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Tuesday, December 27, 2011

The House of the Dead 2 Review

Original release:
Japan: March 25th, 1999
North America: September 9th, 1999
Europe: Unknown, 1999?

Game details:
1-2 Players
VMU Compatible
Jump Pack compatible
Standard controller
Arcade stick
Light gun
VGA box

Gameplay
The House of the Dead 2 is a light gun game meaning this section is somewhat irrelevant, so I'll discuss how well the game flows. Some light gun games have a problem with throwing several enemies at you and absolutely swarming you, probably in the interest of getting your hard earned quarters. The House of the Dead 2 never resorts to that cheapness thankfully, and it's a very consistent game. The difficulty has a nice curve to it, gradually increasing every level and sort of holding your hand through it all. It lets anyone pick the game up and make a real run at finishing it. Towards the end it gets to be a very hard game, even with two people playing, but it is entirely possible to finish. If you're of the variety that doesn't have a light gun, this is still a fun game. The b-movie nature of it all and a rather decent control set up for a regular controller make it worth playing.

Storyline
The House of the Dead series has a rather robust storyline for a lightgun game. Two years after the mansion incident from the first House of the Dead an agent of the AMS goes missing in Venice. You arrive on the scene to find him and find a full on zombie attack. Your ultimate goal is to reach the headquarters of the company that funded the project that resulted in the mansion incident. Stop thinking Resident Evil. As mentioned earlier, the game has a great b-movie feel to it. I'm not sure if it was intentional or not, but the awkward voice acting makes the game great fun. Whoever developed House of the Dead: Overkill needs to go back and study this game instead of just watching Grindhouse.

Graphics
House of the Dead 2 has some of the best graphics on Dreamcast and especially impressive for a launch game. There are definitely some low quality textures around, but for the most part everything is sharp and detailed. This especially shows over a VGA box. Games like this used to be the reason to go to the arcade when all you had was a blurry N64 or a grainy PSX.

Sound
The music is pretty good in this game, if a bit hard to explain. You'll have to hear it for yourself because I really don't know how to.

Conclusion
The House of the Dead 2 is an excellent game and has long been one of my favorites. Highly recommended.

9.5/10

Aero Fighters 3 (NEO4ALL) Review

Original release:
1995

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.


Emulation
Smooth as butter, I encountered no issues.

Gameplay
Aero Fighters 3 thankfully recognizes everything that the second game in the series does well and improves on it slightly. Each plane has its own unique bomb attack (this might have been in two, I don't know since I only played as the dolphin) which is a nice twist since different play styles can use a different plane. Speaking of the dolphin, he's back but this time I decided I'd try a few other characters as well. Aero Fighters 3 is good at being a casual shmup. It's never too hard that you'll want to give up in frustration and it's just frantic enough that you'll want to continue playing.

Graphics
The graphics are pretty similar to the second game. They're not majorly impressive but they're not bad either. Bullets stand out against the background, which is important.

Sound
For some reason the music budget was apparently kicked up to 10 for Aero Fighters 3. This game has a great soundtrack. It's this great break beat electronic soundtrack. It's disappointing that it's not in a higher quality to take advantage of the CDDA audio, but I can't imagine sinking that much budget to re-do a soundtrack for a Neo Geo CD game was entirely advisable.

Conclusion
Aero Fighters is an excellent franchise, and the third entry is no different. A definite play.

8.5/10

Silver (Review)

Original release:
Europe: June 23, 2000
North America: June 29, 2000

Game details:
1 Player
VMU Compatible
Jump Pack compatible
Standard controller
VGA box

Unfortunately, I did not have the time to do a complete playthrough of Silver for this review. I did play the game to near completion several years ago (before I reached a point that the disc was too damaged to play) however, and am using my memory of that for this review. Since I would be unable to comment on the length of the game, other reviews have put the time at around 20 hours.

