Provisional covers, not final. |
GladMort: New Kickstarter from JoshProd/PixelHeart!
The Complete Guide to Commercially Released Dreamcast Indie Games
The fact that we're still blathering on about the Dreamcast some 20 odd years after the console's demise is testament to two things - the fact that we're sad little people still holding on to a mere glimmer of nostalgia about our youth as we rapidly approach middle age, and also the fact that the community will just not let this console die. We obviously don't talk about the first of those points much (we don't want to remind ourselves that we're becoming less and less culturally literate with every rotation of this damn rock around the sun), but we do talk about how "alive" the system is all the time. Probably too much, to be honest, as many people like to put the Dreamcast firmly in the "past" folder in their brain, preferring to remember what it was like when it was new and current. This is completely understandable, to view the console solely through a sense of nostalgia especially now that we have so many ways of experiencing the console's library which don't rely on having shelves full of games (or spindles full of CD-Rs). We're in that stage of the console's post-life cycle that has many people who left their video gaming behind when they were young dipping into the console once more, stirring up their memories of happier times, and no doubt probably quite confused as to why some of us never left the machine in the past and have continued to be fascinated by Sega's last great home endeavour to this very day.
Whilst the nostalgia is to be expected, it is the vitality of the current Dreamcast scene which keeps us writing about it. In between the tired posts of social media influencers asking people if they remember Sonic Adventure or Crazy Taxi, there has been an incredibly active scene covering every element of the Dreamcast for years. We have new hardware and controllers, games with online modes re-activated, more translations of Japanese games than I can actually keep track of, books, magazines, an entire series of arcade titles ported to the console, and a strong homebrew community that is creating some astonishing things. And it's that last point that allows me to pivot, finally, towards the point of this article. Alongside homebrew ports of classic titles (as I write this, the recent demo of the Metal Gear Solid 2 port is literally mind blowing) and fun little projects, we've now had 20 years of "proper" retail-released indie titles for the Dreamcast. My aim here is to document all of these in one article. I do love a long article...
I love Dreamcast indie titles. While they are not officially licensed by Sega, there is something very special about receiving a physical version of a game to be played on a console a quarter of a century old. The quality of the Dreamcast indie scene varies, which is to be expected, but even when a game is a bit crappy, I still have a certain sense of respect that it has been released on the console at all. Of course, I am a big weirdo, and will pick up anything you slap a "Dreamcast" label on, but for those who want to be a bit more selective with their hard-earned cash when expanding their Dreamcast library, a subjective view is always useful. In this article I hope to do just that - as well as take a look back at the various versions of the games that were released, where you can pick them up today, and any other interesting things that I can cram in before losing all excitement about writing this already massive article. This will also be constantly updated (hello, future people!) with my views on any new indie release, which will hopefully allow it to be a one-stop-shop for anyone interested in the broad DC indie scene - this will of course sit alongside our regular indie reviews from the entire DCJY team (I can also recommend Laurence's superb roundup of the indie scene in this article, if you want a slightly different perspective). It's also worth checking out our directory of indie developers and publishers, where you'll find direct links to all those involved in the indie scene.
Now, I need to add some context and "rules" here. The scope of this article will not include every single homebrew port or project - the first rule of the article is that it had to have been released physically and could be purchased by anyone. Of course, you can pick up a copy of any of the homebrew ports with nice printed inlays on Etsy - so that's when the second rule comes in: the physical release must have been officially sanctioned by the developer or rights holder. Finally, only full releases will count - so no demos, hacks or mods will be included, although total conversion mods that became standalone games in their own right do count. For the context of this article, only the games that meet the criteria I've just established will be called "indie releases". Will I probably end up breaking these rules to include something that I probably shouldn't? You betcha. Welcome to the wonderful world of "Mike doesn't stick to his own rules".
Enough of my nonsense (well, enough of this opening bit of nonsense, there's a lot more nonsense that lies ahead, I'm afraid!) - on with the article!
