Showing posts with label Sega. Show all posts
Showing posts with label Sega. Show all posts

Friday, 11 March 2016

The Early History of Sega AM2

A look back at the early days of arcade game development at Sega AM2.

Tuesday, 1 March 2016

Is Sega Bringing Classic Series to Mobile?

Recently, Sega put up an online survey that they say is to help them make better games. (It all sounds so altruistic!) Being a big fan of theirs since the 80s, I decided to go fill it out as I've not much cared for many of the games that they've put out in recent years. It was always the older series that mattered more to me. Stuff like Shinobi, Streets of Rage, Sega Rally, Phantasy Star, Virtua Fighter, and a slew of others, those are the series that have always been special to me. Unfortunately, it's been years since Sega has even mentioned many of the games. The only classic series that is still around is Sonic the Hedgehog, and those games are largely a shadow of their former self.

So, with that in mind, I went to fill out the survey and at first things were looking pretty good. There were a lot of questions asking what systems I've played over the years, going all the way back to the 8-bit era, then they asked which Sega franchises I liked and why. This got my hopes up because there were a lot of old series here. They mentioned all of the games I listed above and so much more. It was like the company was suddenly remembering the huge catalog of classic series that they've created over the years. I was actually really starting to get my hopes up at this point.

Then the second half of the survey started and it was becoming clear what Sega was really trying to do, as it was one question after the next regarding my mobile gaming habits. This made me realize that the purpose of the survey wasn't to gauge which classic games to bring back for modern consoles or handhelds, or even series to consider for some sort of HD remastering. No, there is only one thing that I can assume from these questions: Sega is looking to cannibalize their library of classic games and find a way to make mobile games out of them.

While I don't completely hate mobile games, they're something that I only really play when I've had a very long day and am way too tired to go with something that takes the slightest amount of effort. Even then, it's a toss up between a mobile game and watching some very laid back anime. So, mobile gaming really isn't something that is a priority in my life. Sadly, the only thing going through my mind as the realization of what Sega was doing sank in was the "Not like this" meme.

From Sega's perspective, I can sort of see where they're coming from since they're probably looking at their local market first, aka Japan, where mobile gaming is completely dominating. They likely see a way to make a fast buck off of a wave of nostalgia if they can make something halfway decent that happens to have Shinobi, Alex Kidd, or whoever in it. The problem here is that this can easily open the door to some very cynical business practices chalk full of cash shops, a pay to win mentality, and far from engaging gameplay. It's not like we haven't seen such behavior before in this sphere, so I don't blame people for looking at this with some trepidation.

Folks have been clamouring for years to get Sega to bring back their classic series. However, I really don't think that they had mobile gaming in mind. It doesn't even have to be anything super crazy with a massive budget, just a solid experience on consoles or handhelds and many people would be overjoyed. This survey suggests that if the company does revisit these games they very much will be going the mobile route. Thankfully, there are a lot of fields where people can type in their opinions. It's not all multiple choice responses. So, take this as an opportunity to let Sega know how you feel about mobile in a thoughtful manner. Fill out the survey, and if you are concerned about these classic franchises getting pushed to tablets and smartphones, express your opinion. Hopefully, Sega will actually listen.

Monday, 29 February 2016

Project X Zone 2: Better Than the First

Battle Sakura Taisen
Back when the first Project X Zone came out, I was really looking forward to it. Having been a fan of Super Robot Taisen OG Saga Endless Frontier, I'd already gotten a taste of the juggling combat and the story was fun, so the prospect of a new game in that vein with the added bonus of a cavalcade of popular video game characters was quite enticing. Unfortunately, the original X Zone only delivered on half of this. The combat I knew and loved was there with some interesting tweaks. However, the story, that was a mess. When there are a lot of cameos in a game, movie, or whatever, the narrative can get really bogged down introducing everyone impacting the pace and diluting the story as a whole. A sizable chunk of the first X Zone felt like some drawn out version of the fight scenes from the Anchorman movies. Hours were spent introducing one character after the next with the story not going anywhere and after a time the whole thing got boring. Thankfully, with Project X Zone 2 this has been remedied since we have a lot of the same characters, so they already know each other, saving us a lot of time, and new characters are introduced a lot more quickly, as the developers seem to have learned their lesson from the last game.

