Showing posts with label PS2. Show all posts
Showing posts with label PS2. Show all posts

Tuesday, July 29, 2008

Sega Ages Vol. 26: Dynamite Deka Review

In 1996, American-based Sega Technical Institute (of Sonic the Hedgehog 2 fame) and the Japanese AM1 teamed up to develop Die Hard Arcade/Dynamite Deka (Die Hard was licensed for use in the western release) for the Saturn-offshoot ST-V arcade system. Naturally, the game made its way home, giving Saturn players a taste of the game's beat-em-up action. Now, PS2 owners get the chance, as Dynamite Deka clocks in at volume 26 in the Sega Ages series.

The Saturn version was pretty much a straight port of its arcade counterpart, with the addition of Deep Scan - a 2D bomb-toss from Sega's yesteryear used to rack up extra credits. DD's goal is simple: take control with three buttons and the D-pad and try to rescue the president's (very ugly, might I add) daughter as a John McClane look-a-like. At the time, it was another solid arcade conversion for the Saturn, but how does it hold up years later?

As with other Ages titles, DD comes with a graphical update. But unlike most of the games in the series, this is a major overhaul. It almost looks like a different game as almost everything has been remodeled and re-textured. New effects have been added making the visuals much crisper and sharper overall. Case in point: the football player boss that appeared to have manboobs in the original actually just looks like he's wearing pads now.

Sounds, however, are a different story - they're the exact same as the Saturn version, and they weren't too good to begin with. It is a bit weird to have the new updated graphics paired up with the same old sounds. Death screams and voices are particularly bad, sounding like they were recorded through a telephone. Music, on the other hand, is still crystal clear. But with only a few moments of playtime on each song, the tunes don't stand out too much.The game controls and responds exactly as it did on the Saturn and in the arcade. Showing its roots as a quarter-muncher, controls can be a bit frustrating at times and enemies will dish out plenty of cheap shots. Since there are only three buttons (punch, kick, and jump) to control a wide variety of attacks, it's easy to pull off a wrong move accidentally. Sometimes it leads to a "Wow, that's cool" moment, but for the most part, it just makes things a little tricky.
Even though DD is a 3D beat-em-up, the action only takes place on a horizontal 2D plane. This means that if an opponent is below on the screen, players have to move directly in front or behind them instead of being able to attack downwards. The fighting is broken up with QTEs between scenes - having players press the appropriate button with the commands on the screen. Unfortunately, this is one of the few things in the game that is written in Japanese, making it hard to nail these. With that being said, DD is still a fun game, while it lasts. Again pointing back to its arcade roots, the game is really short, clocking in at around a half hour. To drag it out, the game starts with an impossibly low five credits.

To earn more credits, another game from Sega's past is used. Instead of Deep Scan, this time it's an electronic version the 1966 Periscope. Point the periscope at a moving ship. Hit fire. Wait. After a few seconds, it's pretty easy to time and leaves little challenge. While it's an interesting bit of history, other than racking up credits, there's not much play value here. After gaining a sufficient number of credits, it's only a matter of time and determination to get through the game. So, for replay value, several additional modes become available after completion via code, each putting a unique spin on the game. This is where the Sega Ages release begins to shine.Available in the bonus modes are extra costumes, which, depending on how you look at them, are either goofy or great. Characters can be dressed as Elvis, Ax and Tyris from Golden Axe, Altered Beast, or even... Segata Sanshiro himself.

One shot kill mode is exactly what it sounds like - one shot, one kill. That goes for the player and the opponents, so while it only takes one shot to finish them off, take one and it's game over. Arrest mode adds challenge by making the only way to finish an enemy arresting them, a tricky feat in itself. Fortunately, it's good practice because arresting baddies is the fastest way to take them out for deadline mode, where there's only a given amount of time to finish the level. Time limits are short, so a single mistake can cost the game. Finally, there's Altered Beast mode where you've got to keep gobbling up green blobs in order to survive. These extra modes are challenging and should give even seasoned players a run for their money.The levels themselves are slightly altered in the new modes, adding in hints of some of Sega's older games, including different music, different items, and some interesting background sequences. Completing these will release a password to unlock extra content on the Japanese Ages website, where unfortunately, a lot is lost in translation. Lastly, the extras in the release are rounded out with an image gallery, a sound test, and a Japanese commercial for the game.

Dynamite Deka/Die Hard Arcade is a little bit dated, mechanics-wise - it definitely feels like it's a few years old, even with the new graphics. But despite that, it's still a fun game to play, especially multiplayer. Racking up the credits, grabbing a friend, and beating up an old man with a knife stuck through your chest is a good way to fill an afternoon. The extras really do add a lot to the game and are done with style and as an homage to Sega's past. This is what the Sega Ages line-up set out to do, and Vol. 26 is a high point in the series.

8.5/10

Wednesday, July 16, 2008

Sega Superstars Tennis Review

Although technically the second game in the Sega Superstars lineup (the first being Sega Superstars, for use exclusively with the Eye Toy), its theme is the same: take classic Sega characters, throw them into one game, and watch the fun begin. The only problem: it’s a tennis game.

