Showing posts sorted by relevance for query xeno crisis. Sort by date Show all posts
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Review: Xenocider

Full disclosure: The Dreamcast Junkyard has been reporting on the development of Xenocider pretty much since we learned of its existence, and prior to that we reported on Retro Sumus' previous foray into indie dev, Ameba. Over the years we have built up something of a friendship with Carlos Oliveros and the development team working on Xenocider. However, in the interests of transparency and 'ethics in games journalism,' we will not be giving Xenocider a free pass. This review will be conducted with the same unbiased cantankerousness as you've come to expect here at the Junkyard. With that out of the way, on with the review!

Retro Sumus first appeared on our collective radar way back in November 2014, when the Spain-based indie developer announced a visual novel starring a down at heel detective trying to solve a mysterious, supernatural murder. That game was Ameba, and since it was first introduced to the community it has been put on the back burner. Not because of any kind of internal turmoil, development hell or the game quietly becoming vapourware; but because Retro Sumus turned their attention to another project that was initially going to play second fiddle to Ameba. That side project appeared to hold more appeal to the development team and as they pivoted away from Ameba, the projects switched places with the former going into hibernation and Xenocider - the other game - stepping into the limelight.

Now, almost 7 years later, and after a number of huge revisions and an entire lore being created, Xenocider has finally landed on the Dreamcast. A bespoke, independently developed title, created and sculpted for the best part of a decade to run exclusively on Dreamcast hardware and utilising a game engine built from the ground up. You really couldn't make this up. And now, at long last - and much to the relief of the long-suffering dev team, no doubt - Xenocider is finished. It's real, it exists, it is playable on an actual Dreamcast...and by jove it's glorious.

As my learned colleague Mike Phelan alluded to in his comprehensive Arcade Racing Legends review, it would be quite easy for us Dreamcast fanatics to frothingly praise any and every new game to hit the console as a marvel, a wondrous and near perfect experience, simply by virtue of it being a game released for the Dreamcast. To proclaim everything as amazing, awesome, fantastic (or to use any number of other equally meaningless superlative descriptions) is far too easy these days; to turn a blind eye to a game's shortcoming and to give it a free pass simply 'because it's on Dreamcast.' I am all too aware of this trap, and I refuse to fall down into it. I am a hard man to please and I don't believe in sycophantically announcing every new Dreamcast game as the greatest thing since sliced bread.

With this in mind however, I'm quite confident in saying that Xenocider, for all its faults - which we'll cover later - still manages to elevate itself to the upper echelons of the Dreamcast indie library and sit proudly up there alongside stuff like Xeno Crisis, Alice Dreams Tournament, Leona's Tricky Adventures, Wind & Water Puzzle Battles and Sturmwind. That's because this is a game crafted with obvious love and devotion not only to the Dreamcast, but also with a devilish wink and a nod to other games it clearly takes inspiration from; simultaneously offering a refreshingly original take on the sci-fi shooter genre while presenting the discerning Dreamcast gamer with a hoard of gameplay modes, and as many extra bells and whistles as you'd normally expect to find in a current gen title.

Before we get to the game itself, it's worth mentioning the love and care that has clearly gone into creating the whole Xenocider package. From the excellent bespoke cover art drawn by DC Comics' Agustin Padilla, to the quality of the printed booklet and covers, to the artwork on the game disc itself (and on the bonus music CD if you have the two-disc special edition), everything about Xenocider's physical appearance exudes an air of professional attention to detail that is fantastic to see in an independently developed Dreamcast game; and like the JoshProd, Bitmap Bureau, Yuan Works and Duranik titles which came before it, the faux NTSC or PAL styling of the boxes means Xenocider will slot nicely in alongside its contemporaries on any discerning Dreamcast owner's shelf of indies.

So what of the actual game then? Well Xenocider is essentially an 'into the screen' run and gun shooter much in the style of retro favourites such as Space Harrier and Sin & Punishment. I'm not remiss to use those two titles as comparisons as Retro Sumus themselves have often cited those games as inspirations for Xenocider. Here though, you take on the role of Xara, a cybernetic Oppenheimer - quite literally a destroyer of worlds - who must planet hop through the star system, wiping out all lifeforms in her wake before eliminating an end of level boss...and ultimately the very planet itself. Pretty hairy stuff, we're sure you'll agree, and it's upon learning the main objective of the game that the title starts to make more sense. Furthermore, to reveal quite why all this death-bringing is going on would be to reveal spoilers...so we'll say no more.

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: Flea!

