Last modified 2009/11/20. Screen shots courtesy of Shinforce, Video Game Museum, GameSpot, Rotten Tomatoes, Game Revolution, Sega Saturn Database, Racket Boy.
The overriding criteria is how fun the game is to play, although control, graphics, and sound are also taken into account. |
Who was the marketing genius who convinced Konami that 2D shooters wouldn't sell in America? That idiot single-handedly deprived an entire continent some of the best games for the Sega Saturn! Salamander Deluxe is a slick compilation of three space shooters that will thrill old-school fans. The first title, the original Salamander (1986), is a Gradius spin-off that alternatives between side-scrolling and vertical stages. The power-ups come early and often, allowing you to accumulate multiple satellite orbs (called "options") which shoot alongside of your ship. The caves you explore and enemies you encounter are biological in nature, so expect a lot of worms, giant claws, and oozing sacks of puss. I really don't like having to shoot my way through those fleshy walls, especially when they can regenerate and swallow you up. The first boss, a grotesque floating eye with swirling arms, became a trademark of the series. The second title, Life Force, is actually a re-release of Salamander with new color scheme and selectable power-ups. The music is a little cute and the voice effects are cheesy ("destroy violent antibiotics!"), but there's no denying the intense, action-packed gameplay. The horizontal stages are much better than the vertical ones. The vertical areas are too difficult, especially when you're dodging huge orbs and enemy ships materialize out of nowhere. The third title is Salamander 2 (1996), and this "modern remake" is a real treat. It smartly retains the classic Salamander gameplay while giving the graphics a 3D makeover. The long slithering things are back, but this time they're bigger and slimier. This game is like a high-tech version of Biohazard Battle (Genesis, 1992). The first boss appears to be the familiar eyeball monster, but it's immediately swallowed up by a larger, nastier beast! Wow - that caught me off-guard! All three games are extremely hectic, and once you accumulate four or five options, it can be hard to keep track of your ship on the screen! High scores are saved automatically, but I couldn't figure out how to switch between the three games without manually resetting the console. I'm really glad I picked up one of those heavy duty Saturn joysticks back in the day, because it is tailor-made for twitch shooters like these. © Copyright 2009 The Video Game Critic.
I normally enjoy light gun shooters, but Scud is so unpleasant to play that I actually had to turn it off mid-game. Despite good control and double-barrel action, the relentlessly repetitive gameplay is enough to make you nauseous. The whimsical graphics and grating storyline have something to do with a robot programmed for assassination who develops a mind of his own. The unimaginative stages take place in a robot factory, a desert, a zombie-infested town, and outer space. Scud is fun for the first minute or two, with waves of robots entering the screen in various formations for you to blow to bits. Occasionally a pudgy little human appears in the scenery, but it doesn't seem to matter if you blast him or not. Unfortunately, the fun degenerates quickly as the same waves of targets appear again and again ad nauseum. It's as though Sega was trying to address the common complaint that light gun games are too short by making the game twice as long as it should have been. The repeating 2D visuals are extremely uninteresting, and the incoming enemies feature the Saturn's trademark pixilation. There are a few unique elements, like enemies with shields that you need to knock back with continuous shots, and zombies that remove their heads and hurl them at you. Sometimes you can choose you path, but wherever you go in a stage, it all looks the same. Playing with one gun is far too difficult, but playing two-handed is too easy, allowing you to keep forging ahead for as long as you can tolerate it. Playing Scud is simply a miserable experience that Saturn owners should try to avoid. © Copyright 2003 The Video Game Critic.
