Idea Factory International Articles and News 54e51 Siliconera The secret level in the world of video game news. Mon, 24 Mar 2025 20:41:38 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.2 https://d3la0uqcqx40x5.cloudfront.net/wp-content/s/2021/04/cropped-cropped-favicon-new-270x270-1.jpg?fit=32%2C32 Idea Factory International Articles and News 54e51 Siliconera 32 32 163913089 Review 702e4y Battlefield Waltz Is a Switch Otome With Strong Characters https://siliconera.voiranime.info/review-battlefield-waltz-is-a-switch-otome-with-strong-characters/?utm_source=rss&utm_medium=rss&utm_campaign=review-battlefield-waltz-is-a-switch-otome-with-strong-characters https://siliconera.voiranime.info/review-battlefield-waltz-is-a-switch-otome-with-strong-characters/#respond <![CDATA[Jenni Lada]]> Tue, 01 Apr 2025 14:00:00 +0000 <![CDATA[Featured]]> <![CDATA[Nintendo Switch]]> <![CDATA[Battlefield Waltz]]> <![CDATA[Europe]]> <![CDATA[Idea Factory International]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[otomate]]> <![CDATA[Reviews]]> https://siliconera.voiranime.info/?p=1086633 <![CDATA[

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I love when we get otome games with a heroine who isn’t a blank slate. Just because a company may want to make it possible to self-insert, doesn’t mean the lead needs to be a weakling in need of constant saving. Battlefield Waltz is a new otome from Idea Factory International that switches that up by making the lead a bearer of the legendary Cursed Sword who even had aspirations of protecting those important to her before that, and she’s surrounded by love interests who both can handle themselves in a fight and seem to respect her abilities too. 

In the midst of learning the sword skills necessary to help her father defend their village, tragedy strikes Lan’s life. Enemy forces invade, claiming to be searching for some legendary sword. When the lives of her mother and a neighbor child are threatened and she sees she doesn’t have the immediate strength to fight back when outnumbered, she calls for help. Said Cursed Sword responds and becomes bonded to her soul. She awakes at Nirvana Academy, a school for future warriors in the kingdom geared to hopefully train those who will protect the peace, and it’s heavily implied that agreeing to attend is her only option. However, it means becoming a strong warrior, protecting the people she has left who matter to her, solving mysteries, and doing good, all with falling in love as a bonus, so she agrees.

https://www.youtube.com/watch?v=RkAFfn8Xqiw

Battlefield Waltz is a fairly typical Idea Factory International and Otomate otome visual novel for the Switch. We’ll go about Lan’s day, try to learn more about her situation, and adjust to her life as being bearer of the Cursed Sword in different ways. This is all while getting caught up in different situations as a result, and falling in love with whoever’s route we end up on. 

A few things do help set it apart from others from the company, which I appreciated. One is that Battlefield Waltz is as realistic as an otome game about a girl whose soul is tied to a Cursed Sword with an entity in it can be. Nirvana is a military academy. She and her classmates are going into battles and getting caught up in political intrigue. There can be bad endings or unpleasant situations. However, it isn’t overwhelmingly dark, which I appreciate.

It also offers a chance to get to know more than just the love interests. These guys are great. Make no mistake. The only one I didn’t really care for is Tifalet. I even enjoyed Pash’s tale, and usually I that “type” of character is one I don’t pursue. As you go about Lan’s story, you’ll eventually be able to explore the town or school and talk to people on the map. If the romance option you’re trying to get closed to isn’t around, you can spend time with ing cast , and it’s really fun! I’m a big fan of Yuriana, and Mephisto and Ignis are great too.

I mean, there are really only two potential flaws I could possibly point to in Battlefield Waltz, and neither one is all that damning when it comes to how otome games work. One issueis that the pacing isn’t always perfect in some routes. However, there’s only one character whose story suffers from this! I feel like it happened because he isn’t really a Nirvana, while most of the other love interests are tied to our academy life there, and maybe Otomate just couldn’t reconcile that timing with the others’ routes? I don’t know. It’s one character and in general it’s interesting since it offers more insight into a certain NPC and other elements, so it still works out to a pretty good tale. 

The other issue is that you get all of the answers regarding the Cursed Sword in one character’s route… which only unlocks after all of the other ones. Again, this isn’t deal breaker or a big deal in general in Battlefield Waltz, as this is pretty common for otome games. I think it’s more that I just wanted more background hints on the other storylines as well, but all of the biggest reveals for Lan are locked away behind this one romance option who ends up feeling like the other main character as a result. 

Like I said, the two issues I had are barely issues at all.

Especially since Battlefield Waltz is also such a gorgeous game. The character designs are fantastic for everyone. It doesn’t matter if they’re a love interest. There’s clear attention paid to each person. It’s one of the situations that meant getting to visit the secret shop area to see concept art actually ended up being of interest to me. 

Battlefield Waltz is one of those Switch otome games that I feel is a good option for folks who want a strong protagonist, fun love interests with fascinating backstories, great art, and an opportunity to get to know ing characters. There’s so much to this game. Plus, it includes some mature elements and topics and tends to handle them pretty well, all without being depressing. I’m a fan, and I think it’ll end up being one of the strongest Switch otome games in 2025.

Battlefield Waltz will come to the Nintendo Switch on April 8, 2025. 

The post Review: Battlefield Waltz Is a Switch Otome With Strong Characters appeared first on Siliconera.

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Review: Battlefield Waltz Is an Otome With Strong Characters game switch

I love when we get otome games with a heroine who isn’t a blank slate. Just because a company may want to make it possible to self-insert, doesn’t mean the lead needs to be a weakling in need of constant saving. Battlefield Waltz is a new otome from Idea Factory International that switches that up by making the lead a bearer of the legendary Cursed Sword who even had aspirations of protecting those important to her before that, and she’s surrounded by love interests who both can handle themselves in a fight and seem to respect her abilities too. 

In the midst of learning the sword skills necessary to help her father defend their village, tragedy strikes Lan’s life. Enemy forces invade, claiming to be searching for some legendary sword. When the lives of her mother and a neighbor child are threatened and she sees she doesn’t have the immediate strength to fight back when outnumbered, she calls for help. Said Cursed Sword responds and becomes bonded to her soul. She awakes at Nirvana Academy, a school for future warriors in the kingdom geared to hopefully train those who will protect the peace, and it’s heavily implied that agreeing to attend is her only option. However, it means becoming a strong warrior, protecting the people she has left who matter to her, solving mysteries, and doing good, all with falling in love as a bonus, so she agrees.

https://www.youtube.com/watch?v=RkAFfn8Xqiw

Battlefield Waltz is a fairly typical Idea Factory International and Otomate otome visual novel for the Switch. We’ll go about Lan’s day, try to learn more about her situation, and adjust to her life as being bearer of the Cursed Sword in different ways. This is all while getting caught up in different situations as a result, and falling in love with whoever’s route we end up on. 

A few things do help set it apart from others from the company, which I appreciated. One is that Battlefield Waltz is as realistic as an otome game about a girl whose soul is tied to a Cursed Sword with an entity in it can be. Nirvana is a military academy. She and her classmates are going into battles and getting caught up in political intrigue. There can be bad endings or unpleasant situations. However, it isn’t overwhelmingly dark, which I appreciate.

It also offers a chance to get to know more than just the love interests. These guys are great. Make no mistake. The only one I didn’t really care for is Tifalet. I even enjoyed Pash’s tale, and usually I that “type” of character is one I don’t pursue. As you go about Lan’s story, you’ll eventually be able to explore the town or school and talk to people on the map. If the romance option you’re trying to get closed to isn’t around, you can spend time with ing cast , and it’s really fun! I’m a big fan of Yuriana, and Mephisto and Ignis are great too.

I mean, there are really only two potential flaws I could possibly point to in Battlefield Waltz, and neither one is all that damning when it comes to how otome games work. One issueis that the pacing isn’t always perfect in some routes. However, there’s only one character whose story suffers from this! I feel like it happened because he isn’t really a Nirvana, while most of the other love interests are tied to our academy life there, and maybe Otomate just couldn’t reconcile that timing with the others’ routes? I don’t know. It’s one character and in general it’s interesting since it offers more insight into a certain NPC and other elements, so it still works out to a pretty good tale. 

The other issue is that you get all of the answers regarding the Cursed Sword in one character’s route… which only unlocks after all of the other ones. Again, this isn’t deal breaker or a big deal in general in Battlefield Waltz, as this is pretty common for otome games. I think it’s more that I just wanted more background hints on the other storylines as well, but all of the biggest reveals for Lan are locked away behind this one romance option who ends up feeling like the other main character as a result. 

Like I said, the two issues I had are barely issues at all.

Especially since Battlefield Waltz is also such a gorgeous game. The character designs are fantastic for everyone. It doesn’t matter if they’re a love interest. There’s clear attention paid to each person. It’s one of the situations that meant getting to visit the secret shop area to see concept art actually ended up being of interest to me. 

Battlefield Waltz is one of those Switch otome games that I feel is a good option for folks who want a strong protagonist, fun love interests with fascinating backstories, great art, and an opportunity to get to know ing characters. There’s so much to this game. Plus, it includes some mature elements and topics and tends to handle them pretty well, all without being depressing. I’m a fan, and I think it’ll end up being one of the strongest Switch otome games in 2025.

Battlefield Waltz will come to the Nintendo Switch on April 8, 2025. 

The post Review: Battlefield Waltz Is a Switch Otome With Strong Characters appeared first on Siliconera.

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Death end re;Quest 5n5o5j Code Z PS4 and PS5 Release Date Set https://siliconera.voiranime.info/death-end-request-code-z-ps4-and-ps5-release-date-set/?utm_source=rss&utm_medium=rss&utm_campaign=death-end-request-code-z-ps4-and-ps5-release-date-set https://siliconera.voiranime.info/death-end-request-code-z-ps4-and-ps5-release-date-set/#respond <![CDATA[Jenni Lada]]> Thu, 20 Mar 2025 19:00:00 +0000 <![CDATA[News]]> <![CDATA[PlayStation 4]]> <![CDATA[PlayStation 5]]> <![CDATA[Compile Heart]]> <![CDATA[Death end re;Quest Code Z]]> <![CDATA[Europe]]> <![CDATA[Idea Factory]]> <![CDATA[Idea Factory International]]> <![CDATA[Japan]]> <![CDATA[North America]]> https://siliconera.voiranime.info/?p=1085812 <![CDATA[

The  horror JRPG Death end re;Quest: Code Z just got a PS4 and PS5 release date, and it's coming up soon.

Idea Factory International shared the PS4 and PS5 release date for the horror JRPG Death end re;Quest: Code Z. It will be available digitally and physically, and there will be a $89.99/£84.99/€89.99 limited edition sold direct through the company’s online store. 

In addition to the game, the collector’s edition includes three other items. One is a padded mouse pad of the heroine Sayaka, which feature’s the game’s logo in the background. The other is the  Death end re;Quest: Code Z Official Art Book and Stories volume offering extra insight into the game’s development and its world. Finally, you get a CD of the official soundtrack. An IFI’s Online Store trading card for the game is included with purchases as well.

Here’s the Death end re;Quest: Code Z Limited Edition:

The opening movie for the third entry in the horror JRPG series is also online now.

https://www.youtube.com/watch?v=_sDUdsk_Ftg

As a reminder, Death end re;Quest Z isn’t appearing on as many platforms as expected, even though the PS4 and PS5 ones are appearing as planned. Initially, it was supposed to debut on the Nintendo Switch as well. However, that version ended up canceled in December 2024. Idea Factory International didn’t explain why plans changed. However, at the same time it also canceled the Switch versions of Hyperdimension Neptunia Re;Birth 1, Hyperdimension Neptunia Re;Birth 2 Sisters Generation, and Hyperdimension Neptunia Re;Birth3 V Generation

Death end re;Quest: Code Z will appear on the PS4 and PS5 outside Japan on May 13, 2025, and it is already available on the consoles in Japan.

The post Death end re;Quest: Code Z PS4 and PS5 Release Date Set appeared first on Siliconera.

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<![CDATA[

The  horror JRPG Death end re;Quest: Code Z just got a PS4 and PS5 release date, and it's coming up soon.

