Showing posts with label Dreamcast. Show all posts
Showing posts with label Dreamcast. Show all posts

Review: Ghost Blade - Standard Review


Release date: September 27, 2015
Developer:  Hucast
Genre: Shmup (Vertical scrolling)
Current retail: £30 (Play-Asia.com)


In the second installment of our special two-part Ghost Blade review, the Junkyard takes a look at the game from the perspective of a genre enthusiast. The Novice Review can be found here.


Ok, let’s get this out of the way up top. I am not a shmup wizard. I like the shmup genre and, since the early 1990s, I have played a lot of them. However, while I consider myself relatively in-scene, I am not TASBot and I cannot one-credit Radiant Silvergun or Ikaruga. I like shmups because they were a core genre of my childhood and today, despite the golden era of arcade shooters being over, I still get a small buzz every time I begin a run. I think, simply put, they help me feel young again.


Good, that now said, let’s move into the detail of the review.


Ghost Blade is an easy game. If you are a gamer with even modest shmup skills, then you will have little difficulty beating the game on standard. Within a couple of day's play, I had familiarised myself with the selection of bullet patterns on offer, run the three ships in the hanger and despite being frustrated at times - we will get to that later - reached the end boss almost anti-climatically. The thing is though - none of that bothers me in the slightest and, if I’m being honest, the never ending cycle of debate about whether a shmup is ‘hard enough’ or ‘bullet hell enough’ is just boring to me now.

The Ultimate Ikaruga Run

Think you're good at Treasure classic Ikaruga? Well it's time to think again!

Check out this video from the recent Summer Games Done Quick 2015 event, where a simply insane Ikaruga run was demonstrated by TASBot, a machine that specialises in completing tool-assisted speedruns.

Running for maximum score, TASBot proceeds to run two-player Ikaruga while hitting Max Chain bonus all... the... smegging... time! Yes, its a machine executing code ripped from emulators but, just, god-damn!

If you are at all into shmups then this will blow you away. Some of the movement patterns on display are simply insane and, when both the Ikaruga and Ginkei team up for some high-level bullet eater tactics, things just get beautiful.

You will never be good enough to play like this, however if you want to get better at Ikaruga, then watch this spectacular run. Excellent commentary is supplied too for the uninitiated. The run proper begins at 3:00.


We're aware the version being played is the Gamecube port, but Ikaruga will always be associated with the Dreamcast too!

Game Designer and Voice Actor Brian Silva Reveals Info on Hydro Thunder 2 and the Original Concept for Floigan Bros.


Over at SEGAbits, where I spend a bulk of my time writing about games, I host a podcast called the SEGAbits Swingin' Report Show. While the show initially was a weekly recap of the latest SEGA news, it slowly morphed into an interview show featuring game developers and industry talent. Suffice to say, interviews proved far more popular and we stuck with the format. Our most recent show is a real gem, as it is one of those shows where we feature somebody who really hasn't been asked about his work in the games industry. That's a shame, because our guest Brian Silva is a man with an insane amount of talent and a resume that would make any gamer's jaw drop.

Brian worked at Accolade, Midway, Visual Concepts and Blizzard creating many games you probably played and a few you wish you played but never could because they went unreleased. Brian served as a voice actor and game designer on the Bubsy series in the 16-bit days, Midway's Hydro Thunder for arcades (a Dreamcast favorite!) and he created the initial concept for Floigan Bros in 1996 when the game was to be released on Sony's Playstation. That's right, the voice of Bubsy is the Hydro Thunder announcer and he played a key role in developing both franchises. Is your mind blown? Well prepare for more, as I tell you that Brian also told us about the cancelled Hydro Thunder 2.

So quit reading and check out the latest Swingin' Report Show featuring Brian Silva!

