tag:blogger.com,1999:blog-39939406267598885452024-03-05T05:15:12.416-08:00ReviveDC ProjectYour source for Dreamcast reviews, news and more.comradesnarkyhttp://www.blogger.com/profile/17003124869735983715noreply@blogger.comBlogger102125tag:blogger.com,1999:blog-3993940626759888545.post-72246200504632973312015-06-15T20:59:00.003-07:002015-06-15T20:59:52.018-07:00Why You Shouldn't Back Shenmue III's Kickstarter<i>Cross posted from <a href="http://snarkycollectsgames.blogspot.com/">my other blog.</a></i><br />
<br />
Put the pitchforks and torches down, you unruly assholes.<br />
<br />
I <i>love</i> Shenmue. I've played the first one several times. I think it's one of the finest games ever made. It's elegant in its simplicity and beautiful in the way it gives you an illusion of a living world. I didn't enjoy Shenmue II to the same extent, but I still want to know where things go from here.<br />
<br />
Why? Why would I say "don't back Shenmue III" then?<br />
<br />
Well, why <i>should</i> you? Sony apparently wants this game on their platform. They <i>know</i> that Shenmue fans are ravenous. They know that people will want to get in on this game just from all of the hype and desire over the years. They know people want it so much that they put aside time for it in their press conference and brought Yu Suzuki on stage.<br />
<br />
There's a big fucking problem here. Sony stands to make money off of Shenmue III's existence, <i>especially</i> if it's only on PS4 and PC. They'll get a cut of every copy sold on the PSN store, and they know that a lot of people who were undecided will likely be swayed to a PS4. Sony will probably make more than $2 million in this exchange of money. So... why couldn't they just toss Yu Suzuki $2 million?<br />
<br />
Well, why would they?<br />
<br />
This is an experiment, and it's a dirty one. It's also already working, Shenmue III is almost at 1 million dollars as of 8:30 PM PST. Sony just pimped a game that it won't have any financial investment in on their grandest stage and they're going to get money off of it. Of course there were other games that they didn't have any financial involvement in... but every game there had some kind of funding for it. This? This is just free money and good PR for Sony.<br />
<br />
Since you're blinded by the hype, let's look at some business basics. In the business world when you invest in something, you expect a return on investment. So if I give someone $1 million to sell a new product, I'd like to get money back on that. That's why I'm investing. I'm not just giving $1 million away for fun. As a Kickstarter backer, you get nothing back other than whatever tier you went into.<br />
<br />
Sony just created a tidal wave of hype. Shenmue III will be forever associated with PS4, and they did it with nothing other than 2 minutes of time. Watching that dollar amount tick up on Kickstarter is proof that game companies can continue to do whatever they please.<br />
<br />
Their deadliest weapon is hype and their easiest target is you, eager eyed gamer. Your wallets couldn't come out fast enough. No thought was put into the implications of this Kickstarter. Gamers have no impulse control, we're conditioned on the instant gratification that so many games provide us.<br />
<br />
"I can 'donate' some money here and get Shenmue III? COUNT ME IN!"<br />
<br />
Don't fund Shenmue III. Hold on to some bit of dignity and self respect as a gamer. Sony has clearly been in the loop on Shenmue III, but apparently $2 million was too much. This is a transparent ploy to see if Kickstarter can generate enough funds to build a large and impressive game. This is a test to see if Sony can successfully associate a game with the PS4 as an exclusive and not pay a dime. Instead, you pay for it.<br />
<br />
Don't let this future exist.comradesnarkyhttp://www.blogger.com/profile/17003124869735983715noreply@blogger.com12tag:blogger.com,1999:blog-3993940626759888545.post-65672098576301283532013-11-18T21:37:00.003-08:002013-11-18T21:37:59.088-08:00Shenmue Undub Released!That's right, that Shenmue Undub that SMiTH had been working on has finally been released. We at ReviveDC helped out with the finishing touches so it could go toe to toe with our best work. As always, you can find it at the ISO Zone and Dreamcast-Talk (you must be a registered member at DC-Talk). Make sure you direct your thanks to SMiTH, because he did all of the dirty hard work, and he deserves the praise. Most of all, enjoy!comradesnarkyhttp://www.blogger.com/profile/17003124869735983715noreply@blogger.com4tag:blogger.com,1999:blog-3993940626759888545.post-77647430757526167592013-09-09T16:51:00.000-07:002013-09-09T16:51:03.155-07:00Happy Birthday, Dreamcast! Go download the English translation of Fire Pro Wrestling D now!14 years ago, the console came out that ignited a fandom in all of us that still burns today. In the interest of keeping that love alive, ReviveDC Project has been working to bring you some of the highest quality rips available. If you've followed us, you know that we marked our 50th and 100th releases with some special compilation releases.<br />
<br />
Now, we're marking our 150th with an english translation of Fire Pro Wrestling D!
Head on over <a href="http://theisozone.com/downloads/dreamcast/dreamcast-isos/fire-pro-wrestling-d-english-translation---revivedc-release/">here</a>, download it, and make the 14th birthday the Dreamcast's best one yet!
<br />
<br />
Alternately, if you are a member at Dreamcast-Talk, you can also head to their downloads subforum to get a download link for mega.co.nz!<br />
<br />
Have fun everybody!comradesnarkyhttp://www.blogger.com/profile/17003124869735983715noreply@blogger.com12tag:blogger.com,1999:blog-3993940626759888545.post-397627726864482112013-08-14T20:27:00.001-07:002013-08-14T20:27:41.921-07:00Fire Pro Wrestling D English Translation Update<div class="separator" style="clear: both; text-align: center;">
<a href="http://i.imgur.com/SXNsSGZ.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="238" src="http://i.imgur.com/SXNsSGZ.png" width="320" /></a></div>
<br />
<br />
<br />
That's right, finally ironed out the last few kinks today.<br />
<br />
We're not quite at release 150, though. This is also fine because I'm not sure if irvgotti452 has finished the artwork yet. We can excuse him for that though, because the man works some hellish hours and put a whole lot of time into translating the game in the first place.<br />
<br />
He's not the only one to thank though, as we had to call in the heavy artillery to get the game's audio working. Thanks on that one go to YZB. YZB isn't terribly well known among English-speaking Dreamcast fans, but the man is a certifiable beast when it comes to Dreamcast hacking.<br />
<br />
I did a little work myself of course, cutting the game's CDDA so it would fit onto an 80 minute disc, troubleshooting some web browser issues, and building the final image. We used a GDI of course, so there won't be any unpack/inject of MP3s, just nice pure CDDA (and a few more minutes of music than Echelon had).<br />
<br />
There'll be more details on the process in the NFO when the game is released. In the meantime, leading up to 150, you can look forward to Quake III Arena and Vigilante 8 2nd Offense. Depending on how things go, I'd say that you'll likely see the game released in about 3 weeks.<br />
comradesnarkyhttp://www.blogger.com/profile/17003124869735983715noreply@blogger.com5tag:blogger.com,1999:blog-3993940626759888545.post-91431190565910320922013-08-14T13:23:00.002-07:002013-08-14T13:24:22.177-07:00Expendable Review<div class="MsoNormal">
<i>Original Release:</i></div>
<div class="MsoNormal">
Japan: June 24, 1999</div>
<div class="MsoNormal">
North America: 9.9.99</div>
<div class="MsoNormal">
Europe: ???</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Game Details:</i></div>
<div class="MsoNormal">
1-2 Player</div>
<div class="MsoNormal">
VMU enabled</div>
<div class="MsoNormal">
Standard Controller</div>
<div class="MsoNormal">
VGA Box (480p)</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Gameplay</div>
<div class="MsoNormal">
Expendable is a top down, run and gun shoot ‘em up game,
(Think Contra: Legacy of War… Now immediately forget the existence of that
horrible entry in the Contra series) developed by British studio Rage Software.
Originally released for the Playstation platform, it eventually made its way on
the Dreamcast as part of the stellar launch line-up for the system here in the
states courtesy of Infogrames. Rage Software as a developer was becoming known
for their distinct arcade-like style gameplay that their productions would
undertake and Expendable sure seems to convey such philosophies… resulting in a
friendly learning curve in understanding the game mechanics and control scheme.
This bodes well in encouraging others to join in on some Co-Op 2 player action
where the games true potential is realized. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Story</div>
<div class="MsoNormal">
Set in a future timeline where the galaxy is conquered by
some douchebag of an alien race (seriously now! looks like Probing poor saps
was only the beginning of their nefarious plans). Scientists have created the
“Millennium Soldier” project, which resulted in the cloning 2 Super-Soldiers as
means to combat the alien threat. The game CGI intro explains everything. Well…
maybe not everything in such detail, but the cutscene is rather humorous. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Graphics</div>
<div class="MsoNormal">
I may be mistaken, but I believe Expendable’s visuals are a
result of an in-house engine that was utilized on all of Rage’s products at the
time. As you would expect, considering the game was originally designed for the
PS1, the game does little to make a dent to the Dreamcast hardware. With that said
though, the game isn’t anywhere close to being a visually ugly game on the
Dreamcast Library (trust me, there are plenty other games on the Dreamcast that
deserve that award!). The game is easily one of the darkest looking games on
the system, but plenty of the games visual effects and lighting look really
good. Another interesting note is even as an early Dreamcast production, the
game fully supports the Hi-res VGA mode, and looks damn good through the signal
no less. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Sound </div>
<div class="MsoNormal">
The Audio to Expendable is surprisingly goodtimes. SFX are
crisp and clear. Weaponry effects sound engaging, explosions sound great, and
alien casualties sound rich and grotesque as you fill their carcasses with
bullet holes until they fall apart to bloody pieces. The games soundtrack is
also well crafted, providing a real moody and atmospheric sense to the gritty,
dark world of the game. It’s worth noting that this particular RDC release of
the game, does as much as possible (at least more than any other offering out
there) to preserve the quality of the games audio to properly fit the game in
into 80min Compact Disc. Major props go to RDC for keeping such quality in
their releases as we’ve come to expect from their work. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Conclusion </div>
<div class="MsoNormal">
It seems it’s pretty easy to overlook this game. There isn’t
anything particularly special or innovative to it. It’s all straightforward,
standard fare with the games respective genre… and that isn’t such a bad thing
considering the slim pickings there are for it on the system (Cannon Spike is
the only alternative that pops in to mind at the moment). Expendable may not be
prettiest one at the party, but damn, is it fun to play.</div>
<br />
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
6/10</div>
CD ageShttp://www.blogger.com/profile/17523924244501827746noreply@blogger.com1tag:blogger.com,1999:blog-3993940626759888545.post-87158071375301984132013-08-14T13:20:00.002-07:002013-09-09T10:39:05.826-07:00Dead Or Alive 2 Review (PAL ver,)<div class="MsoNormal">
<i>Original Release:</i></div>
<div class="MsoNormal">
Japan: September 28, 2000</div>
<div class="MsoNormal">
North America: Feburary 29, 2000</div>
<div class="MsoNormal">
Europe: July 19, 2000</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Game Details:</i></div>
<div class="MsoNormal">
1-4 Players</div>
<div class="MsoNormal">
VMU enabled</div>
<div class="MsoNormal">
Standard Controller, Arcade Stick</div>
<div class="MsoNormal">
VGA Box (480p)</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Gameplay</div>
<div class="MsoNormal">
Dead or Alive 2 is a flagship fighter from publisher Tecmo.