This classy compilation contains three popular arcade titles from the late-80's: Outrun, Space Harrier, and Afterburner II. Not only are these arcade-perfect, but they have options menus and your high scores are automatically saved! If only there were more games! All three titles utilize scaling sprites to render objects approaching from the horizon, and while appearing somewhat rudimentary and pixelated, they do possess a certain old-school charm. Afterburner II is a jet shooter, and it's one of the most chaotic games I've ever played. When the screen becomes littered with spinning planes, awesome explosions, and trails of smoke, it's almost impossible to tell what the hell is going on! You're equipped with cannons and guided missiles, and can kick in your "afterburner" by tapping the Z button twice. Fast-moving ground scenery conveys a genuine sense of speed, and the use of color is excellent as locations change and day turns to night. Interestingly, this is the exact same Afterburner that appeared on the 32X, although the graphics look a bit sharper here. The second game is Space Harrier, where you control a guy in a jetpack flying over surrealistic landscapes. There are plenty of memorable adversaries include flying "slinky" dragons and fire-breathing floating stone heads. The ground below resembles a flat green checkerboard, but you'll need to avoid the occasional trees and columns. Space Harrier is fun as long as you don't try to make sense of it. Am I shooting clouds in the first stage, or are those floating rocks? And how come when I shoot something it appears to immediately dive into the ground at 100 miles per hour? The last entry, Outrun, is the strongest of the three, placing you in a convertible with some blond chick as you race through a series of exotic stages. The eye candy is abundant as roadside scenery like palm trees and ancient ruins scale by and the road undulates smoothly. The road branches at regular intervals, adding a little variety. Most memorable however is when your car crashes and flips, sending you and your girl tumbling with it! Despite the fact that it's one-player only and lacks the bonus materials, I really enjoyed Sega Ages. With their simple, "twitch" brand of gameplay, these titles will keep you coming back to beat your high scores. © Copyright 2007 The Video Game Critic.
It took a while for Sega to produce a top-of-the-line racer for the Saturn (Daytona was considered a disappointment), but all of the pieces fell nicely into place with this one. As the premiere racing game for the system, Sega Rally offers fantastic off-road driving action with smooth visuals and sublime controls. The finely detailed vehicles lean into turns, execute power slides with ease, and kick up mud realistically. The three tracks (desert, forest, and mountain) aren't spectacular, but offer bright, attractive scenery with minimal pop-up. The silky-smooth frame rate really helps you get into a groove, and the jazzy soundtrack isn't bad either. You can view the action from behind your car, or try the more difficult first-person angle. Helpful voice and arrow cues alert you to upcoming turns and hazards. Like any good off-road racer, the key is executing controlled power slides over slippery terrain. Careening around corners half-way out of control is exhilarating, and banging into other cars is all part of the fun. Playing modes include practice, championship, two-player split screen, and time attack. The game automatically saves your best times, which enhances the replay value. You can customize your car and even compete against "ghosts" from previous runs. As a well-balanced blend of driving realism and arcade fun, Sega Rally Championship is arguably the best Saturn game of all time. © Copyright 2008 The Video Game Critic.
How could it be that Sega released a racer for the Saturn that I've never even heard of? Oh, I see - because it sucks, that's why. Apparently after Sega Rally, Sega was anxious to put out another racer - any racer - in order to capitalize upon its success. Sega Touring Car is a conventional racer with normal tracks and pit stops, but it lacks the style of Daytona and the finesse of Sega Rally. The one and only thing it has to offer is pure velocity. Yes, the sensation of speed is quite convincing as the pavement whizzes below your boxy racecar. If only you could steer! I'm normally quite proficient at video game racers, but on these narrow roads I was constantly banging into walls. Even with the "3D" analog controller, I was oversteering like a [expletive] [expletive]. I don't even know what a "touring car" is, but apparently they are forced to race on the most boring tracks on earth. There's really nothing to see outside of the wall-lined courses, and the high speeds make it hard to anticipate upcoming turns. But the worst part of Sega Touring Car, by far, is when you ACCIDENTALLY pull into that God-forsaken pit stop area. Like most racers, the pit stop is just a waste of time and if you use it, you're guaranteed to lose. I suppose the same could be said about playing this game. © Copyright 2005 The Video Game Critic.
One of Sega's most enduring characters, Shinobi first appeared on the Master System and several hit Genesis titles. With Shinobi Legions, the sword-swinging/star-throwing ninja makes an impressive transition to the Saturn, getting a graphical makeover while keeping the rock-solid gameplay intact. The characters are completely digitized and smoothly animated, and even the multi-layered backgrounds have a photo realistic look. Shinobi has many new techniques, including about a dozen stab/slash moves, and the ability to hang from rails and block projectiles. He can even swing his sword like a baseball bat and swat enemy projectiles back the other way! There's no shortage of gore either. Enemies get cut in two, with the top half sliding slowly off the bottom. There are nine quality levels, and one has more tree fighting than Crouching Tiger Hidden Dragon. Before each new level there's a movie-quality video segment that explains the story line. Shinobi Legions far surpassed my expectations. © Copyright 2001 The Video Game Critic.
