I'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.
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.
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.
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.
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.
That's the kicker, here. The budget. There was that rumor about Yu Suzuki using Kickstarter to secure Shenmue III funding, but how far would that really go? The Pebble watch is currently the highest funded project, raking in about $10.2 million. The highly superfluous (and apparently shoddy quality) 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.
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?
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.
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.
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.
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.
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.
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.
This has been lost in recent video games, and I don't think Shenmue III is the game that can satisfactorily bring it back.
Come chat with us in IRC!
Come in and shoot the shit at #ReviveDC on irc.freenode.net!
Saturday, June 1, 2013
Thursday, February 14, 2013
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."
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
???
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
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