Save Big On Open-Box & Used Products: Buy "Hyperdevotion Noire: Goddess Black Heart” from Amazon Open-Box & Used and save 21% off the $29.99 list price. Product is eligible for Amazon's 30-day returns policy and Prime or FREE Shipping. See all offers from Amazon Open-Box & Used.
$ 99 $29.99 Save $3.00 (10%)
& FREE Shipping on orders over $35. Details
Select items for an Amazon Gift Card
Get free shipping with fast payment.
We are unable to process your trade-in order.
About the product
- Lead goddesses in their first-ever foray into strategy RPG gameplay, taking on enemies in a whole new way. You'll fight off hordes of enemies in turn-based strategy, dodging laser beams and flaming pits, and using dangerous environments against your enemy.
- The more often characters are in battle together, the higher their bond becomes. Activating the "Lily Boost" grants special stats and abilities, while "Lily Points" can be used to activate ultra-special moves and even goddess transformations.
- Sometimes Noire just wants to relax at home, and with the "SimNoire" mode you'll be able to do just that! Customize the place by buying furniture and accessories with in-game points, and make Noire feel like the goddess she is.
- You'll get tons of replay with so many ways to boost your gear's stats. The more enemies you defeat, the more items you can get to customize your gear in whatever way you see fit. Let the great experiment begin!
Frequently bought together
Customers who bought this item also bought
Special offers and product promotions
Hyper devotion Noire: Goddess Black Heart, the very first strategy RPG in the Hyper dimension Neptunia series. Unlike previous Hyper dimension Neptunia games, Hyper devotion Noire is not set within the world of Gamindustri, but instead within a similar, but separate, world known as "GA market". The goddesses of each of the four nations are locked in heated battle against one another for dominion over this world. Just as Noire is one step away from complete domination, the goddesses are suddenly robbed of their powers by an unknown force. Now in order to save the world from destruction, the four goddesses must unite GA market and defeat the onslaught!
Top Customer Reviews
The basic idea behind the Hyperdimension games can be easily described; An anime-style Good vs. Evil story, rife with moe female anthropomorphic parodies of the game industry, wrapped in a standard turn-based JPRG shell. Hyperdevotion Noire makes several changes to this tried-and-true formula, some of which are quite literally game-changing. However, I am sad to report that not all the changes are for the better.
Below are my personal views on the game; a concise bullet-point pro-con list for quick reading is given first, and a longer, more in-depth analysis of each aspect of the game for the leisurely is attached below. Note that there may be some mild spoilers in the analysis.
new strategic combat provides a nice change of pace
some potentially interesting new characters
nice SD 3D models
more time with Noire
combat feels slower than necessary due to quirks in the system
weak story, even by Hyperdimension Neptunia standards
too many new characters means too little time to flesh them out
a male protagonist with harem-style conveniently timed hearing difficulties
The most striking change in Hyperdevotion Noire is most likely the combat. It eschews the fairly enjoyable turn-based fare of the main games for a grid-based strategy system, another staple of the Japanese RPG scene. While this new system is serviceable and often quite enjoyable, it isn't extremely well-polished.
The biggest problem is its time-consuming nature. While it is to be expected that a strategy game will have much longer battles than an RPG (hence the replacement of dungeons with "missions", consisting of a few, generally single, battles), a few design flaws make the battles much more of a slog than they should have been.
While there are several options to speed up or skip effects, movement and the like, the lack of a catch-all skip button (if there is one, I was unable to find it despite my substantial efforts) means that you will all too often be staring at the screen while a healing animation plays for the umpteenth time. It IS possible to skip certain actions with the X button, but the fact that it requires separate presses for each action and is quite limited means that it is often more trouble than it is worth.
This compounds the problem that with many monsters on the battle map at the same time, enemy turns tend to take a while to finish, especially in larger maps. Admittedly, this is a very common problem in turn-based strategy games (Valkyria Chronicles, anyone?), but it would have been nice to have some way of speeding it up nonetheless.
Also, while this is another commonplace issue in SRPGs, the loading times are long enough to be somewhat annoying, especially when grinding.
The second major problem is the map design. The maps in Hyperdevotion Noire have a surprising number of different tilesets and terrain elements. (Reuse of the same maps and enemies is still far too common, but this has been a historical problem for the franchise.) Sadly, the terrain elements (mainly height differences and traps) feel like annoyances more than strategic considerations.
While most of your characters struggle to get over or attack anything over a half a block tall, enemies seem to be almost completely unfazed by the most towering of heights, attacking with impunity across cliffs and strolling through pressure plates. This often feels unfair, and eliminates many of the tactical possibilities that such landforms would otherwise provide. Simplistic pathing also means that your characters will often choose to drop down cliffs or walk into traps (which both damages and stuns them) to head somewhere instead of taking a safe path with the same distance, direction and length just one block away. This a great source of irritation for the maps which are absolutely peppered with them.
