
In this chibi-style* strategy role-playing game you'll amass an army of game-referencing allies, fight on trap-laden maps, and beef up Lily Rank for crazy damage. But look out for status ailments or you might be (literal) tofu! You ain't seen the Neptunia characters like this before!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
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positive critical· bar length = how often the theme comes up
Reviews
It's a good game but not amazing. There are some minor "why can't you skip this" which can make a battle extremely tedious regardless of settings. Only happens later in the game but considering they have so many great settings for making battles less tedious, it's an odd oversight. You also can't skip enemy turns or certain parts of battles, like after using HDD the number countdown. Them forcing you to change or confirm the name of disks with a keyboard should have been optional. You can't do it with a controller and it's weird. Along with other rare but very avoidable annoyances. For me a good example would be the basilicom where buying stuff seems irrelevant (it feels like they could have done a little more with it). The combat system seems good and refreshing but it feels like a bit of a drag to go through levels after a while with no breaks. Bosses feel like HP sponges and less exciting after a while. Only on chapter 5 but I doubt much will change. Lots of good points I won't mention, some are cool map mechanics (usually), good writing, but for the most part it's a decent game. It feels like it isn't a game where I can clear two or three chapters a day but one where I can play a level, maybe three and then need a break. As long as you don't prioritize opening chests or getting everything in a level (chests are usually mediocre anyways, generally not worth dragging out battles and potentially dying to get a couple mid items.) There isn't anything super interesting or engaging but it's worth playing. I do love how they don't change the regular formula since it's a solid starting point and the characters are a huge plus for making battles interesting. They're all unique, new characters feel relevant, although getting new characters feels like it takes a long time. Although eventually it does feel like some new characters are just "better X" because some new characters are so broken some older ones fall off. It just feels like either there's a bunch of events at once or lots of battles in a row with short or fairly basic events. Perhaps the pacing of the game is just a little different than most. Also since Neptune isn't the lead it honestly feels like there's almost no humor lol. Which is unfortunate since Noire is my favorite, the fanservice feels forced, awkward, and repetitive. Around chapter 6, the zombie ailment is introduced, an incredibly brutal condition. I'm done after chapter 6, even after dealing with all of the weak zombie units you have to deal with two tanky bosses on a time limit. One spams a special move every turn or every other turn that inflicts Tofu (probably the most OP status condition) while the other does high single target damage. Zombie ailment forces your teammates to fight but Tofu condition makes every hit a critical on you, prevents you from using skills and your special move but that's not it. It also seemingly prevents you from reviving a unit that is killed while in a tofu state. TL;DR It's prpobably worth getting on sale but don't expect to finish it. It's too bad since it was so close to being an excellent game.
The gameplay was fun, but playing it for a few hours straight gets tiring for me. The combat is simple for a SRPG, but still fun. I recommend it for anyone who likes the Neptunia games and likes SRPGs. The are two main issues with the game, the first being that the game is unfair, and the second is the game not being able to run on some PCs. Reasons why the game is unfair. The game has many traps that affect your units when they move on top of these tiles, but the trap will never get activated by an enemy. The enemies can ignore height differences like jumping or attacking from a huge height difference, but you cannot. A lot of enemies have large AoE effects, and some give status ailments, and they really went a bit too far with the ailments. For some reason, they game couldn't run on any Windows 10 or 11 system that I owned from 2018 or 2019 until this year. Somehow it worked on 2 of my Windows 11 PCs this year. It works on SteamOS, but you need a specific version of Proton.
A Idea Factory poderia ao menos fazer alguma grande atualização pra otimizar tanto o comportamento quanto os gráficos que bugam do jogo tendo em vista que a edição de colecionador do Nintendo Switch está ainda pra chegar no mercado. Os vídeos tem problemas constantes ainda hoje em qualquer distribuição Linux (a minha é a Mint Mate), o que também implica que mesmo no Steam Deck não suportaria rodar este jogo que tem ao menos já tem 11 anos de existência. Mas mesmo assim ainda é um jogo bom e divertindo, fazendo reassalva a esses detalhes.
esse aqui foi o primeiro jogo da franquia que eu joguei,e rapaz pensa num joguinho daora mano,o design chibi das personagens é bem fofo :D e cara se se seu pc foi uma batata relaxa que o jogo vai rodar de boa,faltou só uma legenda em ptbr ae pra fica top mesmo,sem sombras dúvidas pra mim esse aqui já o meu jrpg favorito.
Sin steam cloud, perdí todo mi progreso de juego. Noire best girl btw.
Medio verga, solo lo recomiendo si tu esposa es Noire.