The brainchild of Japanese game designer Tomonobu Itagaki and his former
development studio, Team Ninja. As the games title suggests, it is the sequel
to the original DOA which interestingly enough was also created using SEGA
hardware (Sega Model 2 for the arcade and released on the Sega Saturn). DOA 2
is more or less a faster, more edgy alternative to SEGA’s rather traditionally
tame Virtua Fighter Series. As a result of its Virtua Fighter(esque) roots,
gameplay is heavily centered in the traditional paper/rock/scissor branch
fighting system of Attacks/Throws/Holds. The game further carves an identity
for itself in the gameplay dept by way of its staple Danger Zone mechanic
(given the respective battlegrounds that call for it) its stagger system (also
known as Critical Hit), and a varying array of multi level/confined (via by
walls or obstacles) battlegrounds that can drastically affect the flow of a
match. DOA 2 also trenches new waters by providing an alternative Tag battle
format, providing combat that’s heavily reliant on team synergy, tag throws, tag
combos, extended juggle combo possibilities and the aforementioned Danger Zone
system playing a more pivotal role in this mode. Standard Arcade default
controls are elegantly mapped as Guard, Punch and Kick (much like VF series).
Moving your character in 3D space requires holding the Guard button and moving
the Dpad/Arcade Stick in whatever direction you want your character to traverse.
This may seem like a more tedious method than say, Soul Calibur’s innovative and
seamless 8-way run system of free movement, but DOA 2’s hand to hand fighting
engine and more frontally driven method of attacking doesn’t rely so much on
sidestepping and 3D movement the way a weapon based fighter such as Soul
Calibur does. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Story</div>
<div class="MsoNormal">
!!!Exciter!!! That’s all you need to know and perhaps all
you’ll ever understand. Moving on… </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Graphics</div>
<div class="MsoNormal">
Another masterpiece of state the art visuals thanks no less
to SEGA’s wondrous NAOMI hardware and Team Ninja’s ability to put said hardware
to good use. DOA 2 was one VERY beautiful game for its time and still holds
decently well even today especially on the Dreamcast. Character models rival
those (and even in some respects slightly surpass) of the sublime Soul Calibur
on the Dreamcast. Where the game truly surpassed all competition during its
time are the Battlegrounds which have been meticulously crafted with as much
detail as the Fighters themselves. These Backgrounds sport heavy detail and
actually play a role in the gameplay thanks to their ambitious scope in size
and non linear architecture like sloping foundations and different forms of terrain
(Water, Snow, Ice) which effects how characters stagger from Critical State
leading to some unpredictable situations. For anyone looking to play this game
on their trusty Dreamcast, I HIGHY recommend playing with a VGA accessory for
some Hi-res goodness. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Sound</div>
<div class="MsoNormal">
Audio is perhaps the only category where the game feels like
a letdown. Character dialogue during battles is loud and sometimes even
obnoxious. Some of the game’s tunes feel forgettable at best or maybe it’s just
me. If only Team Ninja had provided the game with an option to play with the
more pleasant arcade NAOMI soundtrack. YO! RDC, make it happen… please? </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Conclusion </div>
<div class="MsoNormal">
DOA 2 was a pretty important title for the Dreamcast, almost
in the same sense that the Original DOA was for SEGA’s previous system, the
Saturn. The original DOA was further solid proof that the Saturn was indeed capable
of high quality 3D graphics as well as being able to handle another conversion
of a more powerful Model 2 production under the right talent to make it happen.
DOA 2 on the Dreamcast further solidified the little white box’s claim as a
true powerhouse in respects to Arcade to Home conversions with a very pure
translation of the game that not even PS2 was capable of replicating. It was
also a pretty significant release within its own series. Many of the
innovations introduced in this game continue to linger in just about every
sequel in the series. It was the last game in the franchise to be produced for the
arcade market which in turn was the last in the series to be built using arcade
SEGA hardware. Although in an interesting turn of (current) events, the most current
installment of the series (DOA 5 Ultimate) is once again stepping into Arcade
scene after a long absence with help from SEGA, their Ring Edge 2 Hardware and
ALL Net P-ras MULTI digital platform. Hmm… rather interesting wouldn’t you
agree? In any event, DOA 2 has been released on multiple competitive systems of
the time and on multiple occasions no less… And yet Dead or Alive 2 feels truly
alive and perfect on the system it was originally intended for.</div>
<div class="MsoNormal">
I would last like to take this opportunity to cast my vote
for Ayane’s “Tig O Bitties” as the best rack out of the cast in Dead or Alive 2.</div>
<div class="MsoNormal">
<br />
8/10 <br />
<br />
</div>
CD ageShttp://www.blogger.com/profile/17523924244501827746noreply@blogger.com0tag:blogger.com,1999:blog-3993940626759888545.post-84754141829910880472013-06-01T03:37:00.000-07:002013-06-01T03:39:39.118-07:00Thoughts About Shenmue IIII'll just say before I start this... this is my opinion, and my opinion alone. I didn't consult with anyone else in ReviveDC before I wrote this to get their thoughts, and if any of them think they have an interesting rebuttal, then they can feel free to write one up and post it too.<br />
<br />
Video games were really very different in 1999 when Shenmue first came out in Japan. Think of other games that came out during that time. None of them were quite on the level of Shenmue. I've been playing the Nintendo 64 Castlevania (in addition to every other Castlevania game known to man), and it's not that bad (seriously). The controls are rough. The camera is confused. If you look back though, that's how most games were for this time period. I think a lot of people have created a video game utopia from the time of the NES until some time in the 2000s. Admittedly, it's an easy trap to fall into. There were new IPs and a lot of creative games that came out, which is something that the game industry has been lacking lately. But there was also shit. There always has been shit, but the first generation 3D games were a very special kind of shit.<br />
<br />
Let me get to my point though. Sega games at this time had a very unique feel compared to other games, and they arguably always have. It's a strange feeling to describe. They are fun games, but they all are so simple, they almost feel like the game could just stop having any appeal at any second. It almost feels as though the game is on the brink of falling apart. I suppose that's what happens when your company is rooted in arcade games. It's the adrenaline rush you get from plunking in a quarter and fighting for your life, only there are no quarters, so the gameplay falls bare before you.<br />
<br />
In a way, this feeling translates to Shenmue as well. It was a game ahead of its time in graphics and depth, but it still had that simple feel to it. It was approachable to anyone, though if you enjoyed having an in game job and all the minutiae of a virtual life was a bit of a different thing. The controls and gameplay were basic. The depth was in the world around you. The people you talked to had one thing to say, and so did you.<br />
<br />
Games today are different. Look at Mass Effect. The people you talk to have many things to say, and you have many things to say to get that information out of them. The world is alive and busy, though its detail may not be as precise as Shenmue's. The action is almost dished out in the same amount as the story (depending on how you play), and the budget is huge.<br />
<br />
That's the kicker, here. The budget. There was that rumor about Yu Suzuki using Kickstarter to secure Shenmue III funding, <a href="http://en.wikipedia.org/wiki/Kickstarter#Top_projects_by_funds_raised">but how far would that really go</a>? The Pebble watch is currently the highest funded project, raking in about $10.2 million. The highly superfluous (<a href="http://hardware.slashdot.org/story/13/04/15/2158245/ouya-performance-not-particularly-exciting">and apparently shoddy quality</a>) Ouya made $8.5 million. The highest funded game made $4.1 million. That is a drop in the pot compared to Shenmue's cost, which Suzuki said was $47 million. Even if one was optimistic and guessed that the majority of Shenmue II is included in that and split it 50/50, that leaves each game at $23.5 million.<br />
<br />
So, this makes Kickstarter funding seem pretty unrealistic, unless every single gamer with the slightest interest pitched in a fair amount. What if the world was perfect and a major publisher kicked Suzuki the money to go ahead and make Shenmue III?<br />
<br />
It's a strange thing to imagine. Would it just be Shenmue I and II in play style with HD graphics? I doubt any publisher would let that fly. It would pale in comparison to major action adventure games, and could bellyflop harder than the first two games did. While us devoted fans would probably love it, that wouldn't justify the major spending to a publisher. In order for the game to be made, it would probably have to be up to modern action/adventure standards.<br />
<br />
Since I mentioned Mass Effect earlier, and (to me) the level of detail and story is similar to what Shenmue did in 1999, what if it was like that? What if it did have a dialog system? It would break the character of Ryo to an extent. We've had dozens of hours with him acting as a prewritten character with defined personality traits. What would happen to the fighting system? It was cool at the time, but it's very simplistic now.<br />
<br />
To me, I'd almost prefer that Shenmue III didn't exist in game form. Of course there would be low budget ways to make a sequel to it that could be Kickstarted. Maybe making a version of the game for 3DS or another handheld system. That would probably fall in a budget that Kickstarter could muster, but the immersion wouldn't be the same. One of those game cards probably couldn't handle the size of the game, full voice acting would be out. It would be a rather jarring shift from the first two games.<br />
<br />
Tell us the rest of the story somehow, but don't make it a game. Write a manga. Retell the story of the first two games, and continue into the third. It is a compelling story with interesting characters, and their thoughts and actions could be fleshed out further in a written form. Better yet, novelize the third part. Translating a novel from English to Japanese wouldn't take nearly the money that a game would.<br />
<br />
I guess my point is that games as a medium have changed dramatically in the past 14 years. You don't get a whole game anymore. You get a 10 hour experience, if you're lucky, that gets padded out by DLC, pre-order bonuses and bullshit. What we remember of Shenmue isn't the gameplay. It's the characters and the places, all of which were created with a keen eye.<br />
<br />
If The Wire is considered a novel for TV, then Shenmue is a novel for video games. While this comparison is lost on some of you and The Wire fans are shouting blasphemy, then let me explain. TV is a medium with which we don't interact. The characters motivations have to be shown to us, and their environment has to be fleshed out enough that we understand it. A game has to go beyond to create such an atmosphere. The small details have to be accounted for, and they have been in Shenmue. The detail is incredible, and the characters appear to have their own lives. We know they are on a programmed path but we believe it, just as the best actors own a role.<br />
<br />
This has been lost in recent video games, and I don't think Shenmue III is the game that can satisfactorily bring it back.comradesnarkyhttp://www.blogger.com/profile/17003124869735983715noreply@blogger.com4tag:blogger.com,1999:blog-3993940626759888545.post-8032731331706530222013-02-14T21:32:00.001-08:002013-02-14T21:32:07.856-08:00Frustrated PAL users...Don't worry, I've got your back.<br />
<br />
Games coming soon.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGNMLFxW1_cZmzXL3IsUxiZer0jmXQVasyqhqc1wpoaLq47zL-RpDQlyTrNgSoLYnb6n7XE_7LimFio-S7p52ZeP_Xd5es0htSmEY86BlrDTOnxn8SECupQhti3jKwlYCXlWktAD6j_A/s1600/Screen+Shot+2013-02-14+at+9.27.32+PM.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="231" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGNMLFxW1_cZmzXL3IsUxiZer0jmXQVasyqhqc1wpoaLq47zL-RpDQlyTrNgSoLYnb6n7XE_7LimFio-S7p52ZeP_Xd5es0htSmEY86BlrDTOnxn8SECupQhti3jKwlYCXlWktAD6j_A/s320/Screen+Shot+2013-02-14+at+9.27.32+PM.png" width="320" /></a></div>
<br />comradesnarkyhttp://www.blogger.com/profile/17003124869735983715noreply@blogger.com6tag:blogger.com,1999:blog-3993940626759888545.post-86286287531404195482013-01-30T18:41:00.001-08:002013-08-14T13:24:54.949-07:00Spawn: In the Demons Hand Review<br />
<div class="MsoNormal">
<i>Original Release:</i></div>
<div class="MsoNormal">
Japan: August 10, 2000</div>
<div class="MsoNormal">
North America: October 1, 2000</div>
<div class="MsoNormal">
Europe: January 19, 2001</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Game Details:</i></div>
<div class="MsoNormal">
1-4 Players</div>
<div class="MsoNormal">
VMU enabled</div>
<div class="MsoNormal">
Standard Controller, Arcade Stick</div>
<div class="MsoNormal">
VGA Box</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Gameplay</div>
<div class="MsoNormal">
Spawn “In the Demons Hand” is a NAOMI arcade title by Capcom
that eventually saw release on the Dreamcast system. The genre it evokes is
that of a hybrid 3<sup>rd</sup> person action arena game with an emphasis on 4 player
deathmatch multiplayer and Co-op play in said style or in a Boss Rush objective.
