CANNON
SPIKE |
Capcom |
Shooter |
|
Wow, this is
depressing. It seemed like the tag team combo of Capcom and
the Dreamcast was invincible after playing superb games like Street
Fighter III and Marvel vs. Capcom 2, but it seems that even they
couldn't start a fire under the genre that's been dead cold for
almost a decade. I guess it's not entirely Capcom's fault that
Cannon Spike isn't the kind of shooter that could club people over
the head and drag them away from the latest Final Fantasy and Tekken
sequels, but maybe they should have known better than to have a
company named Psikyo design it. After all, everyone knows that
Psikyo, or should I say Saikyo, is the preferred martial arts style
of Dan
Hibiki, the lovably wimpy comic relief
in Capcom's Street Fighter Alpha series.
One of the most aggravating things
about Cannon Spike is it offers two entirely different styles of
gameplay, keeping Cannon Spike from reaching its full potential as
either an intense shooter or a Final Fight clone, the kind of
conveyor belt brawler that pumps out dozens of generic thugs and
won't stop until you've reached the end of the stage. The four
buttons on the face of the Dreamcast controller could have been put
to better use if Capcom hadn't split them evenly between these two
entirely different styles of gameplay... if you like shooters,
you'll resent Cannon Spike's two close quarters attacks, wishing for
Smash TV's extremely useful omni-directional firing instead.
If you'd rather make like Haggar and crack open some skulls, you'll
be reminded throughout the entire game that you can't jump or throw
enemies. If you're open to both game styles, you'll notice
pretty quickly that there isn't much reason to combine your fists
and firepower... the only incentive to switch your method of attack
is when the other one gets boring. In any case, you can tell
that this isn't a "two great tastes that taste great together"
arrangement.
Cannon Spike's other major
malfunction is that it's short. It's not just Gary Coleman
short... we're talking about the kind of size you'd have to measure
with an electron microscope. Most of the levels are a couple
of screens long and last a few minutes... after you kill a handful
of enemies and two bosses, you're done. Perhaps this was
intentional... it does speed up the game, but it also leaves you
twiddling your thumbs through Cannon Spike's numerous load screens
and cut scenes. They look great, especially the close ups of
your characters at the beginning of each round, but this sundae was
already small enough... it didn't need to be buried in two pounds of
attractive but otherwise useless whipped cream.
That's perhaps the most frustrating
thing about Cannon Spike. If Psikyo had added more substance
to the actual game, the attractive graphics and cast of characters
from Street Fighter, Mega Man, and Three Wonders would have made it
every bit as good as Capcom's in-house releases.
Unfortunately, Psikyo was more interested in making a strong first
impression, and because of this it only takes twenty minutes for
Cannon Spike to suffocate under its thick coats of gloss.
You're better off just heading to Blockbuster for this one... that
way, you can reel it in, measure it, and throw it back when the
thrill of the catch wears off.
GUILTY
GEAR X |
Sammy (Arc System Works) |
Fighter |
|
If I had to describe this game in a
sentence, I'd say "It's Samurai Shodown with rock stars". If I
were limited to a word, however, that word would probably be
"superb". This is one of the best looking AND most enjoyable
side-scrolling fighting games I've played on the Dreamcast, which is
unusual because most of them concentrate on either flashy graphics
(with over the top, easily exploited play mechanics... yes, I'm
looking at you, Marvel vs. Capcom 2) or great gameplay (with
dated artwork and low resolutions... in other words, most of
Capcom's other fighters).
Guilty Gear X has flashy
graphics. If it gives you any idea, I've used the term "living
painting" to describe the graphics to my friends. The subtle
colors and amazing detail in the characters make the stars of both
King of Fighters and Street Fighter Alpha look like eyesores...
which is pretty amazing because before Guilty Gear X, I had no
complaints about them at all. There aren't a lot of
backgrounds in this game, but that's probably because the designers
spent months creating each one... they're museum quality
masterpieces. You have to wonder why these guys even bothered
with the video game industry when they could make themselves famous
by painting chapel ceilings.