Idea Factory International shared the PS4 and PS5 release date for the horror JRPG Death end re;Quest: Code Z. It will be available digitally and physically, and there will be a $89.99/£84.99/€89.99 limited edition sold direct through the company’s online store. 

In addition to the game, the collector’s edition includes three other items. One is a padded mouse pad of the heroine Sayaka, which feature’s the game’s logo in the background. The other is the  Death end re;Quest: Code Z Official Art Book and Stories volume offering extra insight into the game’s development and its world. Finally, you get a CD of the official soundtrack. An IFI’s Online Store trading card for the game is included with purchases as well.

Here’s the Death end re;Quest: Code Z Limited Edition:

The opening movie for the third entry in the horror JRPG series is also online now.

https://www.youtube.com/watch?v=_sDUdsk_Ftg

As a reminder, Death end re;Quest Z isn’t appearing on as many platforms as expected, even though the PS4 and PS5 ones are appearing as planned. Initially, it was supposed to debut on the Nintendo Switch as well. However, that version ended up canceled in December 2024. Idea Factory International didn’t explain why plans changed. However, at the same time it also canceled the Switch versions of Hyperdimension Neptunia Re;Birth 1, Hyperdimension Neptunia Re;Birth 2 Sisters Generation, and Hyperdimension Neptunia Re;Birth3 V Generation

Death end re;Quest: Code Z will appear on the PS4 and PS5 outside Japan on May 13, 2025, and it is already available on the consoles in Japan.

The post Death end re;Quest: Code Z PS4 and PS5 Release Date Set appeared first on Siliconera.

]]>
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Review 702e4y Neptunia Riders VS Dogoos Is a Strange Motorcycle Game https://siliconera.voiranime.info/review-neptunia-riders-vs-dogoos-is-a-strange-motorcycle-game/?utm_source=rss&utm_medium=rss&utm_campaign=review-neptunia-riders-vs-dogoos-is-a-strange-motorcycle-game https://siliconera.voiranime.info/review-neptunia-riders-vs-dogoos-is-a-strange-motorcycle-game/#respond <![CDATA[Leigh Price]]> Mon, 27 Jan 2025 15:00:00 +0000 <![CDATA[Featured]]> <![CDATA[Nintendo Switch]]> <![CDATA[PlayStation 4]]> <![CDATA[PlayStation 5]]> <![CDATA[Europe]]> <![CDATA[Idea Factory]]> <![CDATA[Idea Factory International]]> <![CDATA[Japan]]> <![CDATA[Neptunia Riders VS Dogoos]]> <![CDATA[North America]]> <![CDATA[Reviews]]> https://siliconera.voiranime.info/?p=1075317 <![CDATA[

Neptunia Riders vs Dogoos

Neptunia Riders VS Dogoos feels like an idea entirely born out of a poorly fleshed out concept in the previous Neptunia game. In Neptunia Game Maker R:Evolution, Neptune inexplicably has a motorcycle. So now, let’s make an entire Neptunia game about motorcycles!

Since that’s where all this seemingly began, let’s how well that motorcycle worked in the previous game. In short, it did not. It was an optional element to dungeons and every time I attempted to use it, I found it frustrating to use. Handling was awful, especially at high speeds, and the dungeons were rarely, if ever, built to accommodate a motorcycle being driven through them.

Not a great start for Neptunia Riders VS Dogoos then. However, what makes this game different is that the motorcycle is the point. As a result, the handling has been tweaked (mostly) and the levels are much more suited to being driven through. However, it’s also a conceptual oddity that strays a long way from the rest of the series.

Screenshot by Siliconera

Neptunia Riders VS Dogoos places you in the wide socks of Uzume, the Neptunia universe’s personification of the Sega Dreamcast. She finds herself waking up with no memories and an undying love for Dogoos – imagine Dragon Quest slimes with dog faces. However, she quickly realizes how weird this love is and snaps herself out of it, jumps on a motorcycle and heads out to find the other games console goddesses to see how they’re holding up. Spoilers: they are all also weirdly enamored with Dogoos.

If that all sounds mildly unhinged, that’s because it is. The storyline of Neptunia Riders is bizarre, but at the same time it fits perfectly with the weird gameplay. The focus on motorcycles may trick you into believing this is a racing game. It is not. Instead, imagine the battle maps from Mario Kart crossed with Katamari Damacy. Yes, it’s an odd combination but I cannot think of anything more fitting.

Screenshot by Siliconera

Your average level works like this – you and a partner character must gather a specific number of Dogoos. To do this, you drive around a map on your motorcycle, and every Dogoo you drive near will be absorbed into a floating mass that follows the bike around. A rival team made up of Dogoos transplanted onto disturbingly buff human bodies will also be trying to do the same thing.

It’s not clear why we’re collecting so many Dogoos, however. Some levels try and justify the concept as “we need to take the Dogoos away from our friend so she’ll snap out of it” while others don’t even bother trying. I respect that though, since any attempt to explain any of it logically would fall apart under scrutiny. This is not the kind of game for logic.

Screenshot by Siliconera

However, while there is a bizarre yet fun concept here, the execution in Neptunia Riders VS Dogoos is not great. Just like the motorcycle mechanic in Game Maker R:Evolution, the motorcycle handling is stiff and unwieldy. This is better than the previous game, but this is mostly because the maps are so vast you can mostly hit accelerate and not think much about precise steering. The bikes simply aren’t that enjoyable to control. As someone who enjoys a racing game or two, it was disappointing to find these bikes lacking the oomph I expect from a virtual vehicle.

Where it seriously falls apart is the drift mechanic. This a real shame because drifting serves two purposes. The first is because drifting is inherently cool. The second is to widen the capture circle around the bike, allowing you to vacuum up more Dogoos. However, this is some painfully limp drifting. It’s really just a brake with extra steps, as your turning circle drastically increases but your speed also plummets. There were countless times I attempted to swerve through a cluster of Dogoos with the intention of being cool as heck but ended up grinding to a halt. Let me feel those tires squeal! This is unacceptable!

Screenshot by Siliconera

The other mechanics in Neptunia Riders VS Dogoos outside of the driving don’t hold up well either. This is a vehicle battler, after all, so of course there are ways to attack the rival team. This causes your opponent to drop off their clumps and into yours, although be warned as they can do it to you too. The main two methods of attack are a melee attack and a homing shot. The Dogoos you collect can also be used to attack your rivals. There are many flavors of Dogoo that can be channeled into different abilities such as slowing down your opponent.

In theory, at least, because I couldn’t make any of this work in practice. Melee attacks have indistinct animations that seem to hit wherever they feel like, while the homing shot seemed to leisurely drift towards your opponent before fizzling out. As for the different Dogoo abilities, I never used them because they didn’t seem to work, even in the tutorial when I was explicitly being told how to use them. I wish I knew how the tutorial eventually ed what I was doing but sadly I do not. As such, I never touched the mechanic again for the entire playthrough.

Screenshot by Siliconera

What makes all this worse is how messy the game’s visuals are. The levels all blur together due to bland visual design, and within larger areas it can feel like you’re driving around in circles because of how samey it all looks. The worst issues arise with the game’s inconsistent draw distance, since Dogoos and your opponents can sometimes pop into existence without warning. Even when you are able to see them, the Dogoo mass surrounding an opponent is often indistinguishable from groups of Dogoos on the field. It also proves difficult to tell your partner from your rivals, as the chaos of everything means the only distinguishing feature is the color of the capture circle, which is also often obscured.

There is some charm in Neptunia Riders VS Dogoos, mainly within the character interactions. The story is nonsense but it’s the fun kind of nonsense. The kind where even the writers appear to be aware of how silly it is and are embracing it. The lengths that the various goddesses are going to in order to show their love for their new Dogoo "friends” is legitimately funny at times. One character is brought to her senses by reminding her of the existence of pudding. On top of that, the voice cast were clearly having a great time with all of this.

In other words, it’s a Neptunia game. It’s a clunky mess of a game where every mechanic is half-baked and each level is painfully repetitive. But it survives on the strength of how much it revels in its silly character interactions.

Overall, Neptunia Riders VS Dogoos is a strange game, and not necessarily in a good way. The concept is fun but poorly executed thanks to muddied visuals and unsatisfying driving mechanics. Fans may enjoy the character interactions but may still be put off by how much of a departure it is.

Neptunia Riders VS Dogoos releases for the Nintendo Switch, PS4 and PS5 on January 28, 2025.

The post Review: Neptunia Riders VS Dogoos Is a Strange Motorcycle Game appeared first on Siliconera.

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<![CDATA[

Neptunia Riders vs Dogoos

Neptunia Riders VS Dogoos feels like an idea entirely born out of a poorly fleshed out concept in the previous Neptunia game. In Neptunia Game Maker R:Evolution, Neptune inexplicably has a motorcycle. So now, let’s make an entire Neptunia game about motorcycles!

Since that’s where all this seemingly began, let’s how well that motorcycle worked in the previous game. In short, it did not. It was an optional element to dungeons and every time I attempted to use it, I found it frustrating to use. Handling was awful, especially at high speeds, and the dungeons were rarely, if ever, built to accommodate a motorcycle being driven through them.

Not a great start for Neptunia Riders VS Dogoos then. However, what makes this game different is that the motorcycle is the point. As a result, the handling has been tweaked (mostly) and the levels are much more suited to being driven through. However, it’s also a conceptual oddity that strays a long way from the rest of the series.

Screenshot by Siliconera

Neptunia Riders VS Dogoos places you in the wide socks of Uzume, the Neptunia universe’s personification of the Sega Dreamcast. She finds herself waking up with no memories and an undying love for Dogoos – imagine Dragon Quest slimes with dog faces. However, she quickly realizes how weird this love is and snaps herself out of it, jumps on a motorcycle and heads out to find the other games console goddesses to see how they’re holding up. Spoilers: they are all also weirdly enamored with Dogoos.

If that all sounds mildly unhinged, that’s because it is. The storyline of Neptunia Riders is bizarre, but at the same time it fits perfectly with the weird gameplay. The focus on motorcycles may trick you into believing this is a racing game. It is not. Instead, imagine the battle maps from Mario Kart crossed with Katamari Damacy. Yes, it’s an odd combination but I cannot think of anything more fitting.

Screenshot by Siliconera

Your average level works like this – you and a partner character must gather a specific number of Dogoos. To do this, you drive around a map on your motorcycle, and every Dogoo you drive near will be absorbed into a floating mass that follows the bike around. A rival team made up of Dogoos transplanted onto disturbingly buff human bodies will also be trying to do the same thing.

It’s not clear why we’re collecting so many Dogoos, however. Some levels try and justify the concept as “we need to take the Dogoos away from our friend so she’ll snap out of it” while others don’t even bother trying. I respect that though, since any attempt to explain any of it logically would fall apart under scrutiny. This is not the kind of game for logic.

Screenshot by Siliconera

However, while there is a bizarre yet fun concept here, the execution in Neptunia Riders VS Dogoos is not great. Just like the motorcycle mechanic in Game Maker R:Evolution, the motorcycle handling is stiff and unwieldy. This is better than the previous game, but this is mostly because the maps are so vast you can mostly hit accelerate and not think much about precise steering. The bikes simply aren’t that enjoyable to control. As someone who enjoys a racing game or two, it was disappointing to find these bikes lacking the oomph I expect from a virtual vehicle.

Where it seriously falls apart is the drift mechanic. This a real shame because drifting serves two purposes. The first is because drifting is inherently cool. The second is to widen the capture circle around the bike, allowing you to vacuum up more Dogoos. However, this is some painfully limp drifting. It’s really just a brake with extra steps, as your turning circle drastically increases but your speed also plummets. There were countless times I attempted to swerve through a cluster of Dogoos with the intention of being cool as heck but ended up grinding to a halt. Let me feel those tires squeal! This is unacceptable!

Screenshot by Siliconera

The other mechanics in Neptunia Riders VS Dogoos outside of the driving don’t hold up well either. This is a vehicle battler, after all, so of course there are ways to attack the rival team. This causes your opponent to drop off their clumps and into yours, although be warned as they can do it to you too. The main two methods of attack are a melee attack and a homing shot. The Dogoos you collect can also be used to attack your rivals. There are many flavors of Dogoo that can be channeled into different abilities such as slowing down your opponent.