Review – 式神の城 (Shikigami no Shiro 2)


Release date: March 25, 2004
Developer:  Alfa System
Genre: Shmup (Vertical scrolling)
Current retail: £70-75 (eBay)


‘Right, number one, fuck you Jeff! Number two, yes Neal you are right as ever, a shoot-em-up necessitates a fucking spacecraft and three, if I hear another fucking teenager saying that Sine Mora is the best shmup ever...’ – Steve, Super Red Green Blue


Depending on how much of a shmup purist you are – in my case I would say I'm now a kind of Guardianista shmupper – either one or both of the latter two assertions in the quote above will resonate with you. Technically speaking, at least according to some of the more hardcore areas of the genre fan base, a shmup has to have a flying craft to be considered cannon.  No ifs no buts. If you aren't flying some hunk of heavily armed metal then that’s fine, we can hang out and enjoy blowing stuff away, down some beverages and chase score, but that title is never going to enter the historic halls of the shmup guild. You either have it or you are dead to the genre.
Each character has a primary and secondary attack. They vary in usefulness.
At one time I counted myself among these chosen brethren. The purity of the ideal was powerful. You either have it or you are dead. It helped reaffirm my gaming identity, putting down a marker that separated those who were in-scene and those who were casual, pretenders, far younger than me and had missed the shmup golden years. No fucking wanna-be hipster teenager was going to gate-crash my party and start expounding how Sine Mora was the best shooter ever. How could this moron understand? When you've ridden the fever dream dragon of Radiant Silvergun and drunk the milk of paradise, how do you even explain what you once saw? Far from bullet hell, it was bullet heaven.

DreamPod Episode 9


iTunes
Stitcher
Buzzsprout
YouTube

As well as being available on iTunes, Stitcher, Buzzsprout and YouTube, DreamPod is also listed on the UK Podcast Directory. Nominations are now open for the 2015 UK Podcast Awards, and while our podcast suffers from the usual issues an amateur production encounters, we have one thing a lot of the others don't: absolute passion for the subject. None of the team get paid for any of this content, yet we do our best to bring new, fresh content to the Dreamcast community as often as we can. We do this all in our spare time.

To this end, we'd be honoured if you'd show your support for the only Dreamcast-centric podcast around by giving us a nomination. The very notion that a Dreamcast podcast could be at a prestigious awards ceremony like this is mind-blowing in 2015 - 14 years after the system was cut loose. Please consider nominating us by visiting our listing page here and clicking on the big red button!


DreamPod Episode 8



iTunes
Stitcher
Buzzsprout
YouTube

As well as being available on iTunes, Stitcher, Buzzsprout and YouTube, DreamPod is also listed on the UK Podcast Directory. Nominations are now open for the 2015 UK Podcast Awards, and while our podcast suffers from the usual issues an amateur production encounters, we have one thing a lot of the others don't: absolute passion for the subject. None of the team get paid for any of this content, yet we do our best to bring new, fresh content to the Dreamcast community as often as we can. We do this all in our spare time.

To this end, we'd be honoured if you'd show your support for the only Dreamcast-centric podcast around by giving us a nomination. The very notion that a Dreamcast podcast could be at a prestigious awards ceremony like this is mind-blowing in 2015 - 14 years after the system was cut loose. Please consider nominating us by visiting our listing page here and clicking on the big red button!

Praying In Yamanose

Thanks to a mischievous little Tweet from Shenmue creator Yu Suzuki yesterday depicting a forklift outside of the E3 Expo the Internet promptly broke.

And it wasn't the first time.
Look what Mr Suzuki found at E3.
Every time the name Shenmue 3 is spoken, even whispered, an upswelling of emotion takes hold of any gamer that once held Nozomi Harasaki’s hand. To every gamer who hunted Lan Di, fought to avenge a loved one’s honour and, yes, spent a hell of a lot of time driving forklifts, the concept of a third Shenmue title is literally mind blowing. It’s enough to make even the most secular gamer get down on their knees and begin praying.

And, it’s obvious why - vision. Yu Suzuki had a single vision, an epic tale to tell and over the course of the first two titles, games that - for all of their mechanical clumsiness - transported the gamer into one of the best and most engaging narratives the medium had ever seen. It’s a world that is beautifully singular in comparison with most of today’s open world experiences.
I always liked Nozomi. Reunited in Shenmue 3?
Regardless however, the history of the Shenmue franchise is now old and, if we are being totally honest, a little stale. Like its great partner in non-release-ity (yeh, that word construction didn't really work did it) Half-Life 3, the burning hunger for its release, the non-stop speculation, theorising and talk have started to sully its non-existent reputation. Because that’s the thing isn't it - the more people talk about the first two games, the more their limitations and problems are brought to the fore. Judgements are dispensed rightly or wrongly according to modern standards and they hurt, driving a wedge into how the franchise is depicted.