Guilty Gear has great
gameplay. It's a whole lot better than the last few Samurai
Shodown games, and I personally feel that it BURIES the more recent
Last Blade series (I'll never understand why those games have such a
cult following). The characters are original, despite many of
them being based on rock semi-legends like Axel Rose, and they've
got special moves that are both impressive and useful. It's a
lot easier to take advantage of launched opponents than it was in
the first Guilty Gear, and you can even dash in mid-air, a technique
that showed a lot of promise in the otherwise unredeemable
Shinoken. Those destroy moves from the first Guilty Gear no
longer kill both the opponent AND the gameplay, either... they're
tougher to perform, require a fully charged super meter, and end a
single round rather than the entire fight. However, you still
have access to a brutal and stylish attack that you can drop on an
opponent if you're desperate, or are just feeling
bloodthirsty.
Guilty Gear X has it all. In
fact, it's so good that people have imported the Japanese version
like crazy, even though it's a bit of a pain to play foriegn games
on a standard Dreamcast. If it's any consolation, though,
Sammy is releasing the game for the Playstation 2 in the United
States. If you've got this system, you'd better hold onto
fifty clams so you'll have that money handy the minute the Guilty
Gear X is released... after all, it will be one of the few fighting
games on the PS2 that's worth picking up until Capcom vs. SNK 2 is
released. If you just have a Dreamcast, well, you're screwed,
but you can give the fickle bastards at Sega a taste of their own
foul medicine by burning a self-loading copy of the Japanese Guilty
Gear X.
Sometimes the most diplomatic way
to settle an argument is to flip a coin and leave it up to
chance. No matter what comes up, you can be sure that there
will be a clear winner... and a loser. You can
always count on a clear outcome from a coin. Its answer to
every problem is in black and white, never shades of
grey.
Inspired by this fact of life,
Treasure created Ikaruga. At first, this sequel to the
fantastic Radiant Silvergun appears to be just like any other
vertically scrolling shooter. However, Ikaruga has one key
difference which transforms it into an entirely new
experience. Like a coin, your ship can flip over, switching
its protective barrier from light to dark and back again. This
gives you two advantages over the swarms of black and
white enemies crowding the screen... switching to their color will
protect you against their bullets, and switching back makes them
more vulnerable to your own fire.
To survive in Ikaruga, you
must constantly adapt to hostile conditions, frequently switching
colors to defend yourself against a constant rain of bullets and
strike back against well armed bosses. If that's not enough of
a challenge for you (and it almost certainly will be), you
can aim for a higher score by firing at enemies in
sequence... hitting three black or white ships in a row will earn
you a combo bonus which increases with every trio of
like-colored enemies destroyed.
Ikaruga is a very demanding
game... perhaps a little too demanding for its own
good. It lacks the flexibility of Radiant Silvergun, which
allowed you to experiment with weapons and explore your
surroundings. If you expect to excel at Ikaruga, you'll have
to develop sharp reflexes and absolute precision...
and memorizing the location of the enemies in each stage
certainly couldn't hurt. The best players will appreciate the
chance to push their considerable skills to the limit, but the rest
of us may not enjoy the challenge quite as much.
Ikaruga's graphics are solid, but
not outstanding... especially not on the advanced GameCube hardware
but not even by the Dreamcast's more humble standards. Perhaps
it's because the game was designed by a skeleton crew at Treasure,
or perhaps the backgrounds are drawn in subdued sepia tones to make
the black and white objects stand out. Whatever's the case,
the game's visuals don't make the strong impression that its
predecessor had on the Saturn. On the other hand, the
soundtrack is nearly as majestic as the amazing music in
Radiant Silvergun. It manages to be powerful without
demanding your attention the way the screaming heavy metal in
Dodonpachi did.
If you're a fan of Treasure's past
work or just need an exceptionally difficult shooter to keep
your video game playing skills finely tuned, Ikaruga is a smart
purchase. My advice to everyone else? Flip a
coin.
THE KING
OF FIGHTERS EVOLUTION |
Agetec (SNK) |
Fighter |
|
Oh yeeeeah. I was pretty
disappointed with King of Fighters '98 (and apparently, so were the
designers themselves, since they used the always convenient "it was
just a dream" plot device to take it out of the KOF storyline), but
King of Fighters '99- called Evolution on the Dreamcast- brings back
everything I loved about the series and even makes some welcome
changes to it.