Gameplay
Silver is an RPG of the action variety, meaning all attacking takes place in real time instead of being turn based. How the attacking takes place can be somewhat awkward, though. The a button is your basic attack, but holding down the right trigger and moving the analog stick will allow you to do different slashes with your sword as well as bring up your shield. This can sometimes be problematic. I'm not sure why, but occasionally the game seemed to do the opposite attack of what I wanted. I would normally say this is due to me not being accurate enough with the Dreamcast's analog stick, but there are only 4 additional sword attacks when you hold down the right trigger, each being up, down, left and right so there's not a whole lot of error room there. It never doomed me to my death because this isn't that difficult of a game, but it was distracting when it happened. It's also nice to note that this game is generous with the save points. Whenever you move on to a new area or accomplish a task, you'll usually be greeted with one.

The combat is simple enough that it doesn't warrant spending a lot of time breaking own, it works well for the game. Real issues come in with the general design of the game. There's nothing blatantly obvious to point out who you can talk to or what you're supposed to do. Backgrounds are pre-rendered and there's no cue that you can talk to a character when you walk up to them. Holding down the L-trigger will instead show icons over people as well as where you can exit the screen. This is an annoyance because it doesn't seem to show all of the things you can do any one time you hold down the L-trigger. Each time you do this it seems to reveal new things. It's stupidly time consuming to have to do this. Game design has changed a lot since this was released, but it seems like something that could've been resolved with something as simple as a star over a character's head or a button prompt that appears when you're near something you can interact with. Speaking of interaction, this is a largely non-interactive world. There will be signs and other objects, but you usually can't read them. They're just part of the background.

Storyline
Silver doesn't have a lot going for it in the story department. It breaks down like this; the evil lord Silver has taken all of the women in the land to choose himself a wife. He took your girlfriend and now you're out to get her back. This is supported with the standard cast of background characters who you'll meet along your way. The voice acting is worth noting. There's a lot of it and it's pretty damn good for the most part. There's some bad of course, but that's to be expected for games around this time period. The player character in particular is bad.

Graphics
Get the image of that badass looking warrior on the cover of the game out of your head now. Silver has anime inspired graphics that are very simple. Simple to the point that characters sort of look like a few bubbles put together and colored differently. They're not really bad graphics though, it seems like it was a conscious design choice. The pre-rendered backgrounds on the other hand, are excellent. A lot of work has been put into them, and even though they are well detailed, the characters never look silly over them.

Sound
This isn't anything remarkable. Think of medieval times and what kind of music you would put in a game that takes place around those times and there you have it. It's probably exactly what you heard in your head. Unless you went to an epic scale and thought about some big budget movie.

Conclusion
I like Silver quite a bit. It's another forgotten game in the Dreamcast lineup. Every one is so busy with the big hitter games that they overlook the other games of the time, which were very much in the spirit of some of the first party titles.

8.0/10

Saturday, December 24, 2011

King of the Monsters 2 (NEO4ALL) Review

Original release:
1992

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.

Emulation
No complaints here. The game may as well have been natively developed for Dreamcast.

Gameplay
King of the Monsters 2 is a fun game at times. Other times you're wondering why you couldn't have developed this game so you could've shared the mountain of quarters that they surely raked in. This game is probably the worst example of being overly hard or having situations where you have no choice but to die so you would be forced to put in more quarters. This is the favorite game of a friend of mine, he's loved it since he was a kid and played it a lot and he spent just as much time dying as I did. Typically when you've had a favorite game for over 10 years, you'll be distinguishable from the guy who just heard about the game 20 minutes ago. There's another game mechanic that I've never gotten used to and never will that is also designed to drain quarters. When you're knocked down, your monster won't immediately get back up. He stays down and you have to tap a button repeatedly until he gets back up. It's not intuitive at all, and I've taken a lot of damage I'm sitting there staring at the screen wondering what's wrong with my monster.

That aside, this game is basically a boss rush. During the "levels" you probably won't sustain any damage; you can actually take out enemies by simply running into them. Your enemies will be all manner of jets and tanks, just think any giant monster movie since that's what this is. You'll fight other giant monsters at the end of levels who have a very cheap move set and will punish you hard. Having a friend around doesn't do a lot to help the myriad of deaths you will experience. The game does offer a versus mode however, which can be very fun. It makes for a good cool down after you've continued approximately 200 times against the last boss.

Graphics
The graphics are about what you'd expect from a 1992 arcade game. They're colorful and have a decent level of detail. There's a fair amount of variety in the buildings you'll be stepping on, so you'll never stop to wonder if one architect did the entire city. Pleasantly surprised was a good word to describe my reaction.