In theory, at least, because I couldn’t make any of this work in practice. Melee attacks have indistinct animations that seem to hit wherever they feel like, while the homing shot seemed to leisurely drift towards your opponent before fizzling out. As for the different Dogoo abilities, I never used them because they didn’t seem to work, even in the tutorial when I was explicitly being told how to use them. I wish I knew how the tutorial eventually ed what I was doing but sadly I do not. As such, I never touched the mechanic again for the entire playthrough.

Screenshot by Siliconera

What makes all this worse is how messy the game’s visuals are. The levels all blur together due to bland visual design, and within larger areas it can feel like you’re driving around in circles because of how samey it all looks. The worst issues arise with the game’s inconsistent draw distance, since Dogoos and your opponents can sometimes pop into existence without warning. Even when you are able to see them, the Dogoo mass surrounding an opponent is often indistinguishable from groups of Dogoos on the field. It also proves difficult to tell your partner from your rivals, as the chaos of everything means the only distinguishing feature is the color of the capture circle, which is also often obscured.

There is some charm in Neptunia Riders VS Dogoos, mainly within the character interactions. The story is nonsense but it’s the fun kind of nonsense. The kind where even the writers appear to be aware of how silly it is and are embracing it. The lengths that the various goddesses are going to in order to show their love for their new Dogoo "friends” is legitimately funny at times. One character is brought to her senses by reminding her of the existence of pudding. On top of that, the voice cast were clearly having a great time with all of this.

In other words, it’s a Neptunia game. It’s a clunky mess of a game where every mechanic is half-baked and each level is painfully repetitive. But it survives on the strength of how much it revels in its silly character interactions.

Overall, Neptunia Riders VS Dogoos is a strange game, and not necessarily in a good way. The concept is fun but poorly executed thanks to muddied visuals and unsatisfying driving mechanics. Fans may enjoy the character interactions but may still be put off by how much of a departure it is.

Neptunia Riders VS Dogoos releases for the Nintendo Switch, PS4 and PS5 on January 28, 2025.

The post Review: Neptunia Riders VS Dogoos Is a Strange Motorcycle Game appeared first on Siliconera.

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Idea Factory Switch Otome Temirana Delayed  63t43 https://siliconera.voiranime.info/idea-factory-switch-otome-temirana-delayed/?utm_source=rss&utm_medium=rss&utm_campaign=idea-factory-switch-otome-temirana-delayed https://siliconera.voiranime.info/idea-factory-switch-otome-temirana-delayed/#respond <![CDATA[Jenni Lada]]> Fri, 10 Jan 2025 23:00:00 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[Europe]]> <![CDATA[Idea Factory International]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[Temirana: The Lucky Princess]]> https://siliconera.voiranime.info/?p=1072993 <![CDATA[

Idea Factory Switch Otome Temirana Delayed

One of the next Idea Factory International Switch otome games won’t appear when we expected it to debut, as Temirana: The Lucky Princess now has a 2026 release window. When the game was announced at Anime Expo 2024, the company was saying it would appear in English in 2025. The delay was accompanied by a reveal that both Day One and Limited Editions will show up when the title does release.

Idea Factory International didn’t explain why Temirana is delayed. The game is already immediately available in Japan. It debuted on the Switch in April 2023 there. The digital and physical release is still planned.

As for those physical copies, details about them are slim. Only the official Idea Factory International stores will offer a trading card with a purchase as part of the company’s typical promotion. That will also be the only place where the Limited Edition is sold. However, we don’t know what sets a Day One version apart from the standard one, and the inclusions with the collector’s release weren’t mentioned. A product page is live for wishlisting.

Idea Factory International does have a Switch otome game coming out in 2025 as planned. That is Battlefield Waltz, which is set to launch in April 2025. 

Temirana: The Lucky Princess will come to the Nintendo Switch outside Japan in 2026, rather than 2025.

The post Idea Factory Switch Otome Temirana Delayed  appeared first on Siliconera.

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<![CDATA[

Idea Factory Switch Otome Temirana Delayed

One of the next Idea Factory International Switch otome games won’t appear when we expected it to debut, as Temirana: The Lucky Princess now has a 2026 release window. When the game was announced at Anime Expo 2024, the company was saying it would appear in English in 2025. The delay was accompanied by a reveal that both Day One and Limited Editions will show up when the title does release.

Idea Factory International didn’t explain why Temirana is delayed. The game is already immediately available in Japan. It debuted on the Switch in April 2023 there. The digital and physical release is still planned.

As for those physical copies, details about them are slim. Only the official Idea Factory International stores will offer a trading card with a purchase as part of the company’s typical promotion. That will also be the only place where the Limited Edition is sold. However, we don’t know what sets a Day One version apart from the standard one, and the inclusions with the collector’s release weren’t mentioned. A product page is live for wishlisting.

Idea Factory International does have a Switch otome game coming out in 2025 as planned. That is Battlefield Waltz, which is set to launch in April 2025. 

Temirana: The Lucky Princess will come to the Nintendo Switch outside Japan in 2026, rather than 2025.

The post Idea Factory Switch Otome Temirana Delayed  appeared first on Siliconera.

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https://siliconera.voiranime.info/neptunia-riders-vs-dogoos-swimsuit-dlc-coming-to-ps4-ps5-not-switch/?utm_source=rss&utm_medium=rss&utm_campaign=neptunia-riders-vs-dogoos-swimsuit-dlc-coming-to-ps4-ps5-not-switch https://siliconera.voiranime.info/neptunia-riders-vs-dogoos-swimsuit-dlc-coming-to-ps4-ps5-not-switch/#respond <![CDATA[Jenni Lada]]> Thu, 19 Dec 2024 18:30:00 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[PlayStation 4]]> <![CDATA[PlayStation 5]]> <![CDATA[Europe]]> <![CDATA[Idea Factory International]]> <![CDATA[Japan]]> <![CDATA[Neptunia Riders VS Dogoos]]> <![CDATA[North America]]> https://siliconera.voiranime.info/?p=1070536 <![CDATA[

Neptunia Riders vs Dogoos Swimsuit DLC Coming to PS4 & PS5, Not Switch

Idea Factory International announced another alteration to a Switch Neptunia game. The Neptunia Riders vs Dogoos spin-off will not get Swimsuit Costume Set DLC on the Switch in North America and Europe, though it will appear for the PS4 and PS5 versions. The price will change as a result. The company also announced the release date is bumped up to January 2, 2025.

As with the recent announcements regarding the Neptunia Re:Birth 1, 2, and 3 games and their cancelation in North America and Europe, Idea Factory International cited Nintendo Guidelines as the reason for Neptunia Riders vs Dogoos Swimsuit Costume Set DLC not appearing on the Switch. It said people need to get a patch to purchase the Costume Set from the eShop as a result. Also, should someone get the Deluxe Edition or Magazine Edition, it will be cheaper as a result. Those were supposed to be $49.99 and $69.99 each. Now, they will be $46.99 and $66.99. The Apocalyptic and Race Queen Costume Set add-ons will still be released.

Since the PS4 and PS5 versions of the game will include the Swimsuit Costume Set DLC for Neptunia Riders vs Dogoos, those special edition contents and prices won’t change. So those will still be $49.99 for the Deluxe Edition with the three DLC packs that include the Swimsuit one and $69.99 for the Magazine Edition with the DLC, sticker set, soundtrack, art book, poster set, and game.

Neptunia Riders vs Dogoos will launch on the Switch, PS4, and PS5 on January 2, 2025 outside Japan. They’re already available in Japan.

The post Neptunia Riders vs Dogoos Swimsuit DLC Coming to PS4 & PS5, Not Switch appeared first on Siliconera.

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<![CDATA[

Neptunia Riders vs Dogoos Swimsuit DLC Coming to PS4 & PS5, Not Switch

Idea Factory International announced another alteration to a Switch Neptunia game. The Neptunia Riders vs Dogoos spin-off will not get Swimsuit Costume Set DLC on the Switch in North America and Europe, though it will appear for the PS4 and PS5 versions. The price will change as a result. The company also announced the release date is bumped up to January 2, 2025.

As with the recent announcements regarding the Neptunia Re:Birth 1, 2, and 3 games and their cancelation in North America and Europe, Idea Factory International cited Nintendo Guidelines as the reason for Neptunia Riders vs Dogoos Swimsuit Costume Set DLC not appearing on the Switch. It said people need to get a patch to purchase the Costume Set from the eShop as a result. Also, should someone get the Deluxe Edition or Magazine Edition, it will be cheaper as a result. Those were supposed to be $49.99 and $69.99 each. Now, they will be $46.99 and $66.99. The Apocalyptic and Race Queen Costume Set add-ons will still be released.

Since the PS4 and PS5 versions of the game will include the Swimsuit Costume Set DLC for Neptunia Riders vs Dogoos, those special edition contents and prices won’t change. So those will still be $49.99 for the Deluxe Edition with the three DLC packs that include the Swimsuit one and $69.99 for the Magazine Edition with the DLC, sticker set, soundtrack, art book, poster set, and game.

Neptunia Riders vs Dogoos will launch on the Switch, PS4, and PS5 on January 2, 2025 outside Japan. They’re already available in Japan.

The post Neptunia Riders vs Dogoos Swimsuit DLC Coming to PS4 & PS5, Not Switch appeared first on Siliconera.

]]>
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Battlefield Waltz Switch Otome Game Dances into April r5s1x https://siliconera.voiranime.info/battlefield-waltz-switch-otome-game-dances-into-april/?utm_source=rss&utm_medium=rss&utm_campaign=battlefield-waltz-switch-otome-game-dances-into-april https://siliconera.voiranime.info/battlefield-waltz-switch-otome-game-dances-into-april/#respond <![CDATA[Jenni Lada]]> Tue, 17 Dec 2024 17:05:00 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[Battlefield Waltz]]> <![CDATA[Europe]]> <![CDATA[Idea Factory International]]> <![CDATA[Japan]]> <![CDATA[North America]]> https://siliconera.voiranime.info/?p=1070103 <![CDATA[

Battlefield Waltz Switch Otome Game Dances into April

At Anime Expo 2024, Idea Factory International announced the Switch otome game Battlefield Waltz. Now, we have a release date for it. It will appear in both North America and Europe on April 8, 2025. As is common with the company, it will be sold digitally and physically. The official IFI Online Stores in North America and Europe will also sell a limited edition version.

Battlefield Waltz is the Switch version of a Vita otome game from the company. After Lan’s world is ripped apart, she starts to wield the Cursed Sword to fight back. As she prepares to become a warrior, she s the Nirvana Academy to learn how to use her new power alongside others as she’ll head out to the frontiers of the Royal Capital. Naturally, since this is a dating sim visual novel, the men she’ll meet along the way may be love interests she can romance. 

We don’t know what kinds of items will appear in the Battlefield Waltz Limited Edition yet. In the case of 9 RIP, the company’s most recent release, it came with CDs with the audio drama, an art book, and accessories like a necklace. All IFI Online Store purchases, standard or limited, also come with a trading card. Orders aren’t open for either physical version yet, but you can wishlist the standard or LE ones.

Battlefield Waltz is immediately on the Switch and Vita in Japan, and it will show up on the Switch worldwide on April 8, 2025.

The post Battlefield Waltz Switch Otome Game Dances into April appeared first on Siliconera.

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<![CDATA[

Battlefield Waltz Switch Otome Game Dances into April

At Anime Expo 2024, Idea Factory International announced the Switch otome game Battlefield Waltz. Now, we have a release date for it. It will appear in both North America and Europe on April 8, 2025. As is common with the company, it will be sold digitally and physically. The official IFI Online Stores in North America and Europe will also sell a limited edition version.

Battlefield Waltz is the Switch version of a Vita otome game from the company. After Lan’s world is ripped apart, she starts to wield the Cursed Sword to fight back. As she prepares to become a warrior, she s the Nirvana Academy to learn how to use her new power alongside others as she’ll head out to the frontiers of the Royal Capital. Naturally, since this is a dating sim visual novel, the men she’ll meet along the way may be love interests she can romance. 

We don’t know what kinds of items will appear in the Battlefield Waltz Limited Edition yet. In the case of 9 RIP, the company’s most recent release, it came with CDs with the audio drama, an art book, and accessories like a necklace. All IFI Online Store purchases, standard or limited, also come with a trading card. Orders aren’t open for either physical version yet, but you can wishlist the standard or LE ones.

Battlefield Waltz is immediately on the Switch and Vita in Japan, and it will show up on the Switch worldwide on April 8, 2025.