First of all, even though some of
the characters from KOF '98 weren't invited to this tournament, SNK
left in most of the good ones and spent a lot of time altering their
fighting styles. Characters from the same team who used to be
clones of one another are now quite different (for instance, Robert
Garcia from the Art of Fighting team is now a charge character,
picking up the slack for Heidern who only makes a cameo appearance),
and other fighters whose moves had gotten a little stale, or who
were too powerful in earlier King of Fighters games, have been
redesigned to make the game more fair and more fun.
Also, instead of just regurgitating
old, obscure characters from previous King of Fighters games, SNK
added entirely new ones to Evolution, and a few of them are either
so charming or so effective that they're among my personal favorites
in the entire KOF series. I didn't like Xiang Fei much in
Fatal Fury Real Bout 2, but she's so cute (and powerful!) in
Evolution that she's in nearly every team I make. Same goes
with Bao, an entirely new creation who at twelve is the youngest
member of the cast. He may be just a kid, but he's a tough kid
to beat, since he can throw projectiles in a wide variety of ways or
stuff himself INSIDE his projectiles and shoot toward the
opponent.
One of the best things about King
of Fighters: Evolution is that it has its own distinct style and a
very slick presentation, unlike King of Fighters '98 which was
essentially a tossed salad of previous KOF titles. There's a
very futuristic feel to the game, thanks in part to the hard hitting
music, an electronic/heavy metal hybrid that can sometimes get
repetitive but still works a lot better than the contrived techno
tracks in Street Fighter Alpha 3 or the cliche'd hip hop in Street
Fighter 3: Third Strike. The storyline about an underground
crime syndicate cloning one of the characters and the pre-fight
graphics (especially the options screen with its randomly placed
hexagons) make the game seem even more high-tech. Even though
the other King of Fighters games weren't like this at all, I really
like the new look and feel... it's a great new direction for a
series that was once a little aimless artistically.
Speaking of important changes to
the King of Fighters series, Evolution has a new feature that's been
in plenty of Capcom games but hasn't been tried before in any of
SNK's. Now, each team has four fighters rather than three, and
the fourth is kept on the sidelines as a "striker", who can be
called out to attack the opponent or offer some other assistance to
the player. It works a lot like the special character system
in the original Marvel vs. Capcom, but it's better because the
strikers can be used in one of several ways and have more
personality. For instance, watch closely and you'll notice
that some of the strikers get upset if their attacks
miss.
Before I end this review, it's
worth mentioning that Evolution is not only a whole lot better than
King of Fighters '98, but improved over the Neo-Geo version of KOF
'99 as well. All of the backgrounds are polygonal now, and
each one is introduced with a sweeping camera view before each match
begins. Each playfield has two different versions as well, so
you get a lot more variety than was available in the Neo-Geo
game. Not much has changed in the foreground, but SNK did add
a transparency effect to many of the projectiles, and Mai's fans now
subtly fade away after they hit an opponent. It's easier to
pick the order of your team now that each of your fighters appears
on an onscreen crosskey, and a lot of characters from other King of
Fighters games are available as strikers, including Yamazaki, who
was sorely missed in KOF '99. They're not playable,
unfortunately, but at least they're in the game.
King of Fighters: Evolution isn't
entirely superior to King of Fighters '98... there aren't as many
playable characters to choose from (although I didn't care about
most of 'em, I do miss Heidern and Yamazaki), and the opening intro
is pretty lousy; not at all as exciting as the cartoon opener in the
Dreamcast version of KOF '98. However, it's pretty clear- to
me, at least- that Evolution is a higher quality game overall...
it's more polished, has more options, and is just more fun.
Fans of the King of Fighters series will probably buy both games no
matter what I say (heck, I bought KOF '98 even though I don't
really like it), but if you're just not that interested in SNK
fighters or are pinched for cash, you'd be wise just to stick with
King of Fighters: Evolution.
MARS
MATRIX |
Capcom (Takumi) |
Shooter |
|
GIGAWING
2 |
Capcom (Psikyo) |
Shooter |
|
The big surprise about both of these games is
that, even though they're great shooters, designed by an industry
powerhouse for a game system far more powerful than the Saturn,
Radiant Silvergun is still better than either of them.
