Sunday, August 30, 2015

Sega Visions Part 4: A Shifting Market

Click here for part 3

It was clear Sega was enjoying its success. Articles dedicated to developers or publishers signing on for the 16-bit system were but a distant memory as for over two years now there was simply no need for them. The Genesis was selling well and third party software houses wanted to get in on the action. Sega had a large flow of new releases every month and it got to the point where Sega Visions could not cover them all even with the increase in page size. Regardless, times were changing and issue 18, launched a mere two months after the previous one heralded several new developments, not all of which promising.

A Genesis 32-bit upgrade was on the horizon

The cover focused prominently on 32-bit gameplay for existing Genesis owners, this of course, refers to what would eventually become the 32x. Ironically, despite it being the center piece of this issue's cover, very little information was provided, readers were only given half a page of text and scant few details. Interestingly enough, the article mentioned "CD-quality audio" something which the hardware was not capable of without a Sega CD add-on.

Regardless of what the flashy cover would have you believe, the 32x was not this issue's focal point, that honor went to videogame censorship. As mentioned on part 3, by the time issue 17 launched, the US senate hearings which led to the ESRB's creation were already underway and Sega was feeling the impact with Night Trap being pulled from store shelves.

The 'Say What?' section was entirely dedicated to the ESRB

For the first time ever, the 'Say What' section focused on solely one topic; The ESRB. The writing takes an apparent neutral stance on this whole situation, but upon closer inspection it seems to paint the picture that every major software house wanted a rating system. It mentions how Sega, Nintendo, Atari, 3DO, Phillips, Acclaim and Electronic Arts created a special committee for this and how Sega was at the forefront of creating an industry-wide rating system. It gives off that every major studio thought these senate hearings and the ESRB were a good thing.

Tom Kalinske and Ken Williams write opinion pieces on how they perceive a new rating system

To further drive the point home, Sega of America CEO, Tom Kalinske wrote his first and only article for the magazine, an opinion piece on why he support the new rating system. In his words, he supports this move because he's a parent and because the movie industry shares a similar safeguard as well. It's interesting to see how Tom mentions on-demand movies in 1994, roughly ten years before their use became a mainstream commodity.

Amidst all this, there was still more hardware to sell

Perhaps to serve as a counter-balance to all this wave of positivity towards a shifting industry, this issue also included a guest editorial article by Sierra On-Line co-founder, Ken Williams. Ken defends the creation of a rating system, just not one that is state-run, his issue being the government shouldn't decide what is or isn't safe to view. The editorial cites examples of games who already contained warning labels deeming them unsafe for children including Leisure Suit Larry 6. Ken stated Sega's arguments with the congress fell on def ears and that a government-led rating system could potentially block freedom of expression. Regardless of my thoughts for Ken's arguments, I can't but be surprised to see an editorial of his in a Sega magazine considering both companies never shared much of a working relationship.

The community seemed somewhat split towards the topic though leaning more towards Ken's side

Mr. Ken's words would not be the only ones opposing the ratings board as the topic dominated the "Yo Sega" section. Most letters discussing the topic were clearly against this industry-wide citing reasons which ranged from censorship to not being old enough to purchase titles. Others were simply asking for information on what the big deal was and one is even thankful at the prospect of a rating board. Of course, as with nearly every other issue, there's someone asking how bits work.

The image isn't particularly relevant for today's post, but I wish I could get my hands on this game

This is perhaps the most interesting issue in the entire Sega Visions run. It was the first time Tom Kalinske addressed his readership and the first time someone outside Sega had their own editorial and the community was obviously worried about these market changes as well. The amount of historically relevant information within the first 14 pages of this issue is staggering. In part five we'll be taking a look at the rest of issue 18 along with issues 19-22.

Thursday, August 27, 2015

Legacy of Kain: Soul Reaver (Dreamcast)

Developer: Crystal Dynamics/Nixxes Software BV
Publisher: Eidos

Dreamcast fans will often tell you that despite boasting a strong library, many of the console's titles were hastily made Playstation/N64 ports with little to no improvement made other than an increased resolution. Taking into considering how much effort and care was put into Soul Reaver for the Playstation, I was hoping the same level of detail would be put into Sega's swan song. Oddly enough, it seems I was half-right, some improvements have indeed been made though it only served to exacerbate areas which were left untouched.