The post Battlefield Waltz Switch Otome Game Dances into April appeared first on Siliconera.

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Interview 374z17 9 RIP Director and Artist Discuss the Otome https://siliconera.voiranime.info/interview-9-rip-director-and-artist-discuss-the-otome/?utm_source=rss&utm_medium=rss&utm_campaign=interview-9-rip-director-and-artist-discuss-the-otome https://siliconera.voiranime.info/interview-9-rip-director-and-artist-discuss-the-otome/#respond <![CDATA[Jenni Lada]]> Tue, 01 Oct 2024 16:00:00 +0000 <![CDATA[Featured]]> <![CDATA[Nintendo Switch]]> <![CDATA[9 R.I.P.]]> <![CDATA[Europe]]> <![CDATA[Idea Factory]]> <![CDATA[Idea Factory International]]> <![CDATA[Interviews]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[otomate]]> https://siliconera.voiranime.info/?p=1055683 <![CDATA[

Interview: 9 RIP Director and Artist Discuss the Otome

We’re going to see another one of the more unconventional Idea Factory International and Otomate otome games outside Japan soon, as 9 RIP makes its debut in October 2024. In this entry, there are multiple storylines with different love interests who are more otherworldly and even potentially dangerous than usual. As we go through it, it’s even divided into groups of stories telling different tales. To learn more about what makes this Switch otome stand out, Siliconera got a chance to speak with 9 RIP Director Amon and Artist Yuuya about the adventure. 

Jenni Lada: When did development on 9 RIP begin?

Amon: We started planning the project in 2021, and it officially began development in early 2022.

Yuuya: I believe the actual work began in 2022. I being very excited about working on the project from the beginning.

What design decisions did you make to ensure 9 RIP felt different from other Otomate otome games?

Amon: We were focused on the horror theme at first, but we realized that we wanted more than a simple dark and grim design for this otome game. So we used brightly colored, otherworldly flowers as motifs and incorporated glitchy art to create a mysterious and strange world in both design and presentation.

Yuuya: I think a horror-themed otome game is still quite rare.

Rather than just going for a dark and scary atmosphere, we focused on incorporating stylish colors and designs. In doing this, we hoped to create something that stands out and leaves a strong first impression. We kept that goal in mind as we continued our design work.

https://www.youtube.com/watch?v=6o6OLwiVBEY&ab_channel=IdeaFactoryInternational

When drawing from urban legends, mythology, and the supernatural for 9 RIP’s characters and designs, which concepts did you prioritize? How did you pick what you'd include?

Amon: From the early stages of the project, we envisioned a game centered on traditional Japanese urban legends, ghost stories, and supernatural phenomena. We understand that not everyone enjoys the horror genre, so we tried to attract more players by incorporating well-known ghost stories and supernatural phenomena.

When it came to the artistic direction for 9 RIP, how did you approach characters based on supernatural entities and make them appealing otome love interests?

Yuuya: While visual appeal was certainly important, we began by incorporating elements from the stories into each character's design. For example, in School Ghost Stories, we included the sword that inspired Kara Kara's name and the rope around the boy in the mirror's neck, which plays a key role in the story.

In Other Realm, we made the characters' professions and roles immediately recognizable by using designs reminiscent of priest robes for one character, and clothes that reflected the chaotic nature of the other.

We also incorporated traditional cultural elements and various kimono styles for the costumes of characters in the Spirit World route, and ensured the characters' outfits were both distinct and visually striking.

As for the Urban Legendscharacters, we prioritized modernity over representing supernatural phenomena, so the characters don't look like ghosts.

I think that approach made the hidden things in everyday life more believable.

Interview: 9 RIP Director and Artist Discuss the Otome
Image via Idea Factory International

Given you already had experience with otome game character designs for supernatural or otherworldly beings in Café Enchante and Cupid Parasite, how did that affect art and decisions for 9 RIP?

Yuuya: From my experience in various great projects, I've come to realize that each character has their own life and story. I always feel that you can't, and shouldn't, ignore this when deg characters. It's not just about creating visually appealing designs. By properly reflecting each character's background, I believe we can create more convincing, compelling, and lively characters.

What did you get to achieve in 9 RIP that you haven't been able to do in past Otomate otome games?

Amon: I'm not familiar with all Otomate titles, but I believe structuring the game as an omnibus with four chapters—School Ghost Stories, Urban Legends, Other Realm, and Spirit World—was a very unique approach. I don't think I've seen it in other titles.

Yuuya: Maybe getting the chance to feature some pretty frightening-looking characters. Personally, I'd love to create even scarier ones!

Is there anything you would like to say to overseas fans of otome games and those who are anticipating the release of 9 RIP?

Amon: You can experience strange and somewhat peculiar love stories in this game. While various ghosts appear, I hope you will embrace them rather than be afraid of them. Also, if this game sparks any interest in traditional Japanese ghost stories and spirits, I'd personally be very happy. I hope you continue to enjoy and love 9 RIP.

Yuuya: Thank you for your constant of 9 RIP. I'm very  happy to bring this work to you in English. Every country has its own ghost stories, urban legends, and folklore, but I hope this game gives you a chance to experience and take an interest in Japan's. I look forward to your continued .

9 RIP will come to the Nintendo Switch on October 15, 2024. 

The post Interview: 9 RIP Director and Artist Discuss the Otome appeared first on Siliconera.

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<![CDATA[

Interview: 9 RIP Director and Artist Discuss the Otome

We’re going to see another one of the more unconventional Idea Factory International and Otomate otome games outside Japan soon, as 9 RIP makes its debut in October 2024. In this entry, there are multiple storylines with different love interests who are more otherworldly and even potentially dangerous than usual. As we go through it, it’s even divided into groups of stories telling different tales. To learn more about what makes this Switch otome stand out, Siliconera got a chance to speak with 9 RIP Director Amon and Artist Yuuya about the adventure. 

Jenni Lada: When did development on 9 RIP begin?

Amon: We started planning the project in 2021, and it officially began development in early 2022.

Yuuya: I believe the actual work began in 2022. I being very excited about working on the project from the beginning.

What design decisions did you make to ensure 9 RIP felt different from other Otomate otome games?

Amon: We were focused on the horror theme at first, but we realized that we wanted more than a simple dark and grim design for this otome game. So we used brightly colored, otherworldly flowers as motifs and incorporated glitchy art to create a mysterious and strange world in both design and presentation.

Yuuya: I think a horror-themed otome game is still quite rare.

Rather than just going for a dark and scary atmosphere, we focused on incorporating stylish colors and designs. In doing this, we hoped to create something that stands out and leaves a strong first impression. We kept that goal in mind as we continued our design work.

https://www.youtube.com/watch?v=6o6OLwiVBEY&ab_channel=IdeaFactoryInternational

When drawing from urban legends, mythology, and the supernatural for 9 RIP’s characters and designs, which concepts did you prioritize? How did you pick what you'd include?

Amon: From the early stages of the project, we envisioned a game centered on traditional Japanese urban legends, ghost stories, and supernatural phenomena. We understand that not everyone enjoys the horror genre, so we tried to attract more players by incorporating well-known ghost stories and supernatural phenomena.

When it came to the artistic direction for 9 RIP, how did you approach characters based on supernatural entities and make them appealing otome love interests?

Yuuya: While visual appeal was certainly important, we began by incorporating elements from the stories into each character's design. For example, in School Ghost Stories, we included the sword that inspired Kara Kara's name and the rope around the boy in the mirror's neck, which plays a key role in the story.

In Other Realm, we made the characters' professions and roles immediately recognizable by using designs reminiscent of priest robes for one character, and clothes that reflected the chaotic nature of the other.

We also incorporated traditional cultural elements and various kimono styles for the costumes of characters in the Spirit World route, and ensured the characters' outfits were both distinct and visually striking.

As for the Urban Legendscharacters, we prioritized modernity over representing supernatural phenomena, so the characters don't look like ghosts.

I think that approach made the hidden things in everyday life more believable.

Interview: 9 RIP Director and Artist Discuss the Otome
Image via Idea Factory International

Given you already had experience with otome game character designs for supernatural or otherworldly beings in Café Enchante and Cupid Parasite, how did that affect art and decisions for 9 RIP?

Yuuya: From my experience in various great projects, I've come to realize that each character has their own life and story. I always feel that you can't, and shouldn't, ignore this when deg characters. It's not just about creating visually appealing designs. By properly reflecting each character's background, I believe we can create more convincing, compelling, and lively characters.

What did you get to achieve in 9 RIP that you haven't been able to do in past Otomate otome games?

Amon: I'm not familiar with all Otomate titles, but I believe structuring the game as an omnibus with four chapters—School Ghost Stories, Urban Legends, Other Realm, and Spirit World—was a very unique approach. I don't think I've seen it in other titles.

Yuuya: Maybe getting the chance to feature some pretty frightening-looking characters. Personally, I'd love to create even scarier ones!

Is there anything you would like to say to overseas fans of otome games and those who are anticipating the release of 9 RIP?

Amon: You can experience strange and somewhat peculiar love stories in this game. While various ghosts appear, I hope you will embrace them rather than be afraid of them. Also, if this game sparks any interest in traditional Japanese ghost stories and spirits, I'd personally be very happy. I hope you continue to enjoy and love 9 RIP.

Yuuya: Thank you for your constant of 9 RIP. I'm very  happy to bring this work to you in English. Every country has its own ghost stories, urban legends, and folklore, but I hope this game gives you a chance to experience and take an interest in Japan's. I look forward to your continued .

9 RIP will come to the Nintendo Switch on October 15, 2024. 

The post Interview: 9 RIP Director and Artist Discuss the Otome appeared first on Siliconera.

]]>
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Review 702e4y Otome 9 RIP Plays With Urban Legends, Insanity  https://siliconera.voiranime.info/review-otome-9-rip-plays-with-urban-legends-insanity/?utm_source=rss&utm_medium=rss&utm_campaign=review-otome-9-rip-plays-with-urban-legends-insanity https://siliconera.voiranime.info/review-otome-9-rip-plays-with-urban-legends-insanity/#respond <![CDATA[Jenni Lada]]> Tue, 01 Oct 2024 15:00:00 +0000 <![CDATA[Featured]]> <![CDATA[Nintendo Switch]]> <![CDATA[9 R.I.P.]]> <![CDATA[Europe]]> <![CDATA[Idea Factory International]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[otomate]]> <![CDATA[Reviews]]> https://siliconera.voiranime.info/?p=1055842 <![CDATA[

Review: Otome 9 RIP Plays With Urban Legends, Insanity

Otomate isn’t shy about making otome games that are outside the range of normal expectations, with some some being dark like Virche Evermore or silly like Cupid Parasite. What we can count on is the developer going all-in on a theme. 9 RIP, the latest Switch otome that involves dating characters inspired by urban legends, ghosts, and supernatural entities, fully commits to the bit. In so doing, it also tells multiple stories of otherworldly encounters that feel like their own (romantic) urban legends.

Part of what makes 9 RIP such a unique otome game is its execution. While all three of the storylines begin on a common route, they diverge based on a choice made early on. So at the outset, we’re presented with a young woman about to graduate high school, but preparing to declare what she’d like to do next and if she’ll attend the college her mother desperately wants her to attend. Making one of three decisions while considering how to handle the problem causes the story to branch off into three main tales. Each one has at least two potential love interests tied to otherworldly elements. (If you’ve cleared other routes, this goes up to three on one path.) It’s really fascinating, as we get to see how her destiny splits and multiple encounters and results based on her decision.

Review: Otome 9 RIP Plays With Urban Legends, Insanity
Screenshot by Siliconera

It also means that the ensuing romantic storylines on each path get to more heavily feature the selected characters tied to it. They’re better integrated to the story, which means both their love stories and the overall arc feels stronger. This doesn’t mean you won’t encounter some of these other leads in the arcs that don’t feature them as a candidate to chase. As an example, when you first meeting Koyo in that storyline branch, you’ll also encounter Kureha and Yui. However, Kureha and Yui are ing cast there, and play larger parts in another branch. It means everything ties together in a more tidy manner, which I appreciated and felt enhanced the overall experience. 