With this game, the writers made a point of centering the plot more around one person, in this case Ryo from the Shenmue games. M. Bison and Saya are up to no good and part of their plan involves steeling a family heirloom from Ryo, so a short ways into the game he meets up with Chun Li and Xiaoyu who agree to help him out and before long he's joined the full group led by Reiji and Xiaomu as they muster a bigger and bigger force to deal with both the forces of Shadaloo and Ouma (not to mention any random evildoers they come across). Keeping the plot on track like this is much better than the first game and it's nice not having to spend so much time being introduced to all of the characters. That being said, story is still the weakest part of the game. It's not going to turn any heads, and it's only been elevated from paper thin to something on par with corrugated cardboard, but at least this time it manages to be entertaining. It should be said that this is a standalone story, so people who haven't played the first game can hope right in and won't feel lost here.

Summon Night and ninja characters
While the story itself is only so-so, one of the fun things to do is watching how the characters interact with one another. Since your little army is divided into smaller groups where you'll have a frontline assault force with a support unit attached for help, these people get along differently depending on who is matched with who. The things someone like Ryo will say while paired with Chun Li and Xiaoyu will be quite different than if you stick him with Morrigan and Demitri. Then there's Segata Sanshiro, who is fun to try matching with just about anyone.

Combat-wise, at this point I think one needs to be a fan of this type of battle system to enjoy it. If you've tried the previous game before or possibly OG Saga and didn't care for the combat, this game isn't suddenly going to change your mind. There are some minor changes to the combat here, but it's still all about the tactical elements as one places units on the map, then hopping into battles where the goal is to keep enemies airborne as much as possible, ideally only executing new attacks at the last possible moment in order to trigger critical hits. Doing this while calling in support units that trigger Cross Attacks where both groups are pummeling an enemy simultaneously is very satisfying. I'm a sucker for watching numbers flying by on-screen as a battle ensues with stuff flashing and fancy little animated scenes, so, for me, these battles are great.

Resident Evil characters
I've never been terribly enamored with the aesthetic of these games, though. They have a very functional approach with simplistic maps and character designs while slapping up some anime-styled character art when people are talking. It gets the job done but isn't anything special. However, there's something about the use of music in this game that really tugs at my heart strings. Whenever a unit is selected a theme from the game that the people are from plays and this really cranks up the nostalgia. On more than a few occasions I was really tempted to stop what I was doing so that I could fire up something like Streets of Rage or Strider because music from those games started to play.

At this point, Project X Zone 2 is what it is. The combat is interesting, but you'll need to have a taste for it. If you weren't fond of the combat in the first game, you won't enjoy it any more in this one. However, if you are craving a JRPG with a different sort of battle system, then this is one to consider. Now that the story is borderline tolerable, X Zone 2 makes for an enjoyable experience with a fun mix of popular game characters from a bunch of different series, this time managing not to get bogged down by introductions.

Sunday, 31 January 2016

On the Deluge of Japanese Games Coming to PC

Growing up, I always leaned more toward what Japanese companies were releasing when it came to video games. Being about 10 when the NES came along, it was just the right age where I would be hit by one game after the next that wound up creating an affinity in me for the stuff coming out of that part of the world. Whether it was big series like Super Mario Brothers, Castlevania, Mega Man, Final Fantasy, Contra, or just one-offs like Faxanadu (yes, I know it's part of a much larger series), Excitebike, or Blades of Steel, I was hooked. It just continued from one generation to the next as I migrated to the SNES and Genesis, the PlayStation and Saturn, and then the PS2 and DS.

However, when the PS3 came along, something unfortunate happened. The amount of games coming out of the region slowed down, and Japanese publishers started to hit a real funk. Interests were shifting in the West and a new generation of gamers were hungry for Gears of War, CoD, Battlefield, and the like. Sales were dropping and Japanese developers were not necessarily porting games to overseas markets with the same zeal as before. Moreover, with the rise of mobile gaming, especially in their home region, a number of them were shifting their focus to that sphere instead. So, for people like myself, options were feeling somewhat limited. It wasn't so bad for people who enjoy handheld gaming. The DS and 3DS as well as the PSP then Vita have seen a number of very good Japanese developed games come to their libraries over the years, but when you compare it to the heyday of the early 2000s, it's still not as vast.

