GAMES YOU'LL
WANT |
CRAZY
TAXI: Packed with thrills and
attitude, this fast-paced, addictive driving game
is a true classic that has yet to be
surpassed. GRANDIA 2: Some
people hate this series with a passion, but I'm proud to
say I'm not one of them. This bright, colorful RPG
is even better than the first game. MARVEL
VS. CAPCOM 2: Fifty six playable
characters and amazing polygonal graphics
makes Marvel vs. Capcom 2 a tough fighting game to
top. SAMBA De
AMIGO: Better get the maracas if you want
to get the most out of this salsafied dance game.
Even without them, you'll still love the selection of
tunes. SOUL CALIBUR: Namco
spared no expense when designing this beautiful
polygonal fighter, and it really shows. Every
Dreamcast fan should own
this. | |
|
GAMES YOU
WON'T |
MORTAL KOMBAT
GOLD: It's a port of the Playstation game
Mortal Kombat 4, with a couple new (useless)features and
a whole lot of bugs. NAMCO
MUSEUM: How could I give six of the best
video games ever made a thumbs down? When they're
in a collection this crappy, it's pretty
easy. SPAWN: If you love
frustration (and who does?), you'll go nuts over this
hybrid of Power Stone and Quake. In fact, even if
you don't, Spawn will drive you nuts
anyway. TEST DRIVE 6: It's
hard to believe that subsequent Test Drive games on
the Dreamcast were so good when this was so very
weak. Mediocrity, thy number is 6. TNN
MOTORSPORTS HARDCORE HEAT: With a name
like 'Hardcore Heat', you know the designers were
desperate to sell it. You'll know why when
you play
it. | |
REVIEWS
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.
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.
GAMECUBE:
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.
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.
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.
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.
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.
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!
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.
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. |