Before playing Gigawing 2 and Mars Matrix, I thought Radiant
Silvergun had set standards for shooters that would be tough to
surpass... now, I'm wondering if that game will ever be
topped!
However, I'm not reviewing Radiant
Silvergun... that'll happen later (knowing me, it'll be much
later... heh heh...). I'm talking about Gigawing 2 and Mars
Matrix, which deserve credit for being two of the best overhead view
shooters on the Dreamcast. I personally prefer Mars Matrix to
Gigawing 2, but heck, even that is an improvement over Psikyo's last
Dreamcast shooter Cannon Spike... you know, the game you probably
finished while your burrito was still in the microwave. It's
more formulaic than Cannon Spike was, but that actually works in its
favor... instead of trying to force together two genres, Psikyo
spent all of its time designing, then perfecting, a standard
overview view shooter. At its core, Gigawing 2 isn't much
different from titles like Raiden, Twin Cobra, and especially Aero
Fighters, but this game's got audiovisuals its predecessors couldn't
even imagine. When you fly over one of Gigawing 2's enormous,
heavily armed airships (viva la Jules Verne!), you can almost see
the texture of the wood grain on the decks... and as my friend
noted, the astounding soundtrack makes the game seem more like an
RPG than a shooter. I'd have to agree... Gigawing 2's got all
the wonder and beauty of Square's best adventure games, not to
mention much more exciting battles!
Mars Matrix, on the other hand, is
hard-edged, garish, and well, let me put it to you straight...
ugly. Instead of gorgeous, sharply defined polygons, Mars
Matrix has sprites... poorly rendered, blandly colored
sprites. It doesn't look any worse than your average shooter
on the Playstation or Saturn, but that's the problem... it looks
average and dated in comparison to Gigawing 2. However, it's
still the best of the two games, simply because there's more game
here. The levels are longer, the bullet shield (which both
games STOLE from Radiant Silvergun... ahem) works better, there are
more immediately available weapons, and it's just more fun.
You can't bomb your way out of tight situations like you can in
Gigawing 2... if your bullet shield is recharging, you'll have to
dodge every one of the dozens, even hundreds of shots thrown at you
by both land and air based enemies. The great thing is that
you actually can avoid these swarms of bullets, and the
longer you can survive, the more fun the game becomes. If you
can't hold out any longer, you can always rely on your bullet
shield, which transforms the shots into beneficial point cubes or
acts as a smart bomb if you hold the button for several
seconds. The question is, how should you use it? You can
tap the button, escape the worst of a flood of bullets, and get the
bullet shield recharged in a couple of seconds... or you can hold it
briefly, suck up as many bullets as you can catch, then let go and
load the screen with point cubes... OR hold it down until the smart
bomb activates, offering you the most possible protection and
possibly eliminating the source of the bullets. If those
options don't put enough pressure on you, try this: you've got
a rapid fire cannon that overwhelms your enemies with weak plasma
blasts, and a piercing cannon that fires a powerful bolt of
electricity every half second. You can use one or the other...
but never both at once. What do you do... what do you
do?
Here's what I'd do... buy Mars
Matrix right now, and if you're hungry for another shooter, try
Gigawing 2 later. Most players will be happy with just one of
these overwhelmingly intense games, but if you feel up to it, you
can always take two and call your heart specialist in the
morning.
NAMCO
MUSEUM |
Namco (Mass Media) |
Classic Collection |
|
You know what's great about this
collection?
No, really, do you? I
couldn't find anything myself. I was already disappointed with
the Playstation games in Namco's Museum series, but the Dreamcast
version is just downright awful for a number of reasons.
First, it seems as though "omake" is a foriegn word to Mass Media,
the programming team hired to poop out this version of Namco
Museum. Unlike the Playstation games, which all had buildings
you could explore chock full of Namco memorabilia, hidden
characters, and even slightly different versions of previously
available games, Namco Museum offers you nothing at all but the
games themselves. Judging from its lackluster appearance, we
were lucky to even get a menu screen.
