Showing posts with label Nintendo Switch. Show all posts
Showing posts with label Nintendo Switch. Show all posts

6 Games that Scratch the Shenmue Itch

There really isn't anything quite like Shenmue. As most Dreamcast fans know by now, the gameplay of Yu Suzuki's magnum opus, which juxtaposed snail's pace sleuthing around Japanese suburbia with frantic Virtua Fighter ass kicking, was polarising back when it surfaced in 1999. I am one of those many crazy people who absolutely loved everything Shenmue had to offer, especially the game's focus on the minutiae of everyday life. While some might prefer to escape to lands of medieval fantasy or vast universes of the future, I was completely entranced by the real world in which Shenmue was set, and the ordinary people that inhabited it. It felt like I'd finally found the game I'd always wanted to play.

In the 18 year absence of the series' third entry, I still needed something to scratch the Shenmue itch, and with many now wondering when a fourth instalment is going to happen, I find myself searching once again (seriously though, #LetsGetShenmue4). That's why I thought I'd present to you, dear reader, a selection of games that I believe capture the essence of Shenmue, some in more ways than others. Of course, I'm not implying that any of these games trump Shenmue in stature or quality. I'm simply suggesting that you may find some of the same enjoyment in them that you found that first time you assumed the role of Ryo Hazuki, as he set off on his quest to irritate his fellow townspeople with excessive deadpan and waste all his money on plastic Sega-shaped tat (a man after my own heart, really).

The Yakuza Series
For those of you who aren't aware of the Yakuza series (if you even exist at this point), it is a modern Sega franchise that often draws comparisons to Shenmue for obvious reasons. While Yakuza didn't necessarily copy Shenmue's homework, we'd be lying to ourselves if we didn't admit that the later games in the series definitely take some inspiration from Shenmue, at least when we compare the two at face value. A man walks angrily around a Japanese neighbourhood, beats up a load of thugs, chugs a drink, then heads to the arcade to play Space Harrier… I could be accurately describing Shenmue or Yakuza with that sentence, and the internet’s gaming population at large have picked up on these somewhat shallow similarities also. There’s not a single day that goes by without someone shouting "why don't you just play Yakuza?!" at some poor unsuspecting Shenmue fan on social media.
Image credit: New Game Network
When you start to play any of the Yakuza games, however, you soon learn that the series very much has its own identity and its gameplay differs in many ways to the adventures of Ryo Hazuki. Sure, later Yakuza games started to incorporate a lot of the same time-waster stuff that is a beloved staple of the Shenmue series, like arcades and gambling, but Yakuza is overall much faster paced, and its beat-em-up style of brawling is even more dynamic and ridiculous than Shenmue's. Think Dynamite Cop on steroids. Let's just say you're not really taking time to appreciate the scenery in Yakuza, unless that scenery is a bicycle you can pick up to smash a dude's head with. Which style of game you prefer is all down to individual taste, of course.
Image credit: New Game Network
What the two series do have in common though is a commitment to escapism. Just like Shenmue, the Yakuza games contain excellent stories, all featuring likeable characters and gameplay loops that will keep you immersed for hours on end as you bond with characters through missions and become fully encapsulated in Japanese nightlife. For those still longing for that fourth Shenmue, Yakuza is a pretty fitting game to fill the void, and with a whopping number of instalments to play that span multiple console generations, you've got plenty to work with. Go forth and be the best organised crime bloke you can be.

