Showing posts with label Dreamcast. Show all posts
Showing posts with label Dreamcast. Show all posts

Thursday, August 25, 2016

Dreamcast Review: Outtrigger (2001)

Is the world craving a new review of an old Dreamcast shooter? Thrasher sure thinks so! Join him on this journey of discovery and find out the answer to the burning question: should you play Outtrigger? The answer? Ummmm, maybe. Depends.


Outtrigger is about half Crazy Taxi (or maybe half Time Crisis) and half TimeSplitters. It's a multiplayer-focused, arena-style FPS with virtually no plot and an ever-present timer at the top of the screen. Matches last about two to three minutes and the backdrop is often little more than "Collect these coins!" or "Shoot these guys!" Wikipedia's plot summary is probably too good: "The story revolves around a counterterrorism organization called Interforce, set up in response to terrorist attacks on military research facilities." I didn't get even the faintest whiff of this story, such as it is, while playing the game.

Outtrigger's two main single-player modes, Arcade and Battle, task you with completing various training exercises and eventually missions, in which you ostensibly deal with vaguely-defined threats. Really, though, there is nothing to connect the single-player exercises and missions with anything. The Arcade and Battle modes have much more in common with Crazy Taxi's "Crazy Box" or TimeSplitters' "Challenge Mode" than anything else. Though the single-player is occasionally frustrating in spots, it can be easily completed in the course of a day. And like the Crazy Box, Outtrigger's single-player experience is seemingly designed to train players for the heart of the game, which in this case is the multiplayer.

Multiplayer matches in Outtrigger play by the same rules as the "Thief" mode in TimeSplitters 2: each kill is worth one point, while another point, rendered as a coin, can be collected by any player from the kill spot. Other than a team variation on the same thing, all multiplayer matches in the game play by the same rules. This can make for a rather repetitive experience, even with Outrigger's considerable variety of weapons and maps. Given the relatively small size of the arenas in the game, deathmatches can only realistically last for about three minutes before the map in question loses what little novelty it had in the first place. And while the multiplayer mode can be played with AI bots, many of the maps feature pits, which the AI cannot successfully navigate.

In terms of controls, Outtrigger really shows its age. Dual analog control has been a standard of console first-person shooters for a long time, and returning to the single-stick controls of the Dreamcast is difficult. Although some of the options approximate dual analog controls, none of them really come that close, and I never truly felt comfortable with the pre-set schemes. The game does allow you to switch on the fly from first-person to third-person view, which is neat at the very least, but it's hardly useful.

Like many other arcade-style games for the Dreamcast, Outtrigger is enjoyable in short bursts only. Dreamcast aficionados may want to find a copy simply for the sake of curiosity, because it is a truly strange game, but everyone else can probably find something else to play.

Sunday, August 3, 2014

Dreamcast Review: Fighting Force 2 (1999)

See the crates. Feel the excitement.
I love the original Fighting Force. I hate this one. Fighting Force 2 is a perfect example of subtraction by addition: it's longer, has more of a story, has more weapons, has more keycards, and it most certainly has more destructible crates. Really, the only things removed from the original are the multiplayer option, the other three characters, and just about all the fun (or, hell, just about all the functionality). Instead, you play as mercenary Hawk Manson, sent by some agency clowns to investigate human cloning experiments being conducted by a shady Japanese corporation. You bounce around the globe trying to stop all this cloning from going on, gleaning most of this story from a few poorly animated cutscenes and a whole lot of pre-mission menu briefings. Though the original barely had cutscenes, let alone text to explain why you had to pummel some fools on an aircraft carrier, I'm not sure the extra plot in 2 was worth the effort. It's nowhere near interesting, nor is it even comprehensible, so why bother?

Playing Fighting Force 2 is alternatively curiously amusing and, way more often, incredibly frustrating. If you love crushing boxes underfoot, and if you love replenishing your health with soda, 2 may be just the thing you need. If neither of those two things appeals to you, I'd avoid this one. 2 plays a lot like the original, only with more of an arsenal. That's doubly true for your plentiful adversaries. Here's the general idea of each level: proceed through drab room after drab room, get shot immediately upon entering each room, get the keycard from somebody, probably backtrack for a long time in search of the right door, unlock that door, and do this all over again. This gets old. This is compounded by the difficulty of the later levels. One level in particular, an assassination assignment on the renovated "Alcatraz 2", nearly ended it for me. It's one of the most poorly designed levels I have ever suffered through. The levels after that aren't much better.