Does it get any worse than
this? Oh yes, it certainly does. Since the Namco Museum
discs for the Playstation have been out for years, and several are
next to impossible to find, you'd think Namco would show a little
decency and include all, or at least most, of the games on all five
Museum discs. Wrong! Instead, you're stuck with six of
Namco's most bland games, many of which you've probably played to
death well before the Dreamcast was even released. Whee, Ms.
Pac-Man, Dig Dug, and Galaga. Again.
But wait, there's more
(disappointment)! It would be bad enough if Namco had thrown
Dreamcast owners a bone, but this isn't even a real bone... it's one
of those stale dog treats disguised as one. The two Pac-Man
games on the collection, as was the case with Namco's previous
Museum discs, aren't perfect emulations of the arcade games.
Hell, they're not even close! The graphics are absolutely
awful, with an idiotic border drawn around the less than accurate
playfield and characters, and both the gameplay and sound effects
aren't accurate either. Namco's "emulation" as a whole is so
bad that hobbyist programmers have whipped up their OWN Dreamcast
Pac-Man emulator just to show Namco how it's done. That
wouldn't be quite so pathetic if Namco hadn't created the FUCKING
PAC-MAN SERIES IN THE FIRST PLACE!!!
Okay, Jess... take a few deep
breaths... there, I'm feeling a little better. Perhaps Namco
thought it was doing Dreamcast owners a favor by releasing this, but
it's awfully damned hard to appreciate a collection that was so
obviously pasted together, even if the games included were some of
the best ever created. Shame on you, Namco, for being so lazy,
and shame on you too, Mass Media, for taking part in the desecration
of classics like Galaga and Pac-Man.
PROJECT
JUSTICE |
Capcom |
Fighter |
|
Writing this review is gonna be
incredibly frustrating, because the Rival Schools series has always
filled me with mixed, even conflicting feelings that don't go too
well together in print. I'd love to praise the games for
having more of that wacky Japanese flavor and standard Street
Fighter style gameplay than any other polygonal fighting game, but
Rival Schools has so many weird, deeply annoying flaws that I can't
enjoy the series as much as I'd like.
Project Justice only thickens the
line between the good and the bad in Rival Schools... on one hand,
it looks great (but if you REALLY want to get your eyes bulging, try
comparing it to the original on the Playstation), some of the new
characters are brilliant, and there's much more involvement between
team members. On the other hand, many of the rather strange
play mechanics in Rival Schools haven't been changed, and some of
Project Justice's new features just make things worse. In
addition to the stiff chain combos, the jumps with barely any
horizontal movement, and the ability to cancel projectiles with
punches (?!?), the team up attacks that were so hard to successfully
perform in the first game can now be countered by your opponent's
teammates. What the hell is the point to this, anyways?
I mean, the team up attacks had to be performed RIGHT NEXT to the
opponent as it was, and even then they'd only hit them if they were
in the middle of an attack. Now, if the other player, or worse
yet, the computer, doesn't want you to finish the attack, they can
challenge one of your other characters to a brief showdown which
could possibly (probably) ruin your team up attack and throw two
levels of your super meter right in the garbage. The player
that performs this counter always has the upper hand, because they
use only one level of super energy to practically guarantee that
their opponent's team up attack will be cancelled.
Fortunately, there's a super team attack that can't be countered and
which does hefty damage if it lands, but it saps an enormous five
levels of super meter, making you helpless in the next round.
And if this attack misses, hoo boy, you'll REALLY be kicking
yourself then... if the opponent doesn't do it for you.
I guess, even after all that
complaining, I have to recommend Project Justice, because it's only
$20, and just about any Capcom fighting game for the Dreamcast is
worth that price (except maybe that crummy looking Heavy Metal game
that's coming out soon). However, I have this funny feeling
that the game won't spend too much time spinning in my Dreamcast a
few days after I buy it.
SAMBA DE
AMIGO 2000 |
Sega (Sonic Team) |
Music |
|
Game companies often get bashed for
releasing updates to their products with only a few minor changes,
but I've noticed over the years that these additions add a lot more
to the games than you would think. For instance, I never liked
the original Street Fighter II, but the few things that were added
to the Championship Edition- new colors, new attacks, and the
ability to use the bosses- helped get me interested in the Street
Fighter series.