The game adopts a simple 4 button style of play that controls your characters
jump (A), attack (X), weapon change (B) and limited on-the-fly camera control (Hold
Y to go into 1<sup>st</sup> Person view or simply tap Y to re-position the
camera view to its default 3<sup>rd</sup> person position). Many critics early
on gave the game a hard time due to camera issues that do occur during combat.
Mastery and understanding of the Y button alleviates a majority of these issues
(a feature many critics perhaps never even bothered to experiment with). The
game by default provides players with 12 characters to choose from, with an
additional 24 that must be unlocked by playing through the games single player
campaign with certain team combinations. A bit of the tried and true Capcom
gameplay is injected via a limited special moveset for the cast and a Power Stone
like feature that has players scrambling to collect 4 orb types found throughout
the arenas. These orbs strengthen certain attributes (Health, Speed, Defense,
and Offense). As mentioned previously, the game supports 4 player deathmatches
via split screen. Unfortunately, the games visuals as well as the blistering
framerate take a major hit as a result (even during 2 player split screen
matches). In Japan, the game additionally supported multiplayer via online matchmaking.
It’s such a shame that the game in other territories had this feature omitted.
At the very least, Capcom should have considered local multiplayer via Vs. Link
support. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Story</div>
<div class="MsoNormal">
Demon Lord Malebolgia loves bloody amusement. This sick MOFO
gets his jollies from imprisoning various Warriors and making them destroy each
other for their own souls. However, he is unaware that one of his favorite toy
soldiers is the deadliest assassin… one with the capability to destroy even the
Demon Lord himself. His name is SPAWN! (Insert crazy hair metal guitar riffs
here!). </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Graphics</div>
<div class="MsoNormal">
The visuals of Spawn on Dreamcast impress and astound in
various aspects. The game looks mighty fine overall running in 640x480
progressive scan with the use of a VGA adapter (I recommend anyone who owns
this game to play it in this manner if possible). Standard size character
models like Admonisher, Grace, Tremor, to the various representations of character
Spawn sport crisp detailed polygons with well done textures and solid colors.
But it’s really the larger character models that instantly become the real
spectacle of the games visual splendor. Characters like Overtkill, as well as
the 5 Phlebiac brother’s have some REALLY well put together polygon models that
I’m sure even MacFarlane approved of early on during the games development
(both Terry Fritzgerald and Todd MacFarlane seem to have served as executive
producers for the game). Black Brimstone’s graphical design is noteworthy. It’s
simply astounding even to this day as I reach his level to see how graphically
impressive he looks by today standards. Backgrounds and arenas look a bit
bland and shallow especially when compared to the combatants that inhabit them.
Fortunately, a majority of the fighting arenas are quite large, sporting
multiple paths, rooms, floors and some hidden areas to discover as well as
providing many interactive objects. Rumor has it, the game was initially
planned to be ported to the PS2 in time for its inaugural launch. At some
point, that course of action was not meant to be and that release was canceled.
Perhaps Capcom quickly became aware of the difficulties of porting it over to
the PS2 hardware (anyone remember the mess that was SF EX3 in Japan?). </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Sound </div>
<div class="MsoNormal">
Capcom does a pretty good job in the audio department for
the game. The announcer sounds very appropriate considering the material and
the music is all out in your face with ridiculous rock metal inspired tunes.
The game’s main intro and ending theme songs are composed for Capcom by the lesser
known group known only as Crackshaft. While “Rip it Up” (intro) sounds a bit
corny and silly thanks to some of the lyrical content, “Dress is Torn” (ending
credits) is amazingly catchy thanks to the lyrical content and nicely executed
guitar riffs. That guitar sequence at the beginning is something of beauty to
the rock metal junkie in me. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Conclusion</div>
<div class="MsoNormal">
Spawn ITDH for the Dreamcast is easily the best video game
to ever represent the universe Todd MacFarlane established during the 90’s.
Unfortunately, such a statement gives little credit to the games sheer ambition
and execution, considering all other video game representations of the
anti-hero have been… underwhelming to say the least. What the game embodies to
me in a personal sense is not only a game worthy of the property it attempts to
convey within the respective medium of entertainment, but perhaps more
importantly, it’s a reminder of a product that falls dead center on a clear mark in the final
peak of one of my favorite game companies as both a trailblazing game publisher and a
Coin-op manufacturer. Despite some of its obvious flaws, Spawn on the Dreamcast deserves a
look see.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
8/10</div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/Idt4FIQsZXE?feature=player_embedded' frameborder='0'></iframe></div>
<div class="MsoNormal">
<br /></div>
CD ageShttp://www.blogger.com/profile/17523924244501827746noreply@blogger.com7tag:blogger.com,1999:blog-3993940626759888545.post-7892566177245956712012-12-07T21:31:00.000-08:002012-12-07T21:31:22.048-08:00The History Of Mortal Kombat - Ep.6 - Soul Of a Warrior<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/MGzfgP7yX3A?feature=player_embedded' frameborder='0'></iframe></div>
<br />
The History of Mortal Kombat courtesy of mksecrets.net is a series of video documentaries looking back and delving into one of the most popular and enduring video game franchises in the industry. I've been a major fan of their work with these videos. While I don't consider myself the most "Hardcore" MK fan, I do enjoy series and acknowledge its contributions to the fighting game genre as well as the industry as a whole. After a long hiatus after 5 completed episodes, many out there believed that these fan documentaries were done with. This really bummed me out as the documentary timeline was heading into Dreamcast territory with exploration of series exploits during the end of the 90s. Our beloved Dreamcast saw just one exclusive installment of the franchise during its 2 year run here in the US.<br />
<br />
Skip to 13:50 to see everything you ever wanted to know about MORTAL KOMBAT GOLD. Otherwise, check out the entire video (as well as all other episodes) if you have even smallest interest in MK.<br />
<br />
FINISH HIM!!!<br />
<br />
<a href="http://www.mksecrets.net/" target="_blank">http://www.mksecrets.net/</a> CD ageShttp://www.blogger.com/profile/17523924244501827746noreply@blogger.com1tag:blogger.com,1999:blog-3993940626759888545.post-74332404395235495822012-11-29T21:52:00.001-08:002012-12-02T21:39:52.716-08:00Tee Off Review<br />
<div class="MsoNormal">
<i>Original Release:</i></div>
<div class="MsoNormal">
Japan: ???</div>
<div class="MsoNormal">
North America: 2000</div>
<div class="MsoNormal">
Europe: ???</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Game Details:</i></div>
<div class="MsoNormal">
1-4 Players</div>
<div class="MsoNormal">
VMU enabled</div>
<div class="MsoNormal">
Standard Controller</div>
<div class="MsoNormal">
VGA Box (Original Release must be tricked)</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Gameplay</div>
<div class="MsoNormal">
Unknown to me until RDC’s release (thanks guys btw), Tee Off
is an English localized port by Acclaim Entertainment of a Japanese release on
a golf game known as “Golf Shiyouyo” by developer Bottom Up. The gameplay
provided here is low on sim but establishes fun and easy to grasp game
mechanics that can appeal to players of all ages as well as fans and non fans
of the sport alike. Game modes available for play revolve around a “World Tour”
mode which is the games single player quest mode to attempt at becoming the
world’s greatest golfer, a “Free Round” encompassing both “Point Tourney” and “Stroke”
rules of play. Rounding out available game modes are “Match play” and “G-ball”,
the latter being a pretty addicting croquet style game. The game provides 11
golf personalities to choose from, each with their own attributes providing a
diverse cast to the sport. Less then half are available from the get go while the rest of the cast must be unlocked. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Story</div>
<div class="MsoNormal">
Since golf tournaments are held in all corners of the globe,
each region lays claim to the “Best Golfer” title. However, there has never
been a unification of golf organizations with the goal of discovering a Master
Golfer… until now.</div>
<div class="MsoNormal">
And the plot thickens!</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Graphics</div>
<div class="MsoNormal">
Considering the games production originally hails from Nihon-koku,
the game presentation is very light hearted and charismatic. From the games
mushy but catchy intro sequence right down to the cast of characters themselves
interpreted in a cutesy anime chibi like design. The games visuals may or may
not cater to players depending on their taste. All in all though, while the
games visuals aren't that impressive, it’s more than adequate
and nicely done for what they are.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Sound</div>
<div class="MsoNormal">
The game's audio would be near perfect but unfortunately
misses its mark as a result of the English localization. The game's music is
excellent, with some very catchy tunes heard regardless of what country you
golf in. I found the music very uplifting and beneficial to the stale sport of
golf. The minuses in this category come from the English dub which is SO stale
and lifeless as well as sounding way too loud (be prepared to lower the “voice volume”
on the game option mode to avoid teeth grinding). </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Conclusion</div>
<div class="MsoNormal">
Tee Off was a welcoming surprise, especially to this old
Dreamcast junkie who is always under the impression that just about all the
best games on the library have already been experienced. If you crave some
Dreamcast 4 player fun in a sport outside of some Virtua Tennis, give Tee Off a
shot. It may just be right up your alley.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
6/10 </div>
CD ageShttp://www.blogger.com/profile/17523924244501827746noreply@blogger.com0tag:blogger.com,1999:blog-3993940626759888545.post-7304584911713878912012-10-01T15:03:00.000-07:002012-12-02T21:43:41.325-08:00The King of Fighters 98 (NEO4ALL) Review<br />
<div class="MsoNormal">
<i>Original Release:</i></div>
<div class="MsoNormal">
1998</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Game Details:</i><o:p></o:p></div>
<div class="MsoNormal">
1-2
Players<o:p></o:p></div>
<div class="MsoNormal">
Standard
controller<o:p></o:p></div>
<div class="MsoNormal">
VGA
box<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>"The
following game was not officially released for Sega Dreamcast. It is emulated
using NEO4ALL RC-4 developed by chui. This is an evaluation of the emulation of
the game as well as the game itself.<br />
<br />
Using Team RDC's release you can play this game as though it is a commercial
game with only a brief loading screen."</i><o:p></o:p></div>
<div class="MsoNormal">
<i>-Comrade Snarky</i></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>NOTE: This is my first ever review for a RDC (NEO4ALL) release. I'm glad its on a game I've enjoyed in my gaming palette.</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Gameplay</div>
<div class="MsoNormal">
The King of Fighters 1998: The Slugfest (also released to
