A step back from other Project Diva games but still good.
Avaliado nos Estados Unidos em 31 de agosto de 2016
I've played and enjoyed many other iterations of the Project Diva franchise and I'm something of a Vocaloid fan to boot, which meant that I pre-ordered this game the second it became available. It retains all the core gameplay of previous games in the franchise with a few changes. Now, not messing with the core mechanic of the game is a good thing, so the developers get credit here.
If you're familiar with other games in the Project Diva franchise, however, you will notice some significant changes to this installment.
1. New modules are no longer acquired by collecting Diva Points in-game. Rather, playing the story mode (more on that in a minute) and clearing a chance time segment will cause the lead singer to transform into a new module. Here, rather than replaying songs in free mode to get diva points to get modules, one simply replays songs in story mode to do the same. One big negative here is that when acquiring new modules, the transformation sequence can be quite distracting!
2. There is a story mode, but honestly it doesn't add that much to the game. The story mode is really sort of trite (the characters have to use their song power to re-energize some crystals) and is ultimately just consists of short cutscenes between songs.
3. In previous Diva games, you could use pretty much any module you like at any time, and while this is still possible in free play mode, in story mode bonuses can be obtained by using modules that match the "aura" of the current crystal that is being energized. For example, if you wear a "cute" module in the cute world, various bonuses can be obtained.
4. In free play mode, all difficulty levels seem to be available for each song immediately (at least that has been the case so far, with about 1/2 the songs unlocked). This means that if you are an experienced player, you need not trudge through easy mode, pressing O ad nauseam on each and every song.
5. There is a new type of note introduced, the so-called "rush note". When such a note appears, after it is cleared mashing the corresponding button will earn the player extra points. I found this feature to be a little bit annoying, but to each their own.
So none of the new features really break the core gameplay, but there are some elements of the game that might put off veteran players. For example,
1. The song selection is much smaller than previous Project Diva games, and some of the songs in the medleys are recycled from earlier games.
2. It seems to me that the "videos" for each song are not quite as creative as their counterparts from earlier games. For example, after a few hours of play, I just got a sense that all the performances were the same (Miku and company dancing to a song). It made me long for some of the more ambitious videos from earlier installments (Kagerou Days, Monochrome Blue Sky, World's End Umbrella, The MMORPG Addict's Anthem, etc.).
3. You can still gift items (this time around obtained as drops from songs) to the various characters, but many of the little cut scenes are recycled from earlier games.
So in conclusion, Project Diva X is certainly a fun game, but I just can't help but think it feels a little bit lazy in its design. If you are new to the franchise, I'd honestly recommend an earlier installment of the game (Project Diva F or F 2nd) before picking up this one. In my mind, the limited song selection is the biggest drawback, and as a result I'm hoping that Sega might consider localizing Project Diva Future Tone, however remote that prospect might be.
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