Sound
The sound is sort of up and down like the gameplay. There's a few great tracks, the third level's music in particular is excellent, but other times it's forgettable. Music in general seems to be an area where video games could step it up a notch, from the early days to the present.

Conclusion
You'll like it, you'll hate it. You're probably not going to swing the the like side enough to reach love it. I'd say don't go it alone, it's just going to frustrate you. This is a good game to tackle with a friend.

7.0/10

Power Stone Review

Original release:
Japan: February 25th, 1999
North America: September 9th, 1999
Europe: October 14th, 1999

Game details:
1-2 Players
VMU Compatible
Standard controller
Arcade stick
VGA box

Gameplay
Power Stone is the most fun you'll have on a Dreamcast with friends. Hands down, there's not a better party game. It's sort of like Super Smash Bros. in the fact that it can be competitive, but the game is just sort of too over the top and unbalanced (angry Smash Bros. fans can vent below where you'll immediately be ignored) for there to be any real bitterness over it. It's such a great party game because it's similar to SoulCalibur where it's basic enough that anyone can mash buttons and put up a fight (you guys can do the same as the Smash Bros. fans) but the atmosphere is a lot more lighthearted.

Power Stone becomes a very frantic game even when you're playing against the computer because of the pivotal power stones. Once a player has all three of them, they'll go into a powered up state and deal far too much damage for it to be considered fair. Two power stones appear immediately, with the third appearing later. Players can steal the stones from each other in order to get all three. As you can imagine, this leads to a mad dash for the stones every time one appears. There's a little gameplay flaw there that's very much worth mentioning; only the final hit of a sequence of moves can knock the stone out of the other player's possession. To explain a bit more, tapping the punches you'll get a combo of different punches. You could hit with every single punch except the last one and deal a lot of damage, but you wouldn't get the stone since the last one didn't hit. Likewise you could miss with every punch and hit with the last one and get the stone. It's a minor annoyance and it can lead to some frustrations.

Power Stone also features a lot of different items you can pick up and use, from swords to rocket launchers. The environment can be used as a weapon too, with the ability to kick tables and crates at your opponent or pick up said things and throw them. There's usually one or two locations in a level that you can climb and drop on your opponent from above as well. This interactivity does a lot to bring the game above the average 3D fighter and give it its own identity. Finally, some of you are probably questioning my party game logic since it only supports two players. Power Stone 2 does support four players, but it can get a bit too hectic and it just turns into sort of a mess. You're better off trading controllers and playing the winner. Somebody other than me should probably review Power Stone 2 when the time comes.

Graphics
Power Stone isn't a wildly impressive game graphically, but it is vibrant and has an interesting look. It's definitely far better than some of the unfortunate ports that the Dreamcast would suffer, but it's no Shenmue either. Characters are fluidly animated though, especially when hopping over chairs or tables. Even though the characters were animated fluently, they can't move their mouths. I suppose this wasn't terribly critical since the only spoken parts are win quotes, but it couldn't have been that hard to implement.

Sound
This game has the worst announcer EVER. You know you're in for something unique when he declares the game as "POWAAAAAH STOOOONE." I don't know what the hell Capcom was thinking. They probably could've paid their building's janitor $10 and had a better announcer. Character win quotes are in the original Japanese, but I'm going to go with a hunch and guess that they're awful even though I can't understand them. The music is ignorable, cutesy stereotypically ethnic tracks to go with the different locations around the world.

Conclusion
I love this game. I spent a lot of time playing it when I first bought my Dreamcast and I'm sure I'll be spending a lot of time playing it now that I have the game again. Being so familiar with this game, this review basically picked out little niggling issues that are completely minor. Highly recommended.

9.2/10

Tuesday, December 20, 2011

ReviveDC Christmas Contest!




































Additional info:
The ReviveDC team has the right to choose not to use the banner as the IP.BIN logo but will still give the prize to the best entry.

The contest will end on January 1st, 2012. The best entry will then be chosen by the ReviveDC team. The South Park game will be shipped to the winner and the Street Fighter game will be e-mailed.