Now, I've expounded upon the flaws of the new combat system for a substantial length, but it isn't as bad is I may make it sound. The skills are nicely varied among the characters and within the characters themselves with buffs, heals, and AoEs abound. The different character passives and "leader effects" (a unique buff for the whole party depending on the character selected as "leader") also add a layer of interesting complexity to the deployment process.
In addition, the "Lily Support" system, which buffs up a character and decreases their SP use when directly next to other characters, proposes a nice risk/reward judgement against AoE attacks as well providing some cute CGs.
Overall, the combat is surprisingly deep, with a few interesting mechanics thrown in. However, some technical flaws stop it from bringing out its full potential.
The story is probably the most unequivocally substandard part of Hyperdevotion Noire. While gripping storylines have never been a strong point of the franchise, the main games have had at least functional if formulaic storylines with expanding plot points, secrets, and a few twists and turns.
The beginning of Noire starts off well enough, with the villain (Whom anyone who knows anything about the franchise will recognize instantly) sabotaging the shares of Gamarket, forcing Noire to try and bring together the feuding CPUs and generals together to save the world from destruction.
However, the story soon devolves into a "You must gather your party before venturing forth" sequence stretched out as far as possible to provide a tenuous facade of a plot. A whole six chapters out of the total nine is devoted solely to adding characters to the extensive party roster with barely any plot development if at all, which gets repetitive fairly quickly.
The story only picks up around chapter 8. and with all the plot points shoved into the final two chapters, the villain's plans feel nebulous and haphazard, and the resolution anticlimactic, with little sense of peril or accomplishment.
Altogether, it feels like they just drafted a list of new characters to introduce, and plastered a husk of a narrative over it in a half-hearted attempt to justify it. If a Neptunia game with an actual story is what you are looking for, look elsewhere; I'd recommend Re;Birth 2 or perhaps Victory.
Nearly twenty new characters (or generals) are introduced in Hyperdevotion Noire. The good news is with so much of them, there is bound to be at least a few that fit your palate. There's the Kanzaki Ranko-lish speaking one, the haughty yet childish one, the sports-obsessed one, and so on; there's even a kyabakura girl, if you are into that. Of course, they are also all parodies of various bits of the game industry, so interspersed throughout the individual dialogue scenes (accessed by increasing Lily Ranks with Noire) are referential jokes which may provide some enjoyment.
The bad news is that due to the sheer number of new characters, the screen time for each is kept to a minimum in the main story, diluting their impact. While the aforementioned individual dialogue scenes (ten for each) do provide some additional characterization, their brevity thwarts them from substantalising the characters beyond one-dimensional anime tropes.
The second major addition is that of a male protagonist. Clearly intended as fodder for player self-insertion, this faceless, voiceless and nameless protagonist joins the fray fairly early on as Noire's secretary. The protagonist (or Secretary, as he is referred to) is your typical dating sim/harem anime hero, armed with an arsenal of rather chauvinistic and sometimes foolhardy "chivalry" (Think Emiya Shirou), unremarkable yet above-average looks, opportune lapses in hearing ability ("Eh? Nandatte?"), and a lack of any personality traits except "nice".
Interestingly, considering his status as a self-insert character, he is oddly inconspicuous in the story. He rarely does anything of importance, acting like a convenient minion for most of the story, and even completely disappears from the narrative for what seems like entire chapters at a time. There isn't enough to feel that he is integral to the plot, but too much to just ignore his existence altogether.
Thankfully, the number of romance flags he sets up in the main storyline is limited; except for the obvious Noire, there is only one other character who clearly shows her infatuation toward the protagonist. However, the individual dialogue scenes are a different story. He makes fairly frequent appearances in them, often doling out extremely obvious advice that the other characters had never heard before for some reason. If I remember correctly, more than half of the new characters make comments insinuating that they are attracted to him to some degree, of course none of which he hears due to his convenient auditory difficulties. The main romance between Noire and the protagonist isn't particularly good either, with too little substance to perceive any real chemistry between the two.
While new characters are almost always a welcome addition, it feels like at least two more games are necessary to really shape out the ones introduced in Hyperdevotion Noire, As it stands, they are barely more than cut-and-dry archetypes with limited personality.
The CGs in Hyperdevotion Noire are standard fare for a Neptunia game: cute, often fanservicey VN-style art we all know and love. There do seem to be more event CGs than expected, which is a clear plus. The music is mostly rehashed from other Neptunia games, but that is a common trait of the franchise, and is thus of sufficient quality.
The most notable change in the art department is the SD models of the characters in battle. While chibi models are generally not my cup of tea, they are quite cute in this case and the 3D rendering is fairly well done. It's overall a satisfactory change of style, and I'm interested in finding out how the mk2 and Victory characters look in SD if they ever do feature in a sequel.
While Hyperdevotion Noire brings quite a few new ideas to the table, it is too much of a hit and miss to be considered an improvement, or even an equal, to the remakes of the main Neptunia games. However, the new combat system does have substantial potential, and if a sequel with technical improvements and a better story ever turns up, it may turn out to be one of the best Neptunia games yet.