While in 1999 Shenmue was seemingly reviewed fairly honestly, with its narrative, characterisation and scope praised, yet its mechanics and open world teething problems criticised, today Shenmue is held up as either an unfinished masterpiece cruelly locked away from the world, or a now old man’s grandest folly that deserves to be left in the past.
This just looked stunning when first released in 2001.
Of course, neither of these statements are true. The thing is though, through their diametrically opposite positioning, they do craft a crucial question that, at least in my eyes, has still been left unanswered - what should Shenmue 3 actually be? You see, because while millions of people would literally sell their soul to Cthulhu for it to be announced - me included! - I think if you asked all of them what you think it should be, then I think you’d receive some markedly different visions.

I've spoken to people who would be quite happy for a third title to be literally kick-started in the old engine. Others want the same formula with HD graphics. I've seen others who fight the corner for a GTA-style experience and yet more who want a Telltale episodic graphic adventure. And this is just their grand vision. Details such as movement, fight mechanics, interactivity, physics and more are left unspecified. Personally, I feel the Shenmue franchise could learn a lot from the recently released The Witcher 3, which was put together with a smallish team on just a US$32 million budget (the first two Shenmue games were developed for US$70 million, which is close to US$100 million today).
Just imagine the freedom that Shenmue 3 could offer the player with today's hardware.
The point is though, regardless of the cost, a clear vision must first be established and, if you were to ask me right now who is capable of achieving that, then I'm afraid I'm going to have to default back to Suzuki. I've always been a fan of games that held an intrinsic purity and Suzuki managed to create one of the most complexly pure game series I've ever played. The problem is, finding people in the modern gaming industry who are happy to take a punt on such a project, a project where there would be no safety net, no Call of Duty profit margin, is an incredibly difficult task.

All we need now is someone to give Mr Suzuki that money because, I've got to say, my knees are really starting to hurt.

"Meeeeeeooooowwwww."

“Yes Tama, I know, someone should definitely give Mr. Suzuki another $50 million to make Shenmue 3.”

"Meeeeeooooowwwww!"

“Yes, I agree, Mr. Suzuki should definitely not bring back Tom Johnson.”

"Meeeeooooowwwww!!!"

“What? Oh you just want more dried fish… fine. I’ll just pop down to Tomato.”

A Guilty Pleasure

If you are a regular visitor to the Junkyard you might have noticed that I rather like the genre of versus fighter. I love its immediacy, its shock factor, its brutal disregard to conform and evolve with the rest of the gaming industry. It reminds me of a time now passed, when gaming culture was crafted in the furnace of the local arcade, when "winner stayed on", names were taken and friendships were forged through endless competition beneath flickering marquees.

Its interesting really that right now, after over a decade’s neglect, the versus fighting genre is appearing to be undergoing a small revival. Kick-started by the release of Street Fighter IV, a series of old, battle-weary names have been donning the gloves once more, with Killer Instinct, Mortal Kombat, Tekken and Dead or Alive all returning to the ring. I've played most of them too and, on the whole, they manage admirably to recapture what cemented the genre as a classic in the 1990s.

Throwing Sticks In Rivers

Why did the Sega Dreamcast fail? It's an interesting and popular question that, in light of Sega's current existence as a sort of undead shadow of its former glory, is never too far removed from the gaming community's consciousness.

Indeed, I think you can argue that the Dreamcast's failure and Sega's demise haunts the industry today. That idea that a company so fundamental to the business and culture of an industry can, with one infamous phone call, suddenly cease to be, end in such a messy and brutal way, hovers now like a grim spectre over all of gaming.

Living with a Lack of Love


How can you live the good life?


Ancient Greek philosopher Socrates believed that knowledge was the key. Study hard in the natural sciences and the knowledge it would bestow upon you would free you from the petty shackles of human problems.


Seneca, the famous Roman stoic, believed this too, but also stressed the importance of active participation in mundane human affairs, be it politics or business. For Seneca, isolated reason alone could not lead a person to live a good life.
Your life in Lack of Love begins when this robot arrives on the alien planet. What is his mission?
Equally Thales of Miletus, one of the Seven Wise Men of Ancient Greece, believed that the good life came from observing moderation in all things. Always checking oneself so that ideological and practical extremes were never reached.

