Please See the Real Me from Behind: Is “NIKKE: Goddess of Victory” Fun?

“NIKKE: Goddess of Victory” is the new work from the studio SHIFT UP, established by Kin Hyeong-tae, who was the art director for “Blade & Soul” and “Destiny Child”. The illustrator Hyung-Tae Kim served as the art director. Not only is the art style bold and distinctive, the Live 2D also continues the impressive physics effects of the two predecessors.

Do you like the goddesses, Nikkes, who entrust themselves to you wholeheartedly?

In the game, the warrior girls called “Nikkes” fight against the opposing force known as “Latcher”. “You” will serve as the commander, leading them to victory.

Evidently, enjoying the beauty of the Nikkes is the highlight of the game. Even on the battlefield where the fight is intense, this beauty is in no way diminished.

They smile at us when preparing for battle, and when they receive instructions, they turn quickly to focus on the fight. As their commanders, all we can do is silently cheer them on from behind.

During the battle, the Nikkes have to use small shields to avoid getting hit, and also need to pop out to attack from time to time. The firing posture inevitably gets a bit distorted.

Those who have experience in the field know that it actually tests the muscle strength of the arm. The Nikkes are working hard.

If you find the battle too distracting, you can go to the View Mode set on the main page to enjoy 360-degree views of the character illustrations, shooting postures, and chibi avatars.

If you poke them, you’ll also get responses in various poses.

The quality of the character illustrations is high, and the movements are excellent, maintaining the high standard of “Destiny Child”.

The Nikkes are not just tools in the battle, they also joke around and have fun in daily life. They get along well with you and even chat with you through the instant messaging system…

If the selling point of this game is beautiful girls, then there’s no doubt it’s doing an excellent job.

Who wouldn’t like such subordinates?

Handing the Battle to Auto Is Also Fine

No doubt, playability is also a key aspect of the review. A bit disappointing, yet somewhat expected, is that the gameplay of the combat part isn’t that great. When tired, you can even set it to Auto. But let’s introduce the combat mechanics to let everyone understand more.

The combat gameplay is shooting, designed for single-hand control in portrait mode.

Although it is a game that relies on stats, it still leaves room for players to manually operate: you need to adjust the crosshair on the screen to target the enemy, and your character will fire automatically; you can also manually reload.

After defeating high-level enemies, they will admit defeat, declaring that the victory and drop materials of this battle belong to you.

Nikkes are divided into different types such as sniper rifles, grenade guns, etc., to deal with different enemies. For example, for distant ones, you need to use sniper rifles to hit the core for more damage; you need to switch to rapid fire to intercept missiles; when you encounter tyrant-level or higher Latcher, you need to aim at specific parts to cause major damage, and so on.

In addition to the above two common settings, there are some special designs:

After a certain time in the battle, you will enter Burst Mode, which is the traditional “battle performance”. What’s different is that Burst Mode is divided into several stages in sequence, so when forming a team, you need to consider the order of the teammembers’ Burst skills to be able to deal massive damage with a “Full Burst”.

At the same time, whichever Nikke you choose to stand and fight will more likely draw enemy fire, while those in evasion mode are relatively safe. So the choice of which Nikke to send into battle, and how long to charge the skill, also needs consideration.

However, overall, this game is still primarily about grinding stats. The star level and combat power of the characters will play a crucial role in battles, so everyone should focus on enjoying the company of the girls.

As for the development system, it includes familiar aspects like leveling up, breakthroughs, and skill upgrades. Characters need to be drawn, and in-game currency, training materials, and equipment need to be collected by clearing stages. This concludes the introduction, and hopefully it gives everyone a basic understanding of the game.

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