Friday, October 31, 2008

House of the Dead Saturn Review

In the arcades, House of the Dead impressed with a few new twists on the shooter formula. Instead of the one-shot one-kill mentality that existed in most shooters at the time, HotD included zombies that wouldn't stay down after only one bullet. The undead would just keep coming, despite losing their limbs or chunks of their bodies. HotD also introduced multiple pathways, as certain parts of the each stage contained extra twists and turns, opened by rescued hostages or hidden switches. With another arcade success up their sleeves, it was inevitable HotD would find its way to the Saturn.

And that it did in 1998, at the very end of the system's life. Is it still a success? To get straight to the point: Not really. While it is still technically The House of the Dead on the Saturn, it really doesn't look like it. The graphics are bad. Really bad. This is one of the worst looking games on the Saturn. Polygons have been removed, as expected in a Model 2 conversion, but the level of detail that has been dumbed down is just nasty. The textures used in this game are just awful, pixelated messes that at most times bear very little resemblance to their arcade counterparts. Everything blurs together in a muddy mess of brown and gray, making it hard to spot enemies. Not too mention, this graphical mess is a clunker, too, chugging along at a very poor frame rate.

Even though the graphics are bad, it wouldn't be too much of a problem as long as the game still felt like it did in the arcade. Unfortunately, that's not the case. The low frame rate makes the game harder to play than it should be, causing players to adjust to the poor graphics, rather than develop zombie-shooting skills. The Stunner gun feels really unresponsive, which is a shame, because it's one of the most accurate light guns I've used on a home console. Sega has demonstrated with the Virtua Cop series that a smooth frame rate and responsive gun control are completely possible and should be expected, but it just doesn't happen here. It seems that the poor frame rate causes the game to register hits slightly slower, and because of that, nothing feels precise.Just to double check and make sure that I'm not just sucking, I went back and played through Virtua Cop 1 and 2. No problems there. I tried adjusting the gun calibration, but it didn't seem to help. So, I went to the next logical stepped and plugged in a controller. Oddly, enough, when using a controller, the targeting reticle moves around at a good 30 frames per second while the rest of the game stutters along. The end result is that the game is actually easier to play with a controller than with the gun, which pretty much defeats the purpose of games in this genre.

The home release includes, in addition to the standard arcade mode, a new Saturn mode, where different characters can be selected. The difference between these characters include the number of lives they have per credit, how many rounds they can fire before reloading, and how much damage their guns can do. Does it add to the game? If you master arcade, it could be fun to mix it up a bit with these options, but ultimately, it's still the same levels. Lastly is a boss mode, which could be good for practice on a problematic boss, but personally, I've never had the desire to replay the bosses outside of the normal game.All in all, I'm really disappointed with this game. It should have been another classic Saturn shooter from Sega, but it just ends up being a let-down. It appears that half-way through the game, development just stopped and whatever was done was released. If the poor graphics didn't affect the controls, it wouldn't be as bad, but the low frame rate makes precision targeting and reactions really hard with the gun. Unfortunately, HotD without the gun is like a dog without a bone.

6/10

There may be no final justice for this game. It was set to be an unlockable in the Dreamcast's House of the Dead 2, but was cut due to time constraints. Supposedly it was to appear in the House of the Dead 2&3 Return on the Wii, but the graphics were deemed to be too aged.

Collectors are looking for this game, so if you really want it, I'd suggest going the import route. The Japanese version is pretty cheap and besides about $60, the only difference is that all of the blood is green instead of red.

Saturday, October 18, 2008

Panzer Dragoon Saga Review


PDS has quite possibly become the most notorious game on the Saturn, and for good reason, too. Released in 1998 at the end of the system's life, the game was only available in limited numbers. Its rarity was a problem even then, and as a result, I've had the fortune of buying the game twice, the first being at a Toys 'R' Us in 1998. At the time, Toys 'R' Us kept almost all of their games locked up and in order to purchase one, a price tag that hung just outside of the case had to be taken to the check-out counter. After paying for the game, the receipt would be traded for the game itself, which was kept in a separate, locked room in an attempt to minimize theft.

