If you would have told me ten years ago that a voice synthesizer would become a new theme song recorded by Pinocchio-P; "Nice to Meet You, Mr. Earthling. wielding," (ie. alternating between a button and its D-pad equivalent to tackle a As you play through the rhythm game, you unlock dance moves that you can put . Nice To Meet You, Mr. Earthling, 3,, Clear Nice To Meet You Mr. Earthling .. if you have set a dance in the Dance Studio available as "Trade" (see Above the Tap pad, is a Life Gauge, which decreases with mistakes. Notes fly toward stationary targets on screen and you press their corresponding buttons when they overlap the markers. This task is spiced up by detailed.
The amount of extra songs added through DLC is a whopping two. X also reintroduced the Randomly Drops mechanic used in the first game, eliminating the shop entirely. Everything — accessories, room items, gifts, and especially modules — are now the whim of the RNG. This, combined with a gated unlock system that required enormous amounts of grinding to get past and some other changes such as affection levels now maxing at 10, affection increasing far more slowly, etc.
On the other hand, each gift event only shows up once now - events with multiple variations is guaranteed to show one of the unseen events you have left. While you still have to grind a lot to get the items you need through random drops, at least you don't have to keep giving the characters the same item over and over and keep praying you FINALLY get that one missing event out of 10 possible ones. Ironically, X is considered to have some of the best Original Generation tracks in the franchise.
When "Brain Revolution Girl" came out with X, fans of F 2nd noticed right away how similar its dance is to "Blackjack". Getting all of the outfits in Arcade costs what is effectively a small fortune due to being an arcade game. You're better off just grabbing what you like as opposed to getting as many as you can. Averted entirely in FT, however.
Mikudayo costs a ridiculous sum or requires significant effort to acquire when it isn't a DLC item. In the console version of F, it is the most expensive object in the game, requiring DP to purchase. In Arcade, it costs VP. To put that into perspective, the Swimsuits, traditionally among the most expensive items in the series, cost VP.
Even as far as modern console games go, Future Tone is a little on the steep side, costing at the very least 11, yen to purchase all the content, assuming you buy the Season Pass instead of purchasing packs separately.
X received high scores all across the board from numerous reviewers, keeping in line with the positive critical reception of the series thus far.
Its reception by the fans, however, is a lot more divisive, due to many long-time players complaining that X basically took out nearly everything enjoyable about the series.
Gumi seems to be a popular addition to the series, judging by her mirai reaction. Unfortunately, her licensing is difficult to negotiate for Project Diva. The first game was considered decent in its own right, if not a little hampered. Then 2nd rolled around and basically set the standard for the series going forward, with major mechanical overhauls and the introduction of story PVs and the infamous EXTREME difficulty. Future Tone is considered the de facto version of the arcade game, to the point that it's largely forgotten that Arcade isn't just to indicate it's an arcade game.
Not helped by the PS4 version. If a name in the localized version differs too greatly from the widely-accepted version, it is usually ignored, as fans prefer to refer to the songs with the names that they're comfortable with. It's believed that there was one, but what's disputed is which one it is: Either way, the release of both games was followed by a sudden drought in new songs being added to Arcade being only the two that ended up in Future Tone DX anywayand no announcement of plans for any future titles, leading the fanbase to pin it on one of those two games, although there are other suggestions given such as the Vita's decline making it a less feasible option for future games and the departure of Hiroshi Utsumi, who had been the main driving force behind the series up until then, from SEGA.
Miku may be a tyrant in Sadistic. Music Factory, but she's also doing what she does simply for the sake of survival and escaping the factory not getting the Chance Time bonus means leaving her to starve to death! There are two distinct strings among them; one is "6. In the mirai PV for "Kokoro", the lines of code that can be seen in the background when Rin receives a heart are written in Python.
Germans Love David Hasselhoff: Project mirai DX received lukewarm reception in Japan due to being just an Updated Re-release of Project mirai 2; why buy an entire new game just to get one new song and some extra goodies? In the West, it's the first Project mirai game to get a localized release and therefore was much better received.