2020. It's not been great, has it? But whilst we all seclude ourselves in our homes, proclaiming how bored we are whilst ignoring our game backlogs, something has been stirring in the Dreamcast Indie scene. The year kicked off with the rather glorious Xeno Crisis - perhaps the finest Indie game yet on the DC, and we've got some delights on their way with the high speed thrills of Arcade Racing Legends from JoshProd, the wonderful Xenocider in all it's 3D glory from Retro Sumus, and Indie masters Senile Team back with the fantastic looking Intrepid Izzy. That's not even mentioning the impending release of Summoning Signals, JoshProd's Indie onslaught with 8(8!) more titles, and almost certainly others that we've simply forgotten to mention! It's a never ceasing cause of amazement for all of us here at the Junkyard that we could see more than a dozen titles added to the library in a matter of months.


It seems though, that even more is on the horizon - including a game which has come as somewhat of a surprise - Flea! which is out now and available from the developers own Etsy page here. A successfully funded Kickstarter project this year, the game was designed for the NES, but has jumped it's way onto our chosen platform, caught us all by surprise, and left us itching to tell you more. I promise that's the last awful Flea pun I'll be making...

Playing as your cute little Flea protagonist Henry, your task is to collect blood from the games 80 levels, blood which is being horded by the greedy King, and is desperately needed by the Refu-fleas. To that end, each unit of blood you collect can, at certain points, be converted to extra lives. It means that very quickly you'll rack up substantial numbers of lives - but that's something you'll most certainly need here. The game creator, Alastair Low (featured on the DCJY before, for the very cool Dungeon Ross), clearly has a fondness for tough NES era platformers, as Flea! is designed with plenty of tricky sections and death is frequent. Luckily, such death is not permanent in Flea's world, for a few seconds later you're back on the hunt for blood at the beginning of the level. Just as quickly as you build the life stock up though, you'll see the numbers going down when you get to one of the games tougher stages.

The game's deaths don't come by way of Uzi wielding parasites or anything so extreme though - here, death will come by way of your continually jumping little critter finding his way into a particularly nasty obstacle. These litter the stages, and whilst only a few syringes seem to be your issue early on, you soon come face to face with other creatures and more extravagant obstacles. Not every creature you meet is a bad guy though - there are plenty of colourful and interesting characters throughout the game to interact with as well.

The game is a tough one to master, in the time honoured 8-bit fashion. However, this toughness doesn't come with unfairness - if you die, it's due to a mistake you've made. Control is generally simple - Henry jumps continually, but you can press the A button to keep his jumps lower (a skill you will require early on in the game), and later on you can dash as well (although I've got to be honest, I've not actually got that far yet! I've never said I'm any good at games...). The main challenge here is to maximise your blood collection whilst navigating the obstacles with well timed jumps. The instant restart of the single screen levels makes any frustration minimal, luckily, but the game does induce a feeling of rage when your life supply dwindles as you fail at a decidedly crafty stage for the umpteenth time - but there's a not insignificant amount of satisfaction when you finally make it. It's a classic risk-reward strategy of gaming of yore, tried and tested, and it works well here, a tribute to the games developer once more.

At times the game does mix things up a little, ditching the single screen approach and going for a forced scrolling platforming experience - a sort of endless runner type affair, only, er, it ends. It shows a little bit of versatility off that makes for a nice change of pace, and again technically, it runs smoothly.  

Visually, it's not going to blow anyone away. It's clearly a NES game, with chunky pixels and bright colours, a look evocative of an age before the Dreamcast, but one which is very much back in fashion. Of course, it looks this way through functionality (being an actual NES game) rather than style alone, but it's competent, cute, fun and cheery. In fact, I'm officially starting a campaign to get Flea! to become the official mascot of the DC indie scene, as I look at his cute little face looking at me from my VMU during the game. The stages vary in their colour schemes - different beasts that the fleas infest - but all have that 8-bit colour and brightness to them, which is very visually appealing. 

There's no denying the games NES roots though. The pixels are colourful, the action is smooth, but this isn't the sort of title that's going to push the hardware. That doesn't matter at all, of course, as the core gameplay is fun and challenging enough to justify itself a place in the library, but we know there will be some out there who will baulk at the idea of a Dreamcast game looking this way. To them, we blow a giant raspberry. Personally, it's a style of game we've not had much of on the console, and I welcome it's arrival. 