This hack-n-slash game made me realize how much I love old school, 2D gameplay. In this action-packed side-scroller, you must dispatch of an army of skeleton warriors using your sword and special attacks. The skeletons aren't hard to hack up, but unless you grab their "heartstone" right away, they can regenerate and come back to life. This neat feature adds a bit of originality to an otherwise standard formula. Moves include jump, block, several sword attacks, and a selectable special attack. In addition to skeletons, you'll also face rabid dogs, huge birds, and some impressive bosses. The 3D scenery is well rendered but not particularly intriguing. There are some platforms to jump, but only a few. The characters are large, finely detailed, and have a "claymation" quality to them. Some stages feature snow, which is always a nice bonus. Apocalyptic background music really adds to the intensity. Skeleton Warriors is hard as hell, and you'll soon discover that it will take more than non-stop hacking to beat this game - use your special attacks strategically. There's even a slick 3D hover bike level to break up the monotony. Skeleton Warriors is a surprisingly good time. © Copyright 2002 The Video Game Critic.
Sonic Blast was Sonic's first time in 3D, and it was expected to be his big comeback game, but it turned out to be a real dud. Yes, the characters are nicely rendered, and the attractive levels have a "Marble Madness" look to them. But the trademark frenetic gameplay from the classic Sonic series is nowhere to be found. Instead, Sonic has to slowly and methodically jump on enemies and collect items - not very exciting. Control is a major problem. Sonic moves like he's on ice, and it's difficult to jump on an exact spot. Most levels are inspired on the levels in the original Sonic game, and some, like Green Grove and Rusty Ruin, are beautiful. Others however, like the carnival-styled Diamond Dust zone, are loud, obnoxious, and just plain ugly. You also have the problem of not knowing where to go to finish a level, and you'll often find yourself going in circles. The bonus level is like the half-pipe from the second Sonic game, only with better graphics and worse control. Another big complaint is the lack of a password feature. This isn't the kind of game you can zip through, and having to replay all the early levels each time you play is an unforgivable oversight on the part of the designers. On a positive note, some of the music here is simply incredible. The surrealistic, moody tunes that play in the Rusty Ruins has to be some of the best music I've ever heard in a video game. Sonic 3D is not a total loss, but the mediocre gameplay failed to put this hedgehog back on top. © Copyright 2000 The Video Game Critic.
Sonic Jam was somewhat of a cop-out on Sega's part. Apparently they couldn't get a real 3D Sonic adventure game done in time, so they took what they had and threw in four old Sonic games from the Genesis. The final result is a nice package, but less than most people were hoping for. First of all, you get the Genesis versions of Sonic 1, 2, 3, and Sonic and Knuckles . The graphics and sound aren't any better, but you do get extra options like stage select and time trial modes! Plus you can even use Knuckles in Sonic 1! That's fine, but the centerpiece is Sonic World, a cool little 3D adventure full of mini quests which let you access all kinds of Sonic memorabilia, including artwork, history, videos, commercials, and information on all the old Sonic games. It's a heck of a lot of fun to play, but it makes you wish they could have made the whole game like this, instead of rehashing old titles. © Copyright 2000 The Video Game Critic.
Sega couldn't manage a 3D Sonic adventure for the Saturn, but at least they were able to make this fairly decent racing game. It pits Sonic against other characters from the series in beautiful 3D environments, complete with loops, shortcuts, and powerups. It's an amazing looking game, with fast, colorful graphics that make you feel like you're on a rollercoaster ride. Unfortunately, the controls make it tough to stay in the middle of the narrow tracks, even with the analog controller. You often end up off the track or underwater, looking for a way to get back. I should also mention that there is some excellent R&B dance music that plays in the background of each stage, and two players can go head-to-head via a split-screen mode. © Copyright 2000 The Video Game Critic.