From what has been said, the composer forbade use of english lyrics on Kagero Daze, and the song has only been in a Project Diva concert ONCE, suggesting that the licensing may well had been revoked around November for any use. Hiroshi Utsumi left SEGA mid, with the franchise under a dark cloud due to poor reception over Project Diva X, which was intended to be part of an anniversary celebration of Miku's time with the company, with Utsumi promising 'multiple projects' for the following year.
Outside of collaboration works and the physical release for Project Diva Future Tone, barely anything new has come out related to Project Diva, Project Diva Arcade or mirai since his departure. It's Easy, So It Sucks! The lack of an Extreme difficulty level is one of the more common criticisms of the Project Mirai series.
Even the addition of a " Super Hard " mode in DX fails to completely remedy the issue, since it only applies to 6 out of 48 songs and is still easier than the other games' Extreme difficulty.
Note that "hating playing it" and "hating the song" can be separate: It's Hard, So It Sucks! In the same vein as the above, players can also dislike a track because of its difficulty. It's Short, So It Sucks!
X has a comparatively tiny setlist. On release, it didn't even come up to the first game in terms of unique songs.
DLC added two extra, but it's still not much. Ironically for such a content-filled game, one of the only notable downsides of Future Tone is that it's essentially a rhythm game in its purest form — as in, there actually isn't anything to do other than play the Rhythm Game and watch PVs. Of course, most fans don't mind this, but it was notable enough for many critics to state the fact.
Just One More Level: Project Diva Future Tone lives for this trope, with so many songs that you have little reason to stop. Miku and Rin have a lot of this in the bonus materials for the games. In Project Diva F and F 2nd, many of the Miku and Rin duet songs are heavily on the shipping, with Summer Idol having them consider going out with each other, and singing about how they like the other in Colorful X Melody.
And of course there's Luka and Miku in Magnet. Despite this, all versions of the game have Miku saying " Project Mirai Deluxe! Its F 2nd variant is actually easier than F songs on Hard.
Unusually for a professional localization of the series' caliber, the official localization parses all the names using Japanese surname-forename order, possibly because that's the official parsing on the actual software products or because the target fanbase knows the characters best by those names or both. This has led to the occasional misidentification of Miku as "Hatsune" and other related mistakes by some lesser-informed media outlets and much fanbase mockery.
Notably, the US release of Future Tone goes out of its way to avoid this problem, by making sure to use first names where possible.
Gumi and Rin's "swimming" in "Invisible" in mirai DX. The music video of Sadistic. Music Factory in F. The song itself could be pretty scary if one takes into account the lyrics which are about being trapped in a factory and forced to make music for a mechanical tyrant for the rest of one's life and the frightening robotic monotonesbut combine all that with the Chance Time ending The Disappearance of Hatsune Miku, which has the song become garbled, as well as there being interference and odd glitches in Miku's movements, constantly.
According to Word of GodMiku is being deleted while attempting to complete the song. The end of the song is when she finally crashes due to it. Toward the end of Disappearance, Miku can be seen banging at the screen with her fists as though begging the player to help her. And at the end, she says a cheery goodbye before just Thankfully averted with its answer song, The Intense Voice of Hatsune Miku, where the full length version's opening lyrics have Miku celebrate being alive, and she promptly finds a solution to the bad ending of Disappearance with one of the fastest denouements in Vocaloid history!
Pinky Swear from F 2nd is a subtly off-kilter song with an equally off-kilter video. Its creepiness is mostly due to the weirdness of the visuals and implications of the lyrics until the end of the video implies that Miku has not only cut off her pinky finger as promised in the lyrics but has incorporated it into the bento she's shown making for her crush.
The entire video of Kagerou Daze wherein Miku stumbles onto the site of an accident and repeatedly gets killed or injured trying to avoid the domino effect of everything that goes on. Sure, it's a Catapult Nightmare for each event so she knows how to avoid it next time, but the video still ends with an accident on stage and Miku vanishing completely. The way it just suddenly appears in a deep close-up and just stares at the player for several seconds is just jarring.
