Showing posts with label Rush On Game. Show all posts
Showing posts with label Rush On Game. Show all posts

BREAKING NEWS: Five new Dreamcast games incoming!

In addition to the announcement that the Kickstarter-funded FX Unit Yuki would be finally making its way to Dreamcast next month, JoshProd and RushOnGame.com have revealed their next batch of Dreamcast indie titles heading our way:
What a lovely mix of titles. Pre-orders opened today and the games are expected to ship between March 15 and April 30. All of the previous JoshProd titles are also up for grabs, so if you missed any, now is your chance. The promotion will be available on RushOnGame.com until midnight, May 15 2019 and the games are also available from the PixelHeart.eu store.

Review: Ganryu

Ganryu resurrects legendarily unbeaten Japanese warrior Miyamoto Musashi for one final fight. The problem is, in this ugly, lazy, soulless, Frankenstein of game...everyone loses

What hurts most in playing this near-perfectly ported Dreamcast edition of Neo-Geo game Ganryu is that the original creators seemingly just didn't care. They didn't care that they were besmirching and cynically exploiting the name and legendary story of, Genji aside, arguably Japan's greatest historical hero. The bloody life of Miyamoto Musashi and his epic duel-of-duels with Sasaki Kojirō on Ganryū-jima, an island located between Honshū and Kyūshū, is literally the stuff of Japanese legend and here, in this side-scrolling 2D hack-and-slash, it is used as inspiration for what, simply put, is a poor and crassly unimaginative title.
Giant floating doll's head? Coming right up, sir!

A legendary tale

This duel, which has been dramatised many times in film - including in the final movie of an epic three-part series staring famous Japanese actor Toshiro Mifune as Musashi - is often seen as the greatest of Musashi's victories as Kojirō was a lethal swordsman himself, with his deadly use of a nodachi, a Japanese great sword, earning him the title of The Demon of the Western Provinces.

While his deeds have reached mythological proportions, Musashi was very much a real person and one who, arguably, perfected the two-blade fighting style. Musashi's Ni-Ten Ichi Ryu technique (two heavens as one), as detailed in his epic The Book of Five Rings (anyone with an interest in kenjutsu should read a modern a translation), was revolutionary for the time and, no doubt, a large part of how the greatest Japanese swordsman of all remained undefeated in over 60 duels.
The cutscenes are nicely drawn.
Musashi wasn't just the ultimate swordsman either. In his later life he mastered numerous arts and crafts - with arguably the finest being his beautiful broken ink pieces such as Shrike Perched on a Withered Branch. Simply put, Miyamoto Musashi is one of Japan's most well-known and beloved historical figures.

Why then would original creators Visco Corporation - a Japanese software house no less - use him and his most famous adventure as a vehicle to publish what is essentially a shoddy, cheap, bolted together Shinobi clone devoid of all soul?

The answer, of course, is money...

Review: 4x4 Jam

There are adults out there, probably people reading these very words, who didn't exist when the Dreamcast was a newly released gaming platform and Sega's great hope of winning back the home console war. That's an astonishing thought to a grizzled old gamer like me; that people who I can have serious, grown up discussions with did not exist when I walked out of the shop with my new Dreamcast console under my arm. The at the time revolutionary ideas Sega were talking about; the 6 billion players online, the portable game playing memory card, the PC quality graphical power - things that I sometimes still find remarkable when looking back at the little 14 inch portable CRT TV and a wobbly spectrum keyboard that were my introduction to gaming, these things defined my gaming, set me on a course to being a self confessed Dreamcast addict. But they mean nothing, had no impact, on the gaming lives of a vast number of current gamers.

Online console gaming isn't a pipe dream, but an expected standard. Graphical capabilities are blurring the lines between reality and digital fiction. And as for portable gaming, none of us could have imagined the rise (and rise) of smart phones and the shift towards that platform as a gaming behemoth when we all got excited by a digital screen on a memory card.
4x4 Jam emerged on this new frontier of gaming late in the last decade, before Hungarian developer Invictus Games took it across to a more familiar platform via the Sony PSP minis selection - you know, those cheap and cheerful independent games that were a welcome addition to an often maligned handheld system. It received a good critical reception on both mobiles and PSP, and has even seen an HD update since, as smartphones continue their relentless technological improvement. And now... it appears on the Dreamcast, published by the newly emerged force in the indie Dreamcast scene JoshProd, in some way completing this possibly clumsy circle that I've been trying to create through these meandering opening paragraphs.
But take a moment just to think about this. A game, released on platforms not even conceived within the lifetime of the Dreamcast, ends up being ported to a console approaching it's 20th birthday. The possibilities this opens up are mouth watering. But let's not get ahead of ourselves. It's all well and good being excited by a well received game on later hardware making its way to our beloved little box of dreams, but the execution of the port, and the quality of the end result, is what really matters. And so this is how I approached 4x4 Jam - excited by the prospect (not to even mention the fact that this is the first proper 3D game to appear in the commercial indie Dreamcast scene, beating the long delayed SLaVE in the process), but with a slight sense of trepidation as to how it would turn out, and what sort of quality I could expect from this unexpected arrival to the Dreamcast party. There was nothing left to do but strap on my imaginary helmet, slip into my virtual driving gloves and take the game for a spin...

Review: Flashback

Flashback is one of those games that really doesn't need an introduction, but for the benefit of those who have never played 1992's hottest cinematic platform adventure, I'm prepared to ignore that adage and fill you in on the backstory.

You are Conrad B. Hart, an academic who creates a device to scan the molecular structure of organisms as part of his thesis. Rather than get his thesis published, a slap on the back and a job offer from his educational institution though, Conrad inadvertently discovers a plot by an alien race of shape-shifters who are planning to conquer the Earth. Cue a kidnapping, a brief escape from captivity and a marooning on an alien planet (with a few other familiar tropes such as lost memories and pre-recorded holocubes thrown in for good measure), and you have one rollicking sci-fi adventure on your hands. I won't go into any more detail than that, lest I spoil it for those who have yet to experience Flashback; and for everyone else I'm sure you've already played it multiple times and know all about the rest of the narrative that plays out across the game's various dystopian theatres.
As mentioned earlier, Flashback was initially released back in 1992 for the Amiga, although as documented in an interview with Retro Gamer, lead developer Paul Cuisset revealed it was initially programmed for the Mega Drive. The pseudo sequel to 1991's Another World, Flashback went one step further than Delphine Software's previous side-on adventure by introducing some pretty spectacular rotoscoped animation and clever puzzles, as well as some really intense gun play and an interesting plot. When all cut together with some amazing-for-the-time cinematic sequences, Flashback presented gamers with something that was a good few leagues ahead of previous games in the genre, such as the aforementioned Another World and Brøderbund's Prince of Persia.
Since those days of the early 1990s, Flashback has appeared on more systems than you can shake a brown, sticky thing at; and I have personally owned it on Mega Drive, SNES, Jaguar and 3DO. There are also versions for Amiga (as mentioned), PC, CD-i, Mega CD, FM Towns and even the Acorn Archimedes amongst others. It's almost the DOOM of platform games, in that if a system has a screen and a microchip; then it can run Flashback. Happily, that list now also includes the good old Dreamcast, thanks to the hard work of publisher JoshProd and seasoned programmer Chui...