I'd been keeping an eye on the game, and there were never any tags available, as the game was out of stock. One day, luck had found me. There was one tag left. They had received a new shipment and I had managed to snag the last remaining copy. I went to the counter, paid the $59.99 and then went to trade the receipt for the game. But wait, there was a mistake. They didn't have Saga. Did they put too many purchase tags out? Did some cunning employee know the value of the game and take it? Regardless, I went home empty-handed and never saw the game in stores again.

So, 10 years later, after the asking price for the game had nearly tripled, I bit the bullet and picked it up.Saga begins as a young guardian, Edge, and his fleet are attacked on an ancient ruin they are protecting. In the attack, Azel, a mysterious girl buried in the ruins for centuries is stolen, presumably to be used for evil. Left for dead, Edge is nearly ripped to shreds by ancient biological creatures, until a dragon shows up to save the day. It is mere coincidence or destiny as the dragon chooses Edge to be his rider?

The story begins and after a 10 minute long intro movie, so does the game. Instead of immediately hopping on a dragon and blasting away, Saga turns the series around and eschews its shooter roots in favor of an RPG/strategy format that's broken into sections of dragon riding, walking, and battle.

Moving from one spot to the next is done by hopping on the dragon and taking it for a ride. This time, instead of just following along on rails, the environments are free flowing to allow for exploration of the area and its surroundings. Environments usually come in one of two forms, either completely open or very cave-like. The cave variety does well to get the player from point A to point B, but sometimes seems too linear. Free-form open spaces, on the other hand, don't have this same problem.Along the way, there are objects to shoot at, some containing items, some triggering events to progress the story, and others that are merely there for scenery. The majority of the game takes place, here, on the back of the dragon. For the most part, it's easy to control, with a button for managing speed and the the analog pad handling the direction. Occasionally, bumping into an object will cause the dragon to hang or repel off of it in a bizarre fashion, but since this mode is primarily used to transportation and not quick-reaction battles, it's really not a big deal.

Walking sections are done sans dragon, controlling only Edge. This is the typical exploration area, with the character walking around talking to people, collecting information, and furthering the plot. While Saga uses the analog pad, it doesn't really take advantage of it. To run as Edge, instead of just pushing the pad a bit more in the specified direction, the B button has to be held down. This stays consistent with dragon riding portions of the game, but shouldn't be necessary. To look at an object, first the action button has to be selected, and then a target appears on the screen. The item can only be inspected after "locking on" to it. Again, this is fine on the dragon, but seems excessive when on foot.

The walking environments aren't exceedingly large, and there really isn't a huge cast of characters, despite all of the different locations in the game. It creates a very isolated feel - as if it's Edge, the dragon, and just a couple of others. Upon further prodding, many characters open up and there are several subtasks and conversations available.

When walking around, time of day changes, and of course, the people who are out and about change as well. This helps make the Saga world a little more alive, and also adds more replayability to the same area.

Most of the action, though, is in the dragon battles. These battles are rooted in classic turn-based RPGs, but rather than the "I attack, you attack" strategy, PDS incorporates time into the mix. The dragon has a total of three gauges that fills up one at a time. Once the first gauge is filled, the player can fire the dragon’s lasers for a general attack or Edge's gun to target a specific area. After two gauges fill, berzerk attacks, the equivalent of magic, become available. A full three gauges will allow special berzerk moves and a few extras to take place. But, there's a catch - the gauges only fill while the dragon is staying still.Each enemy has a radar around it and the dragon can locate itself in one of the four (top, bottom, left, right) positions. These are marked as red (dangerous), green (safe), or uncolored (neutral), depending on the severity of the enemies' attacks in these directions. As with the dragon, each enemy uses the same gauge system to determine when and how often it can attack.

The result: battles that require some strategy and positioning, as well as good timing. This can keep players on their toes, making decisions such as "Should I wait another moment and try to fire off the last shot or should I just move out of harms way? Will this gauge fill in time so that I can use an item to restore my health or am I toast?" The bad news is that once an enemy is figured out, it's pretty easy and repetitive.