The Persona Series
In the past, Shenmue has been branded a "life simulator" by fans and critics alike. Well, if there was ever a series that took that concept and ran with it, it's the Persona games. Created as a spin-off of Atlus' dark-as-heck Shin Megami Tensei RPG series, Persona has grown from a quiet cult hit to a monolith franchise in the last decade. Combining turn-based RPG gameplay and creature fusing with (from the third game onwards) time management and relationship building, Persona will steal your heart and not give it back. Play it for a few hours and you'll soon find yourself thinking in the same mindset as the Japanese high school student turned defender of humanity you play as, asking yourself such questions as: "should I slay demons tonight or go sing some karaoke?"
Image credit: New Game Network
While turn-based RPG battling and creature training has more in common with Pokémon than Shenmue, Persona's commitment to exploring the finer details of real life and asking you, the player, to make decisions on how to spend the main character's precious free time definitely shares some similarities with what Yu Suzuki was going for back in '99. While Persona is a lot less interactive than Shenmue (it's a JRPG, so be prepared for text galore), it goes a bit further in some ways. In Persona, you form more than just one-sided Ryo Hazuki relationships, and most activities you do in your free time have purpose (such as karaoke), boosting stats of some kind, rather than being there to simply kill time.
Image credit: New Game Network
As far as recommending a game in this series to start you off, I'd say start with Persona 5 Royal or the upcoming Persona 3 Reload (both of which can be found on modern gen systems and PC), simply for their sheer size, depth of mechanics, and level of graphical detail. The best storyline, however, is definitely that of Persona 4 Golden, which was previously stuck on the PS Vita, but eventually got ported to PC and Nintendo Switch, along with eighth/ninth generation PlayStation and Xbox systems. Small town countryside vibes, combined with the best plot and characters of the whole series, definitely makes Persona 4 Golden a candidate for everyone's first Persona game. Reach out to the truth!

Bomb Rush Cyberfunk Review or: How I Learned to Stop Worrying and Love the Funk

Jet Set Radio (or as it was known in North America, Jet Grind Radio) came skating onto the scene in the year 2000. Developed by Sega's in-house studio Smilebit, the flagship Dreamcast release saw players enrol in the rollerblading GGs gang to claim their turf back from their rivals, one graffiti tag at a time, all whilst evading the clutches of the law. A platformer at heart, JSR was fun gameplay-wise, but what kept me and many others coming back for more was undoubtedly its revolutionary cel-shaded graphics, along with its premise, style and music - all a loving tribute to hip-hop and street culture. The exceptional soundtrack, the majority of which was composed by Hideki Naganuma, combined elements of hip-hop, J-pop, funk, electronic dance, rock, acid jazz, and trip-hop, and has been lauded by fans the world over to the point where it's almost taken on a life of its own outside of the game.

North American magazine ad for Jet Grind Radio

In the years following Jet Set Radio's release, Sega stopped making consoles and moved to being a third-party developer. Initially things were pretty good, with a wide range of their IPs receiving new titles or reboots, including Jet Set Radio, which received a beloved sequel/re-imagining on the original Xbox in the form of 2002's Jet Set Radio Future.

But, with series developers Smilebit closing their doors in 2004, and Sega's attention to any IP that wasn’t Sonic slowing to a drip feed over the following decade, the possibility of a new entry into the JSR series became less likely with each passing year. We did see a HD remaster during the seventh generation, which was cool, but the fully fledged third instalment many players have been waiting for just never happened.

The album cover for 2 Mello's "Memories of Tokyo-To"

During the series' absence, a cult community of fans slowly began to form around Jet Set Radio, with its art style and music finally being appreciated for how excellent it really is. A fan developed a whole website to stream JSR tunes 24/7, while artists like 2 Mello made entire albums in the style of the JSR sound. Many new indie titles like Umarangi Generation and Hover aimed to emulate that funky cel-shaded feeling we were sorely missing. Seeing this community of fans and creators blossoming around JSR really got me thinking... with the series' strongest suit undoubtedly being its aesthetic style and music, and with aspects such as the story and character's personalities taking a backseat (with perhaps the exception of DJ Professor K), it made me wonder: could someone else make Jet Set Radio? We'd witnessed it in the indie space for years, with titles like Bloodstained: Ritual of the Night, Shovel Knight and Cities: Skylines filling the void left behind by the neglect of bigger developers. For me, Jet Set Radio’s best asset is not that it was made by Sega. Sure, the genius minds of Dreamcast-era Sega gave it its best assets, but the fact that Jet Set Radio's winning formula has been abandoned for so long, that it hasn't had the chance to be developed further, to become bigger and better with the power of modern systems, to be re-introduced to a new generation of gamers, is criminal, frankly. As long as the right people were involved, Jet Set Radio could come back in style, even if it meant sacrificing the name.