RPGs Across the Board; or, Grandia II - The Beginning

One of my favorite genres of video games is the RPG. I'm not overly attached to the turn-based combat (although I have come to like it over the years): I like the stories, and the bigger RPGs have great composers, like Final Fantasy, or the Mario RPGs. I had at least one RPG on most of my major systems, like the PlayStation, Gamecube, Gameboy etc...but something was amiss.

I had no RPGs for the Dreamcast! And because my current system had no affordable games available at the time, I made it a goal to get at least one good game. Fortunately, my brother had received a gift card to a local retrogaming shop. I had gotten Final Fantasy 7-9 there, so I hoped that they would have at least one good Dreamcast RPG. They had two.

A Maken X-mas

The Yard is definitely getting in the festive spirit right now. The non-denominational decorations are being liberally deposited on the towers of discarded Sonic Shuffles. The broken down yellowed cases from abandoned Dreamcasts are getting a lick of paint. And, most importantly, the annual dump truck of hard liquor is pulling in as I type. I tell you, there ain't no party like a Junkyard party!

Kita E - A Journey North In Search Of Summer Love


I like Japanese games. I always have. As for the why, that probably lies with my gaming education, with years of playing imports in my youth sculpting my taste. Indeed, the JRPG is one of my favourite gaming genres, as too the classic SHMUP, with both offering an insanity at radically different ends of the scale. The former necessitates levels of patience and tactical thought often not matched in western titles, while the latter requires reactions of a cornered snake, with players tasked with dodging, diving and striking at high velocity to remain alive.


There has, however, been one Japanese gaming genre that I’ve never touched. For reasons of both reputation and accessibility, the Romance-Communication genre that perpetually reoccurs each gaming generation in Japan, was a place that I never dared to venture. I mean, I couldn’t even if I wanted, as these titles are never ported, never translated into any other language and with the whole raison d'être being talking and listening to people, they offered little to me.
You are based in Sapporo, however you explore wider Hokkaido during your trip.
That all changed however this summer. With a newly found and constantly improving grasp of Japanese - I’ve been been receiving tuition now for over a year - I decided to give it a shot. After all, even if as a game I came away disappointed, at least I’d be involving myself in the language and culture more and improving my overall knowledge base.

The thing is though, these sort of games have a very, very poor reputation in the west. Seen as dating sims for those incapable of forging real relationships - disclaimer: I have been happily married for five years - they very much occupy the dark side of the hobby and are looked down upon almost everywhere bar Japan. I was, to say the least, a little apprehensive.
My real name doesn't work in hiragana so I chose to become 'Robaato Kusakabe'.
Enter Kita e: White Illumination for Dreamcast, a 1999 Rom-Com title from Hudson Soft. Kita e, which translates as ‘to the north’ in Japanese, places you the gamer in the shoes of a 17-year-old high school student from Tokyo who travels north to Hokkaido to spend the summer with family friends. While in Hokkaido, you explore the area, meet up with people and engage in social events like karaoke, shopping and even playing video games in and around your base city Sapporo. Crucially though, in the two weeks that the game is set - August 1 to August 14 - you are tasked with building a relationship with one of eight romanceable females.


The core game plays out like an interactive comic book / film, with you deciding on where to go and with who and then engaging in communication about a variety of topics. When talking to someone the player can interrupt or respond to something said by initialising the CBS, the Communication Break System. This system allows you to respond in a variety of ways that alter or dictate the course of the conversation. Of course, if the person you are with is just boring the socks off you, you can say nothing and ignore them, however this will obviously not help you build a solid relationship with them.
 You sit next to this woman on your flight to Sapporo. We didn't get on.
The finale of the game, or to put it in simpler gaming terms, the way you win the game is to build a relationship with a person to the extent that when you return to Sapporo to celebrate the city’s White Illumination Countdown on New Year’s Eve later that year, your significant other meets you there and kisses you at 12:00 midnight. And, that’s it. There’s no adult content, no new game plus-style mode, no hidden secrets or achievements to be unlocked. There’s just the story that you play out over those two weeks of summer.