Samba de Amigo 2000 is another game
that proves little things really do mean a lot. There are only
three major differences between this and the previous Samba de
Amigo, but the first difference alone is enough to justify this new
edition of the game. Samba 2000's hustle mode gives you more
variety and a great new technique for your maracas... now, instead
of just shaking and posing with them, you can swing them back and
forth in time with the music. You'll eventually start swinging
the rest of your body along with the maracas, and as a result, the
game feels even more like an exciting Latin dance party than
before.
The two other additions to the
Samba de Amigo series aren't as important, but what the heck... as
long as Sonic Team was updating the game, they might as well throw
in some new songs and another character. The new music didn't
interest me much, I have to admit, and some of it just didn't
fit. It's insane that the theme from Rocky and S.O.S. (from
the pseudo-Hindu band Dr. Bombay) are in here while not ONE song
from Santana, the most popular Latin rock group EVER, is available
for your shaking enjoyment.
On the other hand, I really like
Amiga. She's a much better match for the game's title
character than Linda, that butterfly stripper from the
original. She's also more reserved than her somewhat demented
male counterpart, although she can still play a mean pair of
maracas... just like Amigo, she nearly crushes her eyeballs in a
painful looking squint when she really gets going!
I couldn't complain too much about
the original Samba de Amigo, and it's just as hard to find fault
with this one. However, one thing that is irritating about
Samba 2000 is the heavily stylized font they used for the Japanese
text, making it tough to select options and game modes. Even
if you can read Japanese, you won't be able to read
this. Worse yet, since Sega won't release this in the United
States (who can blame them? They lost a lot of money on both
the first Samba and Space Channel 5), there will never be a way
around this. Also, if you haven't spent muy dinero on the
maracas controllers, you'll want to forget about this (and the first
game) completely. Trying to play Samba de Amigo with a
standard Dreamcast controller is almost as fun as Ned Flanders' idea
of nachos (brush up on your Simpsons trivia if you don't know what
I'm talking about).
However, if you have the maracas,
you'll never fully enjoy them without a copy of Samba 2000.
The new features in this game may only add a cherry on the top of
the original Samba de Amigo, but man, what a sweet, savory cherry it
is!
SILENT
SCOPE |
Konami |
Shooter |
|
I've gotta be honest... I'm a
little surprised Konami made another light gun game after the
embarassing Lethal Enforcers. I played this again just
recently after years of avoiding it, and frankly, it'd be tough to
identify this clumsily done digitized shooting gallery as a Konami
product if it hadn't been for the company's trademark background
music.
Fortunately, Konami's new light gun
game, Silent Scope, has two things going for it... one, it doesn't
rely on the digitized graphics that were popular (for some strange
reason) in the early 1990's. Thanks to the more recent
polygonal graphics fad, the playfields in Silent Scope are much more
realistic and convincing... even breathtaking, in the case of the
towering skyscrapers in the first round. The characters
benefit from this as well... you'll notice that the enemies in the
game act more like people than knife-wielding cardboard cutouts,
doing their evil business without even noticing you.
That's the second thing in Silent
Scope's favor... it's much more original than your typical light gun
game, which overwhelms you with dozens of well armed bad guys.
Instead, you're a sniper who has to locate and pick off terrorists
as they sneak around in a distant location. Your targets are
both far away and pretty well hidden, so you'll need to use your own
eyesight to find them and the scope on your gun to make sure they're
villains. It's kind of like a much more intense and violent
version of Where's Waldo... if you don't find and eliminate all of
the enemies in the time you're given, they'll get away, or even
worse, notice you and try to take YOU out!
The Dreamcast version of Silent
Scope is a great port of the arcade original, and the arcade game's
rifle scope (complete with a tiny monitor built inside) isn't missed
at all thanks to a picture in picture view that both lets you
clearly see the enemies and makes the attractive graphics look even
better. Unfortunately, the one thing that brings this
translation down is the fact that the game doesn't support light
guns. I'm sure Konami has a million reasons for this
(Lieberman, the lack of a first party light gun, no convenient way
to turn on and off the scope, blah blah blah), but I'm not accepting
any of them, especially since Silent Scope is a real bitch to play
with a Dreamcast joypad. You'll be forced to use the way too
slow thumbpad to position your crosshairs on an enemy even though
you don't have the time to do it, because the D-pad is much too fast
and will almost always make you zip right past the bad guys.