Of all the Japanese-imported shooters I own for the Saturn, Soukyugurentai Otokuyo is probably my favorite, despite the fact I can't pronounce its name to save my life. Soukyugurentai is more sophisticated than other vertical shooters of its ilk. You tap the fire button to shoot rapidly, but holding it down deploys a wireframe "net" that causes each enemy in range to become locked-on. Upon releasing the button, you unleash a barrage of weaponry that chases down all targeted enemies. This type of mechanism has been seen in other games including Ray Crisis (Playstation 2000) and the Panzer Dragoon series. It's very satisfying to use, especially when it comes to locating weak spots on bosses. The B button deploys bombs, and you'll be wise to use them defensively. In addition to 2D sprites, Souyugurentai employs 3D polygons to render bosses and scenery. The stages are quite inventive. In the first, you fly over a city at night, and the lighted bridges and skyscrapers are a beautiful sight. The second stage takes place over a space station with a looming blue planet in the background. The third stage is set over a desert, and it's wild to see the sand kicked up by vehicles riding across the dusty terrain. I also love the way the supply trucks tumble when you blast them from behind. The next stage is a throw-back of sorts, combining elements of Galaga and Asteroids. It's really hard to find fault with this game. Constant power-ups keep your firepower potent, and the bosses are mighty but not unreasonable. The two-player simultaneous mode is fun because the increased visual chaos is offset by slow-down, keeping the difficulty on an even keel. So don't let the name scare you away. I play this game every day and I love it. © Copyright 2009 The Video Game Critic.
Space Hulk is a complicated game that combines first-person shooting with real-time strategy. Though certainly original, it isn't much fun to play. Had it been fun, we might all be playing Space Hulk 4 by now. In any case, the idea is to control of a squad of robots on a series of missions set in monster-infested mazes. You issue commands to each robot from a map screen, and you can even watch them perform their duties from this overhead viewpoint. Taking control of any individual robot gives you a nice first-person view of the action, allowing you to navigate hallways and blast creatures as you would in any Doom-style game. Although the frame-rate is far smoother than the 3DO version of Space Hulk, the hallways look far more pixilated. Also problematic is how the cursor moves way too fast on the map screen. Space Hulk's gameplay requires a lot of trial and error along with a heavy time investment. In my humble opinion, it's just not worth the effort. It may have been an adequate 3DO game, but on a system like the Saturn, it just doesn't measure up. © Copyright 2005 The Video Game Critic.
After making a splash on the Genesis, the 7-Up "red dot" mascot appeared to have a promising video game career ahead of him. But this sorry sequel put the kabash on that! It's a shame, because Spot Goes to Hollywood had a lot going for it. With its likeable main character, excellent production values, and the power of the Saturn behind it, how could it fail? By switching to an isometric (diagonal tilted overhead) point of view - that's how. This game is barely playable! Right off the bat, the controls just don't "feel" right. Pushing up causes Spot to walk diagonally, which is counter-intuitive. The game is played in a 3D space, but the awkward viewpoint and unforgiving collision detection make it impossible to gauge your jumps. You'll leap up to grab an object, but if you're even slightly off, you'll miss and appear to pass right through it. The stages feature some exciting themes, including a pirate ship, haunted house, jungle, and even a Jurassic Park-inspired area. So how come they're so frickin' boring? Probably because the stage designs are painfully uninspired, loaded with cheap hits and spiked pits. The controls are so bad that I would sometimes accidentally jump off the side of the pirate ship! The 3D scenery is plush and attractive, but the creatures resemble flat, 2D cartoons! Spot's music, sound effects, and stage intros are nice, but who cares when the gameplay sucks this bad? Losing a life means you have to restart the entire stage - unreal! When the game ends, you hear a director exclaim, "Cut cut! This is not working. I don't think you're made for this business." I think that pretty much sums it up. © Copyright 2005 The Video Game Critic.
Compared to its closest rival, Coolboarders (Playstation, 1997), Steep Slope Sliders has the definite edge, mainly due to its smoother graphics and more forgiving gameplay. The visuals are somewhat pixelated (especially those sorry-looking cardboard "people" standing around), but the powdery snow surface looks nice as it flows under your board. The game is easy-to-play, fun, and conveys a nice sense of speed. The courses tend to be wide-open and easy to navigate, although that's partially due to the game's lousy collision detection, which sometimes lets you pass right through obstacles like barrels. The turn control could be better as well - it's not easy to "carve" the more narrow sections. The tricks are a cinch to perform (especially compared to Coolboarders), and you get plenty of opportunities to catch air. There are even rails to grind - unprecedented for a snowboarding game in 1997. The courses are generally unspectacular, but occasionally they'll wind through some scenic caverns or quaint little towns. In addition to normal downhill trails, you also get alpine and "snow park" courses which let you practice different skills. There's a lot of good in Steep Slope Sliders, but the game falters on occasion. First, it's awfully easy to get "stuck" in the middle of the course, and it's frustrating as you attempt to "hop" your way back onto the main trail. After practically every run, the game prompts you to enter your initials and save, which is a real hassle. And instead of letting you change courses between runs, the poorly-designed menus force you to quit back to the main menu first! Finally, the soundtrack is bizarre and generally bad. It's got this new age/techno thing happening, but the repetitive beats sound like a broken record. Turn it down so you can hear the "whoosh" of the snow instead. Steep Slope Sliders has some problems, but if you want a good winter game for the Saturn, this won't let you down. © Copyright 2005 The Video Game Critic.