After slowly playing this over the summer just gone - as I am no master of the language even I struggled to keep up with dialogue sometimes - while I can’t say that I was blown away or anything, and I certainly have plenty of criticisms about its execution (for example the animation could be better during communication), I’ve got to say that Kita e has helped me understand why these games sell so well in Japan. Just like any piece of fiction, these titles are escapist fantasies, world’s that you delve into and just ‘be’ in, just play a part in like you were in a play. Just because titles like Kita e want to emulate the real world rather than say World of Warcraft’s fantastical Azeroth, doesn’t make them any less valid.
Kotori really likes her cat and lives with her mother. She also likes to talk, like a lot...
Indeed, playing Kita e reminded me that today many western blockbuster titles, titles such as the upcoming Dragon Age: Inquisition, definitely owe these games in part, as the advanced communication systems that allow you decide your own narrative are almost identical. The difference simply is content. While in Dragon Age you may be deciding whether to execute a renegade mage, in Kita e you may be deciding where in Hokkaido to spend a day out with your friend. And, after spending time in its world, I like that. I like how domestic and real it is, despite it being a virtual simulation.
Yuko loves photography and will take pictures of you as you explore Hokkaido.
So what is Kita e? I think its many things, some good some bad. Firstly, I think it is a demonstration that the Romance-Communication genre should be re-evaluated, as it offers more than people often give it credit for. Secondly I think it is incredibly inaccessible to anyone who can’t read and speak Japanese and in places it is cheaply executed, with animation, sound effects and music leaving a lot to be desired. Thirdly, I think that it does a good job in providing a snapshot of life in a culture very different from my own.    

Lastly though, I think Kita e is a gentle reminder of what it was like to be young. To wake up and realise your school was shut due to snow and that you had the day off and anything was possible. To get invited to go on holiday with a friend to a place you’d never been and with people you didn’t really know. To live your life blissfully ignorant of the world’s problems. If you play Kita e, maybe you to will, albeit for just a short time, forget too.
Your end of game reward - a single kiss at 12:00 midnight on New Year's Eve.

The Dreamcast Junkyard blasts into orbit with the SEGAbits Swingin' Report Show podcast!



The Dreamcast Junkyard writers Tomleecee and The Gagaman joined me (Barry the Nomad) and my co-host George on the SEGAbits Swingin' Report Show podcast to discuss the SEGA Dreamcast from a European fan's perspective. Topics include UK marketing, the delayed launch, games exclusive to the region, the official and unofficial magazines, the collecting scene, and Tom and Aaron’s thoughts on the US release. We also have a discussion on SEGA’s decision to change the red swirl to blue, and which region had the best box art. Believe it or not, this is the first time Tom, Aaron, and myself have all talked to each other outside of comment sections and emails.

Make sure to follow Tomleecee and The Gagaman on Twitter, and make sure to visit RetroCollect and Lucky Hit!

The Dreamroom Dreamcast Marathon returns on 9/9 at 9am ET!


From 2009 to 2011 here at the 'yard, I hosted the Dreamroom - a SEGA Dreamcast marathon celebrating the console's memorable American launch date. Since 2011, however, the Dreamroom remained locked. I knew I wanted to host another, but I was busy with work and my increasing duties at SEGAbits. Not to mention, I didn't think aiming a webcam at the TV cut it as a live stream anymore.

This year, however, I'm excited to announce that the Dreamroom is reopening on 9/9 at 9am ET at the SEGAbits SEGA Channel Retro Twitch channel for a special 8 to 9 hour marathon of Dreamcast games streaming directly from the console! Yes, I've finally caught up with streaming technology.

Hope to see DCJY regulars there as we celebrate 15 years of the SEGA Dreamcast!

Watch the full Too Many Games 2014 – “Surviving the Dreamcast Apocalypse” panel



Back in June, Patrick aka Kori-Maru (Website of the Dead), David the Lurker (Sonic Retro), A.J. Rosa (My Life with SEGA), and I - Barry the Nomad - held a panel discussing the life and death of SEGA’s swan song, the Dreamcast. The same panel also included a presentation from Sonic Retro, covering the history of Sonic the Hedgehog 2‘s Hidden Palace Zone – with rarely seen footage of Sonic 2‘s release and early efforts to remake the lost zone. We also met with several fellow SEGA fans, and gave away a pile of rare SEGA swag to an audience that packed the house to standing room only.