Arcade's version of the PV adds a comical "boing" effect to the bunny's reveal, but somehow makes it look creepier than in mirai DX. Also in Mirai DX, the PV for "Matryoshka" features some creepy parts such as X-ray photos showing blood spreading through a person's lungs and wrists, a moment where a butterfly's wing is being cut off with a pair of scissors, and black-and-white pictures of the Nendoroid characters, each sporting a Slasher Smilesplattered with paint that makes it look like they are covered in blood.
An odd case where the out-of-characterness is applied reflexively to headcanon. Crypton's official stance on their Vocaloid characters tends to refrain from giving them any kind of official personality whatsoever, since enforcing a "canon" would stifle fans' creativity and discourage them from coming up with their own creations.
Fans had generally embraced that stance, leading to pretty much everyone creating their own personal headcanon for the characters. Prior to X, the DIVA series had generally followed that rule due to its status as an officially licensed game, being careful not to give the characters any significant personality in their minor interactions with the player.
However, X added a plot and gave tons of lines of dialogue to the characters based on it, which proved near-universally unpopular with the fanbase for a number of reasons: Although the game makes sure to include a disclaimer at the end that the characterization isn't meant to be taken as Crypton official meaning that it's no more canon than the average fan's interpretationit's still an officially licensed product, and although most fans understood that even if they didn't read the disclaimer, it still had a feeling of being pushed onto them when no such pressure had existed before.
The game's story is largely an Excuse Plot and the Neutral forms of the characters mainly Flat Character s, at an odd halfway point between committing to detailed characterization and still trying not to interfere with people's personal image, but either way because it was bound to violate at least some headcanon with the large variety out there, many people would have just preferred a detailed story in the vein of many other existing Vocaloid fanworks.
The personality-changing moduleslikely meant to represent the creative potential of the characters potentially becoming anything you like, ended up off-putting to many who couldn't stand their personalities; the Quirky personalities ended up quite unpopular, and there would still be headcanon-violating ones for instance, Cool Kaito being It's All About Me was not very well-received by his fanbase, which tends to see him more as a Butt-Monkey.
Pandering to the Base: Project Diva F 2nd is full of it, from English lyrics for all but one of the songs on the localized version to the return of some of the most famous and infamous songs and costumes from the PSP games.
Future games play with this trope. Mirai DX had no translated lyrics and didn't translate any new song titles, though X went back to a full English translation. Future Tone understandably does not have translated lyrics either, but even reverts some of the existing translated titles such as Urbandonment Torinokocity and Clockwork Clown.
When the series migrated to the PS4, with Project Diva X, however, it stayed true to its roots, and its fanbase, by announcing it will be releasing first on Playstation Vita. Project Diva Future Tone is a complete version of the arcade game as of mid-Februarymissing only Ageage Again and its associated module, which released in the last week of that month, with a grading system and other features that would be impossible on any other release.
The games are, for the most part, aimed at existing Vocaloid fans, as they expect you to have at least some tangential knowledge of the Internet culture surrounding them - how would you know that Rin likes oranges or Kaito likes ice cream unless you're aware of the memes associated with them beforehand or following a guide?
Play the Game, Skip the Story: Pretty much no one plays X for the included story mode, which gets a lot of focus as being one of the game's highlights. Players who imported the game but are unable to read anything are thus subjected to cutscene padding interspersed between songs during cloud and event requests.
Some players who didn't import it also ended up skipping it, due to it ending up being an Excuse Plot.
Hatsune Miku: Project DIVA / YMMV - TV Tropes
The star links in F 2nd weren't popular in players. Their timing is often inconsistent with the rest of the song, either much faster or much slower, which throws a lot of players off on their first try. As well as many, many tries after that. It was removed in X along with the wide star notes. Chance Time in the original PSP game can feel like this at times as missing a single note on it in several songs is what could very easily separate a Standard and Great score.
It's still this in later games due to heavily weighing one particular late-song section over the rest of the song. Buying a new game means playing all the easier charts to unlock all the harder charts. Part of the charm of Project DIVA is its relatively high difficulty for an official rhythm game, so veterans tend to dislike mulling through fluff to get to the good stuff. Future Tone at least gives Hard charts from the outset, and Arcade has no unlock requirements due to being an arcade game.