Lethal League Blaze

The answer to my prayers came in 2020, when Dutch indie developer Team Reptile teased Bomb Rush Cyberfunk. Having previously worked on Lethal League, an excellent series of fighting games that feature cel-shading and character designs reminiscent of Jet Set Radio, and with the second game, Lethal League Blaze, even featuring a song from Hideki Naganuma, it was no surprise that Team Reptile were going to attempt a spiritual successor to Jet Set Radio for their next release. From their short teaser alone, I immediately knew they were the right people for the job. Bomb Rush Cyberfunk looked so much like a new Jet Set Radio game that I would've forgiven you for thinking it was made by Sega themselves. The teaser even featured a Naganuma track. It was finally happening!

Despite this, I still saw a fair amount of scepticism online. Some loyalists said they'd just wait for Sega's Jet Set Radio. Some even went as far as to accuse Team Reptile of "plagiarism". C'mon guys, it has been more than 20 years since Sega released an original entry into the Jet Set Radio series. To bastardise that famous lyric from John Lennon:

"All we are saying is, give Bomb Rush Cyberfunk a chance"

On the day it released, I bought Bomb Rush Cyberfunk for the Nintendo Switch, as that was the only console it was available for initially, and I don’t have a gaming PC, so that option was out. From the outset, the game's cel-shaded look, music and sound effects all felt familiar to me. It was great to jump back into that grinding and tagging gameplay I loved so much, to be transported right back to those special moments of playing the original JSR and Future for the first time. But Bomb Rush Cyberfunk is quick to remind you that while it remains incredibly faithful to its source material, it isn't completely derivative of it. Instead, Team Reptile are here to build and improve, which is exactly what I wanted to see from a spiritual successor to Jet Set Radio. I've always sung the praises of the gameplay refinements that Jet Set Radio Future introduced to the series, and Bomb Rush Cyberfunk is no different, picking up where that game left off but now with the benefit of twenty years of hindsight in its arsenal. Throughout this review, I will be calling back to JSR and Future many times to explain how BRC successfully builds on - or even improves - the formula, but please don't understand this as me disparaging the JSR series at all. Both Jet Set Radio and Jet Set Radio Future will forever remain two of my most favourite games of all time.

Bomb Rush Cyberfunk's plot, while still containing the appropriate dose of hip-hop and street culture references you'd expect, is crazy, and immediately more involved than either of the JSR games. Rather than functioning as stylish avatars for your rollerblading escapades, the main set of characters of the Bomb Rush crew have unique personalities and converse with each other in cutscenes, much of which is humorous and often eccentric. The main character, Red, has a purpose - to get his head, which was chopped clean off his shoulders in the game's prologue, back, while also looking to investigate the past of his replacement head (I said the plot was crazy, didn't I?).

The rival crews, still serving as your opponents throughout the game, also have more purpose in the plot, as Red and his crew not only look to defeat them to become "All City" (to claim all turf in the city), but also to gain information to aid in their hunt for Red's origins. While I won't spoil the plot here, all I'll say is the whole idea of Red being a character patched together from the body and head of two different characters, and the duality that brings, is one of the more refreshing plot ideas I've had the pleasure of experiencing in a video game as of late. There are plenty of surprising twists and turns you may not have been expecting from a game that many will be turning to primarily for its aesthetic qualities, and it is certainly refreshing to see.

