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Wednesday, January 30, 2013

Spawn: In the Demons Hand Review


Original Release:
Japan: August 10, 2000
North America: October 1, 2000
Europe: January 19, 2001

Game Details:
1-4 Players
VMU enabled
Standard Controller, Arcade Stick
VGA Box

Gameplay
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 3rd 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 1st Person view or simply tap Y to re-position the camera view to its default 3rd 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.      

Story
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!).     

Graphics
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?).    

Sound 
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.

Conclusion
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.

8/10


Friday, December 7, 2012

The History Of Mortal Kombat - Ep.6 - Soul Of a Warrior


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.

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.

FINISH HIM!!!

http://www.mksecrets.net/    

Thursday, November 29, 2012

Tee Off Review


Original Release:
Japan: ???
North America: 2000
Europe: ???

Game Details:
1-4 Players
VMU enabled
Standard Controller
VGA Box (Original Release must be tricked)

Gameplay
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.   

Story
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.
And the plot thickens!

Graphics
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.

Sound
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).    

Conclusion
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.

6/10 

Monday, October 1, 2012

The King of Fighters 98 (NEO4ALL) Review


Original Release:
1998

Game Details:
1-2 Players
Standard controller
VGA box

"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.

Using Team RDC's release you can play this game as though it is a commercial game with only a brief loading screen."
-Comrade Snarky

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.

Gameplay
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.    

Story
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!!!

Graphics
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.
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.

Sound
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.

Conclusion
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.

7/10

Monday, September 10, 2012

Royal Rumble Review

Original Release:
???

Game Details:
1-4 Players
VMU enabled
Standard Controller, Arcade Stick
Jump Pak enabled
VGA Box

Gameplay
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.

Story
N/A

Graphics
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.

Sound
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...

Conclusion
Wouldn't it have been AMAZING if this game supported the Dreamcast VS link cable for 8 player simultaneous play in Royal Rumble mode!!!
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.

6.5/10

Dreamcast... 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.





from wikipedia:

Sega All Stars 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.
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.

Sunday, September 9, 2012

Happy 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.
 
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!