Review: Andro Dunos II
Ok, let's get this clear from the off. Any developer that has the gumption to produce a shoot-em-up for the Dreamcast has their work cut out. The console was blessed with such a phenomenal array of shmups, from the seminal Ikaruga (2002) to the idiosyncratic Radirgy (2006), that creating something that will stand out is a gargantuan undertaking.
Around a dozen indie contenders have attempted this feat over the preceding two decades, and, although each has its charms, in my eyes there have only been a couple that truly cut the mustard. Fortunately, with Andro Dunos II, it seems we may have another indie shmup that can go toe-to-toe with the big-hitting NAOMI-based official releases (or, at the very least, put up a commendable fight).
Developed by Picorinne Soft and published by JoshProd/PixelHeart, this side-scrolling shmup is a contemporary sequel to Visco's 1992 Neo-Geo arcade game - a title which also appeared on the Dreamcast last year (our review of which is available here). In terms of fundamental game design, there is nothing revolutionary present. The task assigned to players is the same as it has been for decades: direct your ship through a succession of stages, shoot enemies, dodge incoming fire and rack up as high a score as possible. And of course, each of the seven stages closes out with a mammoth boss fight. A simple formula then, but one which Andro Dunos II executes very well in a number of respects.
Firstly, the fundamental gameplay mechanics are solid. When using the regular Dreamcast controller, the controls are intuitive, responsive, and your ship glides around the screen at an ideal pace: not so fast to make things uncontrollably twitchy, and not so slow that dodging incoming fire seems unreasonably hard. Just as important is the fact that enemy projectiles are easily distinguishable, and your hit box, while a little chunky, is perfectly serviceable. These may seem like pretty mundane basics but are prerequisites for a fun shmup experience. In essence, you need to be able to feel that defeat is down to user-error rather than poor game design, which is thankfully the case here.
Secondly, while the core activity of guiding a ship through levels filled with enemies is par for the course, Andro Dunos II does feature several elements that give it some depth and replayability. For starters, there are four weapon types with distinct characteristics at your disposal. Flitting between these quickly to suit your surroundings, combined with choosing how to allocate upgrades between levels, brings a problem-solving element into play and means that you can attempt different strategies over numerous runs. The varied designs of the levels, and in particular the presence of impermeable terrain that periodically encroaches onto your screen, as well as enemies that move and attack in a wide range of ways, only amplifies this. Dexterity and accuracy of movement within the immediate field of fire remain vital of course, but your choice of weapon, tactical deployment of the 'super shot' and overall ship placement are also important here. When you manage to master these aspects, Andro Dunos II is highly rewarding. The wide variability in difficulty settings should offer something suitable for most players too, and the unlockable boss rush mode offers a decent reward for those who make it through the seven regular stages.
Thirdly (is that even a word!?!), the game's aesthetics and audio pull together nicely to forge a vibrant up-beat atmosphere. The graphics are certainly not pushing the limits of the Dreamcast's hardware, but the Neo-Geo-style sprites and layered backgrounds are superbly drawn and take you on a journey through a broad range of scenarios without the game losing its cohesiveness. The synth-heavy electro-rock soundtrack complements the gameplay well too without becoming repetitive.
Of course, all of these positives would count for naught if the game didn't run well. Slowdown and frame-rate drops, amongst many other types of bugs, aren't unknown drawbacks for shmups on the Dreamcast, but thankfully they are nowhere to be seen here. In my experience, Andro Dunos II was buttery smooth and looked gorgeous over a VGA output. Videophiles may well have some gripes, but I imagine average players (like myself) will be satisfied with the presentation. The extensive two minute loading time before the game's main menu seemed foreboding at first, but, if intentional, is actually a clever move as it means that loading is brief between levels. The trade off is well worth it, and in any case, gives you just enough time to brew a cuppa (or scroll the DCJY Discord channels).
Although the Dreamcast version has arrived a year later than its initial outings on more contemporary platforms like the Nintendo Switch and the PlayStation 4, Andro Dunos II immediately piqued my interest more than some other recent Dreamcast releases as it is actually something new.
