Showing posts with label PlayStation. Show all posts
Showing posts with label PlayStation. Show all posts

PlayStation Emulation, Silent Hill 3, Metal Slug, New Indies and more on Dreamcast! - Dreamcast News Round-Up July 2024

It's 2024, we’re now into July, and the SEGA Dreamcast is still not dead. Critics are baffled. "It was supposed to have been declared dead in 2001, dammit!" - some PlayStation 2 owner, probably. In fact, there's been so much Dreamcast news recently that I've found it hard to keep up with it all, so in an effort to convince you all that I'm still in the loop (perhaps not sanity-wise), I've rounded up all the best items of recent news into one post. So, here's everything that has happened in the world of Dreamcast recently...

Indie and Homebrew

Or "bedroom coders" as people used to apparently say back in the '80s. I wouldn't know, as I literally didn't exist. Anyway, this supremely talented bunch are doing some cool stuff with software on the Dreamcast. Let's take a gander.

A huge breakthrough in Dreamcast development...

Credit: Orc Face Games

A few weekends ago, Ross Kilgariff, the Dundee-based maestro behind the highly anticipated Dreamcast indie HarleQuest and head of Orc Face Games, dropped the Junkyard a DM about a big breakthrough in Dreamcast development which will result in a significant performance upgrade for new games being developed for our beloved platform. Take it away, Ross... 

"We (Orc Face Games) recently hired TapamN to get the HarleQuest! engine running as fast as possible. For those who don't know, he's one of the best programmers in the unofficial Dreamcast scene, with over 20 years of experience and he's helping elevate everyone's understanding of the platform. 

While optimising the code, he found a critical bug in the operating system that's used as a basis for many unofficial projects including HarleQuest!, Simulant Engine, Spiral 3D and more. This operating system, KallistiOS, is a community-driven effort to provide re-usable code that makes Dreamcast development easier for everyone.

The issue is quite technical but I'll try to keep it simple. There's a special kind of memory inside the CPU called the cache. It's way faster than RAM, but also way smaller (only 16KB in the Dreamcast's case). Normally the cache works automatically and doesn't need any special programming - it just stores things you've accessed recently so it's faster to get them next time. However, the Dreamcast's CPU has a special feature called OCRAM that lets you take control of half the cache manually. This can let you get great performance, but you need to actually program it. It's not on auto-pilot anymore. 

The bug is that since November last year, OCRAM mode was being enabled by default in KallistiOS. This meant every game was saying "give me manual control over half of the cache" on startup, then simply not using it - in effect being left with only 8KB of automatic cache instead of the full 16KB. 

As soon as we made the KallistiOS community aware of this they got straight to it and fixed the bug within a few hours. Falco Girgis identified the cause and worked with darc and BBHoodsta to coordinate the fix. The developer responsible for the Doom 64 port (jnmartin84) verified the fix and reported that with this change along with another optimisation, the busiest areas of the game don't chug any more and play much more smoothly. 

On one hand, it's unfortunate that the bug occurred in the first place, but the benefit is that all those cool 3D demos and games we've been seeing recently will be able to pull the latest version of KallistiOS and might get an automatic speed boost. 

Hopefully this is one step closer to seeing more high-quality games on the platform. I have a good feeling about 2025."

Thanks to Ross for letting us in on this big development and for supplying us with an explanation. The future sure is bright for Dreamcast game development! Speaking of Ross, last month he put out the first part of a video series showcasing the results of his "What Dreamcast Gamers Want" survey, which is well worth a watch.

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?

For Funk’s Sake: A Space Channel 5 VR (Kinda) Review

Let's just rip this Band-Aid off right now: Space Channel 5 VR — developed by Grounding Inc. for the PlayStation VR — is absurdly overpriced and hardly anyone will buy it.

I purchased the original Space Channel 5 for $40 back when it launched on the Dreamcast in 2000. Adjusting for inflation, that translates to $59.85 in 2020 dollars. By that standard — and only by that standard — would most people consider this $40 sequel a decent value. I cracked open a beer while downloading Space Channel 5 VR. That was a little over an hour ago (as I begin writing this). I’ve already blown through its anemic four-stage story mode and dabbled in its repetitive 100-stage marathon mode. I've seen nearly everything the game has to offer and my beer is still cold.

There isn’t a lot to do in this game is what I’m saying.
These are SC5VR's modes...and really only a couple of them are distinct game modes.
Space Channel 5 VR is an improbable sequel to the relatively obscure 20-year-old Dreamcast rhythm series. And damn, does it double down on that obscurity. SC5VR can only be played in virtual reality, and only while standing up, and only by flailing around with a pair of PlayStation Move remotes. It's exactly as niche as it sounds. I’m just trying to imagine the subset of Dreamcast fans who also fondly remember Space Channel 5, and happen to own a PSVR, and also have a pair of working Move controllers, and whose expectations for VR rhythm-based games haven’t been completely spoiled by the amazing Beat Saber and Rez: Infinite.

There are six of us. I’ve done the math.

The game's full title is Space Channel 5 Virtual Reality: Kinda Funky News Flash!, which is more of a synopsis than the name of a video game. We can also abbreviate it to SC5VRKFNF! in case that's any less ridiculous. In a weird hipster way, SC5VR’s commitment to remaining obscure is appropriately on brand for a Dreamcast throwback title and I respect it. However, that also means I won't hold my breath for a physical disc release.