Requirements:
The text "ReviveDC Project" (without quotation marks, of course)
The blog address: "rdcproject.blogspot.com" (same as above)
The banner can't be too big. An appropriate size would be 600x200 or smaller. E-mail your contribution to: revivedcproject@gmail.com


Good luck and Merry Christmas,
AGES and the ReviveDC team

Sturmwind delayed!



It has just been brought to me attention that Sturmwind will not be getting a release this year after all. This marks the first year we haven't gotten a new Dreamcast game since 1998. This is a sad day do be a Dreamcast gamer.

Here is what they posted on their site.

In spite of best planing, the release of Sturmwind has to be postponed: Our long-term CD-ROM manufacturer surprisingly had to declare bankruptcy after 19 years in business. From 40 employees only a few remained. Therefore this resulted in the situation that the scheduled delivery date for Sturmwind could not be met in the end.

The only possibility has been to relocate the production – to avoid further delays of the bankrupt facility. Nevertheless items like the spaceship models have been completely manufactured already. Our new partner is one of the largest videogame CD / DVD press plants in Europe with over 50 years of experience in medium production. In the meanwhile we already placed our production order for Sturmwind.

The release date is set to TBA (“to be announced”) consequently.

Details are currently clarified between redspotgames, Duranik and the new facility. Also we are arranging material for another announcement with more exact information within December, which will be after Christmas however. All orders in the redspotgames online shop will remain valid.

Source http://www.redspotgames.com/

Despite the delay, you can still order the game and they are still not sold out of their limited editions of the game which come complete with a mini spaceship model and some great packaging.



http://www.redspotgames.com/shop/index.php?act=viewProd&productId=34

Monday, December 19, 2011

3 Count Bout (NEO4ALL) Review

Original release:
1993 (Fire Suplex in Japan)

Game details:
Standard controller
1-2 players
VGA box

The following game was not officially released for Sega Dreamcast. It is emulated using NEO4ALL RC4 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.


Emulation
Nothing to mention here really. It plays great and I didn't experience any slowdown at all. Although, it did feel like the controls were delayed, I'll get to that later.

Gameplay
I must say that while playing this game, my soul threw up. It was like I didn't want to be a gamer anymore. There's nothing good about the game. Or as they say ”the only good thing about it is that you can turn it off”. And that is very adequate here. I would never let my Dreamcast go through such pain by spinning a disc with that awful game on it. My Dreamcast probably feels raped.

Games are supposed to be fun. They should entertain you. Make you feel happy. But this is not the case here. You get angry and a bit sad. The controls are non-responsive and very sluggish. If this is a bug with the emulator or just the way they coded it, I don't know. It doesn't really matter because the game is the crap that craps crap. Yes, it's that bad. It's like the developers said: ”Let's make a fighting that's even worse than Ghost Pilots and Virtua Athlete 2000 combined.” I don't know what they were thinking. It's a disgrace.

Graphics
You see sprites alright. And some colors. Other than that? Not much to say. The audience clap their hands, which is nice. The characters are dull and the graphics overall are dull. Even Super Pitfall for the NES pleases the eye more than this God-forsaken piece of shit. I don't want to see this game more in my life, period.

Sound
The menu music makes me want to be deaf (no offense to deaf readers out there). It makes a ringing noise in my ears. They threw up too. God.

Conclusion
I can't tell you a reason to play this. Nostalgic reasons? I don't know. When there are thousands of other fighting games to choose from, even from the RDC releases, why play a game like this? It will torture your soul.

0.4/10

Grand Theft Auto 2 Review

Original release:
North America: April 30th, 2000
Europe: July 28th, 2000
Japan: Unreleased

Game details:
1 player
Standard controller
VMU compatible (HEADS UP! This game takes 94 blocks. More than Shenmue.)
VGA compatible

Grand Theft Auto is a series that has become an institution of video games. I think that most people think the series chronology is much like a porn movie; they start at a number other than one. This is wrong though, and there were two games before three and they are surprisingly competent games. The Dreamcast got one of those games, the better of the two, and it's the best console version of the game. The PlayStation version was toned down for violence and stuck in a daytime mode due to the lower graphics capability. The exact opposite happened for the Dreamcast.