The full panel has been online since July, and I fully intended to post it here at the 'Yard, but doing so slipped my mind until today. To rectify that mistake, you can see the full panel above and stay tuned to SEGAbits all month long as we celebrate Dreamcast Month! Who knows, you just might see some DCJY legends on an upcoming Swingin' Report Show podcast...

Kojiroh’s Female!?


One of my favourite characters from any fighting game ever made is Kojiroh Sanada, the Shinsengumi captain who was tasked with taking down the crazed Shikyoh in The Last Blade. I mean, that guy just radiated cool in everything he did in that game and, as well as being a great all-round choice for the novice player, had enough depth in move-set to be useful at the high end too. Looking back, I think my allegiance to him paid off too, as when my friends and I used to play I normally ended up with a half-decent win ratio.
Kojiroh's nemesis Shikyoh, the crazed ex-member of the Shinsengumi.

The Trouble With Lists




When Tom very kindly invited me to write for the Junkyard, he asked me for a quick list of my top three Dreamcast titles. Its funny, but despite writing about video games and the industry for many years now, I’d never really sat down and made a real list. You know, taken time out to carefully and methodically try to ascertain what were the titles that spoke to me, the few games out of literally hundreds that I would choose. In the end I did manage to narrow it down, however it was no easy task.

And that got me thinking about the entire mechanism of listing, how in video game culture creating that ideal, definitive list is seemingly so important. How placing down games in a rigid numerical order is not only revered so much by gamers, but is a kind of active, self re-affirming process for both individuals and the wider gaming collective. After some thought, I feel the process has both a positive and negative bearing on the culture.

So what about that listing process? Well, firstly what strikes me is that essentially the entire concept is deeply flawed. To create any list, say, such as the top five games ever made on Dreamcast, firstly you need criteria. The important pillars of quality that your potential list is to be based on. And it is here that you hit your first issue. What are the criteria to be? Should a game be ranked according to its graphical fidelity or its plot? Should a title be scored on the tightness of its control mechanics or on the professionalism of its voice acting and soundtrack? You can of course select a variety of criteria, score the games, and aggregate a final list from that, however that handily assumes that the criteria chosen are definitive. It also raises issues such intra-criteria quality definition - for example, should Street Fighter 3: Third Strike score lower than Dead or Alive 2 in the graphics criteria because it is 2D rather than 3D, or does its superb animation make up for that?
Should all 2D fighters score less in a 'graphics' criteria as they are only 2D?

If the rigidity and strict definition of that form of listing process is its downfall, then how about a process built around vaguer and more loose concepts? If we drop hard criteria such as ‘graphics’ or ‘sound’ and use things like ‘fun’ and ‘longevity’, do we get a clearer system of ranking? Unfortunately, this system is also flawed for the primary reason of falling too far into subjectivity. The criteria of ‘fun’ sounds like a great idea to base a top ten list on, but then how do you even go about defining it? Just because I think exploring Yokosuka for hours on end in Shenmue is the last word in fun, that doesn’t mean the next gamer does. To them the lack of narrative pace and game progression may see it classified as boring. From too rigid to too loose, both these listing systems seem to fall down pretty quickly as soon as their surfaces are scratched.

Would all gamers agree that Shenmue is 'fun' to play?

Progression however I think can be made by re-evaluating the importance of lists, and it is here where what I see as the empowering part of list making can be salvaged. If lists are seen less as a tool for making definitive, rigid rankings of titles - rankings that will always be negatively fought over due to the aforementioned issues - but more as a type of mechanism for individuals and the gaming culture in general to hold some, albeit ill-defined, image of what the best of the industry can be, then not only can an elevated level of consensus be reached, but gamers themselves can help reaffirm the legacy of the best games of all time.

In many respects I think what I'm trying to say is that by not thinking about games in the strictest, most black and white terms, but more in a loose and intangible manner, I end up arriving more naturally at a list that I agree with subjectively, and has the possibility of being true objectively.

N.b. That all said, anyone who says that Shenmue is not the best game on Dreamcast should be automatically fired out of cannon into a pool of enraged wasp-piranha hybrid mutants.