Sadly the same can't be said of the game's clichéd premise: saving the earth from an alien race. I wasn't exactly expecting Franz Kafka, but surely it wouldn't hurt to open our horizons up a little wider here? Just as there are heaps of gifted programmers in the Dreamcast scene, I'd bet there are also plenty of creative writers who could contribute something a little more stimulating.
Review: Andro Dunos
I did consider labelling this post as a 'retrospective' as opposed to a 'review,' and that's because Andro Dunos is not a new game for the Dreamcast. It's not a new game, period. Indeed, this latest release physical for the venerable old console represents something of an enigma in that it's an officially sanctioned release of a game that was previously released a long time ago in an unofficial guise. Are you confused yet? I know I am. But allow me to attempt to unpack this little conundrum.
See, Andro Dunos is a Visco developed side (and occasionally vertical) scrolling shooter that was originally released for the Neo-Geo AES and MVS platforms back in 1992, and which was subsequently made available for the Dreamcast using the Neo4All emulator in the mid 2000s. Indeed, you may have even seen (or possibly own) a copy of the lesser-spotted physical release of Andro Dunos that was previously available, which was essentially a printed CD-R containing Neo4All and an Andro Dunos rom file, presented in a rather nice folded cardboard sleeve. There was a similar Neo Drift Out release too, if memory serves (found them!)...but I digress.
As far as I can tell, this latest iteration of Andro Dunos for Dreamcast is almost identical to the aforementioned (it even displays the Neo4All icon on the VMU screen), albeit with a few subtle differences; the main one being that this is an officially sanctioned physical release with full license from Visco Games and limited to just 2000 copies, all of which come with a rather nice certificate of authenticity and a choice of PAL or NTSC jewel cases, professionally printed manual and case inlays, and the same type of top quality printed CD that you would expect from veteran Dreamcast publishers JoshProd and PixelHeart.
Just taking a moment to appreciate the physical presentation of Andro Dunos (I went for the PAL cased version as the NTSC flavours are not yet - at the time of writing - available), it's really quite hard to fault the level of care that has gone into the package. As mentioned above, you get a nice (if slightly threadbare) instruction manual, some excellent original box art, a little holographic sticker on the back of the box denoting which of the 2000 numbered copies you have acquired (mine is 0332 - what's yours?), and then there's a signed cardboard insert vouching for the authenticity of the copy in your possession. It's a nice touch, I must admit.
But what of the game Andro Dunos itself? Well, it's a pretty bare bones affair in all truth. Set against the backdrop of an alien invasion of Earth, players are thrust into the cockpit of the Yellow Cherry fighter ship and tasked with battling through 8 levels of increasingly more difficult enemies, many of whom seemingly only exist to waft onto the screen, fire a shot and then either exit or propel themselves at your ship, kamikaze style. Naturally, you are armed with a complement of weapons systems which are actually quite similar to those seen in Sturmwind, and these are used to blast your way through the unending swarms of baddies and the numerous multi-staged end of level bosses.
I never played the original Andro Dunos back in 1992, simply because I didn't own a Neo-Geo. I did have a school friend who professed to own one of SNK's mythical systems, but when I went to his house to see/play on it, he claimed his mother had thrown it in the bin because - and I quote - "she didn't know what it was." Because that's something that happens in reality, Chris. You know who you are.
The upshot of these blatant school boy lies, is that the Dreamcast release of Andro Dunos is my first real experience playing it, and when compared to the other shooters available on the platform, it leaves me a little cold.
Retrospective: The Flashback series on Dreamcast
With the recent announcement that a true Flashback sequel (imaginatively titled Flashback 2) is heading our way in late 2022, we thought it appropriate to cast our minds back to the recent past and take another look at the officially sanctioned Flashback titles released on the Dreamcast.
It's not really common knowledge that Flashback was given a full physical release, complete with a hyper fragile PAL case, back in 2017. Well regarded publisher JoshProd was behind this fantastic edition of Delphine Software's sprite based action adventure, and the release was even given a full seal of approval by original creator Paul Cuisset.