While tennis wouldn’t exactly be my subject of choice, the good news is that there’s actually not a whole lot of tennis in the game. The main “Superstars Mode” is about tearing through a number of mini-games, which, more often than not, have little to do with tennis. These are set in several different worlds based on some of Sega’s existing franchises from the past and present. By completing the mini-games, unlockable prizes, including music tracks, extra characters, and more gaming worlds, become available.

After selecting a world and a mini-game, players are asked to choose a character. Initially, only half of the roster is available, while the rest are unlocked through finishing off mini-games. Characters seem to be focused primarily on Sega’s Dreamcast era and shortly thereafter, including Sonic, Tails, Eggman, Ulala (Space Channel 5), Amigo (Samba de Amigo), Nights, Beat (Jet Grind Radio), and Aiai (Monkeyball).

Unlike the other Superstars game, there aren’t any “realistic” looking characters, like Akira from Virtua Fighter or Ryo Hazuki from Shenmue. While I understand that the developers wanted to stay with the cartoonish look of the game, I still would’ve liked to have seen more character variety. Many of the bonus characters are nearly identical to their initial counterparts. Do we really need Shadow and Sonic, Ulala and Pudding, Nights and Reala? (On a side note, I never, ever want to hear Nights speak in a game again.) It would’ve been nice to see some of the Crazy Taxi characters or the evolving hacker from Rez.The mini-games take the tennis theme and run with it, tying in to that particular game’s world. Choose the Sonic world and games involve running around Green Hill Zone collecting rings and avoiding enemies. For Jet Grind Radio, players lob balls of paint across the net to tag the other side of the court, all the while being taught valuable lessons of ball control. Puyo Pop Fever has players swinging balls to take out colored puyo orbs. The Space Harrier levels are basically Space Harrier on a tennis court. House of the Dead? It’s like being stuck in a HotD game with only a racket and endless supply of tennis balls. Virtua Cop isn’t even like tennis – it’s just VC without a gun.

Unfortunately, the mini-games aren’t dispersed evenly. While the initial worlds have several games and levels, many of the later ones only have one or two. Bonus courts like Outrun only have a couple of tennis matches, meaning besides the music and beach, it lacks the uniqueness of the other worlds. Whether by design or just lack of time, the Golden Axe and Alex Kidd worlds don’t even have their own courts.SST controls well enough, if not a bit simplistically. To serve, hit a button and a star meter pops up. As it fluctuates, hit the ball at the max star level. The higher it is, the more likely the opponent will have a problem returning the serve. After that, chase the ball down, hit a button to swing or lob, and then point a direction to try to aim the ball. Rinse. Repeat. To help break up the formula, each character has a Superstar move, which will shoot the ball in crazy directions to throw the opponents off. Though they can help seal off a match (and look fancy enough, the first time or two), they don't really add a whole lot to the game.

Game AI seems fair for the most part, minus the exceptionally hard Alex Kidd. There are some inconsistencies with the real world in scoring, as it seems that an extra game is needed to win a set.While SST is a short burst of fun, after I finished it, I never had an itch to play it again. Though there are other modes available (a singles or doubles arcade mode and direct access to some of the mini-games) there’s really no reason play them, as it's just more of the same.

All in all, Sega Superstars Tennis is fun, at least while it lasts. For Sega fans, it’s nice to see these characters back in action and see the company give a nod to its fans and its past. The game is a worth a rent, but overall it’s pretty average.

7/10

Saturday, July 12, 2008

Space Channel 5 Special Edition Review

From Sega's UGA team (the masterminds behind Rez) also comes Space Channel 5. For me, SC5 is most memorable for the huge marketing push that it was given, followed by its ubiquity in the dollar bin at just about everywhere games are sold. The game didn't really look that interesting to me, despite all of the Sega fans saying how it was a really good, unique game.

Now, years later, for three dollars, I bit the bullet and picked up the Space Channel 5 Special Edition which includes not only the original SC5, but part two of the series as well.

Ever play Simon, that electronic take on "Simon Says" where players match oversize, color-coded buttons to the order that they would light up? SC5 is just a glorified version of that. Some crazy aliens have decided that best way to enslave the human race is by forcing them to dance, and the only way to kick their ass is for Ulala, reporter for Space Channel 5, to match their dance moves.

This boils down to you mimicking the aliens on the screen as they shout out what buttons to push. They yell the commands and do their dance. Then, it's your turn. Spit those crazy moves back at them in the right rhythm, and you'll be good to go.

Keep it up and that's the two games in a nutshell. The most baffling part, in my eyes, is why Sega would come to the conclusion that this would be the game to save the Dreamcast. It's quirky and unique, yes, but ultimately, it just doesn't seem to do much. DDR has the novelty of the having to use your feet. Guitar Hero's hook is its controller. SC5's catch: a crazy story and a guest appearance by Michael Jackson. That’s about it. Maybe having Ulala make an appearance at the MTV VMAs wasn't the greatest idea.

In order for a game like this to be successful, it has to have catchy tunes. The music fits the part, but ultimately, it comes across like the tunes in Sonic Adventure - they serve their purpose, but they're not specifically memorable. Graphically, not a whole lot happens on the screen. Some ultra-soft-looking, marshmallow aliens are blasted while the rescuees dance along with Ulala. If it weren't for saving hostages, you could close your eyes and play the game with your head underneath the couch.Somewhere out on the web, another person commented that this game is like a spiritual brother to Jet Grind Radio. I agree, in that they both had unique premises and music was a big part of the games' personalities. While the two were developed by different teams, their integration of music and its application to the game have a shared ambition.