I also welcome the chiptune music, so insanely catchy that I found myself humming it to myself on the bus this morning. It perfectly captures the fun, nostalgic retro-ness of the game, and deserves special mention just for that. The packaging is also great - a US style look (despite Lowtek Games being a Scottish based developer), it has a great disc image, and full colour manual (although it's only 2 pages), and the cover is great. For a game none of us were expecting, it's level of professionalism in design was surprising but most welcome. 

The game is available for £30 from Lowtek Games Etsy store, limited to just 200 numbered copies,  and you can find the games creator Alastair on Twitter  so go give him a follow!


 

Review: Ghoul Grind: Night of the Necromancer

The world of indie Dreamcast games has changed dramatically over the last couple of decades. A period of cheap and cheerful, mostly puzzle-orientated titles in the mid-00s was followed by a lengthy period of time where, alongside the last officially pressed GD-ROM releases authorised by Sega, we were treated to several shoot-'em-ups from a variety of indie developers. That period was so lengthy, in fact, that we still see some social media influencers parroting the tired opinion that "the DC only receives indie shooters," instantly earning them the wrath of the collective Junkyard crew. 

By the mid-2010s, the array of titles finding a physical release was a much more diverse selection: racing, platforming, adventures, RPGs, twin stick shooters, 3D shooters and many other genres found their way to the Dreamcast, and still do! 

We're currently staring at the quite ludicrous prospect of nearly 30 upcoming releases for this incredible machine that just refuses to die. As well as a broader selection, the quality has also seen a marked improvement as well – arguably reaching a recent peak with the releases of Xeno Crisis, Xenocider and Intrepid Izzy - three impeccable independent releases that have pushed the boundaries of quality; not only with their gameplay, but in the presentation department as well. Whilst not every game will reach the lofty heights of that trio, the days of any old game being released and instantly receiving praise just because it's 'on the Dreamcast' are long gone. 

Indeed, while I and the rest of the Junkyard crew are overjoyed that so many talented developers are bringing new games to the Dreamcast, we are now in an era - bizarrely - where we can be more objective about new titles than ever before.

Ghoul Grind: Night of the Necromancer may not be a candidate to sit alongside the Izzys or Xenos at the very top level of what's available, but that doesn't mean it's a bad game. Developer Woog Worx's main goal was to Kickstart a brand new NES physical release, with a Dreamcast port as a stretch goal. Ghoul Grind is a 2D, 8-bit, auto scrolling platformer with a distinctly Halloween theme. Due to it being a port of an NES game, on a technical level, it certainly doesn't push the Dreamcast in any way whatsoever. A successful Kickstarter campaign, which didn't seem to elicit much attention from the DC community (if you had listened to us, you would have backed it, so don't complain now!), was completed back in April 2021, and by the end of that year, the game was already in backer's hands - the sort of quick turnaround story that we can always get behind at the 'Yard!

The plot (played out through a short introduction sequence and in the game's lovely full colour manual - more about that later) sees Nox and Veronica - boyfriend and girlfriend - tasked with saving the townsfolk of Saint Crypton from their best friend Vladimir; who is raising the dead, bringing ghouls, ghosts and goblins out onto the streets, forests and crypts of the town. As someone who lives quite happily year round with the oranges and blacks of Halloween decorations decorating my house, the aesthetic on offer really hits a sweet spot. 

The game oozes a charmingly nostalgic All Hallows Eve atmosphere, with a suitably ghoulish 8-bit soundtrack (which may not be to the masterful level of some indie offerings, but considering the limitations of the original hardware, is rather good) and a colour palette full of oranges and browns to give it an autumnal look, as well as eerie blues, blood reds and the blackest blacks, really making the most of those hardware limits again. Woog Worx really do deserve credit for their character design and spooky atmosphere. Ghoul Grind sits in a perfect cross-section of 8-bit, Tim Burton and horror aesthetic.  

Gameplay is pretty straightforward: your characters auto run through the levels, with your control being limited to one button to jump, and one button to fire your weapon. You can change between the two characters on the fly throughout - and need to do so to get past certain sections - but there is little in the way of complexity here. The levels have all manner of suitably Halloween-themed enemies (with some great accompanying artwork in the manual), and are chock full of tricky jumps and platforming elements to challenge the player. 

Chances are, on your first attempt at each stage, you will die a fair few times before you know exactly when to time the action required. When you do die, it's straight back to the beginning where you attempt to traverse the level again, your knowledge of what you've already seen aiding your progress. There are 18 levels in total, as well as six boss encounters, which change up the obstacles you come across, but the gameplay remains broadly the same throughout. 