Perhaps the biggest issue I have with the game is with the writing. The game’s message is about valuing connections you have and making friends, which is a fine one. However, the execution is quite poor. The game’s story follows a formula of finding various rebelling generals, fighting them and them joining your party. These events are followed by short scenes of Noire and them…….. bonding? And most of these are excuses for good ol’ fanservice. For disclaimer, I am largely indifferent towards fanservice. Just like many things in media, it is something that can be done well or poorly, and is ultimately subjective. However, I genuinely think the fanservice in [b]Hyperdevotion Noire: Goddess Black Heart[/b] hurts the game. Some of these events make me wonder why these people would be on the same team. The worst example of this is with Generia G, who kidnaps Noire and strips her and shackles her, because she wants to turn her into a mecha. Thankfully, the light goes out, but then Generia G simply ditches Noire in the dark room. Is this supposed to be funny? Maybe arousing to some people, but I don’t see this pair becoming friends. Noire should place a restraining order on her. Or her getting sexually assaulted a few times. Noire herself isn’t much better, with her embarrassing some of them, like challenging Lee Fi to a beauty contest involving bikinis, or challenging the “pure” idol Ai Musujima to some kind of competition… in swimsuits of course. Sure hope it doesn’t slip off! The ONLY event that felt genuine was with Little Rain, the last general you recruit. At this point I was shaking in anticipation, what kind of fetish are they gonna try next? They were going to shop for clothing, so, skimpy outfits? Then it started raining, now what? Transparent outfits? But… no! Little Rain and Noire have a heartfelt conversation when hiding from the rain. I was genuinely shocked, it felt like these two could actually become friends. This shows that the writers COULD write genuine interactions like these, but chose not to, and I think the game would’ve been much better if it was honest about its messaging. Even outside of these events, I found the writing to be generally quite boring. There’s a lot of yapping and not a lot of good humor, not to mention how formulaic it becomes with generals, like I get it, no peaceful resolution, FIGHT! I did find occasional events at the CPU Hotel to be much more enjoyable and they generally portray bonding much better than the majority of the main story. I could’ve forgiven the game for its writing, I would’ve still criticized it, but at least you can skip the cutscenes, as long as the gameplay is good. Unfortunately, there are many problems. One of the biggest ones is the act of movement. It’s very rigid, your characters will generally only turn once, and you have to manually rotate the character because they will always start moving forward if not obstructed. This is a problem, because one of the game’s mechanics is various tiles that hurt you or waste your turn when you step on them. Since you can’t move the cursor in a way that dictates how your characters move, you’ll have to spend several turns walking around these obstructions, which turns some maps into a slog. The “best” part about these tiles however is that the enemies completely ignore them. That’s right, they won’t get hurt or stunned or anything, this is straight up unfair. The only reason I could think of why they didn’t implement that is because they didn’t have the time/didn’t want to code more complex AI. The game actually tutorializes moves that knock enemies backwards, with electrical fences that do damage, and when you try to knock them into these bad tiles, nothing happens which is very frustrating – there aren’t that many levels where you can knock enemies into electric fences. The game doesn’t make it easy to actually strategize. You can’t for instance press a button when hovering over one enemy to see their attributes and skills. You have to open the menu, then go check all units, then switch from your units to theirs, and then choose the one you want to check, it’s a mess. There’s an affinity wheel like in most of these kinds of games, and I kept forgetting what beats what, it would’ve been nice to have it always be present on-screen during battle. There are WAY too many status ailments, whopping 18 to keep track of, and they are imbalanced. Also, I wish more games took note from [b]Fire Emblem: Awakening[/b] and included an ability to pin enemy movements. There’s a height aspect to the game, where some characters can jump and fall from higher heights than others, and it’s more of a hindrance than anything. Some of the levels are designed in a way that has you carrying crates around, and it’s not very fun, because you usually can’t do anything until you create a makeshift staircase. This PC port is quite poor. The game breaks when tabbing out, but in windowed mode, trying to take screenshots leaves a large black area, as if it tries to match full resolution. The sound engineering is messed up, I noticed that the audio would occasionally stutter, and it’s clear the music doesn’t loop properly, the tracks simply start over. Some tracks are a bit better at attempting to “loop” seamlessly, others not so much, like the victory theme, which loops a few times, and then just restarts in the middle of one. As a palette cleanser, let me tell you about things that I liked. I like the lily bond system. By having characters near each other, you can receive a smooch from adjacent units that reduces SP and lily point cost, and makes the skills more powerful, which can be pretty useful, this introduces a nice risk vs reward system, where you can leave yourself vulnerable to big attacks that hit multiple units, but the benefits are also great. You acquire lily points with smooches, which can be used for very powerful skills, which are satisfying to use. This also has benefits in the longterm, the more smooches characters receive, the more their bond strengthens, giving greater benefits. I appreciate the amount of playable units, there are whopping 22 in the base game, they feel balanced enough, with unique character designs, animations and quirks. I also like how each character has a set of Character Challenges. They are all the same, but they reward you for various stuff, even something as basic as simply walking a set of tiles grants permanent stat boosts, this reminds me of [b]Rune Factory[/b] games, particularly later entries where you also get better simply by walking, pretty neat. I would lie if I said I didn’t have [i]some[/i] fun with the game. When the gameplay works, it’s a pretty chill experience, and there are ideas I like. But I can’t in good conscience recommend this game. The writing is pretty bad for the most part, and while you can skip the story, you can’t skip the gameplay, and there are many problems. It messes up something as basic as an act of movement. The game is clunky when it comes to actually strategizing. Some of the mechanics hurt the game more than enhance it. There’s actually more problems that I didn’t describe, like some terrible level design and poor AI. Noire doesn’t deserve this game, and neither do you.