Unfortunately, Jet Grind is fun to play, while this Space Channel 5 is just a glorified "Simon Says."

[On a side note, I've sat on this review for quite a while, hoping the game would grow on me, but it just hasn't.]

6/10

Tuesday, March 11, 2008

NiGHTS Into Dreams Review

Back in '96, the Saturn was begging for a real Sonic game - one that would be able to right the course for the sinking ship. It never happened and instead, Sonic Team introduced NiGHTS into Dreams, a game featuring an androgynous, purple jester as its main character. As a Saturn exclusive, the game would never find mainstream success, but it earned good reviews and developed a cult (and somewhat scary) following. Over time, its mystique grew and Nights has, correctly or not, been hailed as one of the top all-time games.

Now, after the release of its sequel, Journey of Dreams, Nights finds itself on the PS2 alongside other Saturn exclusives. It, however, eschews the Sega Ages tag and bargain price, mostly because the game is on a DVD and Sega certainly knew they'd be able to demand a higher price for this title.

The story centers around two kids, Claris and Elliot, getting caught up in their own fears, which are so average it's almost comical. Claris is afraid of her singing auditions and Elliot was beat in a basketball game by some older kids. Feeling like failures, they head to sleep that night, where the dream-creature Nights needs their help. The evil Wizeman is trying to take over the land of Nightopia. If this happens, then there's no more dreams and all of the happy-go-lucky Nightopians will die. Coincidentally enough, this is the kids' chances to redeem themselves.

The game plays the exact same way as it did on the Saturn. Find Nights, track down 20 blue spheres and drop them off at the capture. Race around during bonus time and try to rack up the score before the clock runs out. Do that another three times and then head off to beat up a boss. The trick to getting high scores is linking everything together. Grabbing several items in succession will pop up a link counter on the screen. The higher the number, the more points that are rewarded. By keeping the speed high and learning the ins and outs of the level, paths can be created with near infinite links available. It's being able to master these paths that gives Nights its replayability. The dual shock does just as well as the Saturn's analog pad, and after a moment of adjusting, controls just fine.

First-time players that have for years been hearing how amazing and legendary the game is will probably be let down. Ultimately, Nights is just a time/score attack game. That's not to say that it isn't a score attack game done with a lot of style, though.


Nights takes the Blue Sky approach to its artistic design. Colors are bright, music is happy, and everything seems cheery in the world of Nightopia. It's definitely a throwback to the old school gaming days, before there was such a huge focus on realistic and gritty game worlds. It's this feel-good world that has earned Nights its cult following - Nightopia is a pretty happy place. As the player takes out baddies, bald-headed Pians bounce around in the background, singing, fishing, dancing, and of course, making more Pians, while the music becoming ever-more cheerful. If the player decides to destroy of all these buggers, the music gets a little less cheery and the Pians get angrier in response. As the player can influence their environment, the end result is that the world just seems that much more alive.

For the most part, Nights comes over as the same game, with a few new modes to justify the price. The graphics have been redone in the "Brand New Dream" mode. With crisper looking visuals, reduced pop-in, and redrawn 3D geometry (the formerly sprite-based Pians and Nightmaren are now in 3D and objects have been remodeled to remove their blockiness), the game's bright and colorful worlds really get a chance to shine. For the nostalgic, the "Sega Saturn Dream" is available that will give the game its original pixilated look.
Other new PS2 additions include a move gallery for watching all of the unlocked cut scenes in the game, an image gallery featuring CG renders of characters and promotional items, and a Nightopian viewer, which will let characters check out the happiness of each level's inhabitants.

Christmas/Winter Nights is included as well, and is actually a fairly big reason I wanted to get the remake. Back in '96, I had a subscription to both Ultra GamePlayers and Next Generation. Wonderfully enough, I managed to not get a single Nights demo desk from either, and I've been left out to this day. While I'm glad Christmas Nights is included, the presents feature has been taken out. Some of the presents are already in the game, but others, like the karaoke mode and Sonic into Dreams are gone entirely. Though it's not a deal killer, it would have been nice to have everything in there.
With all the good comes some bad. The PS2 seems to take a little bit longer to load than the Saturn. Another annoying addition is the lack of auto-save. While the game will still ask you to select a file when loading it up, it won't save to that file automatically like the Saturn version did. Lastly, the two-player option has been removed. In the Saturn, after defeating Reala, a two-player Nights vs. Reala game become available, but it's nowhere to be found in the PS2 version.

For the dedicated, a Nightopia Dream Pack version can be purchases than includes a Japanese art book. For collectors, it may be nice, but for everyone else, it's completely skippable.

Final verdict: While the graphics keep the game looking modern, it's still the same Nights. Fortunately, the game mechanics hold up after all these years, and while it's not the "mind-blowing" experience that legend has made it out to be, Nights into Dreams on the PS2 is an uplifting game that's still fun to play.