When I originally purchased the Playstation version of Street Fighter Alpha, I was really bummed out by the outrageously long load times. It was hard to enjoy the game! I also recall how Saturn fans boasted about their superior version of Street Fighter Alpha. Ya know what? They were right! This Saturn edition still has load times, but they're quite reasonable (under 15 seconds). Although subtitled "Warriors' Dreams", this is really a gamer's dream. The Alpha series took Street Fighter 2's basic gameplay and spiced it up with a new line-up, larger characters, and more fluid animation. The roster includes newcomers Sodom, Birdie, Adon, Rose, Guy, and a Guile clone named Charlie. Returning fighters include Ryu, Ken, Sagat, and Chun Li (now wearing tight blue pants). The fights are crazy fun and can be enjoyed by gamers of any skill level. Novice players will experience limited success by button mashing, but experts will uncover all sorts of subtle techniques to hone their skills. The "super combos" are tricky to pull off, but very satisfying when they work. For beginners, an "auto" mode lets you execute super combos without all the fancy joystick movements. The new "alpha counter" reversals look great, although I can only seem to pull them off by accident. The new victory icons that represent the deciding moves of each round (throw, special, etc) are a nice touch. The fresh set of backgrounds include a train depot, the Roman Coliseum, and the Great Wall of China. Bourbon Street (of New Orleans) is represented, but it looks awfully sparse. In general the stages are very understated and lack the charm of those in Street Fighter 2. Likewise the uninspired music tracks sound like Street Fighter 2 outtakes. There's no auto-save feature, but high scores and "master rankings" can be saved manually. But these are minor quibbles considering the quality of Street Fighter Alpha's gameplay, which is outstanding. Saturn fans were justified in bragging about this game. © Copyright 2008 The Video Game Critic.
I don't think I'm going out on a limb when I proclaim this to be the best Saturn fighting game of all time. This was arguably the pinnacle of 2D fighting. Street Fighter Alpha 2 takes an already great game and ups the ante with a larger roster, flashier graphics, and more interesting stages. Several familiar faces return to the cast, including Bison, Akuma, Dhalsim, and Zangief. Newcomers include a cute schoolgirl named Sakura, an old Asian guy named Gen, and a weapons-equipped military man by the name of Rolento. The layered backgrounds are more rich and dynamic than those in the first Alpha. The party cruise stage with its scantily clad women offers ample eye candy, but the most amazing sight is the huge hovering jet fighter in the downtown roof stage! Holy cow! Alpha 2's gameplay is solid as ever, and adventurous gamers can indulge themselves with new "custom combos". A survival mode is now available in addition to arcade, versus, and training. There's an autosave function, as well as a gallery of unlockable illustrations. Street Fighter Alpha 2 is billed as a "precise translation" of the arcade game, and it's hard to argue. Not even Street Fighter Alpha 3 (Playstation, 1999) could touch this masterpiece. © Copyright 2008 The Video Game Critic.
This is an interesting fighter than didn't go over big with the Street Fighter crowd. In 1995, Street Fighter II was getting old, and was in desperate need of some type of innovation to keep the series afloat. 3D was the obvious answer, but polygon graphics weren't quite ready yet. Digitizing the fighters seemed like a sound decision, especially on the heels of the Street Fighter Movie. I found it interesting to see how the characters I've grown to love over the years were portrayed with real actors. For the most part, the digitized characters are a good match for their animated predecessors. Cammy and Chun Li look very... provocative (wink wink, nudge nudge). Van Damm makes for a great Guile, but Blanka looks like Bozo the clown! And what's the deal with the brown-haired Ken? That's not right. And personally, I couldn't care less about this new guy Sawada. Anyhow, the moves are nearly identical to those in Street Fighter II. Although the fighters look good enough, the digitized backgrounds are surprisingly dull. But the game's real downfall is its mediocre fighting engine. The controls are unresponsive, the animation is choppy, and there's even some nasty slowdown. There were even times when I found my fighter facing the wrong direction! Another annoyance is the orange and yellow "blood" that looks more like flames! Overall, Street Fighter The Movie definitely has a unique look, but the action is badly flawed. © Copyright 2001 The Video Game Critic.