As does the insanity system. While there are the typical choices that can increase affection with particular love interests, there are others that affect the heroine’s mental state. In each of the routes, our avatar ends up in varying predicaments. The sanity gauge comes into play based on the sorts of reactions we can select for certain situations and predicaments. These can, in turn, affect our fate. It’s an interesting element, especially since it does tie in with the horror and supernatural themes at play. After all, the character does end up in some dire predicaments, and some of the love interests are intimidating or unsettling individuals. 

Speaking of which, I genuinely love the range of love interests available in 9 RIP, as it really feels more varied than most otome games. There are so many romance options, and they really fit the theme of the game well. In fact, I think the selection means it’d be even easier for a player to find at least one that appeals to them. They’re all pretty well written, with distinct personalities that come through and are appealing for various reasons. Also, while there are occasionally “scary” moments, there’s a good sense of balance between drama, comedy, romance, and supernatural segments. The only suggestion I have is that since the characters are tied to different storylines, it’s valuable to make a few saves on one of the save file pages so you can jump back to get on the route where you can pursue your favorites. 

What’s also great about 9 RIP is how well this otome game nails the general aesthetic and ambiance. Otomate understood the assignment. The UI, color schemes, and details all perfectly capture the mood. The CGs range from typical ones you’d see with love interests, in addition to some in which you can see the nature of these otherworldly companions and perhaps even darker tendencies. It is good at establishing and maintaining a mood, which really suits the theme well. 

Review: Otome 9 RIP Plays With Urban Legends, Insanity
Screenshot by Siliconera

The only thing that really got to me is a stylistic choice regarding perspectives. In other Otomate otome games, there would occasionally be options to see parts of the stories from other characters’ perspectives. So maybe we’d see what the love interest was thinking. In 9 RIP, you don’t get that choice. As part of the normal progression down a path, it will suddenly cut from the heroine’s viewpoint to that of one of the guys we can pursue in that route or an NPC. Occasionally, it is interesting or helpful. However, sometimes it really took me out of the moment — especially if it didn’t add anything valuable to the moment and was just the guy thinking how he’s instantly drawn to her or wants to be with her — and I’d have preferred if that was optional.

9 RIP is another one of those Otomate otome games that experiments with what we expect from these sorts of dating sims, and it’s a great success as a result. The chance the developer took on storytelling means the love interests get more moments with the heroine and also feel like stars of their storylines. It involving urban legends and some horror staples mean we get some unexpected and fun romance options. Plus, the aesthetic is great. There are a few elements that might not be as appreciated people, but I feel like that comes down to personal tastes rather than actual failings on the part of the developer or game itself. 

9 RIP will come to the Nintendo Switch on October 15, 2024. 

The post Review: Otome 9 RIP Plays With Urban Legends, Insanity  appeared first on Siliconera.

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<![CDATA[

Review: Otome 9 RIP Plays With Urban Legends, Insanity

Otomate isn’t shy about making otome games that are outside the range of normal expectations, with some some being dark like Virche Evermore or silly like Cupid Parasite. What we can count on is the developer going all-in on a theme. 9 RIP, the latest Switch otome that involves dating characters inspired by urban legends, ghosts, and supernatural entities, fully commits to the bit. In so doing, it also tells multiple stories of otherworldly encounters that feel like their own (romantic) urban legends.

Part of what makes 9 RIP such a unique otome game is its execution. While all three of the storylines begin on a common route, they diverge based on a choice made early on. So at the outset, we’re presented with a young woman about to graduate high school, but preparing to declare what she’d like to do next and if she’ll attend the college her mother desperately wants her to attend. Making one of three decisions while considering how to handle the problem causes the story to branch off into three main tales. Each one has at least two potential love interests tied to otherworldly elements. (If you’ve cleared other routes, this goes up to three on one path.) It’s really fascinating, as we get to see how her destiny splits and multiple encounters and results based on her decision.

Review: Otome 9 RIP Plays With Urban Legends, Insanity
Screenshot by Siliconera

It also means that the ensuing romantic storylines on each path get to more heavily feature the selected characters tied to it. They’re better integrated to the story, which means both their love stories and the overall arc feels stronger. This doesn’t mean you won’t encounter some of these other leads in the arcs that don’t feature them as a candidate to chase. As an example, when you first meeting Koyo in that storyline branch, you’ll also encounter Kureha and Yui. However, Kureha and Yui are ing cast there, and play larger parts in another branch. It means everything ties together in a more tidy manner, which I appreciated and felt enhanced the overall experience. 

As does the insanity system. While there are the typical choices that can increase affection with particular love interests, there are others that affect the heroine’s mental state. In each of the routes, our avatar ends up in varying predicaments. The sanity gauge comes into play based on the sorts of reactions we can select for certain situations and predicaments. These can, in turn, affect our fate. It’s an interesting element, especially since it does tie in with the horror and supernatural themes at play. After all, the character does end up in some dire predicaments, and some of the love interests are intimidating or unsettling individuals. 

Speaking of which, I genuinely love the range of love interests available in 9 RIP, as it really feels more varied than most otome games. There are so many romance options, and they really fit the theme of the game well. In fact, I think the selection means it’d be even easier for a player to find at least one that appeals to them. They’re all pretty well written, with distinct personalities that come through and are appealing for various reasons. Also, while there are occasionally “scary” moments, there’s a good sense of balance between drama, comedy, romance, and supernatural segments. The only suggestion I have is that since the characters are tied to different storylines, it’s valuable to make a few saves on one of the save file pages so you can jump back to get on the route where you can pursue your favorites. 

What’s also great about 9 RIP is how well this otome game nails the general aesthetic and ambiance. Otomate understood the assignment. The UI, color schemes, and details all perfectly capture the mood. The CGs range from typical ones you’d see with love interests, in addition to some in which you can see the nature of these otherworldly companions and perhaps even darker tendencies. It is good at establishing and maintaining a mood, which really suits the theme well. 

Review: Otome 9 RIP Plays With Urban Legends, Insanity
Screenshot by Siliconera

The only thing that really got to me is a stylistic choice regarding perspectives. In other Otomate otome games, there would occasionally be options to see parts of the stories from other characters’ perspectives. So maybe we’d see what the love interest was thinking. In 9 RIP, you don’t get that choice. As part of the normal progression down a path, it will suddenly cut from the heroine’s viewpoint to that of one of the guys we can pursue in that route or an NPC. Occasionally, it is interesting or helpful. However, sometimes it really took me out of the moment — especially if it didn’t add anything valuable to the moment and was just the guy thinking how he’s instantly drawn to her or wants to be with her — and I’d have preferred if that was optional.

9 RIP is another one of those Otomate otome games that experiments with what we expect from these sorts of dating sims, and it’s a great success as a result. The chance the developer took on storytelling means the love interests get more moments with the heroine and also feel like stars of their storylines. It involving urban legends and some horror staples mean we get some unexpected and fun romance options. Plus, the aesthetic is great. There are a few elements that might not be as appreciated people, but I feel like that comes down to personal tastes rather than actual failings on the part of the developer or game itself. 

9 RIP will come to the Nintendo Switch on October 15, 2024. 

The post Review: Otome 9 RIP Plays With Urban Legends, Insanity  appeared first on Siliconera.

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9 RIP Switch Otome Debuts in October 641gm https://siliconera.voiranime.info/9-rip-switch-otome-debuts-in-october/?utm_source=rss&utm_medium=rss&utm_campaign=9-rip-switch-otome-debuts-in-october https://siliconera.voiranime.info/9-rip-switch-otome-debuts-in-october/#respond <![CDATA[Jenni Lada]]> Mon, 15 Jul 2024 17:00:00 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[9 R.I.P.]]> <![CDATA[Europe]]> <![CDATA[Idea Factory]]> <![CDATA[Idea Factory International]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[otomate]]> https://siliconera.voiranime.info/?p=1042254 <![CDATA[

Idea Factory International's next spooky Switch otome game 9 RIP release date falls just ahead of Halloween 2024.

Idea Factory International shared a release date for its next Switch otome game 9 RIP. It will debut on October 15, 2024. As a reminder, the game launched in Japan on the system on June 29, 2023.

In addition to the 9 RIP release date, product pages for the limited edition of the Switch otome are now live on all of the Idea Factory International storefronts. Prices aren’t set for it yet in the US, the UK, or the European storefront. However, the contents are the same in each region. People get a copy of the game, the hardcover art book, a C with the audio dramas “Various Worlds, Various Emotions” and “Gift from a God,” a magatama necklace like the heroine wears, and Yukimaro’s fan. As with all Idea Factory International Store releases, it also comes with a trading card. 

Here’s how that version of the game looks: 

As a reminder, 9 RIP is an otome game that involves ghosts and the supernatural. Its School Ghost Stories route actually involves being trapped in a school. In addition, someone isn’t just trying to find love while dealing with otherworldly beings. Your choices you make in the visual novel will also affect your avatar’s sanity levels. 

To help get a better idea of what to expect, here’s one of the Japanese trailers looking at the characters we’ll romance:

https://www.youtube.com/watch?v=G-Rx3lFe6yc&ab_channel=%E3%82%AA%E3%83%88%E3%83%A1%E3%82%A4%E3%83%88

The 9 RIP worldwide release date is October 15, 2024, and it will appear on the Nintendo Switch. The Idea Factory and Otomate otome is already available on the Switch in Japan. 

The post 9 RIP Switch Otome Debuts in October appeared first on Siliconera.

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Idea Factory International's next spooky Switch otome game 9 RIP release date falls just ahead of Halloween 2024.

Idea Factory International shared a release date for its next Switch otome game 9 RIP. It will debut on October 15, 2024. As a reminder, the game launched in Japan on the system on June 29, 2023.

In addition to the 9 RIP release date, product pages for the limited edition of the Switch otome are now live on all of the Idea Factory International storefronts. Prices aren’t set for it yet in the US, the UK, or the European storefront. However, the contents are the same in each region. People get a copy of the game, the hardcover art book, a C with the audio dramas “Various Worlds, Various Emotions” and “Gift from a God,” a magatama necklace like the heroine wears, and Yukimaro’s fan. As with all Idea Factory International Store releases, it also comes with a trading card. 

Here’s how that version of the game looks: 

As a reminder, 9 RIP is an otome game that involves ghosts and the supernatural. Its School Ghost Stories route actually involves being trapped in a school. In addition, someone isn’t just trying to find love while dealing with otherworldly beings. Your choices you make in the visual novel will also affect your avatar’s sanity levels. 

To help get a better idea of what to expect, here’s one of the Japanese trailers looking at the characters we’ll romance:

https://www.youtube.com/watch?v=G-Rx3lFe6yc&ab_channel=%E3%82%AA%E3%83%88%E3%83%A1%E3%82%A4%E3%83%88

The 9 RIP worldwide release date is October 15, 2024, and it will appear on the Nintendo Switch. The Idea Factory and Otomate otome is already available on the Switch in Japan. 

The post 9 RIP Switch Otome Debuts in October appeared first on Siliconera.

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Idea Factory International Anime Expo 2024 Games Include Otome 4n6l3u Neptunia https://siliconera.voiranime.info/idea-factory-international-anime-expo-2024-games-include-otome-neptunia/?utm_source=rss&utm_medium=rss&utm_campaign=idea-factory-international-anime-expo-2024-games-include-otome-neptunia https://siliconera.voiranime.info/idea-factory-international-anime-expo-2024-games-include-otome-neptunia/#respond <![CDATA[Jenni Lada]]> Sat, 06 Jul 2024 20:11:00 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[PlayStation 4]]> <![CDATA[PlayStation 5]]> <![CDATA[Battlefield Waltz]]> <![CDATA[Death end re;Quest Code Z]]> <![CDATA[Death end re;Quest Code:Zion]]> <![CDATA[Europe]]> <![CDATA[Idea Factory]]> <![CDATA[Idea Factory International]]> <![CDATA[Japan]]> <![CDATA[Neptunia Riders VS Dogoos]]> <![CDATA[North America]]> <![CDATA[otomate]]> <![CDATA[Temirana: The Lucky Princess]]> <![CDATA[Touhou Spell Carnival]]> https://siliconera.voiranime.info/?p=1040371 <![CDATA[

Idea Factory International Anime Expo 2024 Games Include Otome, Neptunia

At Anime Expo 2024, Idea Factory International announced five games, with two being new otome titles and another being the latest Hyperdimension Neptunia spin-off. All of the games that appeared are heading to consoles.