8.5/10

See also: The Local Ditch - Nights

Saturday, February 23, 2008

Sega Ages 2500 Vol. 16: Virtua Fighter 2 Review

While the original Virtua Fighter was a solid game that helped introduce 3D fighters to the world, its sequel, Virtua Fighter 2, was where the series really found its rhythm. Running on Sega's new Model 2 board, the graphics had been improved dramatically from the original, adding texture maps and nearly doubling the polygon count. The fighting system had been reworked as well. Though still relying on only three buttons, almost all areas were expanded, adding more moves, more characters (Shun and Lion), and more depth, while still retaining the basic VF formula. With the booming arcade scene of the time and the demand for fighting games, Virtua Fighter 2 was a success in Japan and America. (On a side note, my small, redneck hometown had a Virtua Fighter 3 machine at the local Wal-Mart. In hindsight, I'm completely baffled as to why.) VF2 was the right game at the right time - having some of the greatest graphics of the era, amazing gameplay, and players willing to pump quarter after quarter into the machine.

With a game this successful, it was only a matter of time before a console version came around, and Sega delivered VF2 to the Saturn in 1995. Though the Model 2 board was more powerful than the Saturn, the AM2 developers were able to crunch out a great, though graphically reduced, port of the game. The 3D backgrounds and Shun's infamous bridge were removed, while polygons were cut out of the characters. Even so, VF2 was one of the few games to run in the Saturn's high-res mode, even higher than its arcade counterpart. Gameplay was ported intact, with every character’s moves making the transition. Although hardcore VF2 players might have complained about subtle differences from the arcade version, it was an amazing conversion. GamePlayers (or was it Ultra GamePlayers by now?) gave the VF2 a score of 9.9 - at that point, their highest ever.Ten years later, Virtua Fighter 2 finds itself on the PS2, a machine that is more than capable of handling this game. Somehow, things got lost along the way. This was the first Model 2 port in the Sega Ages line, and unfortunately, I think that is the game's real downfall, as later games in the Ages line-up would be free of the flaws in this one. Rather than take the time to fix the bugs on this release, it was thrown out the door before it was fully cooked.

The graphics have taken the biggest hit, and this a pretty big disappointment. For the most part, the game looks like the arcade VF2, but some things have gone awry. Upon entering the character select screen, it is evident something has not gone right. The eyebrows and facial features of the characters have become a pixelated mess, as all of the textures have been significantly blurred or downgraded. Supposedly, the original source code wasn't available, so the game was emulated rather than being programmed directly for the PS2. This really shouldn't be that big of a problem, since the other Model 2 Sega Ages games are being emulated as well.

As far as playing the game, the ugly textures don’t really have an effect, but it is disappointing to see a ten year old game with these graphical flaws. Background textures have been reduced. Some seem to have been changed. Character faces and clothes are blurry. But not every texture is like this. Sometimes the ground looks great, while other times, it looks like a blurry mess. It's better than the Saturn, but not arcade-perfect.
Fortunately, all of the geometry from the arcade is there. This means that the 3D backgrounds are intact and Shun's bridge finally makes its way to a home console. Other elements left out from the Saturn version are included, such as the smoke in Pai's stage and the light posts for Wolf's cage. Small touches, such as coconuts dropping in Jeffrey's stage and birds flying in Lau’s, are nice to finally see at home. Characters look slightly blockier than the Saturn version, apparently due to the gouraud shading that was applied in that release.

Other reviews have pointed out that the colors on this release are darker than the arcade or Saturn. Just in general, things are off, color-wise. While it is noticeable, as backgrounds and blacks look partially washed out, it really wasn't as bad as I was expecting. It is still, however, there. This too probably has to do with the emulation of Model 2 lighting effects, as PC emulation for certain Model2 games (such as Daytona USA) seems to have similar problems. In an article on Sega of Japan's website, the programmers for the port posted their problems in attempting to emulate the Model 2's handling of lights and textures.

Now for some good news: The music from the game sounds great. Tunes from the arcade original or the Saturn version are available, and blast in all of their digital glory. And some bad news: The rest of the sounds don't seem to hold up so well, though. The voices and sound effects are grainy, like they've been recorded at a really low sample rate. There's little "oomph" to the kicks and punches and everything sounds grainy. I broke out my Saturn to compare, and it’s got the same problems. Fortunately, all of the original sounds from the arcade make it in, as several had been cut from the Saturn's VF2.The game plays like it should, running, for the most part, at the arcades 57.5 frames per second. This is slightly slower than the Saturn version, which is barely a noticeable difference. Characters do float a bit differently than on the Saturn, as well. Despite the graphical issues, play-wise, this is the arcade game. Occasionally, the frame-rate drops below the 57.5 it should run at, which is frustrating not only while trying to time attacks, but that it shouldn't be happening on a game that was created over 10 years ago. It really is just the sign of a lazy port.

The PS2 controller rears its ugly head again. It's not it's uncomfortable to hold, but that the direction pad is just awful for fighters. I'm really surprised I made it through VF4: Evo with the thing, not to mention the troubles I'm having with VF2.