When I play an older fighter like Ultimate Mortal Kombat 3 (UMK3), it takes me back to a simpler time when characters only had a handful of moves. There's something to be said for that! Mortal Kombat 3 was considered a disappointment in its day, but there's still plenty to like about this Ultimate edition. Its 2D graphics look extremely sharp, and the controls are perfectly responsive. If you own a Saturn joystick, this game will make good use of it. UMK3 contains most of your favorite characters (including Scorpion), but that unmasked version of Sub-Zero was always a real turn-off. The two robots (Cyrax and Sector) splash black oil instead of blood, and some non-human characters (like Sheeva) spurt green blood. Before each contest a cool match-up screen is displayed, but it's almost immediately replaced by a boring "Now Loading" screen. What's up with that? Most of the stages are holdovers from MK3, including the subway and "Temple of Zuul" city skyline. It's not uncommon to punch your opponent through the ceiling and continue fighting on the level above. The water stage which looked so fake on the SNES looks a heck of a lot better here. Ultimate's new stages include a sand dune location and a hellish "columns of bones" area. The gameplay has been tweaked slightly, mostly to balance out the characters. I noticed that blocks are less effective and air-juggles are fairly common. Fatalities are accompanied by a stuttering load sequence that's unsightly and really tends to ruin the moment. New multi-player modes include an eight-player single-elimination tournament. Ultimate Mortal Kombat 3 isn't spectacular on the Saturn, but it's still one heck of a fighting game. © Copyright 2009 The Video Game Critic.
It's hard to dislike a soccer game that kicks off with that catchy "Rock and Rock Part 2" theme song. But where's the "VR"? Actually, nobody really knew what "virtual reality" was in the mid-90's, but industry "experts" were 100% sure it was "the next big thing". Little did they know that ten years later we'd all be buying repackaged Atari 2600's instead! Anyway, VR Soccer's first-generation polygon graphics might make you cringe at first glace, but its gameplay is surprisingly fluid and generally fun. The control scheme is simple enough and the contests are of ideal length (read: short). The packaging makes a big deal out of the "3-D Virtual FieldVision" feature, which apparently refers to the fact that the camera tends to be in constant motion all over the field. Depending on the situation it will zoom in close, swing around, or pull back for a wide shot. Most of the time it provides a good viewing angle, and after a while you won't even notice it. This problem is, the camera positioning also affects the controls! If you're lining up for a shot and the camera suddenly swings around, you need to readjust your aim in a hurry. As a result, novice players will often find themselves passing and shooting the ball out of bounds. Unlike modern soccer titles, the "shoot" button doesn't automatically aim towards the goal, so it's hard to aim with precision. The goals are awfully small but manned by lazy-assed goalies that allow soft shots to float right over their heads. VR Soccer's play-by-play is professional but subdued. A rich option menu provides so many choices that it's almost ridiculous. When sports games become old, their whiz-bang features tend to fall to the side, and all that remains is their gameplay. Fortunately for VR Soccer, that's good enough. © Copyright 2006 The Video Game Critic.
This is a very basic, easy-to-play light gun game that's very entertaining, and the Sega Stunner gun is one of the most accurate guns around. Two people can play at once, which always increases the fun factor. Scenery includes the standard action movie staples: a warehouse, construction site, syndicate headquarters, etc. That's all fine, but you really can't damage too much of the scenery, except for a few windows here and there. There are no special weapons like grenades, but you can power-up your gun. Besides the bosses, you shoot the same bad guys over and over, and apparently they all shop for clothes at the same store. Enemies react differently depending on where they are shot, and I love it when they fall from high places. On the downside, the fact that there are only three stages diminishes the replayability of this game. Still, Virtual Cop is great fun while it lasts. © Copyright 2000 The Video Game Critic.