Screw this level.
Moreover, Fighting Force 2 has almost zero in-game music. It's an odd, uncomfortable experience gunning through the tedious halls of this game without a soundtrack, and it makes your encounters with the idiotic AI even weirder. Sometimes you can jump over their heads without them noticing, sometimes you can run around a group of goons until the moron in the middle with a gun shoots all his friends, and sometimes you cannot for the life of you get through a door without being blasted. You can bet, though, that each new room will have a keycard or three to pick up, maybe a few boxes to jump on, and you can also bet that there'll be approximately 3,000 rooms to get through before the level is over. Stay away from this one. Despite the name, it's more like a mediocre Tomb Raider than a true sequel to Fighting Force.

Friday, October 12, 2012

Dreamcast Review: Sonic Shuffle (2000)

One of the things that I love about Sega is how innovative it has been, though sometimes it has been ahead of its time. It pioneered technologies that only later became more popular: motion sensor controllers (in the Dreamcast's case used for fishing simulation) playing console games online with other players, or even the technique of cel shading (which started with Jet Set Radio and was quickly followed by Sonic Shuffle). However, innovation can also be achieved through using another's idea as a basis and improving upon it. Indeed, this is how the majority of innovation occurs. I believe this is what Sonic Team tried to achieve here, using the formula that made Mario Party so popular and putting the Sonic brand on it. Largely disappointing is the fact that it failed to impress. One of the big problems is that the time investment required to progress in the game is quite large: one "board game" takes easily an hour to complete and you must win or you are back at square one. This perhaps wouldn't be so bad if the board game itself were more enjoyable. It involves a LOT of waiting while other players make their moves. Not only that, but the mini-games that are the real draw of these party games are few and far in-between. Unlike Mario Party, where mini-games are played after everyone has had a turn, to play a mini-game in Sonic Shuffle, one player has to land on the correct space. Even then, a mini-game is not guaranteed as landing on this space may turn out to be something stupid, such as a "mini-event" where there is a silly story you have to sit through (even during a computer players turn!) and the player will encounter some insignificant beneficial or negative result (such as the loss or gain of some rings). Another often encountered space is the "battle" where you have to fight some insignificant monster (or watch your AI opponents do it). It does not add anything to the game except more waiting. When you finally do get to play mini-games, the experience is less than what it could be because they are often quite hard. This itself wouldn't be so bad, but since these games happen so infrequently, it is difficult to practice them enough to gain any proficiency. An option to practice mini-games outside of actually playing the board game would have been welcome. In the end, you will need to invest several hour-blocks of free time and plenty of patience to get anything out of this game. And I can't guarantee that what you get will not be a headache.



Wednesday, February 1, 2012

Crazy Taxi, Sega Sans Offspring

Speaking of game soundtracks, listen to this:

A couple months ago I purchased the Dreamcast Collection for my Xbox 360 and, though I have yet to try either Sega Bass Fishing or Space Channel 5 Part 2, I've been enjoying the opportunity to play through Sonic Adventure, something I missed way back when. It's not perfect, not by any means, but still an interesting time warp. Of course, rounding out the collection is Crazy Taxi, one of my personal favorites and a game I had mastered on the PS2. Unfortunately, my disc for the PS2 version is no longer in working condition, so I purchased this retrospective as a way of replacing it (and getting a few extra games thrown in for fun). Much to my chagrin, however, the Offspring/Bad Religion soundtrack had been completely replaced with generic punk rock. Now, I'm not particularly a fan of either band outside of Crazy Taxi, but within that world I enjoy them tremendously. Replacing them changes the dynamics of the game in a strange, unique way. Sure, the game plays just the same, but nevertheless, something is irretrievably lost without these diddies. Not to mention, all the advertising is gone. Who knew I would miss crazy sliding into Pizza Hut?

Wednesday, October 12, 2011

Dreamcast Review - Crazy Taxi 2 (2001)


As good as the original is, it seems as something is missing when going back after playing Crazy Taxi 2. Of course, that of which I'm speaking is the Crazy Hop - the ability to make your cab jump in the air, high enough to clear trucks, gaps, etc. It brings a whole new dimension to the already solid formula of transporting fares very quickly whilst dodging traffic and drifting around corners. The opportunities this creates for diverse challenges in the Crazy Pyramid scheme create a replay value which will provide plenty of return for your video game dollar. The drawbacks to this game, however, are that the directional arrow that guides you is a little trippy and takes some getting used to and the lack of B.D. Joe. Bottom line: this game is a Dreamcast exclusive, so if you have one, this is a must own for your DC collection.