Bomb Rush Cyberfunk's cast of characters are all varied in design and dripping with style, with their clothing combining the aesthetics and fashion of not only hip-hop and its b-boy subculture, but also the skate culture of the early 2000s, with some sci-fi flair thrown in for good measure. Characters like Red, with his crimson "cyberhead", and the angel-winged crash dummy Solace stand out as the coolest of the bunch, while story characters like the "oldheads" are more amusing, looking like caricatures of golden age hip-hoppers with their maroon tracksuits and over-sized Kangol-esque hats. One of them even has a cyberhead that looks suspiciously like the mask of the late MF DOOM. DJ Cyber's cold cybernetic mask and long stylised lab coat really set him apart as the menacing antagonist he is and the Dot EXE crew just look fresh as hell with their pool ball cyberheads and two stripe tracksuits. Team Reptile really knocked it out of the park when it came to matching the imaginative character design seen in the games BRC takes influence from, so much so that you will undoubtedly be searching around the game's city to track down more peeps to add to your posse.

Depending on how you look at it, one potential flaw of BRC's playable characters could be that none of them have any stats, meaning that your decision on who to play as solely comes down to how cool you think they look. Jet Set Radio did assign stats to each character, which meant there was a bit of strategy involved when making your choice of whom to tackle a particular level with, but I suppose ultimately it's probably better to be able to play as your favourite character without their weaker stats holding back your enjoyment, and it does feel great to be able to constantly switch between BRC's aesthetically pleasing cast of characters just 'cause.

Credit: JREEL on YouTube

So we've got a great storyline and some cool characters, but how's the gameplay?

A Quick Look At Sturmwind - Dreamcast & Switch Comparison

Zero Gunner 2, Ikaruga, Gunbird 2. All games that first appeared - in the home at least - on the Dreamcast, and which have found a new audience on the Nintendo Switch. The latest game to follow this trend is Duranik's awesome horizontally and vertically scrolling shooter Sturmwind. It's actually called Sturmwind EX and has been released on PC and Xbox One too, but for the sake of consistency we'll be looking exclusively at the Nintendo Switch version here.

Sturmwind was originally released as a totally independent game back in 2013, and at the time it was lauded for its (inter)stellar visuals and thumping soundtrack, as well as adding relatively modern features not usually seen in Dreamcast games, either contemporary or ante-mortem. Things like unlocking achievements and being able to save a replay to an SD Card; or being given a code at the end of every arcade run that could be entered into a bespoke web portal to post scores to an online leaderboard.
Sturmwind...both on and in the Nintendo Switch. See?
Yes, Rush Rush Rally Racing did something similar and online leaderboards were totally a thing back in the heyday of the Dreamcast, but for an indie dev to go to such trouble was just impressive back then. As well as being an absolute tour de force of graphics, sound, inventive gameplay mechanics and boasting a ton of content, Sturmwind felt like a complete package...and it wasn't even an official Sega-sanctioned release. Oh, and and it was released 12 years after Sega effectively killed off the Dreamcast.
Dreamcast
Switch
Anyway, I'm getting ahead of myself. Duranik's finest moment has now found its way to the Nintendo Switch with some lovely updated visuals and all of the features that made the Dreamcast game a treat. So, how does it play and how does it stack up against the original? Buckle up as we prepare to launch the Sturmwind craft and take the battle to the stars...

Dreamcast Shooter Sturmwind Heading To Nintendo Switch

Another day, another Dreamcast-related shooter pops up on the Nintendo Switch eShop. This time, coming absolutely out of nowhere, it's Duranik's much-loved Sturmwind. Sturmwind hit the Dreamcast way back in 2013 after initially starting life as a project for the Atari Jaguar CD titled Native - indeed, there are fleeting references to Atari's maligned system hidden throughout Sturmwind.
Following the likes of Ikaruga, Zero Gunner 2 and Gunbird 2, Sturmwind EX for Nintendo Switch looks to be something of a 'remaster,' with improved screen resolution and totally redrawn graphical assets. The Nintendo Switch version will run at 1080p (docked) and at 60fps, while the upcoming Xbox One version will be full 4K, according to Duranik.

