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Sunday, August 26, 2012

It's Still Thinking Channel

I 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!

 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).

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!
Dreamcast: It's Still Thinking

Resident Evil 3: Nemesis Review

Original Release
???

Game Details
1 Player
VMU enabled
Standard Controller
Jump Pak enabled
VGA Box

Gameplay
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.    

Story
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.

Graphics
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).
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...
  

Sound
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.

Conclusion
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.

7/10




Tuesday, August 21, 2012

Resident Evil 2 Review


Original Release
Japan: December 22, 1999
North America: December 6, 2000
Europe: April 28, 2000

Game Details
1 Player
VMU enabled
Standard Controller
Jump Pak enabled
VGA Box

Gameplay
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.

Story
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).

Graphics
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.

Sound
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.

Conclusion
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!

8.5/10    

Thursday, August 2, 2012

Vampire Chronicle: For Matching Service Review


Original Release
Japan: ???

Game Details
1-2 Players
VMU enabled
Standard Controller, Arcade Stick
VGA Box

Gameplay
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.

Story
Who cares really...

Graphics
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.

Sound
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!).

Conclusion
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.   

7/10

Sunday, July 22, 2012

Dynamite Cop Review


Original Release:
Japan: June 1, 1998
North America: November 3, 1999
Europe: October 14, 1999

Game Details:
1-2 Players
VMU enabled
Standard Controller, Arcade Stick
VGA Box

Gameplay
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.  

Story
You have to invade the ship! Clear the pirates and rescue the hostages, especially the presidents (ugly) daughter!

Graphics
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! 

Sound
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!

Conclusion
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.

8/10

Sunday, July 15, 2012

Dreamcast Scene Bullshittery

I really wish I had more positive things to blog about but unfortunately, it doesn't seem like there's anything positive that comes out of the Dreamcast scene anymore.

Today, we have more money grubbing, coming from dc4you.ru. They've decided to start charging money for each download of "rare" Dreamcast releases. This isn't a direct download either, this is a torrent site, where peers have to share the files. In other words, stay the fuck away from this site.

Even if there's something there you for some reason think that you absolutely can't find, look harder. It's out there. They got it from somewhere. Hopefully ReviveDC stuff is spread around well enough that they don't decide our releases are rare, because we do this stuff for free. We don't make any money, some asshole running a tracker shouldn't either.

So, there's your heads up. Stay smart and don't waste your money.

Thursday, July 12, 2012

Capcom vs. SNK Millennium Collection Review


Game Details:
1-2 Players
VMU enabled
Standard controller, Arcade Stick
Jump Pak enabled
VGA box

In honor of Revive DC’s impressive 100th release run, the group is at it once again, making an attempt to outdo themselves with an offering that can only be found within the ambitious efforts of RDC. “Capcom Vs. SNK Millennium Collection” chronicles Capcom’s entire legacy of one of the industry’s most monumental crossovers. On this disc you’ll find the likes of Capcom Vs. SNK Millennium Fight 2000, Capcom Vs. SNK PRO and Capcom Vs. SNK 2 Millionaire Fighting 2001 as well as few little extras thrown in for your enjoyment. Considering that Comrade Snarky and I have already reviewed each of these games individually thru their respective RDC release, I will attempt to shed additional info to the games provided on this collection to the best of my ability.

Gameplay
The CVS series was an attempt to fill the void of the exhausted Street Fighter Alpha series which was making its rounds in the arcade industry prior to the release of the CVS franchise. CVS1 as a whole seems to have a very clear cut, old school approach to gameplay. At its core, the fighting mechanics in this first installment are very barebones and limited in scope to what many became accustomed to in the Alpha series and the Marvel Vs. series. This intentional approach to fighting provided many with a return to basics of fundamentals of the genre, giving it that real nostalgic feel hearkening to fighting games of the early 90’s (gotta love that intentional slowdown as fireballs hit their foes!). CVS1 also appears to take cues from both company rulebooks, opting for an SNK button layout and an emphasis on KOF team structure as oppose to Capcom’s 1on1 or tag team battles, all the while adding some rather interesting features for the tried and true genre. The series trademark “Ratio” system was added to compliment team based battles with some added strategy while providing balance. The 30 plus roster is divided into 4 categories: Ratio 1, 2, 3, and 4. Higher the ratio the stronger the fighter. The kicker here is that a player has a maximum of only 4 Ratio points to build a team as they see fit. While very restrictive in allowing players the freedom of creating their own teams, it certainly calls for interesting decision making and promotes having to learn new characters that perhaps you would never have bothered to if it were not for the constraints of the Ratio system. All these features mentioned are also directly applicable to its successor CVS PRO! Less of a sequel and more of a minor upgrade, PRO is a very minor attempt to further tweak and balance its predecessors shortcomings. Alas it fails to achieve its goals. The only worthwhile additions made to PRO were the inclusion of Dan Hibiki and Joe Higashi which by default are thrown into the Ratio 1 category. With the true sequel, CVS2 took a different approach to just about every feature introduced by the first game. The 4 button layout was thrown out in favor of the more traditional Capcom 6. The games Groove system was greatly expanded with 4 additional grooves which allow you to play in styles similar to other popular fighting titles offered by both companies. The controversial Ratio system of old was replaced with a “Free Ratio” system allowing players to distribute those 4 Ratio points into teams of 3, 2 or just one character. All these additions and changes (as well as an expanded roster) give CVS2 a more up to date approach of the mechanics of the game and provide much broader possibilities than what its prequel could ever offer.