There are two otome games among the Idea Factory International Anime Expo 2024 games. These are Battlefield Waltz and Temirana: The Lucky Princess and the Tragic Knights. Both will head to the Nintendo Switch.  In Battlefield Waltz, we follow a warrior-in-training named Ran and the five young men she meets at an academy for those who could become the best and strongest. Meanwhile, Temirana involves players helping the “Lucky Princess” as she finds love with one of the “Tragic Knights.”  

Here is the Vita trailer for Battlefield Waltz, as that’s where the game first appeared:

https://www.youtube.com/watch?v=w3siD50juTQ&ab_channel=%E3%82%AA%E3%83%88%E3%83%A1%E3%82%A4%E3%83%88

Meanwhile, here’s a Temirana trailer:

https://www.youtube.com/watch?v=kzKIjY9VpGY&ab_channel=%E3%82%AA%E3%83%88%E3%83%A1%E3%82%A4%E3%83%88

The new entries in Idea Factory International staples are Neptunia Riders VS Dogoos and Death end re;Quest: Code Z. The newest Hyperdimension Neptunia spin-off will show up on the Switch, PS4, and PS5 outside Japan. It involves racing motorcycles and the series’ classic Dogoos slime dog enemies. Death end re;Quest: Code Z is the third entry in the now trilogy, and it will also be on the Switch, PS4, and PS5. 

Here’s a Neptunia Riders VS Dogoos Japanese trailer:

https://www.youtube.com/watch?v=dlNebgbU7jA&ab_channel=%E3%82%B3%E3%83%B3%E3%83%91%E3%82%A4%E3%83%AB%E3%83%8F%E3%83%BC%E3%83%88

You can see the Japanese Death end re;Quest: Code Z trailer below:

https://www.youtube.com/watch?v=wi5jG8-Rc-k&ab_channel=%E3%82%B3%E3%83%B3%E3%83%91%E3%82%A4%E3%83%AB%E3%83%8F%E3%83%BC%E3%83%88

Finally, Touhou Spell Carnival will be on the Switch, PS4, and PS5 worldwide. It is a strategy game that still involves the bullet hell elements, as you’ll deploy and move the series’ classic characters on a grid, then use their bullets to attack. 

Here’s a Japanese trailer showing how it works:

https://www.youtube.com/watch?v=baHY8wVaaFs&ab_channel=%E3%82%B3%E3%83%B3%E3%83%91%E3%82%A4%E3%83%AB%E3%83%8F%E3%83%BC%E3%83%88

The post Idea Factory International Anime Expo 2024 Games Include Otome, Neptunia appeared first on Siliconera.

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Idea Factory International Anime Expo 2024 Games Include Otome, Neptunia

At Anime Expo 2024, Idea Factory International announced five games, with two being new otome titles and another being the latest Hyperdimension Neptunia spin-off. All of the games that appeared are heading to consoles.

There are two otome games among the Idea Factory International Anime Expo 2024 games. These are Battlefield Waltz and Temirana: The Lucky Princess and the Tragic Knights. Both will head to the Nintendo Switch.  In Battlefield Waltz, we follow a warrior-in-training named Ran and the five young men she meets at an academy for those who could become the best and strongest. Meanwhile, Temirana involves players helping the “Lucky Princess” as she finds love with one of the “Tragic Knights.”  

Here is the Vita trailer for Battlefield Waltz, as that’s where the game first appeared:

https://www.youtube.com/watch?v=w3siD50juTQ&ab_channel=%E3%82%AA%E3%83%88%E3%83%A1%E3%82%A4%E3%83%88

Meanwhile, here’s a Temirana trailer:

https://www.youtube.com/watch?v=kzKIjY9VpGY&ab_channel=%E3%82%AA%E3%83%88%E3%83%A1%E3%82%A4%E3%83%88

The new entries in Idea Factory International staples are Neptunia Riders VS Dogoos and Death end re;Quest: Code Z. The newest Hyperdimension Neptunia spin-off will show up on the Switch, PS4, and PS5 outside Japan. It involves racing motorcycles and the series’ classic Dogoos slime dog enemies. Death end re;Quest: Code Z is the third entry in the now trilogy, and it will also be on the Switch, PS4, and PS5. 

Here’s a Neptunia Riders VS Dogoos Japanese trailer:

https://www.youtube.com/watch?v=dlNebgbU7jA&ab_channel=%E3%82%B3%E3%83%B3%E3%83%91%E3%82%A4%E3%83%AB%E3%83%8F%E3%83%BC%E3%83%88

You can see the Japanese Death end re;Quest: Code Z trailer below:

https://www.youtube.com/watch?v=wi5jG8-Rc-k&ab_channel=%E3%82%B3%E3%83%B3%E3%83%91%E3%82%A4%E3%83%AB%E3%83%8F%E3%83%BC%E3%83%88

Finally, Touhou Spell Carnival will be on the Switch, PS4, and PS5 worldwide. It is a strategy game that still involves the bullet hell elements, as you’ll deploy and move the series’ classic characters on a grid, then use their bullets to attack. 

Here’s a Japanese trailer showing how it works:

https://www.youtube.com/watch?v=baHY8wVaaFs&ab_channel=%E3%82%B3%E3%83%B3%E3%83%91%E3%82%A4%E3%83%AB%E3%83%8F%E3%83%BC%E3%83%88

The post Idea Factory International Anime Expo 2024 Games Include Otome, Neptunia appeared first on Siliconera.

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Review 702e4y Cupid Parasite: Sweet and Spicy Darling Is Delicious https://siliconera.voiranime.info/review-cupid-parasite-sweet-and-spicy-darling-is-delicious/?utm_source=rss&utm_medium=rss&utm_campaign=review-cupid-parasite-sweet-and-spicy-darling-is-delicious https://siliconera.voiranime.info/review-cupid-parasite-sweet-and-spicy-darling-is-delicious/#respond <![CDATA[Jenni Lada]]> Fri, 24 May 2024 19:00:00 +0000 <![CDATA[Featured]]> <![CDATA[Nintendo Switch]]> <![CDATA[Cupid Parasite]]> <![CDATA[Cupid Parasite: Sweet & Spicy Darling]]> <![CDATA[Europe]]> <![CDATA[Idea Factory]]> <![CDATA[Idea Factory International]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[otomate]]> https://siliconera.voiranime.info/?p=1029778 <![CDATA[

Review- Cupid Parasite: Sweet and Spicy Darling Is Delicious otome game otome games

When Cupid Parasite launched on the Switch, it didn’t hold back and told over-the-top, often goofy love stories. Now Cupid Parasite: Sweet and Spicy Darling is here to continue the routes from the original otome game and add two others, and it is just as silly and stylish. 

The meat of Cupid Parasite: Sweet and Spicy Darling is that there are new After Drama and Bonus Episodes for Allan Melville, Gill Lovecraft, Peter Flage, Raul Aconite, Ryuki Keisaiin, and Shelby Snail. After Drama stories all pick up after the good endings in the Cupid Parasite otome game, with Lynette in committed relationships with the other characters. You choose responses that are “sweet” or “spicy” in response to them, netting different situations that can be cute or sexy. So there typically aren’t so much “bad” endings and you mainly experience different types of romance, though there are some exceptions to that. Getting to the end of a story can then unlock the subsequent Bonus Episodes for the love interests. 

All of these routes are generally pretty fun, and they’re often well-thought out. I was amazed how much I enjoyed Raul and Ryuki’s stories, because I they weren’t my favorites in the original games. Some of them feel like perhaps they take directions that don’t always take into plot points or character development in the original, such as Shelby’s. I also appreciated that some of the out-there elements from the original showed up in the plots for Allan and Peter. I also didn’t mind the fact that the Bonus Episodes are locked behind After Drama, because it does feel like it makes sense in this situation.

There is also the matter of Merenice Levin. While 90% of Cupid Parasite: Sweet and Spicy Darling involves new moments with existing characters, his story is entirely new. It’s a case for Lynette that immediately falls after the common route in the first Cupid Parasite otome game, making you pretend any character development or other romantic developments ever existed. He does have his own “gimmick” like the other guys that gives him trouble, in this case using a doughnut like a crystal ball to see the future. I felt it has its moments and could be funny sometimes, but the pacing felt a bit rushed compared to the original routes. That, paired with the way Merenice pursues Lynette, made it a difficult to see that romance as being as genuine as some of the others.

https://www.youtube.com/watch?v=9jvx2UDlRjU&ab_channel=IdeaFactoryInternational

I will say that even if one of the additional original stories don’t go exactly like you’d want or expect and Merenice doesn’t click with you, Idea Factory International and Otomate did not miss when it came to appearances. Cupid Parasite: Sweet and Spicy Darling is as poppy and gorgeous as the original. I love the UI elements. The use of color is fantastic throughout. Plus there are some absolutely fantastic CGs here. I think I’d even say I liked the event images better in this follow-up than I did in the original otome game.

The main downsides, aside from some narrative choices in the main After Drama routes and Merenice perhaps not being everyone’s cup of tea, is that Cupid Parasite: Sweet and Spicy Darling has more of a limited audience than some otome games. If you didn’t play the first game, you need to play that first. There’s no possible way to jump into this and still have a good time, because they are too tightly bound together. I also ended up getting one of the apparently few “bad” endings when I went through one of my past favorite’s routes, and it sort of soured my whole experience with that love interest in this entry.

Cupid Parasite: Sweet and Spicy Darling is a clear situation of more of a good thing, and people who enjoyed the original Switch otome game will be pleased. The new routes build on existing characters in typically entertaining ways. I will say that someone’s opinions of Merenice may vary, as it may come across a bit forced compared to the goofiness from the first game. Still, there’s a lot here for people who loved Shelby, Peter, Allan, Ryuki, Raul, and Gill. 

Cupid Parasite: Sweet and Spicy Darling will come to the Nintendo Switch on May 28, 2024, and the original otome game is immediately available on the platform. 

The post Review: Cupid Parasite: Sweet and Spicy Darling Is Delicious appeared first on Siliconera.

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Review- Cupid Parasite: Sweet and Spicy Darling Is Delicious otome game otome games

When Cupid Parasite launched on the Switch, it didn’t hold back and told over-the-top, often goofy love stories. Now Cupid Parasite: Sweet and Spicy Darling is here to continue the routes from the original otome game and add two others, and it is just as silly and stylish. 

The meat of Cupid Parasite: Sweet and Spicy Darling is that there are new After Drama and Bonus Episodes for Allan Melville, Gill Lovecraft, Peter Flage, Raul Aconite, Ryuki Keisaiin, and Shelby Snail. After Drama stories all pick up after the good endings in the Cupid Parasite otome game, with Lynette in committed relationships with the other characters. You choose responses that are “sweet” or “spicy” in response to them, netting different situations that can be cute or sexy. So there typically aren’t so much “bad” endings and you mainly experience different types of romance, though there are some exceptions to that. Getting to the end of a story can then unlock the subsequent Bonus Episodes for the love interests. 

All of these routes are generally pretty fun, and they’re often well-thought out. I was amazed how much I enjoyed Raul and Ryuki’s stories, because I they weren’t my favorites in the original games. Some of them feel like perhaps they take directions that don’t always take into plot points or character development in the original, such as Shelby’s. I also appreciated that some of the out-there elements from the original showed up in the plots for Allan and Peter. I also didn’t mind the fact that the Bonus Episodes are locked behind After Drama, because it does feel like it makes sense in this situation.

There is also the matter of Merenice Levin. While 90% of Cupid Parasite: Sweet and Spicy Darling involves new moments with existing characters, his story is entirely new. It’s a case for Lynette that immediately falls after the common route in the first Cupid Parasite otome game, making you pretend any character development or other romantic developments ever existed. He does have his own “gimmick” like the other guys that gives him trouble, in this case using a doughnut like a crystal ball to see the future. I felt it has its moments and could be funny sometimes, but the pacing felt a bit rushed compared to the original routes. That, paired with the way Merenice pursues Lynette, made it a difficult to see that romance as being as genuine as some of the others.

https://www.youtube.com/watch?v=9jvx2UDlRjU&ab_channel=IdeaFactoryInternational

I will say that even if one of the additional original stories don’t go exactly like you’d want or expect and Merenice doesn’t click with you, Idea Factory International and Otomate did not miss when it came to appearances. Cupid Parasite: Sweet and Spicy Darling is as poppy and gorgeous as the original. I love the UI elements. The use of color is fantastic throughout. Plus there are some absolutely fantastic CGs here. I think I’d even say I liked the event images better in this follow-up than I did in the original otome game.

