that a lot of fun can still be found with her newest rhythm game performance.

 


Pros:

 

+ Music is better than the previous Project Diva F overall

+ Vibrant, varied, and entertaining visuals

+ Very responsive controls and gameplay that syncs great with the music

+ Plenty of unlockables and challenges to work towards

 

Cons:

 

- Standard difficulty has spiked a lot.

- Diva Room still weirds me out

- Visuals can be distracting

 


Overall Score: 8 (out of 10)

Great

 

With a better overall performance and musical selection Hatsune Miku: Project Diva F 2nd has proven that this idol is not out of tricks just yet when it comes to putting up a great rhythm game show

 

Disclosure: This game was reviewed using downloadable PS3 code provided by the publisher.

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