the consumer market as Dream Match Never Ends or the Dreamcasts case, Dream
Match 1999) takes the foundation that
was laid out from the previous installment (KoF 97) and further refines it to
create one the tightest, most polished gameplay experiences the series has ever
saw before its release. It removes the series signature story presentation (as
the Orochi Saga story arc came to an end in previous year) and opts for a story-less
dream match like setting where nearly every character (either living or dead by
accounts of the games official canon) introduced up to that point were all
assembled for the first time while the role of the game’s final boss is
fittingly given to the staple series boss (and quite dead) Rugal Bernstein. The games 4
button layout remains the same since the series inception back in 94. The game
borrows the innovative formula of KoF 97, where the user is given the choice to
choose from 2 distinct game mechanics. Extra Mode emulates the old KoF engine
and play style established in 94 and throughout 95 (Manual meter building gauge, Side
Stepping Dodge maneuver, Dash), while Advance Mode provides a more diverse
engine that borrows some elements introduced in KoF 96 with the newly designed
meter stock gauge introduced in 97 (Meter gauge that builds and stocks up as damage
is inflicted or sustained, Evasive Roll maneuver, Running). Additionally the
game also provides users with multiple versions of some the veteran cast members,
in which their fighting styles resemble older styles of play, thus effectively
increasing the character selection. New to this installment is the handicap
that is given after a member of a team has been defeated. For example, In Extra
mode, for every team member that you lose, your gauge gets shorter and shorter
for faster chances of building super meter, while in Advance mode, an addition
power stock limit is given for every member that is lost in your team (you start off
with 3 stocks with the possibility of building a maximum of 5 stocks). Such a handicap
makes for some interesting comebacks and a chance at rising from the ashes of certain defeat. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Story</div>
<div class="MsoNormal">
It all began in 94, kept on rolling in 95, this is how plays
in 96, it came in 97, and now comes and here we go, KOF is here again, nothing’s
gonna stop us 98!!!</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Graphics</div>
<div class="MsoNormal">
KOF 98 set a benchmark for the series on the aging Neo Geo
MVS hardware back in its day. Characters sprites remain as large in size as
they had been introduced in KoF 97 but many sprites where further refined to much fan
praise (most notoriously the “New faces Team” which really animated terribly in
KoF 97). Backgrounds (while less ostentatious then the ones that fans were
treated to in the previous game) still look quite impressive. Character
art got a massive overhaul, displaying some of the most impressive artwork
stills the series has ever received up to that point in the franchise. </div>
<div class="MsoNormal">
It’s important to note that the original Dreamcast release
of this game (KoF DM 99) was a visually updated port which included new
character artwork for the EX characters, and new fully animated intro
sequence and most noticeably 3D polygon based backgrounds seen during gameplay. Alas,
even with all these additional visual updates, the release disappoints by not
being VGA compatible whatsoever. With this RDC release, this is about the
closest that dreamcast and fans can hope to get to play this game in a VGA signal on their Dreamcast consoles.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Sound</div>
<div class="MsoNormal">
I've always had this thing about my dislike for the game
announcer in the KoF series when it’s portrayed by a female so it’s natural for
me to say that I find the announcer in this game rather annoying. Audio effects
are spot on and the soundtrack is like a nostalgic trip down memory lane as each team
and characters receive some of their most memorable tunes in this game. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Conclusion</div>
<div class="MsoNormal">
KoF 98 has to this day remained one of the most legendary
points in the long running franchise, (One that took SNK and Eolith about 4 years worth to produce a sequel that surpasses it or one that stands firmly proud besides
this respected installment). Here’s hoping RDC releases KoF
2002 in the not too distant future considering they've been on a roll with King
of Fighters on the Dreamcast platform.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
7/10</div>
CD ageShttp://www.blogger.com/profile/17523924244501827746noreply@blogger.com2tag:blogger.com,1999:blog-3993940626759888545.post-78013314181919644462012-09-10T14:29:00.001-07:002012-12-02T21:46:43.863-08:00Royal Rumble Review<i>Original Release:</i><br />
???<br />
<br />
<i>Game Details:</i><br />
1-4 Players<br />
VMU enabled<br />
Standard Controller, Arcade Stick<br />
Jump Pak enabled<br />
VGA Box<br />
<br />
Gameplay<br />
Royal Rumble is a arcade wrestling game by the collaborative efforts of Sega and developer Yuke's that debut in 2000 and ultimately released on the Dreamcast by THQ in the same year. The game's moniker is based on the popular WWE Pay Per View annual event of the same name. This game bares the distinction of currently being the final arcade game to be released under the WWF/WWE franchise. The game supports two main modes of play, Exhibition (typical fighting game 8 to10 man ladder tournament), but with a strange twist where a secondary wrestler is chosen, acting as a partner whose actions are controlled via a 3 assist type system ala Marvel vs Capcom 2, Also in this mode, the game spontaneously transports you to various locations in the arena for some bizarre yet admittedly chaotic fun even its feels so random. The other mode is Royal Rumble which is the main attraction of the game as it supports up to a total of 9 wrestlers in the ring at one time (although keep in mind that only 4 out of those 9 can ever be actual players). The game employs a similar grapple system reminiscent of the early SmackDown series which was making waves around that time (also a development of Yuke's), catering to a very simple pick up and play mechanic that can be easily adopted by any gamer regardless of skill type.<br />
<br />
Story<br />
N/A<br />
<br />
Graphics<br />
The original product was a game fostered from the Sega NAOMI arcade hardware. With that said, its a bit disappointing to say that the visuals of Royal Rumble aren't some best seen on the popular hardware or what many have come to expect from it. The character models seem to have lackluster details aside from the character facial models which look the part at best and the arenas feel a bit dull... definitely lacking in graphical detail. The lighting is just a bit too much and can get annoying rather quickly thanks to those camera flash effects from the crowd. The game appears to run at an unshakable 30 FPS even when the maximum amount of wrestlers are occupying the screen at once. The game looks rather decent running through a VGA signal but nothing special compared to what other Dreamcast games can produce in this respect. But it's not all bad in this category, The game is as close to arcade accurate as one can get on a Dreamcast thanks to the shared tech behind both platforms.<br />
<br />
Sound<br />
Nothing particularly noteworthy here. No commentary, but its does have some terrible guitar rifts theme music that grows old a bit too quick. Crowd chants get loud and obnoxious over time, although having the crowd groan in pain unison to when someone is hit with a low blow is a definite nice touch! Run of the mill audio effects for attacks and slams...<br />
<br />
Conclusion<br />
Wouldn't it have been AMAZING if this game supported the Dreamcast VS link cable for 8 player simultaneous play in Royal Rumble mode!!!<br />
In any event, while my comments in each category for this review may come off as a bit negative or harsh, the game in the end somehow redeems itself as one heck of fun arcade wrestling game that is as fun to play among friends as any other 4 player game on the Dreamcast as it is to watch as random insanity is sure to unfold. The game really takes me back to such classic arcade wrestling classics as WrestleFest and WrestleMania thanks to its simple learning curve and friendly arcade multiplayer. <br />
<br />
6.5/10CD ageShttp://www.blogger.com/profile/17523924244501827746noreply@blogger.com0tag:blogger.com,1999:blog-3993940626759888545.post-8906935890155940482012-09-10T04:22:00.000-07:002012-09-10T04:22:20.998-07:00Dreamcast... You are an ALL STAR!To celebrate the Dreamcast US 13th birthday which occurred over the weekend, i thought it would be nice to do a video on one of the lesser talked about topics of the Dreamcast legacy, that Being the "Sega All Stars" series. Does anyone out there have a few of these variants in their Dreamcast game collection? If so, drop a comment of which of the 17 you currently own.<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/HhFmpH2nVlU?feature=player_embedded' frameborder='0'></iframe></div>
<i><br /></i>
<i><br /></i>
<i><br /></i>
<i>from wikipedia:</i><br />
<br />
<blockquote class="tr_bq">
<b>Sega All Stars</b> was the name of Sega's budget series for the Dreamcast, similar to Platinum Hits, Greatest Hits, and Player's Choice, for games that have sold many copies. When a title became a Sega All Stars title, it was sold at a lower price ($19.95) and given reprinted labeling. Because the Sega All Stars brand was exclusive to the United States, game covers were given an orange bar (as opposed to Europe's blue color scheme) with the brand name written from top to bottom. The disc labels were also changed to include a small circle with the Sega All Stars brand printed inside of it.<br />Because of the Dreamcast's short lifespan, only 17 titles were made into Sega All Stars titles. It is believed that more titles were planned to be brought over as Sega would continue to support the Dreamcast until its last months, but never did as 3rd party support began to diminish as well, causing Sega to eventually do the same.</blockquote>
CD ageShttp://www.blogger.com/profile/17523924244501827746noreply@blogger.com2tag:blogger.com,1999:blog-3993940626759888545.post-7665780505204713202012-09-09T03:51:00.000-07:002012-09-09T03:51:15.488-07:00Happy Birthday Dreamcast!!!The wondrous white console we all know and love turns 13 today here in the US. 13 years worth of great gaming memories with simply remarkable titles like Shenmue, Power Stone, Sonic Adventure, Soul Calibur, Jet Grind Radio, Project Justice (seriously, the list of games can go on and on!) that have many gamers around the world hanging on to their consoles and still find it worth playing today.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgS9l-kXR7gD3UJ_mW4wImBR8SnHsdZDKFg9tkyH5YD_KV9hFU96w8X0iOPUAhgaoJqwvz77abV3bczLrtEViWyecLEX46a8Ue6I5yc9zMaAulz_N6SxVMbYL98aT4lFvjJicorfLdOnTQ/s1600/dreamcast-logo-glow-e1281440277616.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="207" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgS9l-kXR7gD3UJ_mW4wImBR8SnHsdZDKFg9tkyH5YD_KV9hFU96w8X0iOPUAhgaoJqwvz77abV3bczLrtEViWyecLEX46a8Ue6I5yc9zMaAulz_N6SxVMbYL98aT4lFvjJicorfLdOnTQ/s320/dreamcast-logo-glow-e1281440277616.jpg" width="320" /></a></div>
<br />
Even after its quick demise, the console still thrives and lives on thanks to the efforts of many out there, making it feel like the system is as relevant today as it was back in September of 1999. This blog and its contributors would not exist if it wasn't for you Dreamcast. Happy Birthday! <br />
CD ageShttp://www.blogger.com/profile/17523924244501827746noreply@blogger.com1tag:blogger.com,1999:blog-3993940626759888545.post-14029129313041549932012-09-08T00:01:00.002-07:002012-09-08T00:07:49.317-07:00ReviveDC Project Preview: Fire Pro Wrestling D "US Edition"Considering the imminent anniversary of the Dreamcast's US release (9.9.99) is well underway, The group over at ReviveDC is proud to announce as well as provide a sneak peak at their next major exclusive release under the RDC banner... Fire Pro Wrestling D: US Edition! The following link will show you a progress video of the current build (Footage courtesy of irvgotti452).<br />