Lately, though, with the swelling number of games that have been showing up on PC from Japanese developers and the constant uptick in announcements for more games to come, it feels like things are slowly starting to change. Sure, a considerable number of these are ports, especially stuff from the Vita and PS3, but we're also seeing it as a target platform for new releases with increasing regularity. Bandai Namco have been pumping out stuff on the PC for a while now with Dark Souls, Naruto games, and the Tales series leading the charge. Square-Enix has been porting more and more of their stuff to the platform. NIS America, XSEED, Idea Factory, Capcom, and legions of others are also bringing their games to PC.

It's feeling like a resurgence to the West to some extent as many of these games start to see a wider audience. Some of the PS3 and PS4 stuff would already get into quite a few people's hands, but with them coming to PC that's an even broader base who can and will plunk down their money on these games. Vita ports in particular are able to reap far better sales in the West by going this route because as snazzy as the handheld is, it just didn't catch on in this part of the world. Moreover, these games have the benefit of becoming relevant and easily accessible across multiple generations. They aren't shackled to a specific console, leaving fans at the mercy of publishers as to whether or not they'll add backward compatibility support for these games in future systems. Given the quite niche nature of some of these games, it can go either way in that regard.

So, it is nice that we're seeing more and more of these games come to PC and between announcements, leaks, and reliable rumors it looks like this trend will only increase in the future. However, even now, a few years after this whole practice started, we're still seeing a number of quick, down and dirty ports. A lot of companies are pretty much dumping their games on Steam without really giving them much polish. Koei Tecmo is particularly bad for this with a lot of half-assed ports of their games. Namco Bandai are still sketchy in this regard with fans like Durante often being the ones to enhance their games, getting resolution and the like up to spec for what PC gamers expect. Then there are are a number of others that could have used some tweaking before coming to Steam. A couple of examples would be Neptunia and Fairy Fencer F. I've been playing these lately, and they work fine, but they are both games that took the express train from Vita Land. Their keyboard and mouse controls feel barebones and the games handle much better with a traditional controller. Moreover, they have issues with the visuals, especially during cut scenes, that, while not overwhelming, are still noticeable enough to make me think, "Ah!" when they happen.

I'm really hoping that at some point Japanese publishers will start addressing things like this, and put a little more TLC into their PC versions. By the looks of things, I get the feeling that this will happen later rather than sooner as there are quite a few more ports coming down the pipe in the next few months that sound like quick conversions of older games. I'd love to be proven wrong, but will take a wait and see attitude for the time being.

There are a few occasions in recent months that are giving me some hope that this is slowly starting to change. The best example of this is Capcom's PC port of Dragon's Dogma. This is a game that really went above and beyond when doing this. It has a ton of graphic setting options (including an FOV slider which isn't all that necessary in third person games, but the gesture is appreciated nonetheless), giving us something that can run in very high resolutions and at 60FPS for those who want to push the game that hard. The game was ranking high on the Steam charts when it came out, so here's hoping that it does well and turns some heads not only at Capcom but also at other companies, encouraging them to take the next step and not only bring their games to the PC but also improve them for the platform.

In the end, it's great to see this shift from Japan where publishers were traditionally hesitant to put their games on PC. Now it looks like they're finally seeing that there is a demand for their games on the platform. Usually when something like Valkyrie Chronicles, Neptunia, or the like goes on sale, they see a big jump in the charts. Stuff like Tales of Zestria and Dragon's Dogma both had a fairly hefty contingent of folks who pre-ordered it. The demand is definitely there for more games from the region. It would just be nice if we could get a bit more polish and the technical options for them that most native PC games get. Hopefully, with time we'll see improvement on that front.

Wednesday, 13 January 2016

PSO2 Anime: Best Unintentional Comedy of 2016?


As much as I adore Sega, there will forever be this small pit of animosity that I'll harbour toward the company for never releasing Phantasy Star Online 2 in the West. There's not even much point arguing it anymore, as it just isn't going to happen at this rate. If I want to play it, I'll need to just use the English patch and never be able to give Sega any money for it since the game doesn't accept foreign credit cards in-game.