From the select screen, arcade, versus, or ranking mode can be selected. Expert mode is not available right off of the bat, though it can still be accessed using the arcade code. I'm not sure why exactly it was left out from the selection screen while ranking mode can still be selected right from the get-go. I guess it's not that big of a deal, but it just seems to be another sign of a lazy port.If you've got Virtua Fighter 2 on the Saturn, there is really no reason to get this version. While it's the first time that the 3D backgrounds have come over intact in a home port of VF2, it's still not an arcade-perfect version, and the backgrounds alone aren't worth the price. Ultimately, it's still the same game that's been on the Saturn all of these years. There are differences between that Saturn and the arcade VF2, but anyone who is still worried about it at this point probably already has the PCB sitting in their home.

6.5/10

Comparison shots taken from this forum post.

Friday, February 15, 2008

Rez Review

After spending some time with Panzer Dragoon, I decided to try out Rez, which I've been hearing good things about since the death of the Dreamcast. Rather than shell out $40 plus shipping on eBay, I called up a local Gamestop, and sure enough, they had it. (It’s not the cheapest used game, but it's no Panzer Dragoon Saga either.) Whether it was playable or not was a different question. Regardless, I had them hold the game for me and I picked it up after work. The case was a little beat up, the manual was pristine, but the CD was pretty questionable. I threw it in the PS2 and felt a sigh of relief as the disc began to spin. Rez fired up without a hitch.

As the game loads, a screen pops up advising players to wear headphones or make sure they are in a quality listening environment – already a good sign for an audio fanatic. Upon first seeing the game, I could tell it was something different. The audio and visuals blend well to create a unique style that’s akin to a psychedelic Tron. The environments are rendered in wireframe with objects flying around and exploding in sparks of color, a contrast to the digital world that surrounds them. As enemies fly around the screen and weapons blast, the game pumps along at about 60 fps. Sometimes, I wonder why many modern games only try to make things look more realistic when modern consoles have the power to create a different universe altogether. Rez takes the latter approach and the results are pretty goddamn good.

In the story, Eden, a self-aware computer system has fallen into an existential funk and is shutting itself down. The goal: hack the system, destroy any viruses and firewalls and ultimately find Eden to save her from herself. While the storyline is fairly basic, there have been some interesting interpretations of what's actually going on during the game. Originally titled K-Project in development, the stylish imagery of the game was inspired by the paintings of Wassily Kandinsky, who suffered from the synesthesia (the bleeding of one sense into another, like seeing sound or hearing color) around which his artwork was based. Others have seen the game as a telling of human evolution, as the player transforms and the game's worlds gradually grow and morph along the history of society.As far as playing the game, it's a standard on-rails shooter. Take Panzer Dragoon and remove the rotation and dragon movement. Now you've got the controls down. What separates Rez from the other shooters, though, is the use of sound when playing the game. Every time the fire button is pressed or an enemy is shot, a sound plays. Hold down the fire button and link up to eight shots together, creating a small melodic line. The trance (house, or whatever electronic style) music in the background pumps along, while all of the shots and destruction of the enemies add accents and melodies on top of the beat. Music has been able to evoke an emotional response, and Rez relies on this to create a result that is strangely immersive.

Enemies aren't the only things floating around, as certain objects will allow you to evolve. Collect enough of these and your character will change to a higher form, mixing in different sounds and providing a higher firing speed, not to mention more intense visuals. Take a hit, though, and the character devolves. Take one at the lowest form and it's game over. Overdrive object can be collected and, if things get too crazy, used to attack everything on the screen at once. As the level progresses, the music and visuals intensify.

Each level ends with a firewall, the game's term for a boss. These are the big bad guys (or gals) and their life bar will appear on the screen. Take them out and survive long enough to finish off the level. The bosses themselves are pretty impressive and get more interesting as the game progresses. With the intense visuals and crazy sounds, I'd describe them as being able to play a Blue Man concert.Rez is a game that is definitely greater than the sum of its part. Just the shooting alone would be a solid, but not spectacular, game. Sound pumps in an out, but without being integrated into the firing and controlling, it wouldn't have the same effect. The visuals are unique and would most likely turn a few heads, but it's really the combination of these elements that makes the game truly unique. Everything seems to blend together in a way that feels like playing the game, mixing music, and toying with the colors on the screen are one.

Though hard to find, the infamous Trance Vibrator is supported, which may or may not have been intended for use as a sex toy. It’s a small vibrating pad that can be placed in pockets or sat upon and will vibrate along with the beats, the idea being to make the player feel even more connected with the game. With the Dual Shock controller, the vibration is built in, but I'll be honest, I've not been much of a fan of vibration in games. If you've got a decent sub, just crank up the volume. It's much more natural than having the controller leap out of your hands.To keep interest in the game, there are several other modes in addition to the normal play. Score Attack mixes up the enemies and allows players to compete for the most points. There's a traveling mode for practicing or just relaxing. After completion, a beyond mode opens, with an extra level, a direct assault (play through all stages) and a variety of unlockable cheats. Despite this, the game is relatively short. There's a lot to unlock, but ultimately, there's really only about five and a half levels to the game, which is not to say that the game isn't fun or hasn't held my attention. Despite this, it's a game that I find myself drawn to play over and over.