Gameplay
Grand Theft Auto 2 is vastly different from the succeeding games in the series, so you may want to restrain yourself and take a few deep breaths if you only now learned of this game's existence on Dreamcast. GTA 2 is played from a top down perspective, but has essentially the same gameplay elements as the third. I say essentially because you can still kill pedestrians, steal cars and complete a slew of missions that are basically the same thing repeated over and over… it's just done in a much simpler way. Think of Asteroids; that's what it's sort of like here. You shoot out little bullets in the same way and that's how GTA 2 works. Everyone who has played a GTA game has gone on a rampage and just tried to kill as many people as they could and I tend to think that it's more fun in GTA 2. You don't have to deal with aiming as much, so you're free to just mow down as many civilians as you can. It's also easier to start again when you die since it's easy to move quickly across the city and get to hidden weapons.

This is definitely Grand Theft Auto style gameplay, just from a different perspective. I was actually playing GTA 3 on my iOS device today and was screwing with the perspectives and remembered that GTA 3 had an overhead view similar to GTA 2. This is a good example of how interchangeable the gameplay style is between 2D and 3D. GTA 2 also has the series trademark sense of humor intact. It's lacking the larger-than-life characters and plot of the 3D series, but it's certainly no less of a game. I also wanted to note again that saving takes 94 blocks of your memory card and give a less in how to save; you need to get at least $50,000 and find the nearest church to you and enter it to save. Herein lies a problem; how the hell do I find the church? For the first option, you can wander around until you find one. That's the one I use. For the second option, you can find a TV van and its antenna will point to the church.

Graphics
GTA 2 has some pretty nice lighting effects for a Dreamcast game, and that's really the biggest graphical flourish here. Everything is detailed enough for you to identify things quickly and easily, but nothing truly stands out as looking excellent. Sadly, the corny intro movie was encoded at a pretty low quality even though the disc had several hundred megabytes left to fill.

Sound
This game has a sound glitch that occurs after you pause the game. The ambient noise will become very loud, but this can be fixed by entering a car. Everyone is probably wondering how the radio is and, again comparing to the 3D games, it's sadly disappointing. There don't seem to be any licensed songs (maybe one or two by some unknown artists) and the commercials aren't quite the level of writing on the in-game stations for later titles.

Conclusion
GTA 2 is certainly a Grand Theft Auto game, just on a smaller scale than future titles. If you're an open-minded gamer who won't recoil in disgust at an early title in a franchise they came late to the party with, I 100% recommend this. If you have hangups about graphical quality or can't understand why any game would be 2D, then you should probably stick to picking up hookers and giggling in later GTA titles.

9.0/10


The King of Fighters '94 (NEO4ALL) Review

Original release:
1994 (!)

Game details:
Standard controller
1-2 players
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.

Emulation
This is a very well emulated game as far as game speed and sound goes. On a few stages there are issues with background sprites displaying incorrectly. It does NOT affect gameplay in any way.

Gameplay
The first entry in the King of Fighters series, a series that I feel could probably be a lot better if it weren't updated yearly (although recent entries haven't been yearly and it hasn't helped review scores). I could probably just go ahead and say that most of the review of KOF games that are here will most likely be within plus or minus 0.5 points of an 8.0 and that wouldn't be far from the truth at all. That's enough of my feelings for the franchise though; I probably like King of Fighters '94 the most out of all the games I've played in the series. For a casual player, the roster in the KOF games are incredibly daunting, complicated by the fact that you have to pick out three characters. KOF '94 takes a bit of that complication away by only allowing you to pick pre-made teams. The teams seem to be surprisingly well matched considering that this is the first entry in this particular series and balancing is usually fine tuned over multiple iterations. This doesn't mean the game is devoid of a few high tier bruiser characters that you're going to want to be careful around, though.

This game is also hard. Inputs are very precise, even for someone who sits around and plays Third Strike all day. It's manageable at the end of the day, but don't expect to hop in and easily dominate someone who is used to the game.

Graphics
These are not so nice. Characters are very pixelated, and not in a good way either. They end up looking smeared and cramped. The backgrounds are well done though, and there's a lot of references to movies and pop culture in them.

Sound
No comment.

Conclusion
It's a King of Fighters game. I don't think any of the KOF reviews are going to be interesting, because there's not a lot of difference in the games. So, there you have it.