<br />
<a href="http://youtu.be/NN3i-_RuKoY" target="_blank">http://youtu.be/NN3i-_RuKoY</a><br />
<br />
While a concrete release date has yet to be finalized, progress has gone rather steadily, with the build at about 80% complete, showing great progress. With that said though, Revive DC Project is in dire need of an experienced coder to complete the project. If there is anyone out there that can lend a hand in this regard and help our cause to finally have English translated release of this legendary JPN exclusive, please contact via email at revivedcproject@gmail.com<br />
<br />
Please help spread the word out about both the game and the helping hand so many Dreamcast/Wrestling fans can enjoy this game for years to come. Lets all do our part to keep the Dream going!CD ageShttp://www.blogger.com/profile/17523924244501827746noreply@blogger.com6tag:blogger.com,1999:blog-3993940626759888545.post-86501053877372709832012-09-03T01:49:00.000-07:002012-09-03T12:38:13.207-07:00Marvel vs. Capcom 2 Review (Revised and Revisited)<div class="MsoNormal">
<i>Original Release:</i></div>
<div class="MsoNormal">
Japan: March 30, 2000</div>
<div class="MsoNormal">
North America: June 29, 2000</div>
<div class="MsoNormal">
Europe: July 16, 2000</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Game Details:</i></div>
<div class="MsoNormal">
1-2 Players</div>
<div class="MsoNormal">
VMU enabled</div>
<div class="MsoNormal">
Standard Controller, Arcade Stick </div>
<div class="MsoNormal">
Jump Pak enabled</div>
<div class="MsoNormal">
VGA Box</div>
<div class="MsoNormal">
<o:p><br /></o:p></div>
<div class="MsoNormal">
<o:p>[Video courtesy of "It's Still Thinking"]</o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Gameplay</div>
<div class="MsoNormal">
"Select Your Heores...!" </div>
<div class="MsoNormal">
Select a team of 3 from a massive roster of 56 total
characters representing both Marvel and Capcom favorites like Strider, Ryu,
Thanos, Sabretooth, with new premiere appearances from Cable, SonSon, and Jill
Valentine to name a few.</div>
<div class="MsoNormal">
"Select Your Assist Type...!" </div>
<div class="MsoNormal">
Select from 3 unique assist types for each character,
affecting how your team members will aid and support each other in battle (This
is a MAJOR aspect in high level gameplay so experiment and choose wisely). </div>
<div class="MsoNormal">
"Cool Decision...!" </div>
<div class="MsoNormal">
Fight through 7 AI controlled teams to finally face the Boss
(Arcade Mode). Other modes include Versus, Training, Score Attack and Secret
Factor (a shop where you can exchange your currency earned through playtime in
return to unlock half of the roster as well as additional colors for all characters
and additional stages). Controls take a major departure from the Street
Fighter's traditional 3 strength system in favor of a 2 strength system with an
assist button tailored to each member of a team. This new button scheme not
only makes the game comfortable to play on a standard DC controller, it also
makes the game more accessible for newcomers. Capcom expands on the formula of
the renowned VS. series with 3 man tag battles (as oppose to 2) and makes great
strides in expanding the assist mechanic first introduced in MSHvsSF. New
features added include a fitting cancel system (cancel specials into hyper
moves on the fly), a delayed hyper combo system that allows you link all 3
characters hyper combo into one another for serious damage, and last but not least,
the dreaded Snapback feature that allows the user to force tag an opponent’s
support member onscreen. Additional mechanics that have been a staple to the
series like Push blocking, hyper jumps, dashes and magic series combos are all
accounted for in this installment.
</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Storyline</div>
<div class="MsoNormal">
"The Chronicles of Battle Will Now Unfold, This
is...!" </div>
<div class="MsoNormal">
When doomful shadow covers hope, warriors join. In search of
the Abyss, which is suppose to bring BLAH BLAH! Here’s the real story, Capcom
still has the rights from Marvel Comics to milk the VS. series one more time.
At their disposal is the best arcade hardware in the form of Sega's marvelous
NAOMI hardware, and with that the once in a lifetime opportunity to recycle
just about every sprite ever designed, over a decade of Capcom fighting titles milked
for all their glory, all bundled with some of the most ridiculous fighting
mechanics ever conceived. Unethical, immoral you say? perhaps. A recipe for
success… Absolutely!!!</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Graphics</div>
<div class="MsoNormal">
"Get Ready to Kick butt, Engage...!" </div>
<div class="MsoNormal">
The games visuals and presentation are a result of the games
arcade roots. As mentioned, the game was originally developed for the NAOMI
hardware (an equivalent to a more powerful Dreamcast) so the conversion process
to the DC is nothing short of perfection. While the character sprites don't
benefit from the powerful hardware, everything surrounding these pixilated
pugilists do! The HUD is crystal clear, the hit sparks as well as special
effects are overhauled. More obvious though, every background stage is in 3D, displaying
in beautiful 640x480 resolution. Playing in VGA mode may make the character
sprites look tad more terrible to the eye, but the overall picture onscreen looks
ultra sharp and vividly colorful (Worth it for the latter if you ask me). </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Sound</div>
<div class="MsoNormal">
"Oh Man, I Almost Had Heart Attack There...!" </div>
<div class="MsoNormal">
Here's where the game throws you a massive curveball! While
the sound effects are adequate and typical fighting game fare, they are drowned
by the games soundtrack which is composed of purely jazzy inspired tunes
coupled with likewise harmonious vocals that in no way compliment the games
blistering pace and visuals. It's almost as if Capcom consciously chose the
most unfitting music genre for this game! What other explanation can there be!</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Conclusion</div>
<div class="MsoNormal">
"Don't give Up, Challenge Again...!"</div>
<div class="MsoNormal">
It's been 12 years since its release to the gaming world but
MVC2 has obtained not only a cult status among fighting game enthusiasts, but
also a longevity that I personally feel has yet to be toppled (due to its long
overdue sequel lacking those arcade roots that served its younger sibling so
well). After countless ports on other consoles, the Dreamcast version of MVC2
remains without question at the top as the most accurate version for home
consoles. While it may lack the style and finesse of Soul Calibur, or the deep
technical values of 3rd Strike, but its sheer replayability is unrivaled when
mixed with the proper community. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
8.5/10</div>
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CD ageShttp://www.blogger.com/profile/17523924244501827746noreply@blogger.com2tag:blogger.com,1999:blog-3993940626759888545.post-62202118186571782332012-09-03T01:38:00.000-07:002012-09-03T12:38:40.482-07:00Street Fighter 3: Triple Threat Review (Revised and Revisited)<br />
<div class="MsoNormal">
<i>Game Details:</i></div>
<div class="MsoNormal">
1-2 Players</div>
<div class="MsoNormal">
VMU enabled</div>
<div class="MsoNormal">
Standard Controller, Arcade Stick</div>
<div class="MsoNormal">
Jump Pak enabled</div>
<div class="MsoNormal">
VGA box</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The talented group known as "RDC" has gone for
broke with their latest (and 50th) DC release. Out of their efforts comes a
trifecta of pure fighting game bliss in one convenient package. Aptly titled Street
Fighter 3 Triple threat, the entire legacy of SF3 (New Generation, 2nd Impact
Giant Attack and 3rd Strike) is expertly crafted and collected on one content
packed disc. CD AGES here, and I first would like to extend my sincere
gratitude to the group for not only making this dream project a reality, but
for also letting me review their marvelous effort :) </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Gameplay</div>
<div class="MsoNormal">
Right out the gate, the innovative gameplay features that
SF3 has been renowned for are quite lengthy. Let’s go over them and analyze a
few:</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Parry- Also known as "Blocking" in Asia, a parry
is an offensive maneuver that nullifies an attack and allows you to counter
with an attack of your own. This is the meat and potatoes of SF3. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Leap Attacks- Also known in some circles as a
"RIP" attack or a Universal Overhead (UOH). This is an offensive tool
available to all characters. This new attack provides you with a means to open
up your opponents defenses. Simply put, it's a valuable overhead attack. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Super Arts- A fancy term for super moves, what sets
"Super Arts" apart is that a player now must select only 1 of 3 super
moves to use in battle. Each Super Art is tailored to a particular style of
play, complete with an independent meter size and stock limit.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Dash- A mechanic seen in other fighters from SNK and Capcom,
it makes its welcomed debut to the SF series. Can be used to advance or
retreat.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Super Jump- Higher jump altitude than a normal jump, many
fans of fighting games have seen this mechanic in other fighting titles.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Target Combos- Essentially a type of chain combo, TC’s are
character specific and unique to each. Some characters have one, some have many
and a few do not.</div>
<div class="MsoNormal">
<br />
Stun Gauge- A gauge seen underneath the life bar, this gauge
dictates how much damage a fighter can sustain before succumbing to dizzy
state.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
EX- Introduced from 2nd Impact onwards, EX attacks are
upgraded versions of special attacks. They consume a portion of the Super Art
gauge and performed by pressing 2 punch or kick buttons depending on which
special move is chosen to EX.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
With these great gameplay features... the truth is, perhaps
the biggest contributor in terms gameplay to this trilogy comes in the form of its
roster of fighters. In a bold (and quite frankly controversial) move, Capcom
chose to drop all previous World Warriors (with exception of Ken and Ryu) in
favor of a fresh cast complete with a new protagonist to represent this new
generation of Street Fighter. While this decision really hurt the popularity of
this series among the fans during its release, the truth of the matter is that
it’s the reason why this installment has the longevity it has earned for
itself. It’s this brand new legion of fighters that many have chosen to attempt
to learn (and ultimately master) that has been a true hallmark to the trilogy
of SF3. Gameplay differences between all 3 versions are small yet make major
alterations to the flow of battle. "New Gen" definitely feels solid
but lacks considerably overall while "2nd Impact" feels like a step
in the right direction with the inclusion of 4 additional fighters, EX attacks,
throw teching, and a bonus round aimed to teach. The final release known as
"3rd Strike" feels completely fleshed out and masterfully updated,
with 4 additional new fighters and 1 returning legend in the fan favorite lady
thunder thighs herself Chun Li, bringing the roster up to a respectable 19
characters to choose from. The game also updates the formula of its previous
release with a tremendous re-balance, an overhaul of the throw mechanic, a
command update to the "leap attack" as well as modest changes to
block and parry mechanics of the game.