We reviewed the game at the time, and gushed at the lovingly crafted package. From the excellent (and authentic) box art and printed disc, to the additional extras lavished upon the Dreamcast remaster, it really was excellent and packed with content.
This included such notable features as a full and uncut intro cinematic (previous console versions featured a cut down intro from the Amiga version), the option to enable pre-rendered cut scenes from the PC release, full voice acting, alternative soundtracks, 16-bit emulated versions, and quick saves using the VMU.
Furthermore, quality of life improvements came in the form of numerous graphic filters and fully customisable controls. Underneath all the polish though, Flashback for Dreamcast was/is just plain old Flashback...but when 'plain old' Flashback is as good as it is, that's no bad thing.
The release of Flashback on Dreamcast went almost unnoticed by the mainstream gaming press though, and it was quickly forgotten about as the game was subsequently ported to modern platforms such as the Nintendo Switch. Naturally, the Dreamcast is a bit of a niche system these days so that's understandable, but the fact remains that the Dreamcast port of Flashback is as solid as they come and could arguably be viewed as the blueprint for the current gen re-releases that came after it.
What hapenned next was similarly seemingly ignored in the main - the 1995 follow up to Flashback, titled Fade to Black, was also given a fully approved 'official' physical release on Dreamcast. Fade to Black first came to the PC and PlayStation in the mid-nineties to some moderate success, eschewing the prequel's side on, rotoscoped gameplay for a more modern (for the time) leap into 3D.
Once again assuming the role of main protagonist Conrad B. Hart, players of Fade to Black were thrown into another sci-fi adventure involving the wanton shooting of old foes the Morphs, solving of simplistic puzzles, finding keys and getting hopelessly lost...but this time from a pseudo over-the-shoulder perspective.
Again released by JoshProd and given full approval by the rights holder and designer Delphine Software and Paul Cuisset, Fade to Black on Dreamcast was released in 2018 to very little in the way of fanfare outside of the Dreamcast community. The Dreamcast release, in a similar fashion to the prequel, is a sort of mash-up of the other versions of the game, with the main bulk of the game seemingly based on the PC iteration.
This is especially evident in the comparatively clean visuals and relative lack of severe pixellation and texture warping associated with a lot of PlayStation titles. Something that sets this game apart from the other indie Dreamcast releases of the era is that it is indeed a fully 3D game, that runs well on the Dreamcast and showcases just how well the Dreamcast might be used for the porting of other classic DOS or Windows games (something that has come to further fruition with the recent release of Postal).
Controls can take a bit of getting used to, especially since the game employs a Soldier of Fortune style 'hold down a button to access a secondary menu' type system; and you can't manually aim Conrad's sidearm making for some frustrating firefights. Overall though, Fade to Black is a decent third person adventure, albeit one that is very much of its time.
There are a couple of interesting asides about this Dreamcast re-release of Fade to Black that are worthy of note. The first is that the game was originally published by Electronic Arts, an organisation which famously went on to completely ignore the existence of the Dreamcast. Does this make Fade to Black the sole Electronic Arts game to be officially released on Dreamcast, then?
Also intriguing is a rumour abounds that the Dreamcast game has totally redrawn box art (drawn by Philippe Dessoly, see above) because the original high resolution versions of the Fade to Black artwork are lost to the mists of time. How true that is, I can't be sure, but it makes for a nice bedtime story.
So there we have it. Not one, but two Flashback titles came to the Dreamcast in an official guise. Most people reading this probably already knew this, but for those who didn't...well now you do. Both releases are superb renditions of their respective source material, and are well worth seeking out (go here for Flashback and here for Fade to Black - note these are not affiliate links).
It's probably worth mentioning here that I am more than a little biased in my views as a huge fan of the series, having owned or played pretty much every single release of Flashback across numerous different plaforms over the years. Of course the Atari Jaguar version is the best (and has the superior variant of the box art), but the Dreamcast version gives it a run for its money. Fight me in the comments.