Sonic Adventure: A Personal Retrospective

The year is ... somewhere between 1998 and 2001. The place is a tiny apartment building. My family had recently acquired a new video game system, (one of the rare times we've gotten a system during its actual run) the Sega Dreamcast.

So naturally, I play the heck out of the demo disc that came with it. Rayman 2 demo? Yes. Tomb Raider? Definitely. Fur Fighters? (If it's the one I remember with the random object throwing and what not) Yes, please! However, one demo stood out in particular for me. That of Sonic Adventure. That demo received many, many playthroughs.

Fortunately, we purchased several Dreamcast games a bit later, and Sonic Adventure was one of them. I couldn't get enough of it. I played it over and over again. Well, not technically... (See, we hadn't gotten memory cards yet, for whatever reason. So I had to restart every time. Naturally, I didn't make much progress, notwithstanding the unskippable cut-scene). Even when I had a memory card, my journey with the game wouldn't end until several years later.

So what is the appeal? Well, I can't speak for the majority of Sonic fans, but I know about me. On a side note, I initially had no idea that there were other Sonic games before this one. I just knew Adventure. (And later Sonic Shuffle, but that nightmare game is neither here nor there.) So I guess this is a disclaimer that all/most of my Sonic experience is interpreted through that game, even if subconsciously.

To the game itself, then! It is a 3D platformer, the first true 3D game that Sega had produced up to that point. The attempt at 3D was a risk, I suppose: however, the bigger risk seems to be the varied styles of play that the characters have. In previous games, play-style was more unified, as the number of playable characters tended to be low. That's not the case in Sonic Adventure. Every one of the six characters accomplishes their goals in different ways. To review the game, I believe each should be discussed in turn:

Sonic
Description: Titular character, and main protagonist. I believe his play-style exemplifies the game as a whole. The basic goal of his levels is to travel from point A to point B (often with a few major changes of scenery and music in-between). Simple, but fun. Being the main character, his story is much longer than the rest of the characters' stories, totaling in at 10 action stages, 2 mini-games and several boss fights. Additionally, the final "character" unlocked after completing the other characters is another outing for Sonic, featuring the final boss fight of the game.

Analysis: His mode is appealing because it continues the speed and platforming action of previous entries in the series. After all, the game is called Sonic Adventure, so it's only natural that the best gameplay comes from his levels. Personally speaking, one of my favorite aspects of the game was a certain boss fight of Sonic's: the Egg Viper. Initially, I simply could not figure it out. I kept dying. After figuring out that I should use homing attack on it, it became very easy and my favorite boss fight. The music was also a drawing point for it, too.

------      ------      ------      ------      ------      ------

Tails
Description: Sonic's loyal side-kick. His play style is a variant of Sonic's: get from point A to point B before Sonic (or in his last level, Robotnik.) With one exception, all of Tails' levels are shorter versions of ones traveled in with Sonic. Similarly, only Tails' last boss fight is uniquely his own (Egg Walker, parallel to Sonic's Egg Viper.) It seems like Sonic is condescending to let you win, as one time during my latest run-through (in Casinopolis' sewers) I caught Sonic standing around, waiting for me to catch up.

Analysis: After Sonic, Knuckles, and E-102, probably the last play-style that I actively appreciate. The racing character doesn't go too fast, and speed rings are provided to give you an appreciable advantage. Because the stages were previously seen with Sonic, there is little need for more exploration of the level beyond what is necessary to win. Tails' final boss fight has the same music as Egg Viper, is a little tricky, but doesn't give the same satisfaction that Egg Viper does. His story feels short. (And a theme arises: stories that feel short, even for the stories with annoying play-styles.)

------      ------      ------      ------      ------      ------

Knuckles
Description: A friend and rival of the spiny blue dude. In Knuckles' stages, one must locate three pieces of the Master Emerald that are scattered about the play-field. He, Sonic and Tails have a number of boss fights and stages in common: their past history in older games draws them together, even in this iteration. For the most part, his stages are easy to complete in a few short minutes.