So, imagine my surprise when I found out that an anime based on the game was in the works, and not only that but it would be getting simulcast on Crunchyroll. It really made me wonder if some part of the cosmos was mocking me, rubbing salt in my wounds knowing how much this would get on my nerves. Sega can't be bothered to bring PSO2 our way but screw it, they'll greenlight an animated series pretty much designed as a glorified advertisement for their game to be shown in the West. Up yours, Sega. Do you seriously think I'm going to watch this and open myself up to wave upon wave of heartache as this show constantly reminds me of a game that will never get an official localization?

Of course, I'm going to watch it. This is the sort of self hate that Phantasy Star fans routinely inflict on themselves. The first episode is up, so it's time to hop on board this train.

Not surprisingly, the show is quite bad. There's probably worse out there, but I don't usually go out of my way to find bad anime. PSO2 doesn't have any standout qualities to it. If anything, it feels like the show's main character, Itsuki Tachibana, is a metaphor the the show. He's touted as someone that is "just okay" at everything. He gets okay grades and helps out with lots of activities around the school in an "okay" manner. The guy isn't good or exemplary in anything, merely adequate. The anime is just like that with everything about it being "just okay." Even the soundtrack manages to be "just okay" which is flabbergasting when one considers how good the music in Phantasy Star games normally is.

Actually, there is one area in which PSO2 excels, and that's in how bad the story is. Obviously, one shouldn't go into this show expecting much. It's basically a 12-episode advertisement for an MMORPG. Nonetheless, the unabashed way in which this thing flogs the game is pretty embarrassing and I've seen porn with better mechanisms to justify advancing a plot point than some of the stuff PSO2 pulls.

In the first episode, it basically introduces the main characters, beats viewers over the head telling them how great PSO2 is, then somehow the student council decides to recruit Itsuki to fill in the role of vice president because the girl who usually occupies the that post is studying abroad for a year. Then the show informs us that his sole responsibility as vice president is to play PSO2 because apparently it's what the school is doing to test how good its Wi-Fi network is. Call me crazy, but there are probably much better ways of going about that.

With that, Itsuki installs the game on his PC and plays it for a bit where we see him get into a battle and meet a CAST player named Soro, formally introducing the game to viewers. After he'd finished, he had to write a report on his session for the student council and submit it. The president said, "Good job!" and earnestly reminded Itsuki to make sure he kept his grades up while working on this project.

Looking back, I don't think I've ever in my life cringed and laughed in such a way as I did. The whole thing was such a mix of brazen product flogging and bad writing that I'm pretty sure my brain shut down multiple times during the show as a defense mechanism to protect me from all of the stupid. The crazy thing is that we have eleven more episodes of this, and part of me is darn tempted to keep on going down this rabbit whole to see just how bad things gets. This really could be something amazing for all of the wrong reasons.

Monday, 16 March 2015

Review: Total War: Attila (PC)


It's an ancient concept, but names have power. When you mention a certain name, depending on reputation, certain feelings are evoked.  Even today, the name of Attila the Hun conjures up images of rampaging marauders and ravaged lands, of burning cities and blood-soaked battlefields where proud and foolish armies dared to challenge the nomadic king known to the dying Roman Empire as “The Scourge of God.”  Now, The Creative Assembly brings the last days of Rome and the rise of the barbarians to life with Total War: Attila.

Monday, 22 December 2014

Review: Company of Heroes 2 - Ardennes Assault (PC)

company of heroes 2 ardennes assault

Ardennes Assaults shakes up Company of Heroes. The gameplay was already a deep well of strategy, tactics, and being able to quickly refocus attention elsewhere on the battlefield without completely abandoning anything, unless it served some larger purpose, but Ardennes Assault layers additional strategy and long-term planning on top of that with a Risk-like map of the area between Germany and France as borders ebbed under the push of the Allies against German forces.