JoshProd announce 5th wave of Dreamcast releases - 8 games incoming! (updated)
As with their previous titles, JoshProd like to announce a batch of games at a time, with varying developers, genres and packaging formats. This wave we see 6 titles that cover platforming, fighting and lots of shooting, the return of a popular indie developer and a rather interesting multi-game set. Before we get ahead of ourselves, let's have a look at the list of titles announced:
- Alice Sisters (Orionsoft)
- Rocketron (Astro Port)
- Satazius Next (Astro Port)
- Tough Guy (Panda entertainment)
- Supercharged Robot Vulkaiser (Astro Port)
- Wolflame (Astro Port)
- Gigantic Army (Astro Port)
- Zangeki Warp (Astro Port)
Review: Arcade Racing Legends
Sort of, anyway.
It's true though that we are spoiled for new content right now. We've got an upcoming Dreamcast games calendar chock full of titles, the likes of such not seen since the time nu-metal was vaguely popular with teenagers with terrible hairstyles and ludicrous length jeans, we can barely go a week without some new-fangled piece of technology to enhance/cannibalise/set it on the path to sentient life, for our Dreamcast getting announced, and we've even got geniuses coming out with ports of post-DC titles from the arcade that we can play on the console too. It feels less like a rose tinted, nostalgia driven website written by Sega fanboys around here now; and more like we're covering some sort of current-gen machine.
The main menu screen you're first presented with. |
But I'm blabbering again. We're not here to moan about being too old to keep up to date with latest news today, we'll save that for the podcast. Instead, we're here to take a slightly belated look at the newest addition to the Dreamcast's now substantial indie library - the much anticipated, made for the Dreamcast latest release from JoshProd - Arcade Racing Legends.
Successfully Kickstarted back in 2019, we've been keeping a watchful eye over the development of the title, and had access to some early builds as well. There's a fair few keen racing fans here at the 'Yard, so the prospect of a new, fully 3D racing title for the console, and one promising to bring back some of the blue sky arcade racing pedigree of Sega games of yore, was one that had us positively salivating with hope.
Scud life. Cough. |
JoshProd have been a relentless supporter of the Dreamcast independent scene in recent years, but have so far focused on bringing us ports from other platforms rather than self-developed titles. Indeed, despite what some have said, this isn't the first 3D indie title on the system - JoshProd's own delivery of the Dreamcast port of 4x4 Jam takes that honour. They've got a very interesting lineup of titles on their way to us, and their past output has had some serious hits - Flashback, Another World, The Escapee - as well as a couple of misfires - the disappointing Ganryu for one. But when any developer has the ambition to bring us something completely new - well, we sit up and take note.
Some of the campaign artwork really whetted our appetite for the game |
So just what is this new game all about? Well, Arcade Racing Legends wears its inspiration clear for all to see - not least in its title. An old school homage to the golden age of arcade racing games, it gives you a super fast car, exotic track locations and plenty of wink-wink, nudge-nudge references to past Sega titles. In fact, that's probably not quite true - there's little subtle about the inspiration for some of the vehicles here, and that's no bad thing at all. But I'm getting ahead of myself.
Preview: Arcade Racing Legends
It’s no secret that I’m a pretty big fan of the racing genre, and nostalgic arcade racers have always been high on my list, so naturally I was quick to back the project in the hope it would turn into a reality. As a backer, one of the most recent perks offered was a downloadable demo, so I grabbed it and thought it would be a great opportunity to let you all know how the game is shaping up.
Graphically, Arcade Racing Legends ticks all the boxes. No, it isn’t a “realistic” setting like you might find in something like Tokyo Highway Challenge but the game screams 90’s arcade racer at you, which is literally the whole point of this release. A bold colourful palette, plenty of variety from one course to the next (there are three available in the demo: Arctic, Desert and Forest), and a lovely garage menu system meant I was very pleased with what my eyeballs were treated to. It certainly looks like a game that could’ve been released back in the day, and a beautiful one at that.