Soul Reaver for the Playstation was a technical marvel, featuring large open areas, no load times and the ability to twist the world around us. However, a game that pushes the limits of an aging 32-bit seems inconsistent when running on a more powerful next-gen system. Yes, Soul Reaver on the Sega Dreamcast produces a visual spectacle that is leaps and bounds better than its Sony counterpart, but it doesn't push the hardware as much as it should have though perhaps I'm getting ahead of myself.

As a follow-up to Silicon Knights' Blood Omen, players are introduced to Raziel a fan-favorite whose popularity rivals and may even trump that of the titular Kain himself. Centuries have passed since the original game and vampires have established themselves as Nosgoth’s dominant force. Over time, vampires enter a state of change and gain new abilities, however, Raziel made the mistake of surpassing his master, and was executed for it. Having his body dissolved for centuries, our anti-hero finds himself rescued by a mysterious entity who turns the long-dead vampire into a soul eating demon-like entity. With new unlife granted, he seeks revenge on his master and brothers.

While the premise may sound overly edgy, its dialog is told well enough that most won’t notice it. Many of Blood Omen’s actors make a return including Simon Templeman and Tony Jay who are now joined by Michael Bell, all of which do a superb job at bringing their roles to life. Indeed, the writing and characters are what most fondly remember this series for. It featured a use of florid language and ornate monologues which at best verged on Shakespearian and at worst were still ahead of the competition.

As with its predecessor, Soul Reaver draws influence from the Legend of Zelda series though now firmly set in a 3D world. Some may accuse Crystal Dynamics of copying Nintendo’s Hyrulean hero initial N64 outing, but the fact is both games were originally released less than a year apart, so it’s most likely both worked in parallel towards evolving that particular formula.


The spiritual realm provides a corrupted visage of our dimension reminiscent of German expressionism with columns and buildings becoming twisted and gaining a darker tint. While in this state, time stops, Raziel gradually recovers energy, and his vampiric foes disappear. This state features its own set of denizens in the form of wraiths and other smaller monsters who, much like Raziel, consume souls for nourishment. While in the spiritual realm players may not interact with any physical objects, they can climb, jump and platform as they would before, but may not open doors, press switches or pick up weapons. This dimension serves as more than just a slow health refill however, often times inaccessible locations are easier to reach when navigating through their twisted spectral-selves.


Combat is unique in that most enemies can’t be killed by normal means. A vampire’s flesh begins to close as soon as it is cleaved, this regeneration ensures players will have to adapt to different rules of engagement. If an enemy has received enough damage he will be temporarily stunned, it’s then that Raziel must deliver the finishing blow by impaling, inflame, cast light or douse his foes in water. The issue here is that weapons are not always readily available and any trip to the spiritual realm causes players the one they were carrying. Even unarmed, a killing strike may still be struck provided any suitable environmental dangers are nearby. Should a vampire become paralyzed, players may momentarily carry and throw it onto spikes, sunlight or water. Spectral and human enemies require no such tactics, the first may be consumed as you would any other soul and the latter dies in a few punches.


Souls act as life-recovery items. When an enemy in the physical world is defeated their soul is released for a scant few moments. This may then be consumed before dissipating into nothingness. Spectral enemies do not turn into souls but may be cfed upon as such all the same. Should players remove an impaling weapon from any vampiric foe before consuming their soul it will spring back to life as if nothing had happened.

Each major dungeon is inhabited by a different type of vampire and a boss. All of these share a common theme among them such as the ability to climb, swim or shoot projectiles. Upon defeating the location’s boss, Raziels adds these techniques to his repertoire though some may be exclusive to either the physical or spectral realms. The most notable of which being the titular soul reaver, a spectral blade and the most powerful in-game weapon though while in the physical realm, it can only be wielded when the player is at full health.