8.0/10

Saturday, December 17, 2011

Gundam Side Story 0079: Rise from the Ashes (Review)

Original release:
Japan: August 26, 1999
North America: April 28, 2000
Europe: Unreleased

Game details:
1 player
VMU compatible
Jump Pack compatible
Standard controller
VGA box

This is a game that really doesn't get mentioned a lot and I'm not really sure why. In fact, none of the Gundam games for Dreamcast are often mentioned. Perhaps it was because Gundam Wing was popular during the time of the Dreamcast and all of the games released for the console focused on the UC timeline of Gundam. Read on to hear about the game you've been ignoring for nearly 12 years and why you should stop doing that.

Gameplay
Gundam Side Story (referred to as GSS from here on out because I'm not really sure what to call the game since there are several options) is an action game that leans to the tactical side of things. You're in charge of a squad of three (including yourself) Mobile Suits and one support unit which will scan the area for enemies. The tactical aspect is admittedly thin, but you will have to use it to progress in the game. I made the mistake of thinking that since there didn't seem to be much to it that I would probably be able to make my way through the game without ever relying on my CPU allies. Dead wrong. Not because the game is a great challenge, but because your enemies are as strong as you are and there are more than one of them. I say the tactical aspect is thin because you'll always be using your support unit to scan the area (it's really not worth anything else and I don't know why you have options for it) and your fellow Gundams will pretty much just be used to attack the same target as you or to distract one unit while you take out another. It does give the game a bit of a rhythm and at times you feel like you are in the middle of an actual battle. The team controls are handled in a somewhat clunky way, requiring you to access the pause menu every time you want to issue commands.

Adding to the feeling that you're in a battle is the fact that the game takes place from the cockpit view of the Gundam and you don't have any choice in the matter. There are no other camera views. I quite like the interior view, it makes the game engrossing but it also leads to some issues. Those issues would be the Dreamcast pad's lack of a second control stick. The D-Pad is used to move your Gundam around while the analog stick moves your aim. Thankfully the game includes a lock-on function which alleviates the possible massive headaches that this control scheme could induce. To lock on though, you'll have to get a good look at the enemy you want to lock on to and, unless you're on a perfectly level footing with the enemy, you'll have to adjust your aim for a second. That'll probably lead to a few free hits for the enemy. Perhaps the greatest failing in the control scheme is that when you adjust your aim it will not snap back to a neutral position. It stays there, which can be a pain in the ass.

Of course an important part of Gundam is the close combat and GSS has that. The learning curve is frustrating on the combat, but once you get the hang of it it's quite enjoyable. It'll take a few deaths before the strategy of the combat is understood. Speaking of deaths, this game has no checkpoint system to speak of. If you die, it's back to the start. It's not a huge problem since levels aren't too long (neither is the game) and combat is pretty fun for the most part. Which brings me to one more thing; you don't seem to be able to fail a mission unless you die. I don't know what the idea of that was. I guess for the game to feel realistic? I'm not sure.

Storyline
While this game has a lot of voice acting, there isn't a whole lot of story in the game. I'm not familiar enough with UC Gundam to know if this is considered a canonical event or not. A Space Colony has been dropped on Australia and Federation forces are at war with Zeon over the continent. The game is rather light on story because you play the role of silent protagonist around a bunch of loud mouths, which is disappointing considering the voice acting quality.

Graphics
I really love the menu system in this game. Something about it just feels like how I would imagine a computer from the Gundam universe to be like. I do have one complaint about it though, and it's something that probably wasn't noticeable on CRT screens and that's probably why it happened. There are some characters that show up occasionally in the background and I thought that they would probably say something. I was wrong. It looks like someone just went aslkht;ans;ln;ast on the keyboard. I don't know if the original developers did that or if it was laziness on the part of the group doing the translation. Enough on the menu though. This game has some pretty decent graphics for coming early in the DC's lifespan (in its original Japanese release). Mobile Suits are detailed quite well, again considering the time frame. Enemy suits in particular seem to be well detailed which is good since you'll probably be getting damn close to them with a beam saber on more than one occasion.