Hyperdevotion Noire: Goddess Black Heart is a playful yet surprisingly involved detour from the usual Hyperdimension Neptunia formula. Developed by Idea Factory, Compile Heart, and Sting, and published by Idea Factory International, it shifts away from the series’ familiar mix of visual-novel storytelling and light JRPG combat in favor of a fully tactical, grid-based strategy system. This spin-off places Noire—usually one of Neptune’s rivals—at the center of the narrative, giving her the spotlight in a world called Gamarket, an alternate setting shaped around satirical references to the gaming industry. The story begins with Noire at the peak of her political and military power, only for a mysterious conspiracy to throw her kingdom into chaos. As her authority collapses, she must gather allies, rebuild her forces, and reclaim her position as a goddess while navigating comical misunderstandings, exaggerated personalities, and the cheerful absurdity that defines Neptunia storytelling. What distinguishes the game most is its approach to tactical gameplay. Rather than relying on the conventional turn-based battles of the main series, Hyperdevotion Noire embraces an isometric tactical RPG design. Characters move across maps filled with obstacles, traps, elevation differences, and environmental hazards that turn even simple encounters into layered strategic puzzles. The game offers a robust roster of allies, each modeled after stylized parodies of different video game genres—fighters, JRPG heroes, stealth icons, rhythm divas, and more. Each character has a unique skill set that encourages experimentation, and composing your party becomes a major strategic component. Because maps are designed with gimmicks and hazards in mind—including conveyor belts, icy floors, or explosive tiles—team composition and positioning matter as much as raw stats. A defining mechanic is the Lily Boost system, a feature that rewards placing characters near each other on the battlefield. When allies cooperate—either by using abilities in close proximity or chaining supportive actions—SP costs are reduced, powerful attacks become available, and transformations can be triggered. This system promotes synergy and thoughtful spacing rather than brute-force tactics. It also ties neatly into the series’ signature theme of camaraderie, turning friendships and interpersonal bonds into literal battlefield advantages. As your party grows, the game gradually introduces heavier skill interactions and more complex map setups, making the late-game battles feel more demanding and intricate than their colorful art style initially suggests. Outside of combat, Hyperdevotion Noire offers small but welcome layers of customization. Noire’s room serves as a light management mode where you can decorate her living space with furniture and items earned through missions or requests. Doing so unlocks short conversations that flesh out the characters’ personalities and relationships. While optional, these scenes add charm and make Noire’s central role in the story more personal. There is also a crafting system where players can invent or purchase equipment using materials collected from missions. This gives a sense of progression beyond leveling, and offers players ways to fine-tune their team’s strengths and weaknesses. Visually, the game stands out with its chibi character designs during battles contrasted against full-sized portraits during dialogue. This gives the game a dual identity—cute and comedic during combat, polished and expressive during story segments. The battlefield animations are lighthearted, colorful, and often exaggerated, with attacks ranging from whimsically ridiculous to stylishly over-the-top. The writing retains the Neptunia series’ signature humor: self-aware jokes, gaming references, slapstick misunderstandings, and affectionate parody. It rarely strives for emotional depth, instead aiming for a breezy tone that keeps the experience upbeat even during dramatic moments. However, the game is not without its drawbacks. The story, while