Acquired abilities provide proper reward and motivation to carry on with your quest, though sadly, all boss battles in Soul Reaver are unexciting. These work as a puzzle in of itself, so rather than engaging in battle with his brothers, Raziel must find a way to exploit their weakness. The concept is solid in theory, but these bouts feel unfulfilling.


The story in Soul Reaver is sparse for the most part though much more cohesive than its predecessor. Just like Blood Omen though, the best moments come in the form of lore-building monologues. These offer enough information to peak interest while leaving enough left unsaid to let imaginations run wild. Learning about what befell Nosgoth’s people, both human and vampiric alike was a joy to listen, even if their fates were often terrible. It’s just a shame Kain barely makes an appearance, appearing only twice to serve as a boss and trading a dozen or so lines with Raziel.

On a technical level, Soul Reaver was an achievement for the Playstation, sporting large open areas with complex geometry while never stopping to load. Even more impressive is how quickly and easily the world shifts and contorts when accessing to and from the spectral realm. 

All of these qualities are retained for the Dreamcast version though there have been several improvements. The resolution has been bumped by quite a bit and an anti-aliasing effect has been added onto it, making the overall presentation much sharper. The framerate has now been set to 60, an enhancement to be sure but not without its drawbacks. When traversing through larger areas or walking through several lighting effects it's not uncommon to experience slowdown. 

Now granted, slowdown was present in the Playstation version as well, but the change is more pronounced this time around and therefore, more noticeable. Worse still, it seems to occur more often than it did on its 32-bit counterpart. Kain and Raziel's character model have been touched up, and while Raziel looks nowhere near as good as his Soul Reaver 2 counterpart he does look closer to what one would expect from the Dreamcast. Kain on the other hand still shares too many traits with its PS1 roots, looking only slightly improved. Lighting effects and draw distances have also undergone enhancements, offering players a better view of post-apocalyptic Nosgoth.

Sadly, these enhancements aggravate areas left untouched. Wall textures and enemy/human character models being the worst offenders. Murals remain nigh-unreadable, wall, door and floor tiles will look pixelated and blurry contrasting with a better defined Raziel and improved lighting and enemy vampires terribly low-poly when compared to our anti-hero. Some veteran vampire foes even lost their trademark red eyes, though the manual still mentions this feature.

Controlling Raziel has also been made harder this time around namely due to an overly sensitive analog stick and fewer buttons on the Dreamcast controller. Getting the main character to run in a straight line is much harder this time around, making certain platform segments more difficult than they were on its Playstation counterpart. Camera controls are also now mapped to the D-pad, as a result, players can no longer adjust the camera while running and attacking.

All game design specific frustrations carry over to this version, namely the block puzzles. While most locations make good use of Raziel’s abilities, all dungeons seem to feature a common theme of having to drag giant stone blocks around. Sometimes they’re used as platforms, other times these serve as sliding puzzles or players must simply replicate a drawing by once again, dragging more blocks around. Regardless of the objective, these are a chore to move around and grind the pacing to halt. Worse still, some plot-required locations can have as many as five or six of these.

As new abilities are gained, players may revisit old areas or discover new optional ones in search of secrets. These come in the form of health upgrades, glyphs which enable you to cast magic, mana upgrades and even a fire upgrade to your soul reaver. Considering Soul Reaver features a relatively low difficulty setting none of them are particularly necessary but still serve their purpose of extending gameplay time.


Soul Reaver for the Dreamcast is something of an underachiever. Graphically it looks superior to its Playstation counterpart, but too many areas were left untouched making for a disjointed experience. Worse still, the framerate, while higher is not as stable as its predecessor and the Dreamcast controller strains to properly handle this game. Regardless, this is still a highly enjoyable experience; combining the best elements of Tomb Raider and Legend of Zelda while still crafting its own entirely separate identity. The game provides an engrossing, lore-rich world to explore while still being a technical achievement for the system. Perhaps just as important, the plane shifting and environmental hazard-centric combat is still unique 16 years after and though the latter is a bit clunky by today’s standards it still feels like a breath of fresh air today.