Though Sturmwind was originally released back in 2013, it was given a re-release in 2016 on Dreamcast and time has been kind - it's still as much of a blast to play now in 2019 as it was back when it first came out. This new Switch port has been handled by Duranik and is published by b-alive GmbH - the same outfit which published the recently released Steam version, as well as such gaming behemoths as Equimagic: Gala Show of Horses and Farm World. Hmmm.

Sturmwind EX features ripped directly from the Nintendo website (although I've removed the multiple typos and added some punctuation):

In Sturmwind EX you can play mission mode with all 16 levels, saving your progress with every finished level, or play arcade mode with 6 levels and no continues. Other features include:
  • 2 different game modes: mission mode and arcade mode
  • 16 Levels
  • 3 difficulty levels
  • Different weapons selectable
  • Upgradeable weapons, drones and different weapon-/drone-formations
  • Additional super weapons like super beam and smart bombs
  • More than 20 large boss enemies
  • Hundreds of different enemies
  • Achievements, Highscore and Level statistics
  • Customizable user interface
We've covered Sturmwind here at The Dreamcast Junkyard multiple times, and even interviewed Johannes Graf, the man behind Duranik a few years ago, so it's pretty safe to assume we're pretty big fans of the indie shooter.
Sturmwind EX releases on Nintendo Switch on Friday 8 November 2019 and is priced at £11.69. No word on a physical release yet, but we'll be sure to give it the same Dreamcast/Switch comparison treatment as we did with Ikaruga, Gunbird 2 and Zero Gunner 2.

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Dreamcast pad working on Nintendo Switch


We here at the Dreamcast Junkyard love our sometimes unfairly maligned controller, however have you ever wished you could use your beloved VMU housing beaut on your Nintendo Switch? Well, no me neither, but now you can anyway.

Forced to use a screen shot of a YT video? You betcha!

A Brief History Of ChuChu Rocket! In Your Pocket

ChuChu Rocket! is a puzzle game that is undoubtedly a product of a struggling Sega. Imaginative, innovative, insane - one of the many one-of-a-kind experiments that was thrown at a wall in the Sega headquarters in the hopes that something would eventually stick and save the Dreamcast once and for all. Maybe this attempt to stand out was what led Sonic Team to create not just one of the most memorable puzzle games on the Sega Dreamcast, but one of the best and most memorable puzzle games ever made.
For the uninitiated, the premise of ChuChu Rocket! is simple. You place directional arrows on a checker board to guide mice (the titular ChuChus) to rocket ships, all whilst making sure they don't get eaten by giant orange cats that look like they are perpetually tripping on acid.
The guiding brainless animals to safety thing had been done eight years prior by DMA Design's Lemmings, but Sonic Team managed to take the concept and push it to the brink of madness whilst also throwing in a bonkers multiplayer mode and online play (that's still available today thanks to DreamPi). It serves as a high quality break for any Dreamcast fan who has sunk hours into deeper experiences like Shenmue or Phantasy Star Online who just wants to play something simple whilst also having an absolutely cracking time.

These days, with smart phones being in everyone's pockets, puzzle games that are easy to pick up and play function as perfect time wasters on a morning commute or even when we just can't be bothered to do anything else. Sadly, as I'm sure many of us can all agree, the vast majority of smartphone puzzlers are trite, micro-transaction ridden nonsense. But what if we could take a stellar puzzler like ChuChu Rocket! and play that in the palm of our hand instead? That would make perfect sense, right? Well it turns out that Sega did see ChuChu's portable potential...



BlobCat For Nintendo Switch - A Love Letter To ChuChu Rocket!

Like many Dreamcast fans I consider myself a huge fan of ChuChu Rocket!, and I joke that it's the best free game I’ve ever received - we Europeans had it sent as reward for signing up for the online service Dreamareana. Returning home from school one day to find a brand new Dreamcast game out the blue, thanks to Sega, was quite brilliant.