Environments aren't as well detailed, unfortunately. Buildings in particular have low quality textures. This is okay though since you're probably going to blow them up to get them out of your way. The game features a lot of FMV between missions and has a great intro FMV. The FMVs are of a good quality, animation wise and encoding wise. I didn't notice any macroblocking in the video to take you out of the idea that you're watching a live briefing video stream.

Sound
I want to give special attention to the voice acting. This game definitely has some of the best voice acting that had been heard up to this point in gaming, alongside Metal Gear Solid of course. The voice acting is on par with what you would hear in a high budget title that would be released on current generation consoles. Of particular note is Steven Blum (Spike Spiegel in the US dub of Cowboy Bebop), who does an excellent job as always. The music is about what I expected from a Gundam game, if you're unfamiliar with the franchise I can't really explain it. Gundam music just has sort of a sound to it. It's nothing incredible but it goes pretty well with the content. On a technical level, some of the audio has a slightly distorted sound to it coming from either a poor quality recording or shitty encoding.

Conclusion
For as much as I have to say about this game, it doesn't quite come together right. I like the game a lot, it's a game that obviously had a lot of time put into it and was well produced. The sum of the parts isn't anything incredible though. It's a slightly above average game, but it's also one that deserves more attention than it has gotten. Gundam fan or not, there's definitely something here for you to enjoy but it's kind of hard to recommend for some reason.

8.0/10

Saturday, December 3, 2011

Virtua Athlete 2000 Review

Original release:
No one cared about this game enough to make note of its release date, and for good reason. It's known in PAL and NTSC-J territories as Virtua Athlete 2K.

Game details:
1-4 players
VMU compatible
Modem
Jump Pack compatible
Standard controller
Arcade stick
VGA box

Gameplay
Where do I begin? First off, Shit Pilots has been surpassed. If failure was a competition, this game would take top honors. There's nothing likable about this game. It's basically an interactive cut scene with the worst controls ever. Most of the events consist of tapping A and X as quickly as you can and then using the B button to execute some action. Holding the controller normally is out. You'll have to hold it sideways to quickly tap those two buttons and then pray that you can hit the B button without screwing everything up. This is impossible. It may be easier with an arcade stick, which is a control option, but I don't think anyone ran out to buy one to deal with this despicable piece of shit of a game. Did none of the people working on the game stop and think "hey, we could map these to the triggers instead so that it's a bit more fun?" Apparently the answer is no, and that's why the Holocaust happened. No one questioned anything until it was too late. For the record, this game was made by the people that did Virtua Tennis. What the hell happened?

I now believe this game was solely responsible for the failure of the Dreamcast.

Graphics
This game indeed has graphics. They suck, just like the "gameplay." If you're making a game that consists of tapping two buttons back and forth, couldn't you probably put some more work into one other aspect?

Sound
This game also has sound. The sound also sucks. You'll want to stab yourself every time you hear the tutorial music.

Conclusion
Fuck this game. But hey, Nintendo can learn something from Sega here; give your fans games, even if they suck. Nintendo is still holding back The Last Story for US release but Sega was kind enough to give us this. I'm pretty positive that this game didn't carry the 2K banner in the US because they didn't want their headquarters to be overtaken by an angry mob who thought the game would be decent after the other excellent sports games under this banner.

0.5/10
A 0.5 rating indicates that the game makes it past the title screen and displays images on your TV.


Metal Slug X (AES4ALL) Review

Original release:
1999

Game details:
Standard controller
1-2 players
VGA box

The following game was not officially released for Sega Dreamcast. It is emulated using AES4ALL beta 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.


Metal Slug X is a remixed version of Metal Slug 2. As such, you can read the review for Metal Slug 2 here. The differences do not significantly change the game to warrant an entire second review. You can read about the differences here. Since I won't be reviewing the game again, I'll just talk briefly about the emulation. Two different versions are included in this RDC pack. One has sound and one does not.

No Sound
This is the version that everyone is going to want to play. The game runs incredibly smoothly, essentially full speed. There are some stutters in the gameplay when the game needs to load more data from the disc, but aside from that it's smooth sailing.

Sound
This is definitely not the ideal way to play the game. The slowdown is bad enough that the game loses pretty much all of its fun. Good luck to you can tolerate the slowdown enough to make it past the second level's boss.

And that's about it, folks.