It'd be fair to say that this can lead to some challenging moments, but the instant restarts lower the sense of frustration. There is the occasional instance of a button press seemingly missed, although I didn't notice this too often. For the most part, this is as smooth as an NES port to the Dreamcast would be expected to be. Smooth can also be used to describe the packaging of the game. We have come to expect good quality packaging in recent years, what with the rise of JoshProd and Wave Game Studios, and Ghoul Grind lives up to that. 

A full colour manual contains loads of excellent illustrations, and the overall package is professional looking. Originally, you could only obtain the Dreamcast version of the game when backing a level with a physical NES cart as well, and whilst we're not the NES Junkyard, I have to say that the high quality of packaging crosses over to that release as well. For those who weren't interested in getting the NES cart too, standalone purchase option for the Dreamcast release are now available.

There isn't much more to say about the game, really. It's a decidedly simple premise, well executed, with a great gothic Halloween-loving atmospheric style (and an awesome name to boot - although it sounds more like the sort of blackened Death Metal band and album title that I'd happily lap up). Just remember that it's not something which was made with the Dreamcast in mind (although, kudos to Woog Worx for replacing the NES controllers featured in the background of the training levels, with Dreamcast controllers); or a game that will thrill those that want indie games to push the envelope of what we've come to expect on the console.


You can purchase your own copy of the game at the Woog Worx store here. You can download a demo or buy a PC version of the game at their itch.io page here. The Woog Worx main website can be found here.

Have you purchased Ghoul Grind: Night of the Necromancer for Dreamcast? If so, please do let us know your thoughts on it in the comments.

Show Report: Nottingham Video Games Expo 2022

The weekend of 17 & 18 December 2022 saw the inaugural Nottingham Video Games Expo take place in...er...Nottingham. The city of Nottingham, England for the uninitiated, is the ancestral home of such luminaries as fictional horse jacker Robin Hood, painfully unfunny comedian Jon Richardson, professional face puncher Carl Froch, and Manchester United legend Andy Cole. It now also has its own gaming festival in the form of NottsVGE.

Naturally, The Dreamcast Junkyard took the opportunity to represent at this brand spanking new event, and it was a pleasure to be able to meet fellow Dreamcast enthusiasts, exhibitors and event visitors to spread the gospel of the Dreamcast to all who would listen.
Punters puntering
Several members of the editorial and podcast crew from the 'Yard manned our small but perfectly formed area, with Tom, Jaz, Andrew, Lewis, Kev and Lozz all taking turns to stand around and bore anyone who happened to wander near on the intricacies of the Dreamcast's genetic makeup or the splendour of the system's library and range of peripherals. Poor souls. The public, I mean.
Lozz, Lewis, Jaz, Andrew, Tom and Kev
It wasn't all fun and games though (or was it?), as we had a rather special competition to run. As alluded to in a recent post, our friends at Bitmap Bureau supplied us with several copies of the excellent Xeno Crisis to give away to those who were hardy enough to register a high score on the superlative Smash TV 'em up using the Dreamcast Twin Stick controller. 

Around 30 people took to the hotseat to test their mettle, including both Dan and Nick of WAVE Game Studios, and Dean Mortlock of SEGA Powered. Alas, the ultimate winner turned out to be none other than Aaron 'The Gagaman' Foster, a man who assisted in the early days of both the DCJY blog and DreamPod. It wasn't a fix, honest.
Elsewhere, anyone who visited our little section of the expo floor was able to sample some lightgun action with Houe of the Dead 2 and Confidential Mission, or the traditional delights of Sega Rally 2, Power Stone, Virtua Tennis, Cosmic Smash, Crazy Taxi, Yu Suzki's Gameworks and a range of other titles when they were available/the Dreamcasts were behaving and not throwing up random issues such as controller ports not working or AV ports refusing to play ball with the screens.

NottsVGE was a much more intimate event than previous excursions (Play Expo Blackpool 2018 was probably our largest, with around 15 Dreamcasts available for people to play), but what was especially nice was the abilty for all of us from The Dreamcast Junkyard team to actually hear and engage with visitors, and have some audible conversations (other events tend to be quite loud due to the size of them). 