</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Storyline</div>
<div class="MsoNormal">
So long M.Bison and Shadaloo syndicate! The Illuminati and
its chosen leader Gill, are planning to rule the world... not much else
here. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Graphics</div>
<div class="MsoNormal">
Unleashed into the arcades in early 1997 with brand new
arcade hardware under it's hood (in the form of Capcom's proprietary CPS3
board), New Gen makes use of the new tech in every form imaginable, even in an
inspirational sense. Considering that new hardware can lead to broader
possibilities for designers to exploit and a fresh start, New Gen does exactly
that and more. But let’s keep on topic and talk about the graphics of the SF3
trilogy. To say the SF3 series is a powerhouse of 2D animation is an understatement.
The graphics alone separates the SF3 series from its monumental pedigree,
making it feel like a whole new world. Animation to just about every action on
all characters in the cast is incredibly fluid and painstakingly smooth.
Elena's idle stance is almost hypnotic with her insanely fluid capoeira movements.
Dudley's idle stance is impressive to watch as he freely switches from southpaw
to orthodox stance in seamless fashion, and Remy's crazy amount of animated
movements in random fashion like stroking his hair from his face and hand gestures
(I could swear I once saw Remy tighten the ring on one of his fingers) leave me
in awe. The graphic animations are easily what set this chapter of the street
fighter series apart from the pack and made many take notice especially during
their respective runs in the arcade market! If only Capcom continued to the
explore and build upon the realms of 2D animation in their current releases.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Sound</div>
<div class="MsoNormal">
By all accounts it appears that the vibe Capcom chose for the
SF3 Trilogy in respects to its music revolves around a distinct urban underground
hip hop type of theme. While New Gen and 2nd Impact have some distinct and
catchy tunes, the overall soundtrack feels a bit bland and lacks the proper
execution that was heard in 3rd Strike. With that said, 3rd Strike has perhaps
one of the awesome, most impactful soundtrack you will ever hear in the SF
series overall. The audio dept as a whole took a major step forward with the final
iteration of SF3. The entire roster was re-voiced to much praise and the entire
soundtrack was redone with a better sense of conveying that hip hop sound Capcom
was trying to accomplish from the beginning, thanks to their collaboration with
a few talented artist and studios. In all honesty the hip hop, jungle, bass
like tunes really compliments and add to the atmosphere of SF3.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Conclusion</div>
<div class="MsoNormal">
Its no secret that the "3" series has been known
as the least successful point in the history of Street Fighter, Be it due to
its new cast of characters, mechanics that were perhaps less user friendly or
simply due to its time of release when the arcade industry was on life support.
Regardless the reason, one thing is for certain, its biggest accomplishment for
the series lies in the proper evolution to the fighting game formula that it's
younger sibling set to establish. Thanks to this compilation, the stepping
stones to achieving a near perfect fighting game will not be lost to the
ravages of time and instead be available on our wonderful Dreamcast consoles :)</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
10/10</div>
CD ageShttp://www.blogger.com/profile/17523924244501827746noreply@blogger.com0tag:blogger.com,1999:blog-3993940626759888545.post-27949459648711261762012-08-31T19:17:00.002-07:002012-09-02T10:20:15.488-07:00Suzuki Alstare Racing Review<i>Original Release</i><br />
North America: November 16, 1999<br />
Europe: November 10, 1999<br />
<br />
<i>Game Details</i><br />
1-2 Players<br />
VMU enabled<br />
Standard Controller<br />
VGA Box<br />
<br />
<br />
[Video courtesy of "Its Still Thinking". Check the game out and leave your own comments of the game.]<br />
<br class="Apple-interchange-newline" />
<br />
<br />
Gameplay<br />
Suzuki Alstare Racing is a refined version of a PC game release known as Redline Racer made by the infamous development studio Criterion Games and published by Ubisoft. A motorcycle racer with a slight emphasis on arcade style control physics with an intentionally grounded and realistic presentation making the overall experience a bit sedated yet accessible to players of all skill types. I personally found the game rather encouraging to play as a result of the games approach to gameplay and intuitive controls. While not part of the incredible Dreamcast launch lineup of 9.9.99, the game was still available very early for the platform almost right after the launch. The provided game modes for the game consists of a simple single player campaign mode, a 2 player mode and that's about it really. You'll spend most of your time in "Main Mode" which consists qualifying races which in turn allows access to additional qualifying tournaments to compete in, ultimately unlocking additional levels, bikes and racing attire.<br />
<br />
Story<br />
N/A<br />
<br />
Graphics<br />
I may be wrong here (If someone can enlighten me on the subject) but the game may have been produced with Criterion's own RenderWare technology. Regardless if there is truth to this statement or not, the visuals in Suzuki Alstare are quite nice especially for their time. Everything looks good, very sharp and well textured. Lighting effects produced on various levels are also well done. While the game runs on a lackluster 30 fps, it does nothing to take away from the games blistering pace. The framerate is always locked and never ever falters down to anything below its default rate regardless on what appears on screen. Also, the games sense of speed is rather impressive with enough acceleration and there is little to no issue regarding draw distance.<br />
<br />
Sound<br />
Engine sounds are good and the games soundtrack if of the techno electronic variety so the latter may evoke a love it or hate it feeling depending on your musical taste. There are some catchy beats and tunes but for the most part, a lot of the music is forgettable. A gripe i have with the game in the audio category which stems from the sound chime that is produced when reaching checkpoints on a racetrack.<br />
<br />
Conclusion<br />
The Dreamcast is a heaven for many amazing racing titles, and the same publisher to this very game had 2 additional racers released almost in parallel with the release of Suzuki Alstare Racing. With such abundance and variety on the console, it's bit easy to overlook this game from the shuffle. I admit I never even played the game until just last year when I scored a copy for only $3. I must admit that I was rather surprised to discover such a fun game that I had yet own. There may be a lack of modes and content overall, but the heart of the game is rather polished and well crafted. Check this game out for yourselves courtesy of RDC and see if your impression of the game is similar to my own.<br />
<br />
6.5/10 <br />
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CD ageShttp://www.blogger.com/profile/17523924244501827746noreply@blogger.com0tag:blogger.com,1999:blog-3993940626759888545.post-58656624457511433082012-08-30T03:18:00.003-07:002012-09-30T03:20:42.290-07:00Soul Calibur Review<i>Original Release</i><br />
Japan: August 5, 1999<br />
North America: 9.9.99 (I just can't help myself!)<br />
Europe: December 1, 1999<br />
<br />
<i>Game Details</i><br />
1-2 Players<br />
VMU enabled<br />
Standard Controller, Arcade Stick<br />
VGA Box<br />
<br />
[Video courtesy of "Its Still Thinking". If you dig the gameplay footage, go grab RDC's impressive Soul Calibur ISO release and bust out a few combos of your own!]<br />
<br />
Gameplay<br />
SOUL CALIBUR!!! is a 3D arcade fighting game released in 1998 by Namco. It's the successor to the lesser known Soul Edge arcade which was released in 1996 (later released on home platform as Soul Blade). One of the first 3D fighting titles under the weapon based fighter sub-genre (the other being Toshinden), Soul Calibur's cast is well varied and diverse thanks in part to the games central focus on weapon combat, providing the user many options among playstyles to discover. The games control scheme is a simple yet elegant 4 button layout encompassing a Block (guard) button, Horizontal attack, Vertical attack and Kick. Soul's general techniques are abundant like "Soul Charge" (virtually useless IMO) and the more worthwhile defensive variations in its "Guard Impact" system that provides the defender various types of parries to halt an aggressors assault and attack back accordingly. Perhaps the most groundbreaking feature to Soul Calibur name is the 8-way run. This implemented system of movement provides players with complete access to move about in all 8 directions on the playfield. Furthermore, its execution is impressively implemented, making it an effortless task to gain access to this level of freedom during heated battles. Because of the nature of weapon based combat where positioning, proper spacing and the possible threat of "Ring Outs" are perilous, the 8-way run system gels smoothly with the games blueprint fighting formula which clearly compliment casual players and advanced veterans alike. <br />
<br />
Story<br />
For some reason i was under the impression that RDC had already written a review for its respective Soul Calibur release some time ago. After some research, the closest I could find on the blog was a amusing story involving ebay, alchohol, a party and Soul Calibur, and not in that particular order... Oh wait... ehem!<br />
...A Tale of Souls and Swords, Eternally Retold!... yup that about sums it up.<br />
<br />
Graphics<br />
WELCOME BACK TO THE STAGE OF HISTORY! Contrary to some info that's out there, Soul Calibur's original inception is the involvement of Namco's own arcade board dubbed "System 12" (not NAOMI!). When porting the game over to the Dreamcast, developer "Project Soul" faced the daunting task of porting over their game to hardware that although was more powerful than their in-house tech, was also ultimately different... not to mention a very tight deadline they had to do this in to have the game ready for the consoles inaugural launch date in the states. While it was pretty clear that absolutely nothing of the original arcade version of Soul Calibur would be left out of the home conversion, the real testament of the developers craft lay perhaps on what was possible to further improve the product as a whole with this new technology found under the Dreamcast's hood. The latter became a rather staggering result when the game was finally unveiled to the public. For the first time in the industry, a console version unquestionably looked superior to its arcade forefather. Higher Polygon count, smoother textures, little to no polygonal tearing on the character models as well as independent physics on hair and clothing. Collision vastly improved among combat, majority of the battlegrounds assets went from stale 2D images to wonderful 3D! I'm someone who truly appreciates the little things in life, as such i am pleasantly delighted with the games lighting and clashing effects! You all owe it to yourselves to someday play this game with VGA ouput. You just gotta!<br />
<br />
Sound<br />
BATTLE 1 FIGHT! Soul's audio is of the highest calibur (pun intended!) indeed. Music is wonderfully orchestrated, elevating the games epic scope beyond anything ever heard in a fighting game at the time. Dialogue feels spot on for just about the entire cast adding a nice dimension to their personalities and providing an additional layer of realism. Sound FX like footsteps, floor slams and weapon clashing sound practically perfect to the ears! The audio in Soul IMO impresses just as much as the visuals do to the whole game. <br />
<br />
Conclusion<br />
THE LEGEND WILL NEVER DIE! That quote seems very fitting to Soul Calibur doesn't it. Was the game truly deserving of all the accolades it achieved back then. I would say so (I still fondly remember all the buzz the game generated back in the day). But what about now? Whats my take on it as I write this review some 12 years later. Hmm... The game was clearly and still is one of the killer apps of the Dreamcast. In return, I feel the Soul series owes so much to the Dreamcast platform for propelling it to the greatness it garnered (let's be real here! no one knew or cared for Soul Calibur when it was in the arcades and i'm sure it would have stayed that way if Namco had decided to port the game to the Playstation like they originally intended to). Is the game really perfect even today, Nah! but even by today's standards, its pretty damn close.<br />
