Compare Superdimension Neptune VS Sega Hard Girls prices across trusted key stores and find the best deal. Developed by IDEA FACTORY. Published by Idea Factory International. Released on 6/12/2017. Available on PC. Genres: Action, RPG. Metacritic score: 72/100.

If you grew up watching Sega consoles lose the console war and want to process that grief via time-travel JRPG, this crossover is oddly the right therapy. Niche as a laser disc, but smarter than it looks.

I went into this one skeptical. A crossover between the Hyperdimension Neptunia universe and anthropomorphized Sega hardware sounds like the kind of premise a marketing team invented on a dare. But after spending time with it, I came out genuinely charmed, and mildly surprised at how much structural work sits underneath the pastel aesthetic. The story puts IF (Idea Factory personified, pronounced eye-eff) and an amnesiac girl named Segami at the center of a time-travel adventure. History is being devoured by a creature called the Time Eater, and the two protagonists have to jump across four distinct eras, each themed around a Sega console: Mega Drive, Game Gear, Sega Saturn, and Dreamcast. What makes this more interesting than the usual Neptunia loop is that the structure is deliberately non-linear. You pick which era to tackle and in what order, accepting missions from the Grand Library hub at your own pace. There is even a mechanic borrowed from Chrono Trigger's playbook: the Time Eater is technically beatable early, and story progression functions more as a power gate than a rigid chapter wall. For a series historically accused of handholding its players down a corridor, that is a genuine design step forward. The writing is where the game earns its keep. The comedy is self-aware, fourth-wall-breaking, and frequently pokes fun at the absurdity of its own premise, including the logical holes in time travel stories. Neptune, Plutia, Nepgear, and Uzume all return, though their characterizations here are alternate-universe versions that sometimes feel slightly off from their mainline personalities. Segami, the enigmatic amnesiac, holds her own as a co-protagonist and gives IF a straight-man foil to bounce jokes off. The Sega Hard Girls themselves, Dreamcast, Sega Saturn, and Mega Drive among them, are likeable additions whose inter-era conflicts form the emotional core of each story arc. The comedy hits more often than it misses. That said, if you have no attachment to Sega console history, roughly half the references and emotional beats will land with a thud. Combat is turn-based with some welcome additions. Parties cap at four characters, and everyone earns full experience regardless of whether they fight, which means you can freely experiment with class assignments without fear of falling behind on XP. Classes, including Nomad, Noble Thief, and Scholar variants, level independently from the character themselves, which creates a thin but functional build layer. The Fever Time system is the combat highlight: fill the Fever Meter, grab a rainbow gem that appears on the battlefield, and time stops, letting your whole party unload EX Moves (super attacks) until the meter drains. It is satisfying when it fires. The dungeon traversal also got a platforming injection, with jumping, climbing, and crawling through gaps adding some kinetic texture to what would otherwise be pure hallway-to-encounter loop. Collectible medals and baseballs tucked into each area give completionists something to hunt. Three endings exist, the true ending requiring enough story investment to feel earned without demanding a spreadsheet. The weaknesses are familiar if you know the series. Sidequest design leans hard on fetch-and-defeat loops, and the drop-rate grinding on certain mission items will test your patience. The class-change system, while present, is shallow for most of the cast, and a couple of reviewers noted that Fever Mode can trivialize combat once you understand how to chain it. The Steam port runs acceptably but carries the DNA of a handheld game, and some dungeon visual designs recycle assets aggressively. The tutorial is also bafflingly lopsided, explaining obvious jump mechanics at length while leaving genuinely useful stat interactions like the TEC attribute largely unexplained. For players already in the Neptunia orbit, this is one of the tighter spin-offs in the catalogue, with a protagonist (IF) who gets a rare moment to carry a full story, and a crossover that makes more thematic sense than it has any right to. For complete newcomers, the Sega nostalgia hook only works if you lived through that era, and the broader Neptunia in-jokes will feel like static. It runs about 15 hours to the true ending without heavy side content, which is a reasonable ask for what it delivers. Monika, Scout Team

Superdimension Neptune VS Sega Hard Girls

Superdimension Neptune VS Sega Hard Girls

Jun 12, 2017IDEA FACTORYIdea Factory International
GamerScout Says

If you grew up watching Sega consoles lose the console war and want to process that grief via time-travel JRPG, this crossover is oddly the right therapy. Niche as a laser disc, but smarter than it looks.

PC
Steam Deck VerifiedProtonDB Gold
Best Price Available
€0.00
at N/A
Historical low: €4.93

GamerScout Verdict

A surprisingly structured Neptunia spin-off worth the runtime for series fans and Sega nostalgists, but a hard sell to anyone outside that overlap.