It was also quite fascinating on a personal level to see how the younger visitors approached the Dreamcast and the peripherals on offer, many of them having never seen the console before. The impressions were overwhelmingly positive, showing that the SEGA brand can still bring a smile to the faces of kids who aren't as au fait with the brand's hardware as us old farts are.
The next generation of Dreamcast gamers.
Paul, Marc and Dean from SEGA Powered.
NottsVGE offered a range of sellers who were hawking their gaming wares, along with a couple of teams you'll no doubt be familiar with if you're in any way interested in the Dreamcast. First up, and as mentioned, WAVE Game Studios were in attendance selling and demonstrating a range of titles from their impressive stable, with Intrepid Izzy, Alice Dreams Tournament, Rush Rush Rally Reloaded, Shadow Gangs and Postal all popular. 
Dean was forced at gunpoint to autograph a copy of SEGA Power.
Our friends from both SegaMags and SEGA Powered were also at NottsVGE and it was really nice to be able to meet the legendary journo/editor Dean Mortlock in the flesh for the first time. Matt and James from Shenmue Dojo were also in attendance, as were Get Well Gamers, YouTuber TootyUK, and community magazines Evercade Evolution and Amiga Addict.
Tom and Lewis with Dan and Nick from WAVE Game Studios.
On the main stage, the team from The Retro Hour interviewed a trio of guests from the golden era of Rare's time as Nintendo's third party development darling; while later a Q&A session was hosted by Paul Drury from Retro Gamer Magazine. 
The Retro Hour introduced guests from Rare.
Tom with Skilljim and Matt from Shenmue Dojo.
A rather popular Mario Kart 8 tournament was facilitated by Nottingham Nintendo, but the real coup de grâce was a battle royale between WAVE Game Studios and The Dreamcast Junkyard. In a true test of guile and skill over the course of two games of three rounds (Power Stone 2 and Virtua Tennis), these two behemoths went toe to toe...only for WAVE to trounce us 2-0. Naturally, the blame was levelled at Lewis' cack-handed Power Stone 2 skills and Tom's controller port only working intermittently. Um.
At least someone was having fun...
Liberties were taken to be honest.
The final insult of the event came when James 'Jaz' Harvey unironically subjected several hundred paying event-goers to a disgusting display of hubris, with gameplay from Spirit of Speed 1937 being displayed on a giant projector screen. If NottsVGE don't invite us back again, I'm confident this act of wanton terrorism will be cited. Oh, and there was Kev wandering around offering people cupcakes of questionable origin.
Would you take a free cupcake from this man?
Congratulations and thanks to both James (ItsMuchMore) and Alex (gamesreup) for inviting us to be a part of their successful debut event. It all ran smoothly and they should both be immensley proud for putting on such a great expo and generally just being top blokes. 
Overall though, it was just really nice to meet people and talk face to face with fellow gamers who either have a passion for the Dreamcast; or who had never even seen one before. Here's to the next Nottingham Video Games Expo, whenever that may be.

New Dreamcast Indie release review - Drascula: The Vampire Strikes Back

It's shaping up to be a momentous year for the Dreamcast's already active indie scene, with (literally) dozens of titles on the horizon. After the unbridled success of titles such as Xenocider and Xeno Crisis (Indie games not beginning with X are available), and some very tasty offerings in the pipeline from JoshProd, Senile Team and Headup Games, there's never been a better time for the scene - and certainly, never a more active one. 

It wasn't a major surprise, then, when yet another title was announced for the console just weeks ago. Erbe Software, a Spanish publisher, started a Kickstarter campaign for a port of a 1990's point and click adventure, Mortadelo y Filemon, itself based off a popular Spanish comic. With a low goal, and the community's ever rabid desire to see more DC games, it sailed past its modest funding target and should be with us sometime later in the year. But this wasn't the first we'd heard of Erbe Software. Back in 2020, they announced a similar, rather unambitious Kickstarter campaign for a port of another 90's point and click adventure - Alcachofa Soft's Drascula: The Vampire Strikes Back. This too sailed through its meagre funding target, but little had been heard about it since the campaign. That is, until copies started being received by the modest number of backers, around the time of their latest Kickstarter.

The original PC cover for the game. If only we got this for the Dreamcast version...

Now we at the Junkyard didn't back the game. Whilst we're purveyors of all things 'Dreamcast', we have to admit it did pass us by. But new Dreamcast games, even ports of old PC adventure titles, are never a bad thing. Only, with Drascula, things did seem a little off. First, the original developers Alcachofa Soft had allowed the game to be distributed for a not-for-profit basis some years back. With the wonders of ScummVM, the emulator which makes these classic point and click adventures easier to run on more modern platforms, some Dreamcast owners would, no doubt, have been able to experience the games rather campy, cheesy comedic horror before. 