While it offered a solid and enjoyable single player experience, the 4 player battles that ChuChu Rocket! offered still rank as some of the best gaming memories I have; and it held the honour of being the only game I ever attempted to play online during the contemporary Dreamcast era.
My love of ChuChu Rocket! has always fuelled thoughts on why such a seemingly popular and well loved classic never really left the Dreamcast to find a home elsewhere, with a Gameboy Advance port and a fairly brief appearance on iOS being the game's entire post Dreamcast legacy.

It seemed like there was a void left by Sega, never to be filled with a true sequel. Step forward BlobCat for the Nintendo Switch. On first glance you could be forgiven for assuming it has some kind of official link to ChuChu Rocket! or Sega. For instance, the description on the Switch eShop reads: ‘The BlobCats are after the DiceMice! Place arrows to guide the DiceMice to the Micehole!’ This shows the clear inspiration that Christian Wasser and the team behind BlobCat (developer BySamb) took from the beloved Dreamcast title.

Gunbird 2 - Dreamcast & Switch Comparison

Another day, another Dreamcast shooter comes to the Switch. Following in the wake of both Zero Gunner 2 and Ikaruga comes Gunbird 2, the wacky sequel to one of the Sega Saturn's most beloved vertical shmups. In the very recent past we took a good look at the Dreamcast version of Gunbird 2 (check out our review here) so there's little point going over the whole game again. However, now that it's hit Nintendo's sleek hybrid, we thought it was only right that we did a little comparison of the two different versions at our disposal. So here, for your viewing pleasure is a video showing gameplay of Gunbird 2 on both the Dreamcast and Switch.


The Dreamcast game is not particularly expensive or rare, and likewise the Switch game retails digitally for a pretty low price so we wholeheartedly recommend either version if you like the genre. Interestingly, at the time of writing the Switch version of Gunbird 2 has mysteriously vanished from the eShop (update: it's now back on the eShop), but it's every bit as good as the Dreamcast original.

The Switch version does have some nice added extras, such as the ability to add screen filters and also the option to rotate the screen on the fly from the pause menu. That said, there are some notable absences, such as the different display types (arcade, original etc.) from the Dreamcast version.
Switch Gunbird 2 offers some nice filter options
The Dreamcast footage here was recorded using the Beharbros Gekko HDMI adapter (employing the RGB/VGA trick to force the VGA mode), and the Switch footage was recorded in TATE mode and then rotated in the edit for a better view of the play area. For some reason, the Dreamcast footage kept slowing down while recording, and I think it could be down to the way I was recoding it (forced VGA mode, through a HMDI cable) but then again, I'm only guessing - it certainly doesn't slow down like that when playing through a SCART cable. Check out a better video of the Dreamcast version, recorded by my colleague James here.

What do you think? Will you be picking up the Switch game or are you happy with the Dreamcast original? Let us know in the comments, on Twitter or in our Facebook group. Alternatively, call us all idiots in the comments on our YouTube channel.
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A Quick Look At Ikaruga: Dreamcast & Switch Comparison

The Dreamcast's stable of shoot 'em ups is legendary and is up there with the best line ups of any console ever released. Sitting proudly atop that stable, like a shimmering diamond is Treasure's marvellous Ikaruga. Ikaruga was initially released in the arcades as a NAOMI powered coin-op, before being published on the Dreamcast in 2002 as a Japan-only title. Like many late era Dreamcast shmups, the lack of a release outside its native territory has given Ikargua an almost mythical status amongst its peers, and the general scarcity of the title has inevitably pushed the price up.
Click/tap for full size version
A Gamecube port was released in the west later in 2003, allowing Ikaruga to reach a wider audience, but even that version commands a healthy price tag in today's climate; while further releases for the Xbox 360 and Steam followed in 2008 and 2013 respectively. Much like Zerodiv's re-release of Zero Gunner 2, Ikaruga now heads to the Nintendo Switch and brings with it a whole lot of history and reputation. Being dusted off and put out on Nintendo's hot new hybrid system can only be applauded, especially when offered at a budget price point - original copies of the Dreamcast game can reach into the hundreds of pounds depending on condition of disc, manual and case.


