Sega Superstars Tennis trailer

Posted in News by kgagne on Feb 25th, 2008

The trailer for Sega Superstars Tennis, releasing next month for all current-gen systems, looks like a lot of fun. I've never played Mario's takes on this sport, but I imagine its characters were all able to perform the same maneuvers, just to different degrees (as in Mario Kart). By contrast, Sega's game confers unique abilities to each character, making it more reminscent of Technos' old Super Dodge Ball, which kept me awake until many a dawn.

Plus the variety of heroes who don't usually play together — Sonic, Aiai, Ulala, and someone from House of the Dead — warrants a look just for the sheer novelty of it.

Billy Hatcher and the Giant Egg

Posted in gcn by jbell on Feb 3rd, 2004
Title  : Billy Hatcher and the Giant Egg
Platforms  : Nintendo GameCube
Publisher  : Sega
ESRB Rating  : Everyone
Game Rating  : 6.7
Review by  : Jeremy Bell

"The night makes people gloomy and brings out the darkness that resides deep within their hearts." So advises a friend as Billy Hatcher begins his quest to restore the sunlight to "Morning Land." Any fan of anime will probably not find it terribly surprising to hear these kinds of weirdly ominous pronouncements spouted by cute, fuzzy animals. I have always wondered if Japanese cartoons and video games really are as strange as they seem to my American ears, or if something is lost in the translation. At any rate, Japan's preteen pop culture delivers a delicious combination of the syrupy and the surreal that has earned it a cult following from English-speakers of all ages. Sega's Billy Hatcher and the Giant Egg, for the Nintendo GameCube is a good example. 

Morning Land is a world, much like many video game worlds, where the laws of nature and physics become more like loose guidelines, and logic never gets in the way of a good time. Here, Billy Hatcher feeds cherries and watermelons to unhatched eggs, and then hatches them by yelling, "Cock-a-doodle-doo!" (or the Japanese equivalent). The eggs then burst open, giving birth to adorable little killing machines that dutifully assist Billy in defeating his equally adorable foes. The eggs themselves can also be used less adequately as weapons or as modes of transportation in areas that would be otherwise impassable. Aside from the regular eggs, there are also the precious golden eggs which, when hatched, reveal wise old roosters who impart wisdom and dispense "Courage Emblems," which allow access to subsequent levels. And finally, there is Billy's ultimate goal: The Giant Egg, the whereabouts of which are detailed only in riddles. 

What initially attracted me to this game was that it was made by Yuji Naki, the creator of Sonic the Hedgehog — truly, one of the best games of its kind. But it quickly became apparent that Morning Land was hardly as ambitious in scope as the vast, expansive worlds that the hedgehog hurtles through. The graphics are reasonably good, but they'll probably look a little flat to the ardent Sonic enthusiast. And while the game has some fast-paced moments, it certainly can't keep up with the lightning-fast pinball machine action of Sonic. 

But let's not sell Billy Hatcher short. After my initial disappointment wore off, I found myself getting drawn in, and I was soon pushing that egg around with the single-minded determination of an Everquest junkie. As the levels progressed, it was fun to discover what new egg animals were available, and what attacks they would perform. And don't let the child-oriented aspect of the game fool you; after a few levels, it starts getting fairly tricky. Pushing a giant egg definitely adds a level of complexity when maneuvering through the game's various obstacles and conveyances. Billy's enemies are formidable, and there don't appear to be any power-ups that restore health. And don't forget that both Billy and his eggs can take damage, and if a golden egg is destroyed, so is Billy! 

While the game is certainly no match for the Hedgehog series, there are similarities between the two. Anyone who has ever played Sonic Adventure has probably noticed by this point in the review that this egg-hatching scheme sounds a lot like Sonic's Chao World. In a way, it is, but if you're looking for a glorified Gigapet, you best look elsewhere. Billy doesn't really "raise" his animal helpers, nor can he do anything to modify their capabilities. Once they've performed their allotted number of attacks (five or so), they're gone. Still, I preferred the animal-raising routine in Billy Hatcher because it was incorporated into the gameplay, instead of being kept wholly separate from the action, as in Sonic Adventure. 

I noticed no major flaws in the game's presentation and technical workings. The camera movements are a bit sluggish, but thankfully the game offers adequate manual control of the perspective. The camera includes a feature that I think all games of this type should have: a single button press to automatically reorient the camera to its default position behind the player. The handling generally reminds me a little of Super Mario Sunshine (and, come to think of it, Billy Hatcher's whole storyline is a bit derivative of that title). And as for the audio - most of the music is annoying and repetitive, and the effects sound like they were sampled from a Scooby Doo cartoon. But this is not a huge problem, since most modern televisions now come equipped with a volume control. 

The game also has a multiplayer combat mode which seems totally unnecessary. There is nothing about Billy Hatcher that particularly lends itself to multiplayer fun; the creators seem to have simply inserted a multiplayer game into a single-player environment. This is certainly not a fault of Billy Hatcher alone. As a rule, if a multiplayer mode is simply an extra feature, it probably won't be worth playing. 