The main downsides, aside from some narrative choices in the main After Drama routes and Merenice perhaps not being everyone’s cup of tea, is that Cupid Parasite: Sweet and Spicy Darling has more of a limited audience than some otome games. If you didn’t play the first game, you need to play that first. There’s no possible way to jump into this and still have a good time, because they are too tightly bound together. I also ended up getting one of the apparently few “bad” endings when I went through one of my past favorite’s routes, and it sort of soured my whole experience with that love interest in this entry.

Cupid Parasite: Sweet and Spicy Darling is a clear situation of more of a good thing, and people who enjoyed the original Switch otome game will be pleased. The new routes build on existing characters in typically entertaining ways. I will say that someone’s opinions of Merenice may vary, as it may come across a bit forced compared to the goofiness from the first game. Still, there’s a lot here for people who loved Shelby, Peter, Allan, Ryuki, Raul, and Gill. 

Cupid Parasite: Sweet and Spicy Darling will come to the Nintendo Switch on May 28, 2024, and the original otome game is immediately available on the platform. 

The post Review: Cupid Parasite: Sweet and Spicy Darling Is Delicious appeared first on Siliconera.

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Hyperdimension Neptunia Re;Birth Switch eShop Release Delayed 195151 https://siliconera.voiranime.info/hyperdimension-neptunia-rebirth-switch-eshop-release-delayed/?utm_source=rss&utm_medium=rss&utm_campaign=hyperdimension-neptunia-rebirth-switch-eshop-release-delayed https://siliconera.voiranime.info/hyperdimension-neptunia-rebirth-switch-eshop-release-delayed/#respond <![CDATA[Jenni Lada]]> Mon, 20 May 2024 19:30:00 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[Europe]]> <![CDATA[Hyperdimension Neptunia Re:Birth 1]]> <![CDATA[Hyperdimension Neptunia Re;Birth 2]]> <![CDATA[Hyperdimension Neptunia Re;Birth3 V Century]]> <![CDATA[Idea Factory International]]> <![CDATA[Japan]]> <![CDATA[North America]]> https://siliconera.voiranime.info/?p=1030096 <![CDATA[

Hyperdimension Neptunia Re;Birth Switch eShop Release Delayed

Idea Factory International announced that Hyperdimension Neptunia Re;Birth 1, 2, and 3 won’t appeared on the Switch eShop in North America and Europe on May 21, 2024. The company also didn’t explain why the titles are delayed or when we might expect to see them appear on the system.

Here is the full, short, official statement from Idea Factory International regarding the Switch versions of Hyperdimension Neptunia Re;Birth 1, 2, and 3. It originally announced the three games would come to the system back on April 26, 2024. No physical versions were confirmed.

As previously announced, the Neptunia Re;Birth series was set to release digitally on the Nintendo eShop on May 21. We regrettably announce that the digital release for Hyperdimension Neptunia Re;Birth 1Hyperdimension Neptunia Re;Birth 2 Sisters Generation, and Hyperdimension Neptunia Re;Birth3 V Generation is postponed until further notice. Further details will be provided at a later date.

Idea Factory and Compile Heart haven’t made any similar delay announcements regarding the Japanese release of the games yet. Back in February 2024, the developer confirmed that all three of the original titles would appear on the system. 

The three games are available on other platforms right now. For example, one of the easiest ways to acquire and play them is to grab them from Steam. All three of the titles are available there. Each one is the updated release of one of the original three entries in the series.

There’s no updated release date yet for Hyperdimension Neptunia Re;Birth 1Hyperdimension Neptunia Re;Birth 2 Sisters Generation, and Hyperdimension Neptunia Re;Birth3 V Generation for the Nintendo Switch worldwide. The three games are expected to appear on the system in Japan on May 23, 2024. The most recent entry in the series is the spin-off Neptunia Game Maker Re:Evolution, which is available for the PS4, PS5, and Switch.

The post Hyperdimension Neptunia Re;Birth Switch eShop Release Delayed appeared first on Siliconera.

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Hyperdimension Neptunia Re;Birth Switch eShop Release Delayed

Idea Factory International announced that Hyperdimension Neptunia Re;Birth 1, 2, and 3 won’t appeared on the Switch eShop in North America and Europe on May 21, 2024. The company also didn’t explain why the titles are delayed or when we might expect to see them appear on the system.

Here is the full, short, official statement from Idea Factory International regarding the Switch versions of Hyperdimension Neptunia Re;Birth 1, 2, and 3. It originally announced the three games would come to the system back on April 26, 2024. No physical versions were confirmed.

As previously announced, the Neptunia Re;Birth series was set to release digitally on the Nintendo eShop on May 21. We regrettably announce that the digital release for Hyperdimension Neptunia Re;Birth 1Hyperdimension Neptunia Re;Birth 2 Sisters Generation, and Hyperdimension Neptunia Re;Birth3 V Generation is postponed until further notice. Further details will be provided at a later date.

Idea Factory and Compile Heart haven’t made any similar delay announcements regarding the Japanese release of the games yet. Back in February 2024, the developer confirmed that all three of the original titles would appear on the system. 

The three games are available on other platforms right now. For example, one of the easiest ways to acquire and play them is to grab them from Steam. All three of the titles are available there. Each one is the updated release of one of the original three entries in the series.

There’s no updated release date yet for Hyperdimension Neptunia Re;Birth 1Hyperdimension Neptunia Re;Birth 2 Sisters Generation, and Hyperdimension Neptunia Re;Birth3 V Generation for the Nintendo Switch worldwide. The three games are expected to appear on the system in Japan on May 23, 2024. The most recent entry in the series is the spin-off Neptunia Game Maker Re:Evolution, which is available for the PS4, PS5, and Switch.

The post Hyperdimension Neptunia Re;Birth Switch eShop Release Delayed appeared first on Siliconera.

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Which Hyperdimension Neptunia Game Did You Enjoy the Most? 613569 https://siliconera.voiranime.info/which-hyperdimension-neptunia-game-did-you-enjoy-the-most/?utm_source=rss&utm_medium=rss&utm_campaign=which-hyperdimension-neptunia-game-did-you-enjoy-the-most https://siliconera.voiranime.info/which-hyperdimension-neptunia-game-did-you-enjoy-the-most/#respond <![CDATA[Jenni Lada]]> Sun, 19 May 2024 19:00:00 +0000 <![CDATA[Featured]]> <![CDATA[Europe]]> <![CDATA[Idea Factory]]> <![CDATA[Idea Factory International]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[Playtests]]> <![CDATA[Siliconera Speaks Up]]> https://siliconera.voiranime.info/?p=1029924 <![CDATA[

Which Hyperdimension Neptunia Game Is the Best

There’s a new Hyperdimension Neptunia game out now! Idea Factory International released a spin-off called Neptunia Game Maker R:Evolution. Not to mention Neptunia: Sisters vs Sisters is on more platforms now too. There are a lot of entries out there. You may wonder where to start or which supplemental titles are worth trying. So this time, let’s talk about which Hyperdimension Neptunia series game we each like best.

Is Hyperdimension Neptunia: Producing Perfection the in-general best Neptunia game or idol management simulation? I mean, no. Is it the only localized idol-raising simulation officially released worldwide since Bandai Namco didn't make The Idolmaster: Starlit Season available in every region on Steam? Perhaps. I just how happy I was to get to go through this sort of game in English, so I'll always have a soft spot in my heart for it. -- Jenni

While I definitely need to play more in this series, the first game I played on Switch, Megadimension Neptunia VII, is by far my favorite. I’m a sucker for visual novels so blending together a visual novel-like story with RPG combat and exploration instantly gripped me. I appreciate how the combat has a mix of turn-based but strategic movement and abilities on the battlefield. This game has a ton of personality and charm that everyone should check out if they haven’t yet. -- Cody

The post Which Hyperdimension Neptunia Game Did You Enjoy the Most? appeared first on Siliconera.

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Which Hyperdimension Neptunia Game Is the Best

There’s a new Hyperdimension Neptunia game out now! Idea Factory International released a spin-off called Neptunia Game Maker R:Evolution. Not to mention Neptunia: Sisters vs Sisters is on more platforms now too. There are a lot of entries out there. You may wonder where to start or which supplemental titles are worth trying. So this time, let’s talk about which Hyperdimension Neptunia series game we each like best.

Is Hyperdimension Neptunia: Producing Perfection the in-general best Neptunia game or idol management simulation? I mean, no. Is it the only localized idol-raising simulation officially released worldwide since Bandai Namco didn't make The Idolmaster: Starlit Season available in every region on Steam? Perhaps. I just how happy I was to get to go through this sort of game in English, so I'll always have a soft spot in my heart for it. -- Jenni

While I definitely need to play more in this series, the first game I played on Switch, Megadimension Neptunia VII, is by far my favorite. I’m a sucker for visual novels so blending together a visual novel-like story with RPG combat and exploration instantly gripped me. I appreciate how the combat has a mix of turn-based but strategic movement and abilities on the battlefield. This game has a ton of personality and charm that everyone should check out if they haven’t yet. -- Cody

The post Which Hyperdimension Neptunia Game Did You Enjoy the Most? appeared first on Siliconera.

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Review 702e4y Neptunia Game Maker R:Evolution Is Charming, But Repetitive https://siliconera.voiranime.info/review-neptunia-game-maker-revolution-is-charming-but-repetitive/?utm_source=rss&utm_medium=rss&utm_campaign=review-neptunia-game-maker-revolution-is-charming-but-repetitive https://siliconera.voiranime.info/review-neptunia-game-maker-revolution-is-charming-but-repetitive/#respond <![CDATA[Leigh Price]]> Mon, 13 May 2024 16:00:00 +0000 <![CDATA[Featured]]> <![CDATA[Nintendo Switch]]> <![CDATA[PlayStation 4]]> <![CDATA[PlayStation 5]]> <![CDATA[Compile Heart]]> <![CDATA[Europe]]> <![CDATA[Idea Factory International]]> <![CDATA[Japan]]> <![CDATA[Neptunia GameMaker R:Evolution]]> <![CDATA[North America]]> <![CDATA[Reviews]]> https://siliconera.voiranime.info/?p=1028556 <![CDATA[

Neptunia Game Maker Goddesses

The Neptunia franchise is an endlessly fascinating one. It’s a series built on the concept of game consoles existing as goddesses in a land that echoes the real-world games industry. It sounds like a one-off joke, not something that’s been trucking along happily for fourteen years at this point. And now we have reached the sixteenth game in the series, Neptunia Game Maker R:Evolution, which combines the franchise’s traditional JRPG elements with a management sim.

You play as older version of series protagonist, Neptune, who has found herself in an alternate dimension. Here, she teams up with three goddesses – Reedio, Jagaa and Pippeh – who’ve been banished to obscurity after their failures in the past. Together they form a new game studio that will allow the Failure Goddesses to reach the heights they deserve again.

This results in an adventure split between dungeon crawler RPG aspects and a management sim. In the dungeon crawler sections, Neptune and friends open new Sales Areas by fighting monsters. In the management sections, you hire developers and place them onto projects based on the genre and style. You also need to invest in the studio to improve development time and unlock new genres.

Screenshot by Siliconera

It’s a slightly confusing concept to newcomers. Neptunia Game Make R:Evolution makes no effort to catch new players up on what the series is about. As a newcomer, I’m fortunate enough to have heard about the central concept ahead of time. If I hadn’t, I’d be very confused. It’s a world where all the current consoles (and Sega) are represented by goddesses, with everything around them representing the wider games industry. Even the Failure Goddesses are based on fifth-generation runners-up: the 3DO, Atari Jaguar and Apple Pippin.

Despite the lack of proper introduction, the writing is delightful. The entire story is absolute nonsense, but Neptunia Game Maker gleefully leans into it at every turn. It’s used as a platform for jokes about the state of the modern games industry. It throws out winking references to everything from piracy to the work of FromSoftware. Every game designer you can hire at your studio is a reference, including a Ghostly Robber who asks you to him through his calling card and a designer named Rapapa whose past work was considered “flat”.