Anyone looking with a higher tolerance for slowdown and less precise controls may want to play this version due to its graphical improvement and overall higher framerate.

Trivia: Did you know Soul Reaver was originally going to be its own independent franchise? Originally called Shifter, publisher Eidos mandated that Crystal Dynamics develop a sequel to Blood Omen, thus, the Shifter project was reworked into what we now know today as Legacy of Kain: Soul Reaver.

Pros:
- Rich, well-acted dialog which verges on the Shakespearean
- Plane shifting and combat are still hold as highly unique to this day
- Slightly improved graphics and now runs at 60FPS

Cons:
- Framerate drips more often and drastically than before
- Untouched graphical areas stick out like a sore thumb
- Too many sliding block puzzles
- Disappointing boss fights
- Dreamcast controller isn't ideal for this game

Final Grade: B+


Sadly, the hologram cover from the Playstation packaging is missing. The cover art has also been changed though I have no artistic preference over this image or the other.

The manual though short, is better than most. It provides carefully written backstory, my favorite part being a paragraph dedicated to Raziel's life as Kain's Lieutenant. Learning how the larger would create intrigues with smaller ones and bet on the possible outcomes makes for highly enticing lore. Personally, I'd love to see a game where you get to control our anti-hero during this period.

The instruction booklet also features screenshots and artwork though sadly, it's all in black and white. With that said, an enticing, expanded lore and a hologram cover make Soul Reaver's packaging stand out of the crowd. If only we'd see this level of originality in today's non-special edition releases.

Packaging Grade: B

Wednesday, August 19, 2015

Legacy of Kain: Soul Reaver

Developer: Crystal Dynamics
Publisher: Eidos

Blood Omen may not have been a perfect experience, but its strong and charismatic main character earned it a cult following which lasts to this day. Sadly, it suffered from a turbulent development process plagued by delays and conflict between Silicon Knights and their publisher/co-developer, Crystal Dynamics, culminating in a legal battle with the two. Ultimately, courts decided in favor of the latter awarding them ownership of the Legacy of Kain franchise. Having the original creators lose all rights to their title would undoubtedly conclude Kain’s vampiric exploits, but as luck would have it, this is not how it would end.

Crystal Dynamics would soon be acquired by British developer and publisher, Eidos Interactive who mandated a new Blood Omen title. Having severed all contact with original creator, Dennis Dyack, it was decided that rather than creating a new game, Crystal Dynamics would adapt an existing project into a sequel, thus, Legacy of Kain: Soul Reaverwas born.

Initially, what we know today as Legacy of Kain: Soul Reaver began as Shifter. In it, players would have controlled a fallen angel of death with the ability to reap souls in a quest to kill his brethren and their false God. The similarities speak for themselves and project lead, Amy Hennig is often credited with reconciling all lore and loose ends between both franchises into a cohesive narrative, a feat which she would later repeat in yet another Legacy of Kain sequel.

Soul Reaver introduces players to Raziel, a fan-favorite whose popularity rivals and may even trump that of the titular Kain himself. Centuries have passed since Blood Omen and vampires have established themselves as Nosgoth’s dominant force. Over time, vampires enter a state of change and gain new abilities, however, Raziel made the mistake of surpassing his master, and was executed for it. Having his body dissolved for centuries, our anti-hero finds himself rescued by a mysterious entity who turns the long-dead vampire into a soul eating demon-like entity. With new unlife granted, he seeks revenge on his master and brothers.

While the premise may sound overly edgy, its dialog is told well enough that most won’t notice it. Many of Blood Omen’s actors make a return including Simon Templeman and Tony Jay who are now joined by Michael Bell, all of which do a superb job at bringing their roles to life. Indeed, the writing and characters are what most fondly remember this series for. It featured a use of florid language and ornate monologues which at best verged on Shakespearian and at worst were still ahead of the competition.

As with its predecessor, Soul Reaver draws influence from the Legend of Zelda series though now firmly set in a 3D world. Some may accuse Crystal Dynamics of copying Nintendo’s Hyrulean hero initial N64 outing, but the fact is both games were released less than a year apart, so it’s most likely both worked in parallel towards evolving that particular formula.