What an incredible game Virtua Cop 2 is! This excellent sequel is one of the best light-gun games ever made. The graphics are slightly improved from the first game, with a much better variety of enemies. You can now shoot and damage much of the scenery, including exploding barrels. But by far the most impressive aspect of this game is the driving sequences. You really do feel like you're having a shootout during a car chase! The framerate is so fast and smooth that you might actually get motion sickness watching this game. Virtua Cop 2 is also more challenging than the first, with more hostages that get in the way. The game is longer, and the interesting scenery includes a department store, an ocean liner, and a subway. You can even choose your path at certain times, increasing the replayability. Saturn fans should not miss this game. © Copyright 2000 The Video Game Critic.
Setting the standard for Saturn fighters, Virtua Fighter 2 delivers fluid fighting action that demands good technique. The character models have been enhanced dramatically since the first Virtua Fighter, as evidenced by the introduction, where each fighter transforms from their old look into the new. Virtua Fighter's graphics are good but not great, and pale in comparison to the flashy visuals of Tekken or Battle Arena Toshinden (Playstation). From the bearded old Shun, to the ninja Kage, to the Ryu look-alike Akira, these fighters look fairly realistic (no space aliens or monsters here). The graphics are clean and the animation is smooth, but the action is definitely on the slow side. The jumps are "floaty", as if the fights were taking place on the moon. Three buttons are used to block, punch, and kick. The manual lists of slew of moves for each character, but many are "leap" attacks requiring you to be a certain distance from your opponent. Virtua Fighter 2's measured style of play tends to make the matches more strategically oriented and less prone to button mashing. I also like how well executed attacks can take huge chunks out of the life meter. The background scenery features attractive but unspectacular ancient temples, and the voices are mostly Japanese, which is for the better. Adding replay value are extra modes like a "team battle" mode, a "ranking" mode that rates your performance, and an "expert" mode that supposedly records your techniques from previous fights and devises an appropriate strategy to counter them. I gave this expert mode a try, and sure enough, my opponent consistently blocked all of my favorite moves. It wasn't particularly fun, but it did force me to try some new tricks. Virtua Fighter 2 is a quality game, and it's evident that Sega was trying very hard to compete with the Playstation. The game's visuals might not blow you away, but the gameplay just might win you over. © Copyright 2004 The Video Game Critic.
Have you ever noticed how so many games have that obligatory, secret "big head" mode? I think it started with NBA Jam, and I for one have never quite understood its appeal. So as you can imagine, I was pretty disgusted at Sega for releasing Virtua Fighter Kids in 1996. I mean c'mon - this gimmick is hardly worth making a whole new game out of! At the time, the Saturn was getting its ass kicked thoroughly by Sony's Playstation, which boasted a slew superior 3D fighters (Tekken, Battle Arena Toshinden). Inexplicably, Sega's response was this silly, scaled-down version of their flagship fighter, Virtua Fighter. But if you can look past the ridiculous graphics (not easy to do), the gameplay is not half bad. It's comparable to Virtua Fighter 2, except many of the moves are harder to make out because those big noggins always seem to get in the way. The fighters and backgrounds are simplistic, but the colorful graphics have a crisp, clean look. New features include a "combo workshop", which lets you configure complicated attacks that can be initiated with a single button press (didn't this used to be called cheating?). There's also a "kids mode", which lets you trigger complex special moves simply by mashing buttons - entertaining for young players I suppose. Inexplicably, Virtua Fighter Kids was smacked with a "Teen" rating (13+), which seems remarkably ironic. Of course, if Sega had really their priorities straight, this silly game would have never seen the light of day in the first place. © Copyright 2003 The Video Game Critic.