<br />
9.5/10<br />
<br />
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<br />CD ageShttp://www.blogger.com/profile/17523924244501827746noreply@blogger.com6tag:blogger.com,1999:blog-3993940626759888545.post-25353777931750028332012-08-26T15:44:00.000-07:002012-09-03T02:06:33.478-07:00It's Still Thinking ChannelI originally started this channel after one day browsing for particular Dreamcast games to reference gameplay footage for certain titles I had yet to own in my collection. My displeasure soon arose after finding a lot of game footage out there was of either of bad video quality, display of terrible knowledge on how to properly play the game, game footage drowned out by constant commentary that was either inaccurate or simply unwanted or all of the above. I soon took it upon myself to create a video database of every Dreamcast game i can get my hands on!<br />
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I try my darnedest to provide quality game footage to the utmost best of my gaming abilities and skills. All game footage is done using actual DC hardware and GD-rom software (unless it's a game of the homebrew variety), displaying in 640x480 resolution via a VGA connection to a Vizio 27' LED TV in a slightly stretched display ratio, captured in a low tech old-school manner via a simple HD cam (apologize in advance for some glare and lighting issues that occur).<br />
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With the exception of Import game releases, all games are divided by genre category for convenience puroposes. All videos (except game intro vids) will be accompanied by useful info for anyone's interest. If you (much like myself) enjoy watching good DC game footage, please feel free to browse my channel. I look forwards to any comments and or suggestions to either a particular video or channel content in general. Let's keep the Dream going!<br />
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<a href="http://www.youtube.com/user/CDages?feature=mhee" target="_blank">Dreamcast: It's Still Thinking</a>CD ageShttp://www.blogger.com/profile/17523924244501827746noreply@blogger.com0tag:blogger.com,1999:blog-3993940626759888545.post-4759799231439405362012-08-26T14:11:00.004-07:002012-08-29T23:05:35.983-07:00Resident Evil 3: Nemesis Review<i>Original Release</i><br />
???<br />
<br />
<i>Game Details</i><br />
1 Player<br />
VMU enabled<br />
Standard Controller<br />
Jump Pak enabled<br />
VGA Box<br />
<br />
Gameplay<br />
Resident Evil 3 is the 3rd and final game in the series to be released on the Dreamcast platform. Originally a Playstation game by Capcom, improvements over the previous installment are very few but those few are worth going over in regards to the gameplay category. Controls (for better or worse) remain the same as they were in RE2. New to this game were the inclusion of a dodge maneuver to avoid attacks as well a 180 degree turn for more diverse retreat scenarios. Gone is RE2s innovative zapping system and even the 2 character selection option seen in prior 2 installments. You basically play with only one character throughout the majority of the campaign. Since the zapping system and 2 player selection was removed, a branching path mechanic is put in place to promote replay value, providing multiple endings uncover through various amount of playthroughs. Additional features include some limited interaction with the games environments and an ammunition creation system. Perhaps the biggest new addition to the game is the inclusion of the new antagonist known as the Nemesis. This MoFo is really the main draw of the entire game. An huge bio-enhanced monster strapped with a rocket launcher. This dudes sole purpose is to hunt you down and kill you! The player encounters this brute on multiple occasions, having to either fight him head on or run for your life as he chases you down for miles. The Nemesis really makes the game a lot more special than the overall product would have been without it. <br />
<br />
Story<br />
The games story is both a prequel and sequel to Resident Evil 2. The story further expands on T-virus outbreak from RE2 and concludes the fate of the infected town of Raccoon City.<br />
<br />
Graphics<br />
The visuals of the RE3 port to Dreamcast deserves closer inspection and discussion for all you game graphic nuts out there. The only other console port that rivals the Dreamcast version of RE3 is the GCN port that was released a few years later. The issue here on which looks visually superior lies in each console version having something over the other! For example lets look at the Dreamcast version. The games backdrops are incredibly detailed and of a higher image resolution (Much higher than what was displayed on the DC port of RE2). This is even more apparent with VGA 480p output. The games FMV cinemas on the other hand have not seen any improvement (especially when compared to treatment the DC version of RE2 received in this respect). Finally on the DC port, The polygonal models remain about the same as the original Playstation version. Models flicker a lot and there is very noticeable polygonal clipping on said characters models (RE2 DC port does not suffer from this).<br />
Now lets look at the GCN port of RE3. The backdrops look improved much like the DC Version. The games FMVs have in fact, been improved, running at a much higher framerate (RE2 on GCN has some very horrible quality FMV compression). Finally, the polygon models on the GCN are most definitely improved upon, removing the majority of the flickering on the models and most of the polygonal clipping that other versions suffer from. There lies bit of a problem with RE3 on both consoles and which is the best, because RE3 on GCN looks very improved over its RE2 port. But in Dreamcast land, RE3 does not look visually improved to its own RE2 port and this makes no sense at all. Resident Evil 2 is miles away the superior version on the Dreamcast, but somehow the same can't be said when this game (Resident Evil 3) is concerned because this game received very little improvement in the graphics. The only saving grace on the Dreamcast version that slightly beats out the competiton is that it supports 480p resolution! So for gamers wanting that superior version of Resident Evil 3, one has to weigh the pros and cons on what they value more out of their experience...<br />
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<br />
Sound<br />
High marks in regards to this category. RE3 continually bombards the player with a vast array of audio to frighten the senses. Sounds effects are very crystal clear and keep you on your toes throughout the entire experience. Dialogue is appropriate to the cause of the game as well. The games soundtrack is also worthy of praise. It really does a magnificent job of pressing the games tense progression forward with some memorable and downright "panic inducing" tunes... I simply love how the music sometimes foreshadows an imminent encounter with the dreaded Nemesis or other dangerous encounters that lie ahead! Shit always gets to you and puts you on high alert from the music alone! Do yourself a favor and play this game in the dark with your speakers up. <br />
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Conclusion<br />
Resident Evil 3 is perhaps one of the least memorable of the old school series. Perhaps because it had big shoes to fill after having to top the overwhelmingly successful of Resident Evil 2. While it doesn't bring anything relatively ground braking to the table, the game is absolutely worth recommending to both Resident Evil fans and survival horror junkies. Like I mentioned in the "Graphics" category, the best version of this game is hard to declare. But its worth noting that the Dreamcast version does have additional exclusive perks... every unlockable available from the start and 2 additional costumes for a grand total of 8.<br />
<br />
7/10 <br />
<br />
<br />
<br />
<br />CD ageShttp://www.blogger.com/profile/17523924244501827746noreply@blogger.com1tag:blogger.com,1999:blog-3993940626759888545.post-15954385435102525102012-08-21T00:59:00.000-07:002012-08-26T14:23:50.011-07:00Resident Evil 2 Review<div class="MsoNormal">
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<i>Original Release</i><br />
Japan: December 22, 1999<br />
North America: December 6, 2000<br />
Europe: April 28, 2000<br />
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<i>Game Details</i><br />
1 Player<br />
VMU enabled<br />
Standard Controller<br />
Jump Pak enabled<br />
VGA Box<br />
<br />
Gameplay<br />
If you were a console gamer back in circa 1998, then you should be familiar with the surrounding hype and massive success of a little known game called Resident Evil 2. One of the most successful entries in the beloved franchise by Capcom, It propelled the companies status back on top during a period where they were on the brink of financial collapse after running ragged key titles like Street Fighter and Mega Man with countless rehashes and sequels that lacked originality. While the first Resident Evil wasn't by any means perfect, it was enough of a gameplay experience to garner healthy sales and single handily put the survival horror genre on the map. Resident Evil 2 has the makings of everything a sequel aspires to be in the industry, as it practically improves upon all aspects of its predecessor with flawless execution. With such overwhelming success, it came to no surprise that over the years after its release on the Playstation, the game began to grace multiple platforms, including Dreamcast. Anyone who played Code Veronica on the Dreamcast (or any other old school survival horror titles of the time), should be familiar with the gameplay concepts of RE2. A purposefully restrictive (and tedious) control scheme, major focuses on exploration, conservative combat, some puzzle solving here and there, all wrapped up with a few boss battles to liven things up. Perhaps the most innovative feature set by RE2 is its impressive "Zapping System". The game provides the player with 2 characters to choose (each available on a their own separate disc). While each character follows a similar conflict and storyline, they tread a different path that interweaves with the other and changes depending on who you decide to complete the game with first. Such a concept provides plenty of replay value as players are given the opportunity to experience 4 possible scenarios in the games intricate story.<br />
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Story<br />
You guys gotta know this by now... and if you don't, i'd rather not spoil it (The games has really solid intros that help you get into the game).<br />
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Graphics<br />
The Dreamcast port of Resident Evil 2 is more or less the exact version that was released on the PC (thus it was ported over to DC using its alternate WinCE environment). While this may sound like a bad thing, it fortunately ends up being quite opposite. The PC version had major benefits and perks that far exceeds any console release (GCN, N64, and the multiple version on the PSX) in regards to content and graphics. On the Dreamcast this equates to much smoother characters models, significant removal of polygonal clipping on said models, A rock solid framerate locked at 60 FPS and last but not least all of the games FMV cinemas run at a high quality resolution of 640x480 just as the entire real-time game graphics when played on a VGA signal. Not even the version released years later on the more powerful GCN hardware can touch the Dreamcast version in the graphics department. The only major setback worth noting are the games pre-rendered backgrounds that unfortunately received no graphical enhancements.<br />
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Sound<br />
For its time RE2 had very respectable voice acting (a trillion times better than RE1!) and one incredible soundtrack that further fueled the dreaded atmosphere of the game. The games sound effects are also quite impressive and really helps in the games total experience. Alot of these aspects still hold up even today and feel as though they have been improved upon on the Dreamcast hardware.<br />
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Conclusion<br />