OK. So now that I've railed against the game's profound lack of value and marketability, how is it?
Pretty damn fun, as it turns out.
The best way I can describe Space Channel 5 VR — both in terms of its premise and aesthetics — would be if a Hanna-Barbera crossover went awry. Like if the Scooby-Doo crew did the time travel thing, solved their mystery, and went back home...except Daphne was left stranded in a future space city. After working through that understandably traumatic situation, she briefly dated Judy Jetson, and then paid her way through journalism school with a night gig at a go-go bar. Seeking to reinvent herself, she dyed her hair pink, adopted “Ulala” as a pseudonym, and eventually landed a prestigious career as an intergalactic TV news correspondent.

Bleemcasting: An Interview With Bleemcast! Developer Randy Linden

As the amount of online articles and Tweets around the recent anniversary of the North American 9.9.99 release date illustrates, the Dreamcast is still very fondly remembered. While the scene continues to grow at a steady rate in terms of bootleg and independent game development, there are still a fascinating number of Dreamcast areas that remain either untouched or that haven't had their rich historical veins fully exposed. One of those areas that myself and others in Dreamcast fandom are fascinated by is the story of bleemcast!.
A bit of a throw forward, I have another article in the works about ‘Why I Dreamcast’ even though it’s fast approaching 2020; and a large part of that is a deeply personal and nostalgia-fuelled longing and sense of clinging to a certain place in time. The Dreamcast, as much as I love it, and despite my role here at The Dreamcast Junkyard is a console I am wilfully ignorant on compared to the other staff members. The main reason for this is that I had only owned the console for a mere 8 months when I packed up and left home for the bright lights of university. The console, therefore, existed for me during a stage of enforced self poverty. New (well, pre-owned) games I still managed to justify occasionally, but instant noodles and supermarket value bread were prioritised over games magazines; and the internet was something I went to the library to check for roughly 1 hour a week when hungover and between lectures (and even then was mainly to email friends who had gone to other universities...and nearly almost always simply to tell them how hungover I was). Anyway, what I am trying to paint a picture of is that my finger during the 2000-2004 era was hardly on the pulse of information about anything...let alone Dreamcast.


So for me, I didn’t learn about bleemcast! until way after the events of the Dreamcast had long transpired, and it was years later still that I actually discovered this had been an actual retail product, and wasn’t like my copy of DreamSnes that had been created and uploaded from some shed somewhere. This was instead a full-fledged and commercially available product release promoting legal emulation that allowed you to load PlayStation game discs on the Dreamcast, adding a load of graphical improvements along the way.
What all this leads up to then, is that I tracked down Randy Linden, a member of the original PC bleem! and Dreamcast bleemcast! team. I fired off some questions and Randy was kind enough to answer. Hopefully you will enjoy reading them as much I did, and will give an interesting insight into the development of one of the most notorious releases on the Dreamcast...

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!

Game Heaven PS1 Dreamcast Controller

Here's an interesting item. It's an unashamedly unofficial third party controller for the Dreamcast. Nothing unusual in that - there are plenty of third party Dreamcast peripherals, produced by a myriad different companies and they vary wildly in quality. Oddly, the best third party peripheral I've personally come across is the Treamcast DreamPhoto mouse I looked at a few months ago and that thing is about as unofficial as it's possible to get without calling your device the Mega Breamcast. But back to the present - here's the Game Heaven 'For DC.' That's actually what it says on the packaging, and as your eyes will no doubt be telling your brain as you look at the lovely images, it's a Dreamcast controller in the shape of a PlayStation pad.

Quite why this exists is something of a mystery, but I'm glad it does because without it, I wouldn't be writing this tripe for you lovely people to read.
According to the garishly-coloured cardboard inlay, the Game Heaven (I can't bring myself to refer to it as the 'For DC,' even though that's technically what I should be calling it, going by the box) was produced in that country where copyrights and trademarks are little more than rumours -  China. Due to this, I'm willing to bet that this was actually created for the Treamcast, but don't quote me on that - there's every possibility it was just made there to be exported so that fools like me could spend money on one. But am I a fool? Am I? I'd like to offer the notion that no, I am not a fool. Far from it. How so? Well, because the Game Heaven is actually a fantastic controller. No, wait - hear me out.

A Dreamcast-themed PS4 Controller

This type of thing would normally be reserved for an Alanis Morrisette song, but hey - we're all about forgiving and forgetting here at the Junkyard. While it's probably true that the Dreamcast would have had a much longer natural lifespan had the PlayStation 2 not loomed into view so soon after Sega launched it, you can't deny that the PS2 was also a great system and brought lots of new features to the table. The PlayStation 4 is currently enjoying quite a bit of success though, and console customisation specialists Extreme Consoles clearly thought it was high time the PlayStation paid some respect to it's fallen adversary. Naturally, they've come up with this:
Dreamcast-themed PS4 Controller
Yep, a Dreamcast-themed PS4 controller. The accurately coloured face buttons, Dreamcast-branded centre button and VMU details are lovely. For maximum authenticity you could argue that they should have removed the right analogue stick; and obviously, there isn't an actual VMU slot because this isn't a Dreamcast-compatible joypad (as if you needed reminding)...but as a piece of hardware for a PS4-owning Dreamcast fan, you could do much worse. Also, reports that it beeps when you turn it on are unconfirmed. Here's a YouTube video showing the pad in all it's glory:


For further info, feel free to visit Extreme Consoles' website and Twitter.