Hatsune Miku: Project Diva F Review
Hatsune Miku: Project Diva F Box Art
System: PS3
Dev: Sega
Pub: Sega
Release: August 27, 2013
Players: 1
Screen Resolution: 480p-1080p Mild Language, Mild Violence, Suggestive Themes
It's Time You Met the Vocaloids.
by Jenni Lada

Hatsune Miku is a pop sensation. If you've been online in the last five years, you know who she is. Even if you aren't big on Japanese phenomena, odds are you've at least seen her series of Toyota commercials or maybe even caught a glimpse of Hatsune Miku x Hello Kitty. Her fame is far reaching, and now her tendrils are spreading further than ever thanks to Sega's release of Hatsune Miku: Project Diva F on the PS3.

The Hatsune Miku: Project Diva series began on the PSP in 2009, with a game that could easily have been dubbed a crazy experiment. Sega and Crypton Future Media dumped a few of the Hatsune Miku Vocaloid songs on a PSP UMD, along with an editor that would allow players to create their own videos and tracks, and it exploded. It turned into a series, and now the PS3 version of the latest installment, Hatsune Miku: Project Diva F, is getting a stateside release.

Which is for the best. Hatsune Miku: Project Diva F is the fullest installment in the series. The main draw is the rhythm-based music game, which has 38 songs, but the Miku Room and Edit Mode offer a bit of extra flavor for those who've gotten drawn into Miku's song and dance.

The bulk of any Hatsune Miku: Project Diva F experience will be spent going through the included tracks. If a player is familiar with any Harmonix or Pentavision rhythm games, they'll take to Project Diva F easily. A video will play in the background while Miku, or one of the other Vocaloids, sings. Songs are available in four difficulty levels: Beginner, Normal, Hard, and Extreme, with up to ten stars showing just how taxing a song is. (A 10-star song will blow your mind.)

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As a Hatsune Miku: Project Diva F song plays, indicators will appear on screen. Ones shaped like the action button must be pressed once icons line up. If a colored arrow appears, it means the up, left, right, or down button should be hit at the same time as the corresponding action button. Star notes also appear, and they are triggered by waggling the analog stick forward and back, as though strumming a guitar. The goal is, of course, to hit as many notes with perfect timing as possible in order to earn a high score and Diva Points, which can be spent in an in-game shop on new Modules (costumes), items, and furniture for the Vocaloids.

Hatsune Miku: Project Diva F Screenshot

The thing is, Hatsune Miku: Project Diva F on the PS3 pales in comparison to the Vita incarnation when it comes to the control scheme. Those who haven't played both games will never know what they're missing, but as someone who has, I can't help preferring the Vita control scheme. The basic methods are the same, with the action and directional buttons being used for standard note indicators. The only difference is the touch screen is rubbed for star indicators. Yet, somehow, the Vita's version feels more accurate. I can get a Great rating on the Extreme difficulty of "ODDS&ENDS,” a 7.5-star song, in Project Diva F on my Vita, but on the PS3, I found myself struggling to complete "Remote Controller,” a 6.5-star difficulty song, on Hard. It was humbling, to be sure.

It's almost like I had to relearn how to play Hatsune Miku: Project Diva F. When I was playing, it felt as though there was some minor timing discrepancy in the PS3 version absent in the handheld game. Mainly, it felt like my TV wasn't keeping up with the game. It is possible to adjust the settings to compensate for this, but I got into the groove after a few songs and was back on my way to diva stardom without making any changes. However, I'm almost afraid to return to the Vita version of the game, as now my muscle memory is set to the PS3 Project Diva instead.

I have to admit, though, I do prefer using the analog stick to "strum" along to Hatsune Miku: Project Diva F's Star notes. Scratching along to them on the Vita's touchscreen always left me scrambling to reach the notes in time, and it feels more natural to hit Star notes with the analog stick on the PS3.

Hatsune Miku: Project Diva F Screenshot

I also believe Sega did Vocaloid fans a disservice with the Hatsune Miku: Project Diva F localization. The only thing the company did was translate the various menus, song titles, and module/item names. When one of the 38 included Vocaloid songs is playing, the lyrics scroll along the bottom of the screen. Sega translated none of these into English. It only translated the songs from Katakana, Hirigana, and Kanji into Romanji. It's disappointing, especially since most of the people playing will have no idea what is being said. People won't be paying attention to subtitles as they're playing through an actual song, of course, but it would have been beneficial for times when people chose to just watch the video of a song play on-screen. I'm sure it saved Sega quite a bit of money, but the extra effort would have been appreciated.

Still, Hatsune Miku: Project Diva F easily surpasses its little Vita sister in two respects: the audio and visual quality. The character models and environments are far more detailed in the PS3 version. The characters' faces are also far more expressive and realistic. Put together, the videos are striking and, sometimes, even distracting. The sound quality for the songs is lovely as well. The lyrics to Megurine Luka's "Dye" are more discernable than they are in the Vita installment, which is a testament to the improvement and clarity of the audio.

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