Showing posts with label Sony. Show all posts
Showing posts with label Sony. Show all posts

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.

Throwing Sticks In Rivers

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

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