As with other games in this genre, the characters can level up, gain experience, grow, and generally get bigger and badder. After finishing a battle, the game rates the player on their performance. Higher ratings mean more experience and more items. Lower will mean less. After gaining enough points, the characters level up and get stronger, learning new berzerk attacks along the way. There are several berzerk categories and what attack the dragon will learn is based on its current form.

The dragon itself can be morphed between four different types - attack, defense, spiritual, and agility - as well as the standard all-arounder. Certain types are better at certain enemies, and well, sometimes it's just nice to look at something different on the screen. After reaching certain portions of the game, the dragon will change forms entirely, just like in Zwei. These new forms come with additional upgrades as well, for laser attacks, health, and berzerk ability.

Though it's all fun, the game system and mechanics are good, but not particularly great. I enjoyed the battles, but I hadn't felt drawn to play against those creatures again. Of course, I'm looking at this 10 years after it was released, which may have tainted things for me a bit. But what keeps people talking about this game so many years later?

Graphics-wise, this is one of the better looking games on the Saturn. Zwei had some very nice water and transparency effects, but Saga takes them to a new level. The Saturn was never known as a 3D powerhouse and having no hardware support for 3D transparency really drove that point home. Saga, however, uses a few 2D (Mode7) transparency tricks to really give the game a nice shine. Water effects and the dragon itself are particularly spectacular in the game.Despite this, the environment textures are a little ugly. It's not House of the Dead ugly, but every once in a while, a wall will be pixelated top-to-bottom. Others have complained that the character models are simple and low-poly, but I haven't seen anything that would upset me for a game from this time period. Saga runs in the Saturn's standard resolution mode and has proper light sourcing, which is put to use nicely as the levels transform from day to night. Shadows on the characters change, and the overall tone of the skies go from blue to orange to black. Not only is it a nice tech demo for Sega's system that couldn't, it really helps give the appearance of a living world.

The music is on another level. As with Zwei, the music in this episode of Panzer Dragoon is done by the Saturn's onboard sound chip. The composition is quite good, as the pieces are reminiscent of atmospheric tunes in Zwei. The numbers play throughout the battle and flight sequences, ranging from completely ambient to large and engrossing. It is definitely put to great use here, creating a moody and dramatic backdrop in the somber Panzer Dragoon world.

But while the music and graphics stick out as high points, the story and universe are what’s truly engrossing. This has always been the strong point of the Panzer games. A world within a world, the story, the architecture, the artistry of design have all added up to create an environment that feels immersive. The storyline for the entire series isn't just tacked on to justify what happens on the screen.

At the end of the first two games, I watched the dragon destroy whatever tower it was fighting at the time, and then I tried to figure out what the hell was going on. There was more to the Panzer world, I just didn't know what it was, and the story was intentionally vague. Saga takes that intrigue and slowly spells out the larger picture. The storyline ties in directly with Zwei, and though it tries to tie in with the first game as well, it's safe to just ignore the storyline of the original Panzer Dragoon.

As Edge seeks revenge against the mysterious Craymen who attacked his village, he and the players learn more about the Panzer Dragoon universe. Why dragons exit, where they came from, what became of the other dragon riders are all subject matter in the game's story. The answers aren't handed out, but alluded to and hinted at throughout the journey. There are a few characters to meet along the way, but not over abundantly so. They fit into the PD world and give a glimpse of life when there's no dragon chasing down strange things. Throughout the story, as more and more questions are answered, just as many are asked with the appearance of Azel, a relic of the past.

It all culminates as a tale of fate and destiny. The end of the game feels not like winning an entire war, but just a battle. There's not an entire civilization cheering for Edge as he triumphantly marches down the streets. Instead, the rest of the world could be oblivious to the battle that has just taken place, while those involved are deeply affected. This is the game that ended the Panzer Dragoon trilogy. As unsettling as it may be, it is still the end.When it's all over, the journey is rather short. Even with some trouble along the way, it only took me about 20 hours to finish the game. After playing through it once, a box game is unlocked, but this time around the extras aren't really worth anything and hardly add any replay value. I was compelled to play through the game at length again, and there were a lot of conversations, stories, and literature that furthered detailed Saga's universe that I had missed. Seeing all of this definitely adds to the experience, but once everything has been seen (and while not likely, it is possible to do on the first try), there's not much reason to go back.