Tuesday, 25 November 2014

Review: Alien: Isolation (PC)

alien isolation
In this picture we observe the xenomorph "stepping out" as viewed from
a cowering position under a desk. Not pictured: My stained underwear.
The feeling of dread, suspense, and horror that permeates Alien: Isolation comes from such a weird place. Best know for their intense strategy games like Total War, developer Creative Assembly was quite possibly the least likely studio to be able to produce such an amazing first-person experience, especially with a license that has generated its fair share of mediocre or downright awful video games. Not only that, Creative Assembly has made a game for fans of the Alien film universe and people that possibly know nothing about Alien.

Thursday, 23 October 2014

Thursday, 9 October 2014

Impressions: Alien: Isolation (PC)

After a little time with Alien: Isolation, it's almost impossible to believe the game comes from Creative Assembly, better known for the Total War strategy series, but it does. The kind of attention to detail they poured into those game is the same kind of love they poured into Alien: Isolation. The difference is that a strategy game never got me so wound up that I had to walk away to let my heart rate return to normal. A full review of Alien: Isolation is coming but here are some quick impressions and observations from the first 60 - 90 minutes.

This screen was grabbed about three minutes into the game. This was the point that absolutely convinced me the developers had done their homework and put in 2,000-psi worth of effort to crush the details (in a very good way). The setting, the sense of place is incredible; it feels (at times) like you're wandering an extremely detailed movie set circa 1979.

Tuesday, 10 September 2013

Review: Company of Heroes 2 (PC)


Company of Heroes 2 had a huge hurdle to clear: the original Company of Heroes.

Developer Relic Entertainment would have to leap out of the long shadow cast by the critically acclaimed original released back in 2006. As far as problems go, it's actually a good one to have. Players of the original (and the expansions) that have been playing the title since its release were geared up for the sequel. That's good! The other side of the coin, of course, is the danger of wiping out that enthusiasm and anticipation and replacing it with regret and bitterness because there's an expectation that the game will rock the core of the series with a dramatic overhaul of unit and resource management and wrap the whole package in a shiny wrapper.

Monday, 24 June 2013

Preview: Castle of Illusion Starring Mickey Mouse (360, PC, PS3)

The original Castle of Illusion Starring Mickey Mouse appeared in 1990 on the Sega Genesis (or Mega Drive depending on where you lived). The singular goal was to rescue Minnie Mouse from the clutches of Mizrabel by journeying into the Castle of Illusion and collecting gems to build a rainbow bridge to Mizrabel's throne room. In hindsight, the action was pedestrian and simple to navigate, but at the time I recall being utterly enthralled by the animation.

Thursday, 9 May 2013

News: Total War: Rome II Coming in September

Massive battle

People looking forward to the next Total War game need only wait until September 3 to start marching legionnaires around on the path to glory. Sega has confirmed that this will be a global release date, so there'll be no waiting around in one region while another is happily enjoying their game. There will also be a fancy collector's edition which comes as a physical copy of the game with all sorts of physical goods, making for a nice change of pace from so many other recent collector's editions where everything has been digital. Although speaking of digital, there is also day one DLC planned for the game (feel free to ready pitchforks, tar, and feathers at your leisure) that will unlock various Greek factions including Athens, Sparta, and Epirus. People who pre-order the game will get this DLC for free with Rome II.

Friday, 7 December 2012

Preview: The Cave (Multiplatform)


I'm not sure what else you'd need to know about The Cave other than the simple equation:
Ron Gilbert + Adventure Game = Get ready to buy this game
That's actually as much as I needed to know about The Cave but this is one of those times I wanted to know more and find out if the final answer should be "Get ready to buy this game²."

Monday, 9 July 2012

News: Phantasy Star Online 2 Coming to US and Europe in 2013


After much wondering if they'd announce a Western release for the game, it looks like Sega will be making an official announcement today for a US and European release for Phantasy Star Online 2 according to PSO World.  PSO2 is a free to play sci-fi online RPG, and sequel to Phantasy Star Online, which debuted on the Dreamcast over a decade ago.

The game takes a much more action oriented approach to combat with three classes to choose from including the melee fighting hunter, gun toting ranger, and magic using force.  If you haven't already, be sure to check out our gameplay impressions of the Japanese version of the game.

Sunday, 8 July 2012

Video: Phantasy Star Online 2 Gameplay Impressions (PC)

With the free to play MMORPG recently having come out of beta in Japan, Mr. Nash tells us a bit of what to expect while playing it.