When I pulled this game off my shelf recently, I could have sworn that I'd reviewed it before. Sure enough, upon loading it up and viewing the rankings, I saw high scores achieved by me and my friend Steve dated last February! That's right - not only does Winter Heat save the initials of the high score/world record holders, but records the dates as well! That's awesome. Despite its age, Winter Heat stacks up to be the most enjoyable winter Olympics game ever made. There are eleven events, and only two buttons (speed and action) are required to play. The A and C buttons are both assigned to "speed", so you can tap them in tandem. Each event is preceded by some brief instructions, and the loading times are minimal. The events are so short, so it doesn't take long to play the entire circuit. Not only can you compete against up to six friends (via the multi-tap), but you can also play the game for high score. The graphics are colorful and bright, and exude a polished arcade look. The athletes include some huge Scandinavian dudes, but also some cute snow bunnies. The snow-covered trees and pixelated spectators look chunky, but the distant mountains look beautiful, and the look and feel of a frosty environment comes across well. Although the digital controls are somewhere harsh for events that require finesse, they are certainly responsive. Events like the downhill and bobsled convey an exciting breakneck sense of speed. Several events allow two players to race at the same time, including speed skating, cross-country, and slalom. After the winner takes the podium, you're treated to highlights of his performance as the credits roll. High scores are saved automatically. Winter Heat is an outstanding Saturn title, and I really can't recommend this game enough to fans of winter sports. © Copyright 2007 The Video Game Critic.
As the first baseball game for the Saturn, World Series has aged well, but it didn't exactly set the world on fire upon its release. At the time, the Playstation was breaking ground with its 3D polygon games, and World Series still employed scaling digitized sprites - small and grainy ones at that. Only four stadiums are included (Fenway, Wrigley, Astrodome, and Yankee), and there is no instant replay (an unforgivable oversight even in 1995). The crowd consists of some ugly pixelated squares, and the commentator is worthless. The umpire yells "Strike!" in the most irritating manner imaginable, and you can't shut that bastard up! Then there's the problem of the ball not appearing to make contact with the bat for many base hits. Apparently the game thinks that bat is a few inches longer than it really is. But beyond these cosmetic issues, World Series Baseball plays like a champ. The controls are crisp, and the smack of the ball against the bat or glove is really satisfying. Exaggerated diving controls make snagging fly balls a lot of fun. The game moves along at a brisk pace, so you can play nine innings in about a half hour. World Series Baseball overcomes its technical shortcomings with an intangible element of fun that's hard to nail down. I would have liked to have seen more pageantry (like a seventh inning stretch), and a lot more options, but at its core, World Series is a quality ball game. © Copyright 2007 The Video Game Critic.
As good as it is, the only thing World Series 2 really has to offer over its predecessor is the inclusion of all of the major league ballparks (compared to four in the first game). I have to hand it to Sega - they really did their homework in designing these meticulously detailed, well-proportioned stadiums. They're fun to look at, and they add a new dimension to the gameplay (literally). Unfortunately, Sega didn't bother to make any other improvements, so all of the faults of the first game persist - and stick out like a sore thumb. The collision detection remains spotty, the umpire will get on your nerves, and there's still no instant replay! Sega made a lame attempt to liven up the commentary, but you'll wish they hadn't. With idiotic lines like "That was a great pitch! What will he throw next?", you'll want to shut his ass off altogether. The behind-the-batter camera has been moved slightly off-center, but I really don't see any benefit to it. When playing the CPU, the camera zooms in on fielders slightly, but it just emphasizes their pixelation. Sega clearly got lazy with this one, but with its slick controls and minimal lulls in the action, World Series 2 remains one of the more enjoyable baseball games out there. © Copyright 2007 The Video Game Critic.
With World Series Baseball 98 (WSB98), Sega finally fulfills the promise of the Saturn system. The game is now rendered using genuine 3D polygons which remarkably do not compromise the fast, fluid gameplay that's distinguished the franchise. The player models may look chunkier than their Playstation counterparts, but the animation is superb. The new 3D visuals allow for TV-style camera angles including players stepping up to the plate and dramatic collisions at home plate. Pitchers and batters possess the same mannerisms as their real-life counterparts, so baseball enthusiasts will recognize their favorites easily. The pitching and batting system has been overhauled and is much more sophisticated. The pitcher can precisely aim the ball, and the batter moves a target to direct his swing. A useful and unobtrusive "guess the location" feature gives the batter an advantage if he can anticipate the correct quadrant of the pitch. These new mechanics add depth but never impede the brisk pacing of the game. The weakest aspect of WSB98 is its audio. There's a new umpire voice, but he's just as annoying as the last guy, and you still can't shut him up! The commentator is less irritating but still dumb ("The ball goes hiiiiigh in the air!") Inexplicably, there's still no instant replay feature. But these gripes can't prevent World Series Baseball 98 from being a showcase sports title for the system, and one of the finest baseball games I've ever played. © Copyright 2007 The Video Game Critic.
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