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About Superdimension Neptune VS Sega Hard Girls

I went into this one skeptical. A crossover between the Hyperdimension Neptunia universe and anthropomorphized Sega hardware sounds like the kind of premise a marketing team invented on a dare. But after spending time with it, I came out genuinely charmed, and mildly surprised at how much structural work sits underneath the pastel aesthetic. The story puts IF (Idea Factory personified, pronounced eye-eff) and an amnesiac girl named Segami at the center of a time-travel adventure. History is being devoured by a creature called the Time Eater, and the two protagonists have to jump across four distinct eras, each themed around a Sega console: Mega Drive, Game Gear, Sega Saturn, and Dreamcast. What makes this more interesting than the usual Neptunia loop is that the structure is deliberately non-linear. You pick which era to tackle and in what order, accepting missions from the Grand Library hub at your own pace. There is even a mechanic borrowed from Chrono Trigger's playbook: the Time Eater is technically beatable early, and story progression functions more as a power gate than a rigid chapter wall. For a series historically accused of handholding its players down a corridor, that is a genuine design step forward. The writing is where the game earns its keep. The comedy is self-aware, fourth-wall-breaking, and frequently pokes fun at the absurdity of its own premise, including the logical holes in time travel stories. Neptune, Plutia, Nepgear, and Uzume all return, though their characterizations here are alternate-universe versions that sometimes feel slightly off from their mainline personalities. Segami, the enigmatic amnesiac, holds her own as a co-protagonist and gives IF a straight-man foil to bounce jokes off. The Sega Hard Girls themselves, Dreamcast, Sega Saturn, and Mega Drive among them, are likeable additions whose inter-era conflicts form the emotional core of each story arc. The comedy hits more often than it misses. That said, if you have no attachment to Sega console history, roughly half the references and emotional beats will land with a thud. Combat is turn-based with some welcome additions. Parties cap at four characters, and everyone earns full experience regardless of whether they fight, which means you can freely experiment with class assignments without fear of falling behind on XP. Classes, including Nomad, Noble Thief, and Scholar variants, level independently from the character themselves, which creates a thin but functional build layer. The Fever Time system is the combat highlight: fill the Fever Meter, grab a rainbow gem that appears on the battlefield, and time stops, letting your whole party unload EX Moves (super attacks) until the meter drains. It is satisfying when it fires. The dungeon traversal also got a platforming injection, with jumping, climbing, and crawling through gaps adding some kinetic texture to what would otherwise be pure hallway-to-encounter loop. Collectible medals and baseballs tucked into each area give completionists something to hunt. Three endings exist, the true ending requiring enough story investment to feel earned without demanding a spreadsheet. The weaknesses are familiar if you know the series. Sidequest design leans hard on fetch-and-defeat loops, and the drop-rate grinding on certain mission items will test your patience. The class-change system, while present, is shallow for most of the cast, and a couple of reviewers noted that Fever Mode can trivialize combat once you understand how to chain it. The Steam port runs acceptably but carries the DNA of a handheld game, and some dungeon visual designs recycle assets aggressively. The tutorial is also bafflingly lopsided, explaining obvious jump mechanics at length while leaving genuinely useful stat interactions like the TEC attribute largely unexplained. For players already in the Neptunia orbit, this is one of the tighter spin-offs in the catalogue, with a protagonist (IF) who gets a rare moment to carry a full story, and a crossover that makes more thematic sense than it has any right to. For complete newcomers, the Sega nostalgia hook only works if you lived through that era, and the broader Neptunia in-jokes will feel like static. It runs about 15 hours to the true ending without heavy side content, which is a reasonable ask for what it delivers.

Monika
Monika · Scout Team

RPGs

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:indieTime-Travel NarrativeNon-Linear StructureFever Time CombatClass SystemCrossover IPCompletionist CollectiblesMultiple EndingsAlternate Universe

System Requirements

Minimum

OS
Windows 7 (64-bit)
Memory
4 GB RAM
DirectX
Version 10
Storage
12 GB available space
Graphics
DirectX 10.x or OpenGL 3.3 or better graphics card with 1 GB RAM and support for v4 shaders
Processor
3 GHz Intel i3 or equivalent
Sound Card
DirectX 10.x compatible sound card

Recommended

OS
Windows 10 Home (64-bit)
Memory
8 GB RAM
Storage
12 GB available space
Graphics
NVIDIA GeForce GTX 960 or comparable
Processor
Intel(R) Core(TM) i5-4460 CPU @ 3.20GHz
Sound Card
DirectX 10.x compatible sound card

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Reviews & Ratings

Metacritic
72

Game Info

Developer
IDEA FACTORY
Publisher
Idea Factory International
Release Date
Jun 12, 2017

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Frequently asked questions about Superdimension Neptune VS Sega Hard Girls

How much does Superdimension Neptune VS Sega Hard Girls cost?

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What platforms is Superdimension Neptune VS Sega Hard Girls available on?

Superdimension Neptune VS Sega Hard Girls is available on PC.

When was Superdimension Neptune VS Sega Hard Girls released?

Superdimension Neptune VS Sega Hard Girls was released on 12 June 2017.

Who developed Superdimension Neptune VS Sega Hard Girls?

Superdimension Neptune VS Sega Hard Girls was developed by IDEA FACTORY and published by Idea Factory International.

Is Superdimension Neptune VS Sega Hard Girls worth buying?

Superdimension Neptune VS Sega Hard Girls holds a Metacritic score of 72/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.