Archive for the ‘Saturn’ Category
The original Tomb Raider exploded in popularity on its release in 1996. People were blown away by the 3D graphics and the title helped promote the Sony Playstation despite being released in mind for the Sega Saturn. The game was praised to high heaven by gaming critics and it launched Lara Croft into icon status by being the first digital character to feature on the cover of Face magazine in the UK. Lara would then quickly go on to be more of a sell out than Krusty the Clown. Her image was used to sell various products like the Lucozade energy drink and Land Rover vehicles. After all why not, she was huge in the UK. This game was the talk of many playground conversations when I was younger not just because of the mythical “Nude Raider” code but gamers would discuss how to get through difficult sections of the game. Guides were not common place back then and the small ones printed in magazines lacked the impressive detail we see in fan made guides online today. It was considered a badge of honour if you were able to finish this game without using cheat codes. Its almost twenty years now since this game came out so I made this months Game Club my personal mission to finish this game without a guide. After lots of blood sweat and gamer tears here are my thoughts.
Time has not been kind to Tomb Raider along with the rest of the back catalogue of early 3D 32 bit games. Before I get started on the game itself I really wanted to hit home that I am very nostalgic for games of this era. Resident Evil on Playstation one still remains one of my favourite games of all time, my enjoyment of titles from this generation seems to have actually grown as I got older. This is the beauty of nostalgia, unfortunately for the someone who doesn’t share this connection you’ll probably go into a lot of these old 3D games and have issues with the controls and be generally turned off by the graphics. I acknowledge all these negative points yet I still enjoy these games. I feel these points are worth bringing up before you hear what I have to say about Tomb Raider now.
It’s the 20th Anniversary of the Sega Saturn. Originally released in the late spring of 1995 the Saturn was unfortunately surrounded by bad circumstance all caused by Sega itself The oddity is that from a Japanese standpoint, Sega’s biggest failure in all other regions was its biggest success. Join Fred and Jam in discussing the early development, releases, and ultimate deaths of Sega’s most intricate home console.
Platform: Arcade, Playstation, Saturn, N64, Gameboy
Digital Release? Yes, but only on the Japanese PSN (of PS1 version)
Value: $3.50-$10 (disc/cart only – all platforms), $7-$15 (complete, all but N64)/$25 (complete N64), $30-$40 (sealed)
Bust a Move 2 Arcade Edition was a popular title released on the Sony Playstation, Sega Saturn and N64. While the concentration of these systems was to move gaming into 3D, Bust a Move was a game that kept its feet firmly in the 2D realm, and it still does to this day. All versions are ports of the very popular arcade game and all versions are arguably fantastic ports, bringing that vintage arcade experience home. For this review I’ll specifically be covering the Playstation version.
I have always enjoyed the Bust a Move series. I have played the majority of the entries on home consoles and arcades. The most memorable game from my younger days was Bust a Move 2. This was literally in every arcade in my area. It ran on Taito’s F3 hardware and could be found in dedicated arcade cabinets and later the Neo Geo cabinets which were becoming increasingly popular. Bust a Move 2 was one of those arcade game where I would literally watch the demo screen over and over again even after I ran out of money to sink into the cabinet. There was something rather hypnotic about watching, maybe because I have always had a fascination with arcade puzzle titles, or maybe its because I’m a utter fan boy for Taito games, especially the Bubble Bobble games of which this series is a spin off from.