Raziel may now explore a fully polygonal post-apocalyptic gothic world in any direction he chooses. Taking cues from Tomb Raider he will have to jump, climb and otherwise maneuver himself around ledges, platforms and other unlikely structures and locations. Our character even controls more like Lara Croft than he does as Link, providing a rigid move set which sometimes borders on the unresponsive.

Unlike Core’s British archaeologist though, Raziel isn’t limited to a set of levels, rather he is given an open, desolate world to explore at his will, though plot-sensitive locales must be visited and beaten in order. In fact, the initial area of Soul Reaver works much like Hyrule Field in Ocarina of Time, essentially serving as a hub to which discover new sights.

Don’t mistake this for yet another Zelda clone though, as the game features more than just thematic and writing differences, the major stand-out discrepancy being Raziel’s ability to shift between material and spiritual realms.

While in the physical world our anti-hero is constantly drained of health, but may interact with the environment around him at will. Health can be regained by consuming the souls of fallen enemies and we can leave this world at any time, though returning to it forces players to find a conduit in the spirit world.

The spiritual realm provides a corrupted visage of our dimension reminiscent of German expressionism with columns and buildings becoming twisted and gaining a darker tint. While in this state, time stops, Raziel gradually recovers energy, and his vampiric foes disappear. This state features its own set of denizens in the form of wraiths and other smaller monsters who, much like Raziel, consume souls for nourishment. While in the spiritual realm players may not interact with any physical objects, they can climb, jump and platform as they would before, but may not open doors, press switches or pick up weapons. This dimension serves as more than just a slow health refill however, often times inaccessible locations are easier to reach when navigating through their twisted spectral-selves.

Combat is unique in that most enemies can’t be killed by normal means. A vampire’s flesh begins to close as soon as it is cleaved, this regeneration ensures players will have to adapt to different rules of engagement. If an enemy has received enough damage he will be temporarily stunned, it’s then that Raziel must deliver the finishing blow by impaling, inflame, cast light or douse his foes in water. The issue here is that weapons are not always readily available and any trip to the spiritual realm causes players the one they were carrying. Even unarmed, a killing strike may still be struck provided any suitable environmental dangers are nearby. Should a vampire become paralyzed, players may momentarily carry and throw it onto spikes, sunlight or water. Spectral and human enemies require no such tactics, the first may be consumed as you would any other soul and the latter dies in a few punches.

Souls act as life-recovery items. When an enemy in the physical world is defeated their soul is released for a scant few moments. This may then be consumed before dissipating into nothingness. Spectral enemies do not turn into souls but may be cfed upon as such all the same. Should players remove an impaling weapon from any vampiric foe before consuming their soul it will spring back to life as if nothing had happened.

Each major dungeon is inhabited by a different type of vampire and a boss. All of these share a common theme among them such as the ability to climb, swim or shoot projectiles. Upon defeating the location’s boss, Raziels adds these techniques to his repertoire though some may be exclusive to either the physical or spectral realms. The most notable of which being the titular soul reaver, a spectral blade and the most powerful in-game weapon though while in the physical realm, it can only be wielded when the player is at full health.

Acquired abilities provide proper reward and motivation to carry on with your quest, though sadly, all boss battles in Soul Reaver are unexciting. These work as a puzzle in of itself, so rather than engaging in battle with his brothers, Raziel must find a way to exploit their weakness. The concept is solid in theory, but these bouts feel unfulfilling.

The story in Soul Reaver is sparse for the most part though much more cohesive than its predecessor. Just like Blood Omen though, the best moments come in the form of lore-building monologues. These offer enough information to peak interest while leaving enough left unsaid to let imaginations run wild. Learning about what befell Nosgoth’s people, both human and vampiric alike was a joy to listen, even if their fates were often terrible. It’s just a shame Kain barely makes an appearance, appearing only twice to serve as a boss and trading a dozen or so lines with Raziel.