amusing, lacks the emotional depth or tension that might carry a long campaign. Much of the plot serves as connective tissue between battles, and the stakes—though presented as monumental—often take a backseat to comedy. Pacing can also be an issue, as some missions run long or require grinding, especially when preparing for tougher late-game encounters. The reliance on environmental gimmicks, though refreshing at first, can occasionally grow repetitive or interfere with the strategic flow. Some players may also find the fanservice elements distracting or excessive, as the game’s tone frequently leans into its playful, flirtatious style. Even so, Hyperdevotion Noire succeeds as both a tribute to tactical RPGs and a fresh angle on the Neptunia universe. It offers meaningful strategic depth wrapped in a bright, cheerful aesthetic and supported by a surprisingly large roster of playable characters. For fans of the franchise, the shift in perspective—allowing Noire to take center stage—is refreshing and often humorous. For tactical RPG fans, the gameplay stands well on its own, offering enough complexity and variety to satisfy those seeking light but engaging strategy. Ultimately, Hyperdevotion Noire: Goddess Black Heart is a charming hybrid: a whimsical anime comedy paired with a solid strategic backbone. Its cheerful presentation, large cast, and inventive map designs help it stand out, while its tactical systems ensure that it has more substance than its cute exterior suggests. It may not appeal to players seeking serious storytelling or streamlined pacing, but for those who enjoy strategic combat fused with playful personalities and colorful humor, it delivers a memorable and entertaining experience. Rating: 7/10
[h1]诺瓦露撒麻,现在的你,真的特别强大![/h1] 《超女神信仰诺瓦露:激神黑心》见证诺瓦露魅力强大时刻,开头动画便是以一VS三,一个爆气把涅普,贝露和布兰打至满地找牙(至于真实实力排行,请以历代游戏内部设定为准),紧接着的却是被神秘女孩艾诺骗至莎莉赛蒂石许愿:统一游汐世界,没想到却导致世界出现了异变,自己也失去力量甚至打不赢一只史莱姆犬? 未曾想到的是,玩家正式在游戏里登场,被任命为诺瓦露的秘书,于是乎与诺瓦露同行,结识更多同伴,修复世界的影响,破灭艾诺的阴谋,体验与诺瓦露贴贴的美好故事吧! [h2]所以真的美好吗?[/h2] 推了7,8部海王星了,这是唯一有男主的一部海王星外传作品,倒不如说本就男丁稀少全是妹子的海王星游汐世界里出现一个男主是否搞错了些什么? 你要我点评剧情,鸽们儿,海王星整个系列都是萌豚狂喜,百合力拉满(官方认定)的女酮贴贴扣扣的纯女CP粉丝向内容,而本次诺瓦露外传出现了一个男的,还在莫名其妙攻略诺瓦露,卧槽不是纯背叛? [b]对于海痴来说是绝对的扣分项,扣100分![.b] 说正经的,本作剧情依旧是涅普被扁,然后某某傻女神犯事,游汐叶界又濒临毁灭,于是各女神出手合力解决危机的常规主线,但是本次加入了“玩家”的存在,而且在广播剧中还有额外的贴贴戏份,我很难觉得男主有多讨我喜欢,但是我可以之说我很难接受,毕竟诺瓦露是能成为我老婆的女性啊! 再落实到游戏玩法,本次《超女神信仰诺瓦露:激神黑心》采取了战棋刷刷刷的玩法,多涉及一些经典的策略操作,场地物品利用,女神化技能释放以及DLC中的强力物品装备。游戏的白金难度和萌豚游戏出现男主本身一样操淡,正儿八经肝游戏全成就的玩家,将面对的是数10小时的重复刷刷刷内容和劣质的战斗体验,以及掉到渣的游戏优化。 直白的说,普通玩家随缘入手,毕竟不是多贵,海批凭感觉入手,多了不该有的东西真的掉价。 [quote] 奏游戏之乐章,品人生之绚烂 [url=https://store.steampowered.com/curator/45672460/]欢迎加入 『 丰川集团 』[/url] [u][b]以丰川集团之名,行评测鉴赏之事[/b][/u][/quote]
It's definitely not my favourite Neptunia game, but it's decent enough. There's a lot of grind involved with the lily ranks, as per usual, but since there's only two endings most of the grind occurs right before the final boss rather than being spread out across multiple playthroughs. I haven't maxed one lily rank yet, and I'm 64 hours in. Granted, I didn't pay it much attention on my first playthrough about six years ago, but I'm regretting it now I'm trying for 100%. Some of the maps are downright tedious, particularly where different heights are involved. In one map it took me about ten to fifteen turns to try and build some stairs out of a pit, then another five or so to get to a slow-arse train that can only carry three units at once so I could get to the final enemies who just stood there throughout all my struggles since enemy units do not move until someone gets close enough for them to hit. It really drags battles out. The controls are quite janky, and even on keyboard it still shows controller prompts. Story was okay, but quite formulaic -- you get a bit of plot, a battle, gain a new unit and get some fanservice. It was interesting actually playing as a characters, and Noire is adorable. The chibis were cute too. I'd recommend it only on sale, or cheap in a bundle.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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