Storyline
The supposed legend behind the creation of such a dream match was due to a popular Japanese video game magazine which was reviewing at the time SNK’s superlative KOF 98 release and Capcom’s ambitious Street Fighter Zero 3. The publication sported on their front page “King Of Fighters Vs. Street Fighter” in an attempt to pit each respective publisher’s offering against the other in the market. It appears that many readers misinterpreted the magazine header for an actual game which created an uproar of positive reaction among fans everywhere. After witnessing the fan clamor, both Capcom and SNK made a deal which then led to the creation of a handful of titles pitting both companies’ mascots against each other.

Graphics
All CVS games where developed under the SEGA Naomi hardware tech which led to an assured port on the Dreamcast platform in an effortless arcade to home translation. CVS1 and PRO sport amazing pre rendered backgrounds with some amazing lighting and dynamic effects. All backgrounds are complimented with real cool intro sequences that are reminiscent of SNK’s prior efforts in their past games. The game also sports some real cool monitor and arrow motifs that really elevate the crossover dream match it envelops throughout the presentation! CVS2 feels slightly less ostentatious in this regard over its prequel but by no means a slouch in any respect. CVS2 has a more tournament gathering presentation going for it alongside a news broadcast theme. All backgrounds are redone and put the NAOMI hardware to good use by creating battlegrounds with 3D polygons. While they look nice enough, they appear to visually hurt the character sprites more than the former backgrounds that used a different graphical technique in their creation. While on the topic, the 2D characters sprites are a real mix of good and bad. The entire SNK cast has been beautifully redone from the ground up while the same cannot be said for a majority of the Capcom roster. For the best graphical results I would suggest an S-video connection to retro CRT TV or the purchase of a VGA adapter if you plan to play on at modern TV set or monitor! These games may not looks as gorgeous as say Guilty Gear X, but they still manage to look good enough thanks to some cool looking effects and 640x480 res backgrounds!

Sound
CVS series rocks out it this area and hits all the right notes for those that can appreciate the musical genres that are represented in this series! I implore fans of video game music to listen in on some of the tracks for these games via the options menu. You are sure to find some real catchy and downright awesome tunes! Audio effects also impress. Character speech and dialogue is spot on and everything sounds great thanks in part to the hardware’s modest audio capabilities.

Conclusion
The final part which deserves some mention are the extras that are packed into this collection. Much like RDC’s previous compilation, this one also offers some kick ass knowledge for all you young grasshoppers of the genre. All titles contain acceptable “How to Play” tutorials and “Command Lists” although the latter can be also accessed through each respective game via pause screen. Last but not least this dream collection also contains the much useful (and thankfully translated) “Capcom Taisen Fan disc” which was given out in Japan for those who preordered CVS2 for the Dreamcast. In this disc you’ll find some real cool character artwork galleries, VMU save files of some really sweet high caliber matches among Asia’s best “during CVS2s early days” and most importantly, unlockable save content files for nearly every Capcom JPN release on the Dreamcast with exception of Capcom/Psykyo collaborations, Resident Evil titles and a few other offerings that appeared on the platform before this fan disc was originally conceived. Regardless of the fact that these are save files for JPN Capcom releases, a few of them are cross compatible with their respective US versions! Here a convenient list of those games:
Power Stone
Power Stone 2
Spawn ITDH
SF3 Third Strike
SF Alpha 3
Marvel Vs Capcom
Jojo’s Bizarre Adventure (use FMS version save and never overwrite!)


While the first CVS has long been forgotten by many, its sequel still enjoys some healthy tournament life in many parts around the globe even after all these years. Regardless of their positions today, these games are well deserved of your attention if you have a passion for fighting games.


8.5/10