X's cloud and event requests forces you into a repetitive cycle of Level Grinding in order to gather crystals and unlock all the modules and gift items, most of which are Random Drops. Needless to say, its execution has proved near-universally unpopular.
If you go too long without playing Project mirai, the next time you start the game your partner will be mad at you for neglecting them and prevent you from playing until you apologize either by pressing the "I'm sorry At first, it seems kind of endearing and makes them seem more human and like characters rather than just 3D models.
After a few more times, it gets obnoxious and basically punishes you for going on hiatus whether due to work, school, other games, etc. The first game is often ignored as far as talking about the series as a whole goes. It started to pick up when 2nd came around, or for a more extreme example, F due to it being the first worldwide DIVA game, so both Project DIVA and its differences from practically the entire rest of the series are rather overlooked.
Project mirai basically doesn't exist. Its sequel, mirai 2, is far more recognized, since it's used as a base for its localized follow-up, mirai DX. In a very rare case where this trope applies to a particular level, "Sakura Rain" is acknowledged by fans to be a returning song in F 2nd. However, it's rather difficult to find footage of the original PV for the song, since the last game "Sakura Rain" was in was the very first game, six years before F 2nd came out with its version.
For veterans of the series, playing a new game means having to unlock every single Hard and Extreme chart from scratch to get back into the swing of things, going through the comparatively effortless Normal charts that can get tedious pretty quickly.
Future Tone removes this issue, with every single song having Hard unlocked immediately, and a large number of songs don't even HAVE Easy charts, and the Normal charts are far from effortless. Whenever someone wears the Mikudayo head, but not the Module, their hair clips through the accessory if they have a hairstyle larger than it. Averted with the Module, which flat out replaces the character. Mikudayo herself causes a lot of incredible screw-ups due to being extremely disproportionate.
This includes the camera constantly zooming in on her forehead where a regular model's head would belack of limbs causing her dance routines to look hilariously disjointed which gets even better with supposedly "provocative" dances, like Blackjackand constant clipping issues with various props. This in turn helps Sega producers pick the objectively best songs. Good Vocaloid music is more likely to be good because it is all indie music that has been singled out as good by listeners.
Tracklists have generally been strong across all games. Despite all the fluff being presented to the player right out of the gate, the rhythm game remains the primary focus of the game despite its small-ish icon on the main menu. The rhythm game itself is presented in two different modes: Tap mode has you swiping and tapping buttons on the touch screen much like Theatrhythm: Final Fantasy and button mode replaces the taps and swipes with button presses and holds for more classic Project DIVA-like gameplay.
In both modes, you have a hit marker that follows a set line around your screen, with notes appearing along said line. Hitting these notes accurately, as one might expect from a rhythm game, yields the best result and the highest score value. At the end of a song, your performance is ranked based on your accuracy, ie. The game itself remains as solid as I've come to expect from any Sega rhythm game.
The window for hitting an accurate note can be tight and being thrown off your rhythm could severly affect your life bar if it happens before a long string of notes. There's enough tricks up Project Mirai DX's sleeve that any song would be a challenge the first time through for most people.
The game tops out at the "hard" difficulty level, forgoing the "extreme" level seen in the PlayStation counterpart. Though this game has its own tricks, such as notes being obscured until the last second, two-finger holds and some interesting hold combinations in button mode, along with the necessity of "dual wielding," ie.
Sega did provide an answer by adding a "Super Hard" difficulty in DX, but it only becomes accessible after clearing every song, is limited to six of the game's 48 songs, and even the hardest songs on super hard don't come close to some of the hardest songs in Project DIVA's extreme mode. Another major disappointment in Project Mirai DX are the song translations; Specifically the lack thereof. After pulling out all the stops to get all but one song translated into English for Project Diva F 2nd, Sega pulled a complete and then some.
Not only are song lyrics presented in romaji as per Project Diva F, many song titles that didn't already have English names And some that did in romaji as well. The game does, however, offer a brief synopsis for each song, as well if it's a song that made a mark in Japan's music industry or worldwide, which provides a subtle understanding about what the song is about.