Even the “failure” consoles are given a fair amount of representation. Reedio is based on a professor from Japanese ads for the 3DO, with a hair clip pulled directly from its logo. Jagaa yells “do the math” at every opportunity, a slogan from an extremely 90s ad for the Atari Jaguar. For consoles that most have forgotten about, it’s surprising how well represented they are. I assume the Pippin is too, but that’s too obscure even for me.

Screenshot by Siliconera

The voice acting is also surprisingly good too. I played with the English dub and every performance is punchy and enthusiastic. Particular highlights go to the pirate crew, who chew the scenery at every opportunity. The voice actor for Copy the Hard is having the time of his life especially. Even the dodgy accent of Copy the Art is endearing in a so-bad-it’s-good way. It’s also a huge part in why the main cast are so charming, as each performance perfectly balances the amount of sincere and absurd the game requires.

Where this falls apart a little is how these lines feature in gameplay. As you wander a dungeon, your party will fill every bit of silence they can. By the end of the first dungeon, however, you’ll have heard everything they will ever say. Pippeh repeats a variation of “are we there yet?” as often as possible. Jagaa tended to get stuck saying "make sure to look around" in an endless loop. Also, as someone who checks maps a lot, it didn’t take long for each girl’s single “let me check the map” line to wear out its welcome. There’s nothing wrong with the lines in isolation. However, there's so few lines repeated so frequently they became obnoxious.

Screenshot by Siliconera

Sadly, this is not the only issue with the dungeon crawling in Neptunia Game Maker R:Evolution. It is brutally repetitive for most of the game’s run time. Dungeons are a series of rooms so nondescript I thought they were randomly generated (they are not, I checked). They’re also cluttered with enemies, meaning you're tripping over an enemy almost as soon as you leave a fight with another. Sometimes there are puzzles to solve, but they add little more than making already tedious treks a little more tedious.

Combat isn’t much better. On paper, it’s similar to Final Fantasy VII Remake and Rebirth, as you attack using combos, build up a meter for more powerful attacks or using items, and can switch between all your party on the fly. There’s even a cool chain attack feature, where increasingly more powerful burst attacks will trigger with character changes at the right time. However, in practice you’re mostly pressing one button and occasionally a directional button whenever a prompt appears on screen. There was little strategy in the combat, with most battles playing out the same way. Even boss fights failed to shake things up too much, apart from upping enemy health. Dodging and guarding also felt wildly inconsistent. It honestly got to the point where it felt more effective to just button mash instead of trying to avoid getting hit.

Screenshot by Siliconera

The management aspects of Neptunia Game Maker are a little more compelling. You assign developers to game projects, with their stats determining how well that game will turn out. Initially, you’re going to be releasing a string of 1-star duds. However, as you earn more points and attract better developers, you’ll soon see the stars increase. You’ll also accrue territory, taking market share away from other game makers. I didn't find it particularly deep, but it was interesting. It reminded me of a stripped-down version of the real estate minigame from Yakuza 0, which is not a bad thing.

My main critique of the management gameplay is that it feels disconnected from the rest of the game. It’s something you don’t always need to pay attention to. The only real connection with the rest of the game is management progress arbitrarily locked behind story progress. It’s a shame because I could see so many ways the two sides could complement each other and elevate them into something more.

Neptunia Game Maker R:Evolution is a mixed bag. If you want a charming story with plenty of nerdy goofs about consoles from the 90s, you’ll find something to enjoy here. If you want interesting and in-depth mechanics, then you’d be better off looking elsewhere. One for the established fanbase that’s unlikely to win over many newcomers.

Neptunia Game Maker R:Evolution releases for the PS5, PS4 and Switch on May 14, 2024.

The post Review: Neptunia Game Maker R:Evolution Is Charming, But Repetitive appeared first on Siliconera.

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<![CDATA[

Neptunia Game Maker Goddesses

The Neptunia franchise is an endlessly fascinating one. It’s a series built on the concept of game consoles existing as goddesses in a land that echoes the real-world games industry. It sounds like a one-off joke, not something that’s been trucking along happily for fourteen years at this point. And now we have reached the sixteenth game in the series, Neptunia Game Maker R:Evolution, which combines the franchise’s traditional JRPG elements with a management sim.

You play as older version of series protagonist, Neptune, who has found herself in an alternate dimension. Here, she teams up with three goddesses – Reedio, Jagaa and Pippeh – who’ve been banished to obscurity after their failures in the past. Together they form a new game studio that will allow the Failure Goddesses to reach the heights they deserve again.

This results in an adventure split between dungeon crawler RPG aspects and a management sim. In the dungeon crawler sections, Neptune and friends open new Sales Areas by fighting monsters. In the management sections, you hire developers and place them onto projects based on the genre and style. You also need to invest in the studio to improve development time and unlock new genres.

Screenshot by Siliconera

It’s a slightly confusing concept to newcomers. Neptunia Game Make R:Evolution makes no effort to catch new players up on what the series is about. As a newcomer, I’m fortunate enough to have heard about the central concept ahead of time. If I hadn’t, I’d be very confused. It’s a world where all the current consoles (and Sega) are represented by goddesses, with everything around them representing the wider games industry. Even the Failure Goddesses are based on fifth-generation runners-up: the 3DO, Atari Jaguar and Apple Pippin.

Despite the lack of proper introduction, the writing is delightful. The entire story is absolute nonsense, but Neptunia Game Maker gleefully leans into it at every turn. It’s used as a platform for jokes about the state of the modern games industry. It throws out winking references to everything from piracy to the work of FromSoftware. Every game designer you can hire at your studio is a reference, including a Ghostly Robber who asks you to him through his calling card and a designer named Rapapa whose past work was considered “flat”.

Even the “failure” consoles are given a fair amount of representation. Reedio is based on a professor from Japanese ads for the 3DO, with a hair clip pulled directly from its logo. Jagaa yells “do the math” at every opportunity, a slogan from an extremely 90s ad for the Atari Jaguar. For consoles that most have forgotten about, it’s surprising how well represented they are. I assume the Pippin is too, but that’s too obscure even for me.

Screenshot by Siliconera

The voice acting is also surprisingly good too. I played with the English dub and every performance is punchy and enthusiastic. Particular highlights go to the pirate crew, who chew the scenery at every opportunity. The voice actor for Copy the Hard is having the time of his life especially. Even the dodgy accent of Copy the Art is endearing in a so-bad-it’s-good way. It’s also a huge part in why the main cast are so charming, as each performance perfectly balances the amount of sincere and absurd the game requires.

Where this falls apart a little is how these lines feature in gameplay. As you wander a dungeon, your party will fill every bit of silence they can. By the end of the first dungeon, however, you’ll have heard everything they will ever say. Pippeh repeats a variation of “are we there yet?” as often as possible. Jagaa tended to get stuck saying "make sure to look around" in an endless loop. Also, as someone who checks maps a lot, it didn’t take long for each girl’s single “let me check the map” line to wear out its welcome. There’s nothing wrong with the lines in isolation. However, there's so few lines repeated so frequently they became obnoxious.

Screenshot by Siliconera

Sadly, this is not the only issue with the dungeon crawling in Neptunia Game Maker R:Evolution. It is brutally repetitive for most of the game’s run time. Dungeons are a series of rooms so nondescript I thought they were randomly generated (they are not, I checked). They’re also cluttered with enemies, meaning you're tripping over an enemy almost as soon as you leave a fight with another. Sometimes there are puzzles to solve, but they add little more than making already tedious treks a little more tedious.

Combat isn’t much better. On paper, it’s similar to Final Fantasy VII Remake and Rebirth, as you attack using combos, build up a meter for more powerful attacks or using items, and can switch between all your party on the fly. There’s even a cool chain attack feature, where increasingly more powerful burst attacks will trigger with character changes at the right time. However, in practice you’re mostly pressing one button and occasionally a directional button whenever a prompt appears on screen. There was little strategy in the combat, with most battles playing out the same way. Even boss fights failed to shake things up too much, apart from upping enemy health. Dodging and guarding also felt wildly inconsistent. It honestly got to the point where it felt more effective to just button mash instead of trying to avoid getting hit.

Screenshot by Siliconera

The management aspects of Neptunia Game Maker are a little more compelling. You assign developers to game projects, with their stats determining how well that game will turn out. Initially, you’re going to be releasing a string of 1-star duds. However, as you earn more points and attract better developers, you’ll soon see the stars increase. You’ll also accrue territory, taking market share away from other game makers. I didn't find it particularly deep, but it was interesting. It reminded me of a stripped-down version of the real estate minigame from Yakuza 0, which is not a bad thing.

My main critique of the management gameplay is that it feels disconnected from the rest of the game. It’s something you don’t always need to pay attention to. The only real connection with the rest of the game is management progress arbitrarily locked behind story progress. It’s a shame because I could see so many ways the two sides could complement each other and elevate them into something more.

Neptunia Game Maker R:Evolution is a mixed bag. If you want a charming story with plenty of nerdy goofs about consoles from the 90s, you’ll find something to enjoy here. If you want interesting and in-depth mechanics, then you’d be better off looking elsewhere. One for the established fanbase that’s unlikely to win over many newcomers.

Neptunia Game Maker R:Evolution releases for the PS5, PS4 and Switch on May 14, 2024.

The post Review: Neptunia Game Maker R:Evolution Is Charming, But Repetitive appeared first on Siliconera.

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Next Idea Factory International Otome Game Is 9 RIP 21512q https://siliconera.voiranime.info/next-idea-factory-international-otome-game-is-9-rip/?utm_source=rss&utm_medium=rss&utm_campaign=next-idea-factory-international-otome-game-is-9-rip https://siliconera.voiranime.info/next-idea-factory-international-otome-game-is-9-rip/#respond <![CDATA[Jenni Lada]]> Wed, 17 Apr 2024 18:30:00 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[9 R.I.P.]]> <![CDATA[Europe]]> <![CDATA[Idea Factory International]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[otomate]]> https://siliconera.voiranime.info/?p=1023662 <![CDATA[

Next Idea Factory International Otome Game Is 9 RIP

Idea Factory International announced its next new otome game, and it is going to be 9 RIP for the Nintendo Switch. There’s no exact release window yet, but it will appear digitally and physically in 2024. 

Misa Isshiki lives in a town where people get spirited away and supernatural things seem to happen. She isn’t quite sure if she believes it, until she has her own otherworldly experiences. As a result, she’ll get to get close to otherworldly love interests like Hibiki, Kureha, Koyo, and Sena.

Here’s the first trailer for the English version of 9 RIP. Basically, it sets the stage for the spirited-away otome and the otherworldly love interests players will meet.

https://www.youtube.com/watch?v=6o6OLwiVBEY&ab_channel=IdeaFactoryInternational

As usual, there will be an Idea Factory International Store Limited Edition for this new otome game. However, there are only placeholder pages for them on the North American, European, and UK storefronts right now. This means we don’t know yet what additional items come with it. However, both the LE and standard physical copies from IFI include a trading card.

9 RIP will be available digitally and physically on the Nintendo Switch outside Japan in 2024. It came out on the system in Japan in June 2023

The post Next Idea Factory International Otome Game Is 9 RIP appeared first on Siliconera.

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<![CDATA[

Next Idea Factory International Otome Game Is 9 RIP

Idea Factory International announced its next new otome game, and it is going to be 9 RIP for the Nintendo Switch. There’s no exact release window yet, but it will appear digitally and physically in 2024. 

Misa Isshiki lives in a town where people get spirited away and supernatural things seem to happen. She isn’t quite sure if she believes it, until she has her own otherworldly experiences. As a result, she’ll get to get close to otherworldly love interests like Hibiki, Kureha, Koyo, and Sena.

Here’s the first trailer for the English version of 9 RIP. Basically, it sets the stage for the spirited-away otome and the otherworldly love interests players will meet.

https://www.youtube.com/watch?v=6o6OLwiVBEY&ab_channel=IdeaFactoryInternational

As usual, there will be an Idea Factory International Store Limited Edition for this new otome game. However, there are only placeholder pages for them on the North American, European, and UK storefronts right now. This means we don’t know yet what additional items come with it. However, both the LE and standard physical copies from IFI include a trading card.

9 RIP will be available digitally and physically on the Nintendo Switch outside Japan in 2024. It came out on the system in Japan in June 2023

The post Next Idea Factory International Otome Game Is 9 RIP appeared first on Siliconera.

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