Ultimately, Rez is a game that is all about the experience. The music, the visuals, the controls, and even the vibration all combine to create something that is greater than their individual components. It could looked at as just what it is - a shooting game, but or those willing to soak up what Rez has to offer, it's well worth it.

9/10

Saturday, February 9, 2008

Sega Ages 2500 Vol. 27: Panzer Dragoon Review

In the summer of 1995, Sega launched a surprise attack by delivering the Saturn several months ahead of its original release date, alienating vendors and third-party publishers alike, while leaving only a handful of games available at the system's launch. One of which was Sega's own Panzer Dragoon. The first time I touched the game was at a demo kiosk inside of a Toys R Us, but unlike Virtual On, I didn't buy this one. The game disoriented my preteen mind and had received mixed reviews. Eventually, I did spend some time with the game's demo (or was it Zwei?), but I was never really motivated to buy it. That is, until recently.

Panzer Dragoon is an on-rails shooter, a la Star fox or Space Harrier, in which players control the protagonist Keil and a flying dragon, blasting enemies out of the sky. The mission: destroy everything and survive to the next round. A twist on the old formula, Dragoon allows the player to rotate as they attack and defend from every side. Press the fire button once to shoot or hold it down to lock on to several enemies and release homing shots simultaneously.

For the most part, the game plays like a standard shooter. I'm going to put this into the same category as I do light-gun games: they're all pretty similar, so fans of the genre will enjoy it. If you like shooters, this game will deliver. While there's nothing frustrating about the way that the game controls, it doesn't seem to do spectacularly either.What sets Panzer Dragoon apart from other shooters, though, is its setting and style. The game has a distinctive art direction that is part prehistoric and part mechanical. There are lots of flying creatures, all of which look vaguely dragon or dinosaur-like. Some of the bosses have mechanical and electronic parts to them, creating a pretty bizarre, though unique, style.

The music, though, is something else. At the beginning of the game, the music is really atmospheric and orchestral, almost reminiscent of Shenmue. Other times, it's a bit more arcadish, but not as disposable. Remember the music from Virtua Cop? Of course not. Combine elements of that - the beats, the accents - but add a longer, melancholy chord progression to the whole thing. It's kind of like an arcade game meets a movie, which seems to describe the state of gaming at the time - not yet a cinematic experience, but definitely not just an arcade imitator.

Flying through the world itself would probably be interesting enough, but the music puts it over the top, making it that much more surreal. In the second episode, as the gigantic worms are flying in and out of the desert sand, the music seems otherworldly. It all reminds me of MechWarrior 2, another game which had an outstanding soundtrack. The sound and music really do add much more to the experience and help create the game’s atmosphere.As another selection in the Sega Ages series, Panzer Dragoon finds itself on the PS2 with updated visuals and the addition of the "Pandora's Box" that would appear in its sequels. Available to play from the start is the improved "Arrange Mode" and the "Saturn Mode." Unless you feel really nostalgic seeing the grainy Saturn graphics, stick with the arrange mode. The visuals do look better, but most of the improvements stem from being at a higher resolution. The dragon and some enemies have been remodeled with more polygons, and while the graphics look better overall, the frame rate is identical to the Saturn. Apparently, changing this would've affected the speed of the game.

Inside Pandora's Box are several unlockables (available after finishing the game on normal or hard mode), including unlimited life, different weapons, level select, and both U.S. and Japanese difficulties. Most of the modes were available in the Saturn version via codes, so although it's nice to have easy access to these, they are by no means new. A couple of things have been added for this release, including viewable artwork, original game design documentation, a 100% play through movie, and director commentary. I'm sure the commentary would be interesting (there are comments in the manual as well), but I don't speak a lick of Japanese.While the extras do add to the replayability of the game, overall, it's pretty short. Since PD flows along a predetermined path, once you've finished it, you'll have seen everything in the game. After playing through the levels, you'll be ranked based on how many enemies were destroyed, but oddly enough, there's no scoring system. Other than feeling the joy of getting 100% completion on all levels, there's not much more reason to keep playing.

All in all, the game is enjoyable, but it definitely wouldn't warrant a purchase if you've already got the Saturn version or Orta on the X-Box. The extra gameplay features are available on the Saturn, and unless you're a huge PD fan, the commentaries and images aren't really worth it. As a shooter, the game is good, but what really makes Panzer Dragoon special, is its ability to transport players to another world.

7/10

Saturday, February 2, 2008

Sega Rally Championship 1995 Review

Though intended to be one of the last games for the Model 1 arcade board, Sega Rally was shifted to its successor as the board's production diminished. After a graphical update, Sega Rally was released on the Model 2 board in 1995 and Sega had another arcade hit.

The game was a different type of racer - different than Daytona USA and Virtua Racing released before it. Instead of being glued to an asphalt track, the cars in Sega Rally were driving on dirt, pavement, mud, through water, and hopping through the air. Not only was it new territory graphically, but the cars reacted differently to every surface, just as they should. The same addictive qualities of Sega's other racers were there, but Rally was a beast of its own.

As with many of Sega's other arcade hits, the game eventually arrived on the Saturn, where it was heavily promoted (along with Virtua Fighter 2 and Virtua Cop) in a last-ditch effort to save the failing system. Though graphically inferior to the arcade (and from what I've heard, plays differently as well), it made up for it with a ton of extra features.