Handling-wise, I was pleasantly surprised. It was my most feared element of Arcade Racing Legends even when I originally backed the project. After watching a few videos of early footage, the car handling looked a bit suspect, but after getting some hands-on time with the demo I was thankful that your car doesn’t constantly feel like you’re driving on ice. It’s still a bit floaty, sure, but the developers seem to have found a good balance here and kept it feeling arcadey without it being too ridiculous. It's actually really enjoyable to play and - for me at least - feels better to play than some original arcade racers.
Available to try in the demo are Career and Time Trial modes. I headed straight to start my Career mode and was presented with a day by day set of challenges as you advance towards turning yourself into a “professional arcade racer”. The challenges do a great job of easing you into the game step by step. On day one, for example, you just have to drive to the goal without any time pressures, just to get a feeling for the car. Day two sees you tackle a different circuit, this time against the clock, in a race to the finish. Day three puts you in the daunting position of not being allowed to use your brake pedal and yet still complete the course within a set time, and so on. It's a nice way of building things up and adding a bit of variety.
Three different cars are available in the demo, all of which have basic tuning options affecting their overall performance on the track. Followers of the Kickstarter will know there are going to be a whole load of different cars in the full release, many of which are based on vehicles from classic Sega arcade driving games like Sega Rally and Crazy Taxi, which is one of my most anticipated things about playing the full version.
The one thing I think really hurts Arcade Racing Legends, from both a gameplay and visual perspective, is that the circuits are all blocked off on both sides by continuous rows of sponsor boards. It very much lessens the experience quite a bit as you’re never in a position where you can run wide, and a mistake is rarely punished as you can just ride along the walls with very little slowdown. It all feels, and looks, just a bit bland and very lazy.
Original screenshots from the Kickstarter showed a few tracks where these sponsor boards did not appear right next to the asphalt or racing surface itself, so I really hope the full release has some wider play areas - I’d go so far as to say it’s the most important thing that PixelHeart need to address between now and the final release. The game won’t have much replayability if it remains as-is, simply because the challenge of learning the layouts of the circuits just isn’t there with the current setup.
Despite this, I’m still really looking forward to the release of Arcade Racing Legends and getting stuck into the Career mode proper when the game does finally get released. The demo did a great job of easing my concerns about the handling, and I just hope they take feedback onboard around those pesky track barriers. If they do, this could be a genuinely enjoyable game to play frequently on Dreamcast in 2020.
For those who missed the original Kickstarter campaign, pre-orders are now available here.
How about you, are you going to pick this up? Let us know in the comments below or on Twitter.
Related articles:
BREAKING NEWS: Five new Dreamcast games incoming!
- Armed Seven - a mech-based side-scrolling shooter by Astro Port (2015)
- Finding Teddy - a pixel art point and click adventure by Storybird (2013)
- Magic Pockets - a platform game by the Bitmap Brothers (1991)
- Captain Tomaday - a Neo Geo vertical-scrolling "cute-em-up" by Visco (1999)
- FX Unit Yuki: The Henshin Engine - an old school action platformer (2018)
The Dreamcast Games of 2018
If you recall, 2017 was an unprecedented bumper year for Dreamcast games. There was a total of 27 physical releases last - er.. the year before - including nine brand new titles, various re-releases and packaging variations. Along with the physical releases, we also got out hands on the previously unpublished game Millennium Racer: Y2K Fighters during 2017 as well. It was going to be hard for 2018 to top this lot.
Just what did the year that heralds the 20th anniversary of our little white box have in store for us? Let's take a stroll back down memory lane through the Dreamcast releases of 2018.
Every Dreamcast release of 2018 |
Review: Battle Crust
Indeed, the reliance on the shoot 'em up has largely vanished from the indie Dreamcast scene, what with JoshProd stepping up to the plate and releasing a bunch of new titles for the Dreamcast with nary a spaceship in sight. That's about to change though, as the latest wave of releases from the French publisher includes a port of Picorinne Soft's well received retro-styled vertical shooter Battle Crust. The game initially launched on Steam back in 2016 and I must admit that prior to learning of the Dreamcast port, I was totally unaware of its existence.
Hyperbole aside though, games like Battle Crust live and die on the quality of the experience they provide, so enough with the procrastination - let's see if Battle Crust deserves a place in the Dreamcast's ever-growing indie library, and more importantly, in your collection...