At the time, Resident Evil 2 was not only one of my all time favorite games, it was also my favorite in franchise. For the longest I thought Capcom would never top it. Fast forward to RE Code Veronica, and these 2 games have to this day, equally remain my all time favorites in the entire long running series. While it may look and feel like a dated game to many Dreamcast owners, It doesn't (or shouldn't) take away from the greatness that still is Resident Evil 2. If you simply love this game or it has a special place in your gaming past, you owe it to yourself to own what is arguably the best version! The DC version (after personally comparing all versions available on various systems) is without question the most complete, most up to date version you can ever find on physical gaming media. Perfect use of the VMU, substantial unlockable content, modes, art galleries, and improved graphics, round out this must have title!<br />
<br />
8.5/10 </div>
CD ageShttp://www.blogger.com/profile/17523924244501827746noreply@blogger.com0tag:blogger.com,1999:blog-3993940626759888545.post-42588334776521412992012-08-02T17:16:00.000-07:002012-08-26T14:22:27.336-07:00Vampire Chronicle: For Matching Service Review<br />
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<i>Original Release</i></div>
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Japan: ???</div>
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<i>Game Details</i></div>
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1-2 Players</div>
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VMU enabled</div>
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Standard Controller, Arcade Stick</div>
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VGA Box</div>
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Gameplay</div>
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As many fighting fans on the DC platform are well aware,
many of Capcom’s Dreamcast import selection that bears the “Matching Service”
moniker simply indicated a game with the distinct feature to play online
against other Dreamcast players via a dedicated online server. Just about all
of these Matching Service releases were released exclusively through Sega’s
infamous “Dreamcast/Sega Direct” online store, making their initial run a
rather limited endeavor (This particular game rumored to have had a production of
only a meager 5000 units worldwide). Vampire Chronicle (released only in the US
for the PSP as Darkstalkers Chronicle: Chaos Tower), was the first in a many
attempt by Capcom to release games of this proposition (reproduced later over
the years with the likes of Hyper Street Fighter 2, and Hyper Street Fighter
Alpha) The concept of these 3 particular fighting games is simple, collect all
of their subsequent updates into one cohesive game that gives players the
ability to select various versions of a character. For example Hyper SF2
collects all of the SF2 series (World Warrior, Champ Edition, Turbo, Super,
Super Turbo), So if your favorite version of Ryu (which hypothetically would be
Turbo version) and you wanted to go up against a friend who’s favorite version
of Guile (from World Warrior version), this game allows you have that match,
thus creating countless match combinations that were never before possible.
This is what Vampire Chronicle encompasses. It collects all 5 releases (we
only got 3 of those 5 releases here in the US mind you) in the
Vampire/Darkstalkers series (Vampire, Vampire Hunter, Vampire Savior, Hunter 2
and Savior 2). The format is a bit more elaborate in Chronicle than the example
used for Hyper SF2. The game first gives you the option to select from the 3
main match formats used throughout the series (Vampire/Hunter/Savior). These
selections will determine Life Gauge type as well as ES Gauge system type.
After making that decision, you are then allowed to pick your character and
finally the selection of game version of that particular character (Vampire,
Hunter, Savior, Savior 2) which will determine your characters special move
list, magic series combos as well as additional system mechanics. This all may sound a bit daunting at
first but it becomes clear especially for anyone who has followed the series.</div>
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<br /></div>
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Story</div>
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Who cares really...</div>
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<br /></div>
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Graphics</div>
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The entire Vampire/Darkstalkers series was conceived from
the CPS2 arcade hardware. For its time the game was a true showcase for the
arcade hardware that gave it life. The games visuals were so unique and well
received that Capcom adopted a similar style to use in the Street Fighter Alpha
series and even the Marvel Vs. series. The game sports vivid and lush colors,
beautiful sprite design and some impressively fluid animations that still hold
up quite nicely even by today standards (Lei Lei’s advancing, retreating, and
idle animations are what made me love with the character when first saw her in
Night Warriors on the Sega Saturn). Capcom really took their first major step forward in the
sprite art department with this series and created a fighter with such flair
that it could visually compete with their rival SNK, who at the time was
tearing it up with their awesome sprite animation and character designs in their stable fighting game franchises. It appears that the RDC release of this game IS fully compatible
with the sublime VGA accessory (much like the actual GD Rom release) for total
enjoyment of this wonderful release.</div>
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<br /></div>
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Sound</div>
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Audio wise the game has some very memorable and quite catchy
tunes. Sound effects and dialogue are also very crisp and as a bonus, match
type selection not only determines health and ES gauge type, but also will
determine the games soundtrack which is a wonderful perk (I personally always loved the
soundtrack for Vampire Hunter over the rest!). </div>
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Conclusion</div>
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While Vampire Chronicle is (at moment of this review) the final entry in the
franchise, it unfortunately has not caught on with the fighting game community.
If it ever did at some point, many have eventually gone back to Vampire Savior.
I think it’s mainly due to the fact that while the concept of meshing multiple
fighting updates of a particular installment into one actual game might sound good
on paper, the end result is a recipe that makes for one very unbalanced game for competitive play. It
is true for games of this nature, Hyper SF2 had a VERY short competitive time in the
sun before everyone eventually went back to ST and Hyper Alpha was just played
for shits and giggles, not to be taken seriously. For what Vampire Chronicle
lacks in overall polish, it makes up for in sheer fun among die hard Darkstalkers fans. </div>
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<br /></div>
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7/10</div>
CD ageShttp://www.blogger.com/profile/17523924244501827746noreply@blogger.com0tag:blogger.com,1999:blog-3993940626759888545.post-21291979239546988612012-07-22T23:55:00.001-07:002012-08-26T14:24:20.833-07:00Dynamite Cop Review<br />
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<i>Original Release</i>:</div>
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Japan: June 1, 1998</div>
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North America: November 3, 1999</div>
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Europe: October 14, 1999</div>
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<br /></div>
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<i>Game Details</i>:</div>
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1-2 Players</div>
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VMU enabled</div>
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Standard Controller, Arcade Stick</div>
<div class="MsoNormal">
VGA Box</div>
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<br /></div>
<div class="MsoNormal">
Gameplay</div>
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Dynamite Cop is a Beat Em Up sequel to the arcade and Sega Saturn
release of the aptly titled “Die Hard Arcade”.
The only thing that separates the sequel from its precursor is the lack
of the “Die Hard” license. Dynamite Cop builds upon the formula set by its
predecessor and further builds upon the gameplay mechanics with rather
commendable results. Players can now select between 3 distinctly unique protagonists before
selecting 1 of 3 missions (of various length and difficulty) to journey
through, ultimately leading to the same final boss of the game (Wolf Hongo!). The games
control system is what to be expected from the genre with 3 buttons that control Punch, Kick and Jump actions. With this simple button configuration at
your fingertips lies a wealth of options to which you can execute various moves
and techniques. This is where the games true charm of DC lies! The amount of ways to
deal damage onto your enemies is rather impressive. There are extensive amounts
of combos, holds, throws and various advanced maneuvers to explore as you tear
a new one onto any pirate dumb enough to stands in your way. Weapons and interactive
objects set about each area only sweeten the deal to this aspect of the game. The games controls are practically perfect making all such actions at your disposal a breeze to do. </div>
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<br /></div>
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Story</div>
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You have to invade the ship! Clear the pirates and rescue
the hostages, especially the presidents (ugly) daughter!</div>
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<br /></div>
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Graphics</div>
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Originally released in the arcade using Sega’s Model 2
hardware, the games visuals, while state of the art perhaps for its time,
wasn’t up to the standards that can be seen on the Dreamcast console. Graphical
enhancements were in fact made to the Dreamcast port which include full CG cut
scenes to the cinemas (as opposed to the in game graphics that were utilized in
the arcade version) a more vibrant color palette to the games 3D environments
and slightly refined character models. Even with these improvements, the
Dreamcast port still looks dated and does not harness the power of the console.
Still, while the games visual presentation won’t wow even the most jaded
Dreamcast gamer, it still manages to get the job done. With that said, I would
like to note that game visuals look vastly more appealing through the use of a
VGA adapter. The games color and sharpness looks SO improved, you’ll never want
to go back to standard video connections again. Trust me on this, the game looks way better than it should on a VGA signal for some reason! </div>
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<br /></div>
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Sound</div>
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Nothing special but all the audio that you were treated to
in the arcade version has been reproduced on the Dreamcast version flawlessly
which is always a positive in these arcade to home conversions!</div>
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Conclusion</div>
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No bones about it, I love this game! Perhaps it’s simply due
to my undying love for the under-appreciated genre. Perhaps it’s because it’ll
be the closest thing I’ll ever get to a Street of Rage 4 on my Dreamcast. Or
maybe because it takes the fundamentals which make up the genre, and crafts it
to perfection so well with flawless intuitive control, a very deep fighting
engine, and weapons galore to explore as well as exploit, creating a Beat Em Up so
perfectly sound, it makes me wish all others in this territory were as solid as
this offering. The game is not perfect! Much of its apparent flaws are a result
of the genre it represents as well as its arcade heritage. Even with these setbacks, the masters at AM1 threw
in enough extras to keep you coming back for more if the heart of the game
doesn't already evoke that.</div>
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<br /></div>
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8/10</div>
CD ageShttp://www.blogger.com/profile/17523924244501827746noreply@blogger.com0