While Sega Rally was a must-have game for the Saturn, I never actually owned it. That doesn't mean I haven't spent some time with the game, having rented it and played Forest level demo too much. I've kept up with the series and, though I hate to admit it, logged in far too many hours for my level of suckage at the Dreamcast's Sega Rally 2.

Now, over ten years later, I finally get my chance at Sega Rally Championship. Included with Sega Rally 2006 for the PS2 is the original Sega Rally. Even though it's part of a bundle, the game is packaged separately as Sega Rally 1995.

This is as bare-bones as it gets. There's no multiplayer (unless you count the second controller also being able to control the car), no extras, no additions - just exactly what was in the arcade, minus the other kids telling you how much better they are at the game.

This is the arcade version of Sega Rally Championship running on the PS2 via emulation. My guess is that it's from the same code base that has been used in other PS2 Model 2 ports in the Sega Ages series. As far as I can tell, the graphics have come over intact. Sometimes the textures look a little nasty as they get close to the screen, but this may have very well happened in the arcade version. On occasion, polygons will clip, though usually just on the ground right before the race or on the car immediately after finishing a race. Other than that, the game looks very good and arcade accurate, running at a solid 60 (or is it 57.5?) frames a second.

I don't think a person has made it through a Sega Rally review without mentioning the music. It all comes over intact and sound great, ready to get the subwoofer pumping. Before you ask, the answer is, "Yes." The "Game Over, Yeah!" is here in all of its glory, working as a positive reinforcement for giving away your quarters.

More importantly, though, is that the game plays exactly like the arcade. Steering can be done with the d-pad or the left analog controller while acceleration can be controlled with the right analog pad or with the controller buttons. Gear selection and views are controlled using the shoulder buttons.

On a side note, I really miss the Dreamcast pad for racers. The analog triggers were great, finally adding some subtlety in the controls that was only available with a wheel/pedal combo. With the PS2, I find myself using the face buttons rather than the up down motions on the right analog stick, so it's either pedal-to-the-metal or nothing.

They physics are great - the cars feel thick as they bounce and slide all over the track and even though it's an arcade racer, it doesn't feel like the cars should have a massive antenna on top and while you're holding a remote control in your hands. The game really does hold up after all of these years. It's a fun drive through the courses while drifting, sliding, and shooting for the fastest time. And that's where the challenge lies - trying to get the best time possible. Each turn has to be mastered in order to shave off fractions of a second. All these years later, it's still fun. And all these years later, I still suck at it.

As would be expected with a game of this age, it really does feel like it's from a different time. There are only two different cars available right off the bat and a total of four tracks. Would this ever pass today? No, and only just barely did on the Saturn. But as a bonus and a chance to play a nearly arcade-perfect of Sega Rally, it's worth it.

If you already have the Saturn version, is there a real reason to get this? Not really. But the game is still just as fun as it was back in 1995, and that's what matters.

8/10

Sunday, January 27, 2008

Sega Ages 2500 Vol.16: Virtual On Review

Volume 31 in the Sega Ages line-up is Virtual On (aka VO: Operation Moongate, OMG, Dennou-Senki). The game had a limited arcade release in the U.S. and is most known for the Saturn version, where many, including myself, happened upon the game.

The first time I played Virtual On was at a Saturn demo kiosk at Toys R Us. Being a big Mechwarrior fan, I saw fighting robots and decided to give the game a whirl. I walked out with a copy that night and I've been hooked since. While the Saturn was still Virtual On, it was cut down graphically from the Model2 version and the gameplay was tweaked for the control pads with pauses removed after dashing. It didn't matter - the game still rocked.

So now Virtual On finds its way to the PS2 by way of the Sega Ages series.

The Sega Ages line-up began as a thought. "Nobody plays old games because of the old graphics. If they had better graphics, people would play them." So the series started off as Sega classics on the PS2 with new graphics, effectively alienating people that wanted the original and others that were interested in a new game. Regardless, the line had a reputation for not being too good. As new titles came out, this has started to change.

Virtual On hits the Ages series on a high point. The game is (from what I can tell and hear) nearly arcade perfect. The emulation is top notch. Now running at 60 (or 57.5) frames per second and at a higher resolution, it is much better looking than its Saturn and PC counterparts.

It controls well, too. While I hear many people say the only way to play the game is with the twin sticks, I never had the arcade experience. I thought the Saturn pad did a good job. VO:OT on the Dreamcast, not so much. The dual shock on the PS2 holds up well. While the analog controllers may feel a bit soft and the shoulder buttons squeak, this a problem with Sony's controller itself, not how the game handles.

Virtual On holds up well, even today. I really would consider this the high point of the series, with Tangram being a close second. There are eight playable VRs, ranging from the speedy (Fei-Yen, Cypher) to average (Temjin, Apharmd) to heavy (Dorkas, Belgdor, Raiden) to just plain sucky (Bal-Bas-Bow). After playing Marz, I'd forgotten just how fast this game is. Robots speed around firing at each other, ramming swords, tongfers, and anything else they can. Basically, it's what you'd want in a good arcade game - quick fights full of fun.