On a technical level, Soul Reaver is quite an achievement for the Playstation, sporting large open areas with complex geometry while never stopping to load. Even more impressive is how quickly and easily the world shifts and contorts when accessing to and from the spectral realm. Clearly this is a showcase for Sony’s 32-bit console and even the most adamant Nintendo 64 and Saturn fans of the time would concede their systems would have a hard time replicating this effect. Not that it’s easy for the Playstation to do it mind you, the framerate is generally stable with the odd exception here and there but this is due to it running on a low speed in the first place. Even Raziel’s movements seem to suffer from a slight delay which can be infuriating when trying to engage in precision platforming.

Even worse is the game’s insistence on block-moving puzzle designs. While most locations make good use of Raziel’s abilities, all dungeons seem to feature a common theme of having to drag giant stone blocks around. Sometimes they’re used as platforms, other times these serve as sliding puzzles or players must simply replicate a drawing by once again, dragging more blocks around. Regardless of the objective, these are a chore to move around and grind the pacing to halt. Worse still, some plot-required locations can have as many as five or six of these.

As new abilities are gained, players may revisit old areas or discover new optional ones in search of secrets. These come in the form of health upgrades, glyphs which enable you to cast magic, mana upgrades and even a fire upgrade to your soul reaver. Considering Soul Reaver features a relatively low difficulty setting none of them are particularly necessary but still serve their purpose of extending gameplay time.


It’s easy to see why Soul Reaver is so fondly remembered; it combines the best elements of Tomb Raider and Legend of Zelda while still crafting its own entirely separate identity. The game provides an engrossing, lore-rich world to explore while still being a technical achievement for the system. Perhaps just as important, the plane shifting and environmental hazard-centric combat is still unique 16 years after and though the latter is a bit clunky by today’s standards it still feels like a breath of fresh air today. 

Soul Reaver on the Playstation is a classic, an affordable one at that. Anyone looking to fill their PS1 collection with quality titles should track this this one down.

Trivia: Did you know Soul Reaver was originally going to be its own independent franchise? Originally called Shifter, publisher Eidos mandated that Crystal Dynamics develop a sequel to Blood Omen, thus, the Shifter project was reworked into what we now know today as Legacy of Kain: Soul Reaver.

Pros:
- Rich, well-acted dialog which verges on the Shakespearean
- Plane shifting and combat are still hold as highly unique to this day
- A technical marvel for the Playstation

Cons:
- Too many sliding block puzzles
- Disappointing boss fights
- Slight control delay

Final Grade: A


Soul Reaver features a neat little cover art gimmick; rather using a still image, it employs a hologram. Therefore, the box art changes slightly depending on which angle you stare at it. In this case, you see Raziel in either the material or spectral realm. It’s a nice little touch that helps it to stand out from the crowd and watching the pillars contort is an effect I greatly enjoy watching.


The manual though short, is better than most. It provides carefully written backstory, my favorite part being a paragraph dedicated to Raziel's life as Kain's Lieutenant. Learning how the larger would create intrigues with smaller ones and bet on the possible outcomes makes for highly enticing lore. Personally, I'd love to see a game where you get to control our anti-hero during this period.

The instruction booklet also features screenshots and artwork though sadly, it's all in black and white. With that said, an enticing, expanded lore and a hologram cover make Soul Reaver's packaging stand out of the crowd. If only we'd see this level of originality in today's non-special edition releases.


Packaging Grade: B+

Monday, August 17, 2015

RymdResa

http://www.tech-gaming.com/rymdresa/
" It’s highly unlikely RymdResa will appeal to most gamers, as an emphasis on a slow, intangible offering, especially one that borders on the depression may turn off many. Even worse, this title struggles to properly balance gameplay narrative flow with narrative mechanics. Despite that, RymdResa is a uniquely immersive game that will either enthrall or bore you. "

Full Review HERE

Sunday, August 9, 2015

Funk of Titans


" Funk of Titans is an enjoyable experience, however, its focus on mobile game design will prove an odd fit for most PC gamers. "

Full Review Here