Switching It Up
A lot happened both in the talent pool of Mortal Kombat players and in the game design overall between the release of Mortal Kombat II and Mortal Kombat 3 (MK3). For starters there was a mass exodus of on screen talent due to royalty disputes, so almost no one from the original two games returned for the third release. In addition, Boon and his team were trying to turn Mortal Kombat into a viable fighting game with things no one had ever seen before and mechanics that could compete with the massive rush of fighters in arcades. The game was completely Americanized, with all hints of Eastern influence including symbols, locales, and the soundtrack completely absent without a trace and instead replaced by urban stages, 90s hip-hop soundtracks, and cyborgs replaced the signature ninjas. These locations were now composed of pre-rendered 3D backgrounds and the character sprites were almost totally digitized as opposed to the digitized/hand drawn hybrid of the previous games. Along with it came an overhaul of the controls, including combos and a “run” button to address rightful claims that defensive players ruled the previous title. It’s all one giant 90s metaphor but that doesn’t change the fact that MK3 (and it’s update Ultimate MK3 or UMK3) stands as the moment I felt the series went into the mainstream fighter territory. Couple this with the fact that it was on just about every console that existed at the time, still dominated arcades, and had more content than rival Street Fighter II could ever dream to do with its iterations and I see why it’s creator Ed Boon’s favorite. Mortal Kombat 3 definitely upped the ante.
Platform: Playstation, Saturn, Arcade
Publisher: Fox Interactive
Digital Release? No
Price: $3.92 (PS1)/$15.99 (Saturn) – Disc Only, $5.49 (PS1)/$24.99 (Saturn) – Complete, $14.95 (PS1)/$62.97 (Saturn) – Sealed according to Price Charting
Die Hard Trilogy was released in the early days of the Sony PlayStation and was generally well received. We were all excited for this because 3D was becoming big as developers looked to leave the 2D style of game in favour of the blocky 3D models. Also this is Die Hard, one of the coolest film franchises ever, so why wouldn’t people want to play this? Well time has passed and the dust has now settled. Is this game really as good as we remember, or has it gone the way of the film franchise?
Platform: Playstation, Saturn, Arcade
Digital Release? No
Price: $5.75 (PS1)/$11.64 (Saturn) – Disc Only, $14.47 (PS1)/$21.99 (Saturn) – complete, $74.99 (PS1)/$34.99 (Saturn) – Sealed according to Price Charting
Alien Trilogy was developed and released in 1996 as the bigger budget, larger team, and more experienced group making a full scale Doom clone alongside the presumed B-Team at Probe Software. That other team was set to make Die Hard With a Vengeance to release alongside the film and eventually widened scope to release the Die Hard Trilogy. Two games, each with its own take on large popular franchises in the 20th Century Fox vaults, and trying to hit it big. Did Alien Trilogy succeed by cloning the more popular franchise and game genre? Find out after the jump.
The better title for this episode was probably “Because 90’s”, but either way Fred and Jam tackle six massive movies made into two interesting games by one single studio. Both released in 1996, Probe Software’s Alien Trilogy was a re-writing of three movies in one single genre (Doom clone) whereas Die Hard Trilogy was a compilation of three different genres (3rd person shooter, light gun shooter, and driving game) based on each game. The results are interesting and stems some interesting conversation on these powerhouse trilogies.
This month’s game club is Die Hard Trilogy and Alien Trilogy, two short “trilogy” titles released by Fox Interactive in the 32-bit era. We have already looked at one of the games, Die Hard Trilogy, and here for you is the quick look of Alien Trilogy
Platform: PC-9821, 3DO, Playstation, Saturn (Japan Only)
Released: 1994-1996 (depending on platform, Japan Only)
Digital Release? No
Price: Unavailable, game never sold in US or UK
Building off of what Kojima had started in Snatcher, I feel that Policenauts is an attempt to revise the mistakes and setbacks of that original attempt and create a spiritual successor that flows more like a game. Technically, I guess that’s what Policenauts is, unfortunately the solution appears to be making it a point-and-click adventure and adding in more (and more frustrating) shooting sequences. While I have to commend the efforts by having a more genuine story – although the similarities to the first two Lethal Weapon films is undeniable – that flows naturally and keeps you intrigued, this game has so many walls to break through to get to that story that it’s best read in a walkthrough or watched on YouTube. For this reason, and the countless other reasons that prevent most of us outside of a Japanese speaking region, I can’t recommend Policenauts as a coveted loss treasure we never got.