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

Monday, January 7, 2013

PS3 Review: Sonic's Ultimate Genesis Collection (2009)

I recently got on the next-gen gaming bandwagon by purchasing a shiny new PS3. As a result, this is my first review for the system. Ultimately, what's good for me is good for you cats, our readers. Expect plenty more reviews for the console in the coming months, all while Chicken Man continues to keep you up-to-date on the Xbox 360.


Graphically, Sonic's Ultimate Genesis Collection is clearly not pushing the limits of what the PS3 can do; nevertheless, I believe this is an entirely appropriate, even admirable use of the technology for archival purposes. I love the Sega Genesis, and I'm just pleased as punch to have all these Genesis games packaged together on a single Blu-ray disc, rather than having to deal with the mess of dusty cartridges. True, this is a collection of strictly Sega-licensed games only (so no ACME All-Stars, alas), but who could possibly complain about having access to Streets of Rage 1-3, Sonic 1-3, Spinball, Knuckles, 3-D Blast, both Vectormans, Ecco, Altered BeastShinobi, Comix Zone, etc? You can even save progress in each of these games however many times you wish, whereas before many of them required you to complete them in a single sitting. I found this helpful in finally beating some of the more challenging games of that era, particularly Sonic Spinball and Comix Zone (technically I still haven't beaten Comix Zone, but I'm getting mighty close). There's a nice presentation to go along with everything else, as each game has a semi-detailed description, bits of trivia, and case/cartridge artwork. I also enjoyed the menu functionality, where you can give star ratings to each of the 40+ games in the collection, basically ranking them in order of preference and then sorting the menu accordingly. Though not all 40 games suited my fancy, there were enough quality choices to easily make this purchase worthwhile; the Streets of Rages and Sonics were worth the price all by themselves, and after that everything else was sheer gravy. Even the stinkers have a purpose, as playing the first few levels of something as lame as Super Thunder Blade can unlock additional Sega Mega Drive/arcade games or interviews with developers. My only complaint is the omission of Sonic & Knuckles' lock-on technology from the cartridge days, which allowed you to play through Sonic 1-3 as Knuckles instead. In terms of value, replayability, and variety this collection is tops for next-gen consoles. It's also an excellent archival project in classic gaming. Just stay away from Sonic 3-D Blast, I'm telling you.

Altered Beefcake, that's what I call it.

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.



Friday, August 24, 2012

Finest Fights: Rumble in the [Vancouver] Bronx (1995)

Still bringing you the best fight scenes available on YouTube, only now, we bring 'em intermittently.

We have some classic Jackie Chan for you today. Witness his skill in fighting off a bunch of punks and pinball machines.


You also have to love this kid:

"BLEEP, BLORP! I make my own fun! Oh, to be poor!"
Jackie gave him a Sega Game Gear, but no games. Still, like a real trooper, he played with it anyway. "The best games come from your own imagination," Jackie probably meant to say. "Besides, those things eat batteries for breakfast."

Tuesday, February 7, 2012

Thrasher Presents: Thrasher's Top Ten Video Games, Part Two

Let's recap my choices so far, huh?

NHLPA '93 (SNES)

Strange start, I admit, but trust me on this one, it's a great game. And they'll just keep getting better. As you may have noticed, I have followed Chicken Man's lead and dropped the process of ranking my picks. That's truly a bunch of rubbish. How could I pick a favorite? I love them all for different reasons, I'm telling you. Keep that in mind as I reveal my next choice:

Crazy Taxi (PS2)
It certainly helps that this one has all original music, instead of the neutered soundtrack that popped up on my recent 360 purchase. Besides all that, though, this is one of the best, most complete arcade games ever put together. The whole package is unified nearly to the point of perfection, and that is precisely why I put such a high premium on the Offspring/Bad Religion soundtrack. When you remove one of those highly integrated components, you lose a significant element. PS2 and Dreamcast got it right the first time. Not only do you get the full arcade game, but you have an additional city to cruise, and a full set of Crazy Box challenges to complete. Quite simply, this game is the total package.

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.