Now, this isn't unprecedented; Dreamcast owners who've dipped their toes into emulation may have seen a few examples of games being made available via that method some years ago, only for Indie publishers to release them as 'legitimate' releases some time after (Flashback, Captain Tomaday etc. etc.). There's nothing inherently wrong with this - if the rights holders can release the game officially, that's fair enough. But with information so scarce about this release, some did wonder whether this would be a 'bells and whistles' special packaged release, or simply a version of the ScummVM engine running the game. One of these, unfortunately, ended up being the case.

Thanks to friend of the Junkyard Chris Nunn, one of the few people who backed the game on its original campaign, we've managed to grab a hold of the game and...well, we've got some thoughts... 

Peripheral Review: Brook Wingman SD

Disclosure: The Brook Wingman SD was sent to us for review.


The Brook Wingman SD is an interesting device, coming from the powerhouse that is Brook Accessory. I’ve got one of their PCBs in my SEGA Virtua Stick High Grade, which permits its use on multiple formats with ease… and no lag. Brook have quite a catalogue of products, and I believe are building a decent brand name for themselves with quality useful products. 


What is the Wingman SD? In short, it’s a dongle, that allows the gamer to connect a multitude of modern peripherals to their Dreamcast as well as the Sega Saturn (check out Brian's article on The Saturn Junkyard for a look at the Saturn functionality). You can connect your 360, PS3, PS4, Xbox One, and Switch Pro controllers to the Dreamcast for some high quality gaming fun.

There was something a touch surreal pairing my PS3 controller to the DC… but it was incredibly easy to do, and worked extremely well, without any perceived lag. Same goes for the Xbox One controller. The Xbox controllers are often regarded as some of the most ergonomic (and I agree), and using them to play Sega Rally 2, Rez (OK I have that on 360 and PS4), Shenmue, Headhunter, Re-Volt, was really great. The device comes into its own with FPS, though, bringing the DC into the 21st Century proper. Some prefer keyboard and mouse, which you can do on DC, but I am a fan of controllers. And now, Quake, Unreal Tournament, etc… have proper dual analogue support. And wireless!! What a revelation! 


Event: Southampton Game Fest 2018 - Saturday 6th October

As well as running this place, a YouTube channel, an award-nominated podcast, the world's best Twitter account* and the largest Dreamcast-related group on Facebook, we fine folk at the Junkyard also occasionally crawl out of our respective holes to support live events. Indeed, any of you who have visited either the Play Expo or Revival events around the UK in previous years will attest to having witnessed the Junkyard team drinking heavily and beating away rabid fans/autograph hunters with extreme efficiency and accuracy.
October 6th will see some of us donning our protective hazmat suits once again as we attempt to engage the public at another event - Southampton Game Fest 2018. As the name suggests, this is a festival of all things gaming, and will be held in the city of Southampton on the south coast of England. Southampton Game Fest is held entirely in support of various charities, and this year will be held in several locations across the city. We'll have multiple Dreamcast consoles set up, along with a host of peripherals and games for people to play on.

If you're free on Saturday 6th October, why not come down to the event, buy us beer, play some Dreamcast games and get involved with the fun? As well as us, the folks from Bitmap Bureau will also be supporting Game Fest, so it's a perfect excuse to get some first hand experience with their awesome-looking retro inspired shooter Xeno Crisis.
For more information and to buy tickets (or become an exhibitor yourself), head over to the Southampton Game Fest 2018 website here. You can also find out more information on our upcoming events by checking the Events page here.

* This, like the cake, is a lie.

The Dreamcast commercial indie scene enters a 'Golden Age'

When Sega pulled the plug on the Dreamcast in 2001, few would have predicted that our beloved little white box would still be pushing out new titles 20 years later. Flicking through the pages of the multitude of gaming magazines that were vying for market share at the time, readers were presented with a journalistic consensus that the Dreamcast was well and truly dead (note: for younger members of the audience, magazines were bounded sheets of paper with writing and artwork printed on them).

Of course, by industry standards, this assessment was bang on the money. The gaming reporters may well have known that a trickle of official releases would continue to see the light of day for a few more years, or had an inkling that a sizeable portion of the Dreamcast’s enthusiastic fanbase would continue to support homebrew projects, some of which could conceivably be released in physical form on a small scale. In the terms of reference that mattered to the industry and the wider public though (revenue, profit, audience size), the writing had already been on the wall for some time.

Where it all began...