Before we get ahead of ourselves though, let's take a look at the game itself, its main features and selling points. Then, once that's all squared away we'll investigate how faithful a port this new Ikaruga is, and what - if any - differences there are between the Dreamcast / NAOMI original and this brand new resurrection for the Switch generation...

A Quick Look At Zero Gunner 2 - Dreamcast & Switch Comparison

Regular visitors here at the Junkyard will no doubt be aware of my affection for Nintendo's latest hardware release. While I was skeptical initially, since purchasing a Switch I have fallen in love with the system and I rarely go anywhere without it. With this in mind, whenever a game is released that has even the most tenuous link to the Dreamcast, I sit up and pay attention. Most recently both Gunbird and Volgarr the Viking have peaked my interest, and while the former isn't actually a port of a Dreamcast game (although I'm willing to bet the sequel will be along sometime soon); and the latter was only ported to the Dreamcast posthumously, the very fact that games with a connection to Sega's final system are being released on Nintendo's current warms my cockles no end. You could cook an egg on my cockles, in fact.
Pacific Rim or Zero Gunner 2?
Following in the wake of the two aforementioned titles and the tsunami of Dreamcast/NEO-GEO ports, comes a re-release of Zero Gunner 2 - a paid-up member of the Dreamcast's celebrated stable of thoroughbred shmups. The Dreamcast's library of shmups is up there with the very best systems of yesteryear and there can be no doubt about that. The issue I have - and I'm sure many others will agree - is that the vast majority of the cream of the Dreamcast's shmup library was only released in Japan; and due to this numbers of available copies are limited. As a consequence, original copies of these games are incredibly hard to come by in the wild, and when they appear on eBay or other sites online, the prices they command are very often prohibitive to the average gamer.
Commuter reaction to train fare rises was justified
Ikaruga, Karous, Under Defeat, Spirit of Speed 1937, Psyvariar, Trigger Heart Exelica, Giga Wing 2...the list goes on. And the one thing all of these titles have in common is that they are expensive as all hell when they come up for sale online. Quality varies across the board of course, but the the one constant is the high price. I can't convey the number of times I've sat staring at a genuine copy of Trigger Heart Exelica on eBay, ready to hit that 'buy it now' button, only to remember that I also have car tax, a loan shark or an electricity bill to pay...which brings us nicely to Zero Gunner 2. As with the other titles listed above, Zero Gunner 2 from Psikyo is another title you can pay an arm and a leg for if you are so inclined...but now you don't have to. That's because it has arrived on the Nintendo Switch, and we thought it would be interesting to look at the original Dreamcast version and also how this new Switch iteration measures up...

6 Dreamcast Games That Would Perfectly Suit Nintendo Switch

Earlier in 2017 we pulled off a fairly ridiculous April Fools prank that garnered far more attention than we ever intended, or expected. Remember the whole 'DreamStream' thing? It got picked up by a fair few groups on social media and it fooled more people than I'm comfortable admitting, but that's probably just down to my amazing skills of internet tomfoolery. As awesome as it would be to stream Dreamcast games onto a Switch via an internet connection, the very premise is as daft as a brush - that is, why wouldn't Sega just release the games as downloadable ports, as opposed to stream them and require the user to have a WiFi connection? Tsk!
Anyway, this got me thinking. After Damon's rather excellent recent post about Splatoon 2 being the Dreamcast game we never knew we wanted; and after recently purchasing a Switch myself, I started to think about the other jewels in the Dreamcast's library that would make great additions to the Switch's steadily growing software suite. Sega has been a strong supporter of Nintendo hardware ever since the Gamecube and there's been a big enough length of time since the Dreamcast graced us with its presence that there are bound to be millions of Switch owners who have never played many of the system's greatest titles. Surely, with the almost mythical status the Dreamcast has garnered over the past few years, it would be a license to print money for Sega to release - either as budget downloadable games; or as a 'best of' multi-pack - a selection of the finest software ever to grace the little white box of tricks?
With this in mind, here are my picks for the best first party Sega games that would fit right in on the Switch. Please bear in mind that this is just first party stuff, so unfortunately it doesn't include a Switch port of the amazing Spirit of Speed 1937 - a game that was clearly passed down from heaven by the hand of God him/herself (delete as applicable). They'd mostly have to be re-worked with an aspect ratio more in keeping with the Switch screen too, but this is all just wishful thinking in the first place so don't go all keyboard warrior on us. Anyway, here we go...

