Showing posts with label Sega Ages. Show all posts
Showing posts with label Sega Ages. Show all posts

Friday, September 5, 2008

Ages and Ages

It looks like the next game in the Sega Ages series is going to be Fantasy Zone. This is fine and dandy, but personally, I really don't care about this game at all. On the other hand, there's a few games that I would like to see appear, but I'm not holding my breath. In no particular order:

Burning Rangers - Another non-Sonic title on the Saturn from Sonic Team, this one involving anime-inspired futuristic fire fighters putting out flames to save people.

Why it should happen: BR pushed the Saturn to its graphical limits and manages to sell for way more than it should. While there was already a limited market by virtue of being a Saturn game, small production numbers and a release at the end of the Saturn's life meant very few people got to play it. Those that did, however, found the game's graphics to be very demanding for Sega's 32-bit system, to the point where gameplay was affected.

Sega already has created a Saturn/Titan (ST-V) emulator that is used in other games in the Ages line-up, which should help reduce the porting time. Nights has been recently redone (and redone very well, might I add) and with BR based on the same engine, it would seem only natural to bring it over, too.

Why it won't happen: Sonic Team doesn't give a crap and Sega won't be able to make a profit off of it. Burning Rangers had a vocal cast featuring some well-known actors from the anime scene and I'm sure they'd still demand a royalty for their work. Unlike Nights, the game isn't as widely known and doesn't have the fan base to support it.

Panzer Dragoon Saga - In a radical 360 turn, the PD series went from an on-rails shooter to an RPG. The result - a complete surprise and one of the better RPGs of the era

Why it should happen: With a limited release at the end of the Saturn's lifecycle and stellar reviews, Saga was highly sought by gamers and collectors alike. Unfortunately, few got to play it and it goes for top dollar nowadays. Yukio Fatatsugi was willing to lend a hand (or at least a voice) to the Sega Ages Panzer Dragoon remake, and I'm sure he'd love to be involved in this in some way.

Why it won't happen: According to reports, (although hard to believe) the original source code for the game is long gone. This means that in order to see the game in action, it would have to be either a strict Saturn emulation (not that this would be entirely bad) or if the usual Ages graphical updates were implemented, the entire game would need to be recoded from scratch - a very costly and unlikely scenario.

Daytona USA - A perfect example of Sega's arcade golden years, Daytona USA can still be found in many arcades today. Featuring just three tracks and two cars, the game has more than survived the test of time.

Why it should happen: The highest grossing arcade game of all time. Is there anything more to say? Sure. There's never been a perfect home conversion of this game and fans are still waiting for one. Lots of Model 2 games have appeared in the Ages line-up (Virtua Fighter 2, Fighter Vipers, Last Bronx, Virtual On) and elsewhere (Sega Rally). Clearly getting a Model 2 game to run is not the issue, so what is?

Why it won't happen: What's in a name? Though the game doesn't have the actual track in it, Sega had to lease the Daytona USA license from the actual race track in order to use the name. Now, other companies are leasing the Daytona USA rights (I'm not sure if it's exclusive or not) and it wouldn't be cost effective for a budget release like this.

Honorable Mentions:

The House of the Dead - Another Model 2 game, this one made it home near the end of the Saturn's life, albeit in not-so-great form. It was set to be an unlockable in the Dreamcast HotD2, but the development team ran out of time. Though rumored to be in HotD2+3 return on the Wii, it never happened and the game that started off one of Sega's larger franchises (2, 3, 4, Zombie Revenge, Typing of the Dead, English of the Dead, EX) has fallen through the cracks.

Fighter's Megamix - Perhaps it was Sega's apology for no VF3 on the Saturn, but FMM found a niche of its own. Pitting the Virtua Fighters vs. the Fighting Vipers was only the start. It was the cast of unlockable characters from Sega's past that really made the game memorable. Not as technical as the brawlers it was based on, the game still had a charm all its own.

Sonic 3 & Knuckles - The original point of the Sega Ages line was to take old games, give them a graphical update, and have people rediscover them. Why not do this with the pinnacle of Sega's console games? Take Sonic 3 & Knuckles, lock them together like they should have been from the start (with Flying Battery before Ice Cap...), render the hedgehog and its background with a 3D makeover, and keep the classic side-scrolling gameplay. Toss in a couple of extras for kicks, and you've got a winner.

Or, at the very least, don't let the folks doing the HD Sonic 2 show you up.

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

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.

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

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