I probably would've been happy with just the game itself, but what would a good re-release be without extras? VO comes with a gallery including original artwork for the game. There's a robot viewing mode to check out the animation for the VRs, but then there's some weirder things. There's the big-head mode, which plays the same, but VRs look... odd. Extra options for an infight and ranking mode are included. If you wiz through the game there's a new boss and oddly enough, for the first time ever, Z-Gradt becomes playable.

As with other Sega Ages titles, for the dedicated arcaders, there's three resolution options, settings for game's speed in frames per second, and even the option to link up with another PS2 or, for full effect, even four to have multiple battles with separate spectator screens.

Is it all worth it? Definitely.

9/10

Wednesday, January 23, 2008

Yakuza Review


After hearing Sega was taking another stab at the Shenmue formula, Yakuza caught my interest. It also seemed to be one of the few games to come out of Sega lately that didn't suck. (Shadow the Hedgehog, anyone?) That was really all I had heard about the game before playing it. While I can see the Shenmue comparisons, the game is really a beat-em-up, like Die Hard Arcade or even Zombie Revenge, with exploration areas to get to the action.

Shenmue was about being able to explore everything, for better or for worse, and getting caught up in everyday life. To really enjoy the game, it had to be played with a "stop and smell the roses" attitude. Rush through the main objectives and the game could last about 10 hours. On the other hand, spending time talking to characters about finding sailors, going through every drawer in the house, or standing in a parking lot hitting the punch button repeatedly is not everyone's idea of a good time. The pace was definitely slow as the game tried to mimic reality, sometimes down to the boring parts, like waiting for a shop to open. The fighting engine was great, at least for the few fights in the game.

While not a direct off-shoot, Yakuza seems to take Shenmue and redirect its concepts towards action. You can't go and walk into every single building, but for every building you can get inside, there's something to buy or do (as opposed to hearing how they didn't see anything unusual on the day with the strange weather). Fights are way more frequent and follow the standard beat-em-up, rather than Shenmue's VF-based style. Grab objects and knock some fools out just like the arcade games.

At first, world of the game felt fairly limited - it's not massive like the GTA series and not nearly as detailed as Shenmue. After becoming familiar with it, the place did grow on me. There are plenty of people bustling around and enough familiar characters to make the world seem alive.

Speaking of which, the story is pretty important to the game, but with a huge range of characters, it can get hard to keep track of who's who at times. In a nutshell, it involves the Yakuza Kazuma taking the spill for his mentor's murder. Ten years later, he's out of jail and finds himself caught up in a huge mess that involves an orphaned girl and a ton of money. The story is told through cut scenes, where the voice work is decent, but nothing spectacular. There's an overabundance of f-bombs and the voices loop over and over during fights, which can get grating. The biggest problem is that the dialogue was matched up with the lip movements of the characters when they were speaking Japanese, creating several unnatural pauses in speech.

Fighting is pretty much standard for the genre, with punches, kicks, blocks, dodges, and lots of items laying around, waiting to be used as weapons. To mix things up, the game utilizes a HEAT mode. As enemies are beaten up, the HEAT gauge fills and special moves become available. Every enemy defeated will add to the experience points. Get enough of these, and Kazuma can power up and develop new attacks. This keeps the fights interesting, as there's always a new move to try out.

The biggest problem with the fighting mode is the camera, which seems to be an issue in a lot of 3D games. During fighting, the camera can move and swing around, but it doesn't guarantee that Kazuma and his opponents are all in the screen at the same time. The game buffers all of the commands, meaning button-presses can be input while other motions are going on in the screen. This isn't necessarily good or bad one way or the other, but it does give the fighting a "canned" feel.

The other part of the game is the adventure - walking around town, talking to people, keeping up with the plot of the story. This is where people like to compare the game to the GTA series or Shenmue. It's not a completely open-ended game since the story must be followed, but in between missions, side quests can be taken on and the town can be explored. There's over 40 of side quests in the game, which range from helping people find their glasses to playing bouncer for a night. The place is littered with mini-games in the form of hostess bars, massage parlors, casinos and arcades. Of course, walking around without being able to get into trouble isn't fun, and there are plenty of battles along the way.

This is one of the biggest complaints I've heard about the game - the random battles. Honestly, barring a couple of exceptions, I haven't had a problem with them. This is a fighting game. The goal is to take a large street cone and whack punk over the head with it. I will admit that it can be annoying when a fight happens right before hopping into a burger shop for some much-needed health, but I'll pay the price and keep the random battles.

Complaint number two? Load times. When walking from one scene to the next, there is a short pause as the game loads. In between every movie (sometimes scenes between movies), there is a load. Is this a valid complaint? Yes, and it does seem to be a problem. Fortunately, it's nowhere near the ridiculousness of VO: Marz.

Overall, Yakuza is really an evolution of the beat-em-up genre. In an arcade, someone could throw a few quarters in the machine and they'd get the chance to beat the snot out of some chumps for a while, but on a console, more is demanded than these short and to-the-point arcade games of the past. Take the basic fighting, and mix it up with an adventure mode to the give the player greater room to interact with the city and walk off the beaten path. That's the basis for Yakuza, and it finds success in updating the genre.

7.5/10