So, back to the big question: Is it worth it? Panzer Dragoon Saga is definitely a good game and a highlight for the Saturn. The bad news is that it's still an exclusive to the system. Though it's probably not worth the asking price, it is still a game any Saturn owner would be proud to have in their collection.

9/10

Wednesday, October 15, 2008

Beta-7

If there's a reason that I haven't been playing the NFL 2k series, I think I've found it.

Is it all a conspiracy?

http://www.beta-7.com

And for the record, it's just a marketing gimmick - a very interesting marketing gimmick, nonetheless.

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.

Friday, August 29, 2008

Saturn Interact Memory Card Plus

It finally happened. My Saturn memory card died... again. Years and years ago, after running the Saturn's internal memory completely empty, I picked up a card. Not the expensive, official card from Sega, but another that seemed like a good deal in comparison. This one had twice the memory, and more importantly, was about $20 cheaper. That's right; it's the good old Interact Memory Card Plus.


It would bite me in the ass several times.

So, the card worked fine for a couple of years. Despite recent claims that games will not allow direct saving to this particular card, it worked for me. Every once in a while, the card would take a restart to load, but excluding the annoying boot sequence (where the card loads an official Sega screen and then pops to the CD player) things were okay.

And then the card died. It hadn't been removed from my Saturn in a long time. It just stopped working. No more weird boot sequence. No more pressing a button for a game to load. No more saves. Friends with the same card had very similar experiences, all within two to four years.

Supposedly, the card damaged the Saturn's cartridge slots with its sharp edges and extra thickness. Supposedly, it was just crap.

It stayed that way for about four years. Randomly, one day I turn the Saturn on, and there it is - that annoying boot sequence is back. What? It can't be. The card started working again, apparently for no reason at all. There they were. My six year old saves were back in action. After losing them all, I'd gained them all back.

I took advantage of the working card and one of its undocumented abilities - I brought back some imports from my studies abroad. The card loaded the imports without a hitch.

That is, until now. Even in proper working condition, the card was hit-or-miss. Sometimes it didn't read. Sometimes it would randomly lock things up. Things had been getting worse lately for my Saturn, and I knew the card was the problem.

Then it happened again: no boot screen. Occasionally, I could get my card to read. So, before I lost all of my saves again, I wanted to copy them from the internal memory over to the card. To my luck, everything locked up during the copy. I reset the system and now, even though it still lists the data, everything has some crazy funky characters listed around it.

I'm pretty sure I've finally managed to destroy any functional data on the card. Now, it's only good as an import device, but then only when it decides to half-way function.

Now, I'm doing what I should have all along. Official Sega memory card, here I come.

The House of the Dead

Try as I might, the original House of the Dead was never able to grace the insides of my Saturn, so I ended up starting out the series with its sequel. Over the years, I've logged quite a few hours into the Dreamcast HotD2 and played through it several times. I've also played numbers three and four in the arcade, though not for an extended period of time. With this in mind, as I went through the original, I couldn't help but thinking to myself, "I've been here before."

When The House of the Dead came out, it was a new twist on the gun game formula. Instead of employing the one-shot-one-kill motif, enemies kept coming at you until you blasted them to pieces or scored a head shot. Maybe the more skilled could head-shot their way to victory, but I'd usually go out in a hail of gunfire.

This was also one of the first light gun games to employ multiple paths, so depending on who was saved or what arrows were shot on the elevator, a different direction could be taken. In a short arcade game, anything to help increase the replay value is good.