Although by these standards the Dreamcast's new releases are still undoubtedly small fry, the commercial Dreamcast indie scene has been through an astounding boom in recent years; one which is becoming hard to ignore. The tongue-in-cheek opinion shared amongst Dreamcast fanatics for many years that "the Dreamcast is a current gen console" is getting less and less absurd by the day. What began with the release of Cryptic Allusion’s Feet of Fury in 2003 (more info here) has snowballed to a point where 14 indie games were released in 2021. Furthermore, there are as many as 30 Dreamcast games forecast for release on a commercial basis in 2022 and beyond - a figure that is edging close to the 50 or so officially licenced releases seen in Europe in 2001, and which far outstrips the 9 released in 2002.

Of course, the rocketing quantity of releases doesn’t single-handedly uphold the claim that we’re in a “golden age” for the Dreamcast indie scene, but there are many other signs that accompany this trend. For one, the variety of games available is wider than ever, putting to rest the persistent trope that all the Dreamcast indie scene has to offer is shooters (which to be fair, had some validity in the mid to late noughties). Everything from platformers, fighters, puzzlers, RPGs, racers, and visual novels are finding a home on a professionally printed Dreamcast-compatible MIL-CD these days. Furthermore, there has been a diversification of contributors who are throwing their hats into the ring. Longstanding Dreamcast developers with a mountain of credibility stored up, such as Senile Team, are thankfully still here, but they have also been joined by a new wave of developers and publishers that are rapidly earning their stripes, including the likes of PixelHeart/JoshProd, LowTek Games, RetroSumus, The Bit Station, and WAVE Game Studios to name but a few.

What really adds weight to the hypothesis that the Dreamcast indie scene is entering a golden age though is the quality of many of the games - something which is undeniably more subjective and harder to pin down, but which will be recognised by many. Throughout the lifespan of the commercial Dreamcast indie scene there have always been standout titles, such as Wind & Water Puzzle Battles (2008) or Sturmwind (2013), which drew worthy praise at the time. Dreamcast enthusiasts would often wait in anticipation for years at a time for these gems; games that had clearly benefitted from the great care and attention to detail of their developers. Yet in 2020 and 2021 we were spoiled rotten with the release of three extraordinarily good titles in Intrepid Izzy, Xenocider and Xeno Crisis. These have all been extensively reviewed elsewhere too, so I won’t pour out my adoration here. Suffice it to say that they each set a high standard which others should be aiming for.

Three of the recent 'big' indie releases on Dreamcast

So, what exactly is driving this boom? Through the highly scientific method of poking around the internet, chatting with fellow devout Dreamcast fans, and mulling it over whilst munching on Hula Hoops, here's "what I reckon."

First and foremost, there is a longstanding healthy demand for commercial indie releases. Folks are willing to part with their cold hard cash for these games, and fundamentally that is what makes it viable for them to be released, especially in a physical format. Many indie games that see the light of day in a commercial form on the DC are undoubtedly labours of love and have had countless hours of voluntary or underpaid labour poured into them. Yet, however much these development costs can be kept in check, and no matter how much cheaper printing a CD is compared to producing another medium (such as a cartridge), it still requires funding, and so a reasonable level of demand is essential. 

Sales vary heavily from game to game, but it isn’t unusual to hear of indie Dreamcast releases selling over a thousand units, while those that sell well have the capability of reaching far beyond this over the course of their shelf life. For example, we know that Intrepid Izzy rapidly sold out its initial 700 copy print run within weeks of its release date, while the numbers shown on the PixelHeart website imply that a game such as Arcade Racing Legends has sold 2,500 copies of its PAL variation alone to-date. To put this into perspective, Radilgy, one of few final officially licensed Dreamcast games, was purported to have a print run of just 4,000 copies. When you add highly priced collectors’ editions into the mix - something that a section of the Dreamcast scene’s sizeable ‘adult-with-disposable-income’ demographic keenly buy into - then breaking even is a realistic, though not guaranteed, goal.

Arcade Racing Legends

On the other side of the coin, there are many factors that help facilitate the supply of games. Front and centre is the fact that Sega have thus far been very liberal (touch wood!) in their stance on the Dreamcast indie scene. Perhaps there is just no valid business rationale for them to dedicate resources to making things difficult (as opposed to genuine goodwill), but a laissez-faire attitude from multinational corporations under circumstances such as these is not always a given. Pair this with the Dreamcast’s capability to play games pressed to regular CDs without modification, and the relative ease of developing games for the console when compared to other platforms (often cited by developers in their DCJY interviews), and we have the foundations of the whole commercial indie scene.


JoshProd announce 5th wave of Dreamcast releases - 8 games incoming! (updated)

[Updated, originally posted September 2020 and updated February 2021] 

With JoshProd now releasing a video preview of their upcoming games for 2021, we can confidently say that any fears we had about the games running poorly have been addressed, at least for the most part. This article has been edited to reflect that.