Analysis: Even though the Sonic games series was founded on the principle of speed and intense platforming action, I find Knuckles' stages pretty fun. The player is allowed to explore a portion of the gestalt stage in Knuckles' version of that stage, much like a player can explore the adventure field as other characters. Knuckles has one unique boss fight: he battles the newly formed Chaos 2 on the hotel's observation room.

------      ------      ------      ------      ------      ------

Amy
Description: Star-crossed fan-girl of the spiny blue dude. As with Tails' play style, Amy must reach point B before Zero catches her. However, there is no friendly rivalry: he is out for blood. Well, bird, but he doesn't care for Amy either. Because she doesn't have Sonic's speed or Knuckles' power, she must evade Zero as best she can. Her play style is annoying, as she can't spin-dash and must constantly avoid attacks by Zero. Fortunately, her story is very short, stage-wise, only having three. Only in the very end does she defeat the annoying Zero and reunite her bird with its family.

Analysis: Annoying. It wouldn't be so bad, if not for two things. First, she is slow physically. Second, if you go back to play the other missions for the levels, Zero somehow returns! Even though you may have already killed him in the final boss fight. (I only did Hot Shelter, so maybe he wasn't in the others? Eh.) It is nice to see him explode, especially after he punches the innocent Flicky (the cute birds from Sonic 3D: The family of birds is of this species.) for no reason. Not my favorite story of the game, but not my least favorite either.

------      ------      ------      ------      ------      ------

E-102 (Beta)
Description: Robotnik robot turned vigilante. He must reach point B, where the goal varies. In later missions, he is after the other E-100 series robots to free the animals trapped within them. He's not fast like Sonic, but he does have something better: a laser guided blaster! Everyone made a big deal about Shadow having guns in his game, but E-102 beat him to the punch with his five stages. (Albeit, only one gun. Still, it's the principle of the matter!)

Analysis: Roll around and blow stuff up. Super fun! Revenge yourself against the evil Dr. Robotnik. Even better! I'm sure they would have gotten dull after a while, but I would have appreciated one or two more of his levels. Also, he was just cool looking. The E-100 is one of the few instances where Robotnik actually had a good design aesthetic. Too bad they all got destroyed...

------      ------      ------      ------      ------      ------

Big
Description: Umm... Big cat who lives in the forest with his frog pal. Like Knuckles, he hunts for something. Unfortunately, his something swims. His levels thus bring the oddest play-style for a Sonic game: fishing. Fortunately, there are only four stages and a weird boss-like thing.

Analysis: Uggh! He is one of the reasons I never completed the game when I originally got it. Only during the later run-through was I able to finally get through his short, but annoying, story. I may have enjoyed a stage once or twice, but otherwise disliked them. The action was much slower than the rest of the game, and too dissimilar in style.

------      ------      ------      ------      ------      ------

In the end, 4 (5 maybe) out of 6 of the characters are enjoyable to play as. That's a pretty good ratio, especially considering later Sonic games. However, I see another aspect that I had not noticed before: fun, inconsequential story details. For instance, in the Station Square adventure field, one can follow a story of romance: at the Burger Shop, an NPC female has a major crush on the NPC guy in the burger shop. Over the course of the game, she moves from outside the shop, to inside - too nervous to order - to finally become a co-worker with him, her adoration for him finally known. It has absolutely no effect on any story or gameplay. It's great!

Another one, however, affects the story. The train workers decide that they need to go on strike. This helps point the player to focus on stages and events within whatever adventure field s/he is stuck in at the time. (When I tried to reason out the chronology of events, this is a minor event in most of the characters' stories. Sonic, Tails and Knuckles' stages can be easily reconciled. Others alter the events slightly. Big's involvement with Chaos 6 complicates things a bit.) Anyway. I think there's one or two others (like the explorers in the Mystic Ruins) but these are the ones I noticed the most and really liked.

Still, Sonic Adventure does have its foibles. One are the unskippable cut scenes. During the first play-through, they're OK. But when I'm playing through for the fourth or fifth time, I already know all that stuff. Plus, some of the voice actors (coughamyandbigcough) can get annoying after a while. The camera occasionally misbehaves. However, the controls handle well. It is also cool to learn the story of Knuckles' ancestors and why Chaos is trying to wreck everything. Thus, Sonic Adventure is my favorite Sonic game, and the game to which I return again and again.