The House of the Dead is still fun and still plays well. Basically, if you're a fan of light-gun games, this'll scratch your itch, but the game has been done several times since then. HotD2 is more of the same (some bosses are identical) with a different setting and better graphics. To mix up the formula over the years, HotD3 added a shotgun help off zombies and HotD4 did the duty with an SMG.

While I enjoyed the original, I can't help but feeling that it has been eclipsed by its sequels. What made it stand out in the arcades back in '98 has been improved, at least graphically, in the newer versions. While it's fun for a trip down memory lane and to see the series' origins, it's a short romp that has been done before.

7/10

Friday, August 15, 2008

Where are they?

Sega's arcade heritage has always been an important part of the company's allure in the home market. While at the time, it seemed like almost a given that these games would have a home conversion, it never happened. Other games were developed and worked on, sometimes to near completion, but never saw the light of day. What happened and where are they?

Daytona 2 - The original Daytona USA was one of the highest-grossing arcade games of all time. It was inevitable that a sequel would be made, but it never seemed to gather the attention that the original did. While a home port seemed like a no-brainer, it never materialized. As with Sega GT, Daytona 2 ran on Sega's Model 3 board and was lost during Sega's Saturn to Dreamcast shuffle.

House of the Dead 4 - Part four in one of Sega's larger franchises, HotD4 introduced automatic machine guns as the weapon of choice. Though never formally announced, the jury is still out on whether this one will find its way to a console near you. The popularity for shooters has been decreasing lately, but with the Wii's zapper and House of the Dead 2&3 Return appearance, there may still yet be hope for this game.

Indy 500 - Another Model 2 racer in the vein of Daytona USA, this one focused on Indy cars and included a polygonal version of the famous Brickyard. It would seem like a shoe-in to put another one of Sega's arcaders on the Saturn. It didn't happen and the only way to play the game to date is at the arcades.

Rent a Hero No. 1 - Out in Japan, the game was being translated and readied up for a Western release. Similar to Shenmue, the DC (and later X-box) game involved every kid's nightmare - running around as a super-hero for the summer. At the last minute the game was cancelled and rumor has it that nearly-finished copies of the English game are in the hands of collectors. Why cancel it? The game would simply not have been profitable. With little name recognition to the title and a lot of Japanese humor that may not have translated, the risk was not worth the cost.

Scud Race/Super GT - One of the first games to appear on the Model 3 arcade board, GT was another example of Sega's fine arcade racing history. Unfortunately, it never appeared on a home console. As with a few other Model 3 games, this one seems to have fallen through the cracks, being too powerful for the Saturn to handle yet unable to tap into the full potential of the Dreamcast. Though it never received a proper home port, Sega GT had been shown running on a Dreamcast before the system's launch.

Sonic the Fighters (Saturn) - In 1998, the Saturn was all but done in the eyes of Sega, making way for the Dreamcast. A few titles, however, were still in the bucket, including Sonic the Fighters, a home conversion of the arcade game. Even with a released date announced, the game was quietly cancelled. As consolation, a few characters and stages were included in Fighters Megamix. Sonic the Fighters eventually saw a home release as part of the Sonic Gems Collection, nearly eight years later.

The Lost World: Jurassic Park - Loosely based on the movie with the same name, this shooter had players wielding pistols to take out dinosaurs on the loose. Maybe the story is a little far-fetched, but the game was still good fun and managed to eat quite a few quarters at the arcade. With the Dreamcast's relatively low number of light-gun games, it would've made a great addition to the system's line-up.

Vectorman - Sega's 2D sidescroller was set to make a triumphant return to 3D on the Playstation 2 as a third-person shooter. Production took off, and Vectorman was given a new makeover; instead of floating orbs, he was an all-metallic robot, apparently rebuilt after being defeated in his past. The game made an appearance at 2003's e3 in a very early stage and reportedly needed some work. After a while, things went hush-hush, and the game was quietly canned.

Virtua Cop 3 - After an eight year hiatus, the Virtua Cop series returned in 2003, sporting a more futuristic look and new feature - a foot pedal to slow down time. Without a console of their own and the waning popularity of light gun games, Sega's VC3 never made it out of the arcades.