The brand new February 2021 trailer can be watched below:


The last few years have seen a surge of new independent releases on the Dreamcast, keeping this 20 year old love affair we have with the console going strong. This year we've already seen Xeno Crisis from Bitmap Bureau - a multi platform, multi directional shooter that we liked quite a lot - and we're not far away from seeing the release of Xenocider from Retro Sumus, another title that is shaping up very well (something we can personally guarantee here at the Yard). The masters of the recent surge of releases, however, is undoubtedly JoshProd/Pixelheart. The French indie publisher has now released over 20 titles on the Dreamcast, and already had us excited for their upcoming release of the very promising looking Arcade Racing Legends, but have now upped the ante once more, with the announcement of a 5th wave of releases - all due (currently) to be released before the end of the year. I don't know about you, but any good news in this year of unpredictable craziness is most welcome.

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)

As well as these, there's two other new titles coming to the Dreamcast - we'll get on to them later:

  • Gigantic Army (Astro Port)
  • Zangeki Warp (Astro Port)

Review: Postal

For gamers of a certain age, Postal is a powerfully evocative title. Those who played it will not have easily forgotten their experience, and indeed, even those who haven’t played the game (myself included until recently) will likely recognise the name due to its notoriety. At its core this is because the entire raison d'être of Postal is to entertain its players through on-screen representations of unflinching gratuitous violence. Not violence in the context of a justifying purpose, or under circumstances that bear no semblance with reality, but remorseless mass shootings by a lone gunman.

Therefore, understandably, Postal will not be to everyone’s tastes. However, even those who find the game hard to stomach may have some appreciation for its developers who, whether intentionally or not, pushed back against those who sought (and still seek) to stifle the artistic freedom of game creators. Developed by Running With Scissors and originally released for PC and Mac in 1997, Postal arrived in the midst of ill-founded outrage directed towards video games by self-appointed moral arbiters and sensationalist sections of the media. Rather than focusing their ire on any of the other obvious causes of society's ills (say massive global inequalities, persistent unemployment, or chronically underfunded public services), the narrative being pushed by some was that video games were an exceptionally dangerous source of moral corruption. Within this context, Postal struck a defiant tone. 

A mere 25 years on, Postal has now finally made its way to the Dreamcast, thanks to the meticulous work of Dan Redfield, who took on the challenge of porting the game after Running With Scissors released the source code to the public in December 2016. When the original developers jokingly asked for a Dreamcast version to be produced, I seriously doubt that they expected this outcome: a near flawless port running at a solid 60 frames per second, packed with features, and published professionally in a physical medium. The latter aspect is down to Norwich-based WAVE Game Studios, an outfit who have quickly cemented their reputation within the Dreamcast scene since publishing their first title for the console, Senile Team’s Intrepid Izzy, in August 2021.

Ok, enough with the pretentious preamble, what about the game itself? For those unfamiliar with it, Postal is an isometric shooter, with a smattering of top-down sections, in which the player takes on the role of an unnamed protagonist (simply referred to as ‘Postal dude’). As alluded to above, the premise of the game is quite simple: you roam from level-to-level taking down as many enemy combatants as possible. And although it isn't a prerequisite for progress, the player is presented with ample opportunities to slaughter seemingly innocent civilians too. There really isn’t a great deal of plot: each stage is preceded by a cryptic and often foreboding message, presumably stemming from the pen of the main character, which along with the visuals suggests that Postal dude is gripped by some kind of madness. This lack of plot depth doesn’t necessarily detract from the game though—the no-nonsense approach is focused on dropping you straight into the action and keeping you on your toes at all times. This lends itself nicely to short bursts of gameplay, and the dry sense of humour that occasionally rears its head ensures that the mood isn't as depressing as the subject matter might suggest at first glance.

To facilitate your mission, Postal dude is equipped with a range of weapons with varying characteristics (range, damage, shot frequency), from the low-powered sub-machine gun, through to the more outlandish and spectacular napalm launcher. As with any shooter the aim is to hit your targets while avoiding taking damage. On the face of it, the gameplay of Postal can appear to be quite invariable and a little shallow. On the easier modes it can certainly be played in a mindless manner, with your character capable of tearing through stages while soaking up incoming fire to little effect. However, at its heart, the gameplay is rooted in strategic thinking – something which becomes mandatory if you wish to progress in the harder difficulty settings. Making careful use of terrain, being mindful of your inventory, and deciding when to fight and when to run, all need to be brought into play if you want to actually do well.