As it stands however, it is simply an average game, not quite reaching the level of quality that has come to be expected from a new Neptunia game. Newcomers to the franchise should look elsewhere, such as Hyperdimension Neptunia Re;Birth 1, for a starting point. If you are a veteran of the series, but unsure if it's worth the money, wait for a price cut or buy it second-hand. If you are a Noire fan, admit it, you are going to buy the game regardless of what I say.
It is awesome to see the Hyper series stretching its wings a bit more and venturing outside of its well-established comfort zone. The last few games have ranged from good to great from the RPG branch, but Hyperdimension Neptunia PP: Producing Perfection left me a bit underwhelmed when the team strayed from their normal formula.
Hyperdevotion Noire follows my favorite of the CPUs as she finds herself duped by a mysterious figure that throws the world as Noire knows it for a loop. Like the other Hyper games, Hyperdevotion is very heavy on text. It is probably a good twenty to thirty minutes from the start of the game to your first battle. In some titles this might make things somewhat of a chore, but thankfully the voice acting is excellent as always in this series, and the dialogue is often very funny in its satirical approach.
Visually Hyperdevotion moves between the usual style of anime art for the dialogue scenes, while character controlled scenes such as combat use a more chibi-like style where the characters have enormously disproportionate heads. For those worried that there will be no fan service to be found due to this change in style, rest assured that skimpy clothing and acts of ridiculousness abound in both the conversation scenes and the character controlled portions.
As much as I love all of the above aspects to the game, they are really just dressing. Important dressing that certainly appeals to a specific audience, but still superfluous should the combat fail to hold up. I am quite happy to report that the combat, while not the deepest SRPG out there, acquits itself quite nicely on several different fronts. Combat plays out on a grid in turn-based fashion. Already, that is a good start for me as someone who cut his teeth on strategy games like Heroes of Might & Magic, Warsong, Shining Force and Fire Emblem.
The grid structure works for keeping movement and combat easy to identify and plan for. This was one of my biggest issues with Natural Doctrine - in that adopting a three dimensional world they had traded in tactics for frustrating lines of sight. Not the case here as moving about and targeting foes is quick and easy to do. The terrain is also important, which is something that the Agarest series always lacked, but how the terrain here is leveraged is what is unique. Older SRPs simply made terrain about two factors - how much movement was required to pass through it, and what kind of defense bonuses standing in said terrain provided. Here the terrain is an obstacle that needs to be monitored due to things like electrified fences, lasers, moving platforms and more.
Other aspects to the strategy, such as which direction the girl is facing, or if she has a compatible ally nearby (leveraging the Lily system as it is called) that might create joint attacks and potentially deadly bosses help to add variety to the combat. If anything, my biggest complaint about the levels is that there were not more of them. Hyperdevotion Noire is not a terribly short game, but it does pad its time through an interesting item upgrade system that unfortunately requires grinding to make the most out of it. I do not mind grinding - in fact it tends to have an almost soothing quality on me when I am playing RPGs, but more levels would have helped to offset the eventual feeling of repetition that settled in. The good news is that there were several side quests, but Hyperdevotion would have benefited from even more.
For all of the various systems that interject variety into the combat itself, what works best for Hyperdevotion are the characters that you recruit and use along the way. Being a big fan of Noire, I am glad her time here was not wasted, but other characters make suitable showings as well. However, SRPG titles often run the risk of units becoming cookie cutters of one another. A knight is a knight in many of these titles over the years, but here the women have distinctive personalities that come through in their attacks and abilities as well. I had a good deal of fun experimenting with different combinations of characters throughout the adventure.
On top of all the solid presentation and the combat system, Hyperdevotion also has a handful of options that are fun to play with. The jukebox music, ability to change spoken language to either English or Japanese and the ability to skip the various attacks and combat cut scenes (that can admittedly bog down the proceedings) so the game can speed along a bit faster. I admit that I finally did that during the last third of so of the game. I enjoyed the combat animations as they had a tendency too lend some of the unique Hyper flavor to the proceedings, but I was ready to just plow through enemies in a time efficient fashion by the end of the game.
SRPG fans will be happy to know that there is a solid strategy game at the core of Hyperdevotion Noire: Goddess Black Heart. Fans of the Hyper series will also be grateful to know that the characters are done justice and the banter is as good as ever. Those of us who fall into both categories? Well, there is a lot to like here and should find plenty to do along the way through Noire's first (and hopefully not last) featured game.
Overall I'd say pick it up if you either a fan of the Hyperdimension neptunia style. Or if you enjoy turn based strategy games.
I have played a little into it and has been fun. I love the Chibi character forms of Nep, Vert and the rest. You still do missions, develop items and gear and chips like other games. This is a tactics game, so you will need to strategize and plan like in Fire Emblem (w/o the character losses if they get K/Oed), and to develop powers is using a new form of Lily Rank system which means the more you use certain teammates, the more powerful the abilities are when you use them. I would say this is a good addition to the Vita library.