Splatoon 2 Is The Dreamcast Game I Never Knew I Wanted

I am loath to make comparisons between the commercial flop Sega Dreamcast and the commercial darling Nintendo Switch but the latest first-party offering from Nintendo on its home/portable console hybrid might as well be the home of DJ Professor K. I’m comparing, of course, the paint-splattering Splatoon 2 with the flashy Jet Grind Radio on the Dreamcast.

I could give you a surface level analysis and discuss how both games involve a metric-ton of paint sloshing but at the ‘Yard we like to go a little bit deeper. Splatoon 2 is a vibrant online shooter with compressed matches that resemble the rhythm and pointedness of Dreamcast’s library of competitive games and not just the amazing Jet Grind Radio. Ooga Booga. Outtrigger. Power Stone. Hydro Thunder. The Dreamcast is home to a healthy supply of arcade-style games that require minimal investment and an honest desire for amusement. Journalists in the ‘90s categorized the Dreamcast as the last 'hobby' console, i.e., a fun little box that - not obsessive types that like to achievement hunt and spend hundreds of hours gawking at Geralt’s platinum hair - could enjoy. The Dreamcast represented the end of an era. Its games were a testament to the hobbyist philosophy.
But let’s get back to Jet Grind Radio for a moment. In Jet Grind Radio you play as a variety of rollerblading hoodlums (as I’m sure President Trump would call them, I like to call them artists) who skate around the streets of Tokyo-to looking for areas to spraypaint their tags. In order to achieve this, you must battle a crescendo of Tokyo-to police forces up to and including a damn tank. Apparently vandalism is punishable by tank in the streets of Tokyo-to. The spraying and skating is accompanied by a funky soundtrack from DJ Professor K. Poppy hip-hop and female Japanese chanting fills your ears while you race around the cell-shaded environment.

Dreamcast Streaming Service DreamStream Announced For Nintendo Switch

People with only a passing interest in research and development processes, business procedures and manufacturing fundamentals have been calling for a sequel to the Sega Dreamcast for some time now; but the desire for a bonafide 'Dreamcast 2' has fallen on deaf ears for the most part. However, it now looks like Sega is ready to give the notion at least a slight nudge in the right direction. This week, Sega announced a new partnership with old rival Nintendo which will bring Dreamcast games to the new handheld hybrid system Switch.
The service, tentatively titled 'DreamStream' will allow Switch owners to connect to a cyber razor-powered service that will initially offer a handful of HD remasters of popular Dreamcast titles like Jet Set Radio, Sonic Adventure, Spirit of Speed 1937 and Space Channel 5. Details on further games, and just how the service will work are sketchy at best right now, but this information has literally only just leaked through this article on art and tech website Art News. Quick to capitalize on the leak, Sega Europe spokesperson Avril Tonto responded to the claims:

"Sega Europe and Nintendo have a long and storied history. With this new partnership, we hope to bring much-loved franchises to a new audience."

As stated, details are thin on the ground at the moment, but we hope to bring more details as they emerge. With the strong initial sales of the Switch, and the heavy leanings toward retro emulation and classic gaming experiences, we think this can only add another string to Nintendo's bow in the fight against Sony and Microsoft.

Source: Art News