JoshProd Asking Fans To Vote On Next Batch Of Dreamcast Releases
Here at The Dreamcast Junkyard, we welcome pretty much everything Dreamcast related with open arms, particularly new games appearing on the system; however this development seems especially interesting as a few of the categories pictured are from genres we’ve not seen on the platform since the plug was pulled back in the day.
Fade to Black is now officially a Dreamcast title. Review coming soon. |
Check out the poll on the JoshProd Facebook page. Remember you can also order the latest releases from JoshProd at Videogames New York, Play-Asia, Rush on Game and The Bit Station.
The Latest JoshProd Games Are Shipping Now
The JoshProd Facebook page has posted news that their latest Dreamcast games to be published, known as session 3, have begun shipping from RushOnGame. These games are those that are produced in PAL Dreamcast style cases. The games that are produced in US Dreamcast style cases are sold by VideoGamesNewYork, and are slated to release on the 31st of July. In addition, the games that are produced in Japanese Dreamcast style cases are sold by Play-Asia, and are expected to be released in August.
Another World HD is the high definition version of Another World, a cinematic action-adventure platformer by Eric Chahi that influenced many other games. It was originally released in 1991 for the Atari ST and Amiga, and then ported to many other systems around the world. One of these platforms was the Dreamcast. It received a version using the RAW interpreter by cyx, which was ported by myself and GPF, and was given the blessing of Eric Chahi to release for free in 2005. However, JoshProd's commercial version outdoes the free version, as it is optimized for high definition televisions.
Flashback 2: Fade to Black is the sequel to Flashback, the cinematic action-adventure which was the pseudo-sequel of Another World and was published by JoshProd on Dreamcast last year. Fade to Black is presented in first-person as opposed to the third-person presentation of the original. Originally released in 1995 on DOS, this game takes place 50 years after Flashback. In the game, an alien race named the Morphs have taken over Earth. The hero from the previous game, Conrad Hart, must once again save Earth from the alien menace.
Dreamcast Release Schedule 2018
According to the French online store Rush On Game, these Dreamcast "Unreleases" will be available to order tomorrow, May 3.
In other "new" game news, JoshProd's first release for 2018 might have slipped you by under the radar. After releasing a PAL style reprint in 2017, a US/J-NTSC style release of Ghost Blade was released on March 23. We originally reported this as an exclusive to Video Games New York store, which was taking pre-orders in February, but the game has since showed up at Play-asia.com (link) and The Bit Station (link).
This is the Japanese cover, which is printed on the flip-side of the manual to the US-style cover. |
Okinawa Rush Heads Up New Dreamcast Releases
Further to this, we can expect Dreamcast ports of the underrated 3D sequel to Flashback, Fade to Black, obscure Amiga adventure game The Escapee and vertically scrolling shmup Battle Crust. Of all the games in the list, Fade to Black is the one which intrigues me the most, and it'll be interesting to see whether it is a port of the PC release of Conrad Hart's continued struggle against alien invaders, or if it is based on the PlayStation version.
Battle Crust is a vertical shmup first released on Steam in 2015 by Picorinne Soft, a small indie developer based in Japan. It has a similar aesthetic to PC Engine shmups like Armed Formation F and looks like it will fit in rather well with the Dreamcast's existing stable of sublime shooters. We do have access to an early beta version of this Dreamcast release, so we'll let you know how it plays very soon. Finally, there is The Escapee from Invictus Games - a very Flashback-esque 2D adventure with a fantastic intro sequence and some of the most deliciously difficult puzzles ever seen in this genre. I know, because I'm one of the three people on Earth who have played it.
JoshProd are yet to officially announce these releases or the dates that they'll be available to order, although we have spoken to Philippe at JoshProd and it looks like there will be more concrete information in late April 2018. We'll have reviews of all of these titles as and when we can get our hands on them. Exciting times, eh?!
Thoughts? Let us know what you think in the comments, on Twitter or on Facebook.
Source: Dreamcast News / JoshProd