Besides, let's face it... what kind of satisfaction are you going to
get from shooting people- even Eminem, who's in the training mode-
with a fricking joypad? Perhaps saying this makes me some kind
of ogre, but it's true... c'mon, you're even thinking it
yourself. If you're going to blast virtual terrorists, you
want to do it with some rough approximation of a gun.
Unlike some people (cough- NAMCO-
cough), Konami spent a lot of time with this game, trying to make it
as close to the arcade original as possible. Unfortunately,
they didn't go all the way and include the light gun support a game
like Silent Scope demands, meaning that it probably won't
make much noise in the average Dreamcast owner's game
collection.
SPAWN |
Capcom |
Fighter/Profanity Generator |
|
I don't have much faith in science,
or progress, or anything else, really, but I did hope that Capcom
could take the Spawn comic license and turn it into an enjoyable
game. My faith grew when I heard Capcom's Spawn game would be
similar to the Power Stone series, and because of this I was still
willing to try it after everyone else warned me that it wasn't
anything special.
I suppose my faith in Capcom was
partially justified... their Spawn game is better than Acclaim's
blandola side-scrolling beat 'em up for the Super NES, and the more
recent (and much worse) Playstation game, which at best illustrated
to Sony that forcing their licensees to make 3D games wasn't such a
good idea. Spawn on the Dreamcast even seems like fun... at
first, anyway. The graphics, particularly the characters, are
beautiful, with more vibrant color than you'd expect from a game
based on a gritty, violent comic. Also, the gameplay is nice
and simple, just as it should be in a fast paced action game.
There's none of this turn-walk-turn crap we've seen in Capcom's
other 3D games, and there's even a camera button and radar that
keeps the enemies out of your blind spots and within firing
range.
However, my interest in the game
started to drain away when I noticed that Spawn, as professionally
designed as it is, has serious, and seriously obnoxious,
flaws. The first is that, like Cannon Spike, Capcom tried to
fuse together two genres that conflict with one another. The
game takes heavy inspiration from first-person shooters like Quake
as well as the Power Stone games. This means that you're
automatically equipped with a gun, rather than being forced to
locate weapons to have an advantage over opponents. I wanted
to throw some punches around when I first played the game, but I was
advised against it because, naturally, a machine gun at long range
does a lot more damage and keeps you a lot safer than a hand
delivered blow to the stomach. There's no incentive whatsoever
to fight opponents hand to hand... not while you're in close, not
while you're reloading your gun, not to gain valuable items from
your enemies... NEVER.
Speaking of reloading your gun,
here was another idiotic part of the game... running out of ammo
makes you completely helpless. Instead of defending himself or
trying to dodge the merciless attacks of a boss who's not too happy
about being used for target practice, your character just stands
there reloading while he's being ripped apart... sometimes
literally. In the later rounds, running out of ammo is a
guarantee, signed and hand delivered by Todd MacFarlane himself,
that you will die.
Oh yeah... a game like Spawn just
wouldn't be complete without overpowered bosses. They're tough
to pinpoint and insanely cheap, which is a real bitch because the
arcade mode is all about locating and destroying them. It's
almost fun to hunt them down and wipe them out at first... but the
difficulty rises to the point where you'll be instantly annihilated
the moment the bastards find you. Seriously, one character
slice you in half while rushing at you... you can't get out of the
way, you can't counter it, you can't block... basically, if he sees
you, you're finished. The fact that you get infinite lives
makes this less obnoxious, but you don't have infinite time,
and it's hard to make the most of it when you're resurrected at
random starting points nowhere near the asshole who keeps chopping
you to bits.
By the time I was through with this
game, I was so brimming with anger that I transferred my spare
hatred to the comic, for inspiring this garbage, and to Todd
MacFarlane, for making both the comic and the game possible.
Maybe that's not fair, but neither is being killing fifteen times in
the last seven minutes. I still have faith in Capcom, but even
they can't make a Spawn game that's worth a
damn.