I'm still not sure what hatching giant eggs has to do with restoring sunlight to the world. And I don't particularly care. I wasn't blown away by this game, but I did have fun. So if you're a fan of Japanese kids' stuff, you might want to put down your Gigapet and your Pokemon DVDs and spend a few hours with Billy Hatcher.


This article is copyright (c) 2004, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Gamebits, 03-Feb-04

Sonic Heroes

Posted in gcn by kgagne on Feb 3rd, 2004
Title  : Sonic Heroes
Platforms  : Nintendo GameCube, Sony PlayStation 2, Microsoft Xbox
Publisher  : Sega
ESRB Rating  : Everyone
Game Rating  : 7.8
Review by  : Ken Gagne

Sonic the Hedgehog has been a mainstay of the entertainment industry almost as long as Mario. Yet Sega's mascot has not successfully transitioned to as many genres as Nintendo's plumber, with mediocre racing and party games to his name. Whereas Mario's leap to 3D essentially defined what a 3D platform game should be, Sonic's adventures on the Sega Dreamcast were less inspired, thanks in part to the hedgehog sharing the spotlight with several playable castmates. This tradition continues with Sonic Heroes, the hedgehog's first multiplatform release. [GameCube version reviewed here] 

The variety of gameplay styles in this 3D action game is similar to that established in the episodic escapades of the Sonic Adventure games, except less divisive. Whereas previously, each level would feature a different protagonist, in Sonic Heroes, players remain in simultaneous control of a trio of heroes. Switching between characters is a snap, and a constant necessity, as each has unique moves and strengths necessary to advance past each stage's many obstacles. 

A total of twelve characters, familiar from past Sonic games or new to this installment, offer four unique paths — sometimes treading the same ground, sometimes intersecting with the other heroes (or anti-heroes). Each team has three archetypes: a speedster (such as Sonic), a flyer (Tails, the two-tailed fox), and a powerhouse (Knuckles the Echidna). 

Whether it's fighting or fleeing, solving puzzles or flying to new heights, the Sonic squad can do it all. There are some excellent moments of high-speed freneticism, which have always been what Sonic does best. Unfortunately, such moments comprise only a third of the action. Sega had the wisdom to split various gameplay styles further among the different teams — Team Chaotix, for example, has goal-based missions, such as finding specific hidden items on each stage, while Team Rose is aimed at beginner players — but this doesn't change the fact that a sudden burst of Sonic speed may be just as suddenly halted by a hurdle only Knuckles can overcome. 

Other gameplay vices are present. The game exercises the archaic practice of bottomless pits, where one misstep can send players to their doom, no matter how much health they have or progress they've made. One character's main attack often sends him charging forward, regardless of his proximity to precarious perches, which decreases the usefulness of his primary function. 

The presentation is enjoyable but not without flaws. The prerendered sequences that advance what passes for a plot (as though we needed one) are gorgeous enough to warrant lamenting their rarity. But once inserted into the actual gameplay, players will find the camera is often tightly focused on Sonic's destination, presenting a poor view of his immediate surroundings and leaving him open to attack. Mostly cheesy, yet catchy pop tunes compose the soundtrack. 

Given the game's ternary nature, a cooperative multiplayer mode would seem natural. Instead, only a two-player, split-screen, competitive option is available, and doesn't offer much beyond standard races and ring-collecting sessions. 

The gameplay provided by the hedgehog's pals is not poor, but it does create unbalanced enjoyment which ultimately drags down the whole product. Perhaps it's time for the hedgehog to go back to his roots and take his next adventure solo.


This article is copyright (c) 2004, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Tech News, 03-Feb-04

Sonic Heroes

Posted in ps2 by kgagne on Feb 3rd, 2004
Title  : Sonic Heroes
Platforms  : Nintendo GameCube, Sony PlayStation 2, Microsoft Xbox
Publisher  : Sega
ESRB Rating  : Everyone
Game Rating  : 7.8
Review by  : Ken Gagne

Sonic the Hedgehog has been a mainstay of the entertainment industry almost as long as Mario. Yet Sega's mascot has not successfully transitioned to as many genres as Nintendo's plumber, with mediocre racing and party games to his name. Whereas Mario's leap to 3D essentially defined what a 3D platform game should be, Sonic's adventures on the Sega Dreamcast were less inspired, thanks in part to the hedgehog sharing the spotlight with several playable castmates. This tradition continues with Sonic Heroes, the hedgehog's first multiplatform release. [GameCube version reviewed here] 

The variety of gameplay styles in this 3D action game is similar to that established in the episodic escapades of the Sonic Adventure games, except less divisive. Whereas previously, each level would feature a different protagonist, in Sonic Heroes, players remain in simultaneous control of a trio of heroes. Switching between characters is a snap, and a constant necessity, as each has unique moves and strengths necessary to advance past each stage's many obstacles. 

A total of twelve characters, familiar from past Sonic games or new to this installment, offer four unique paths — sometimes treading the same ground, sometimes intersecting with the other heroes (or anti-heroes). Each team has three archetypes: a speedster (such as Sonic), a flyer (Tails, the two-tailed fox), and a powerhouse (Knuckles the Echidna). 

Whether it's fighting or fleeing, solving puzzles or flying to new heights, the Sonic squad can do it all. There are some excellent moments of high-speed freneticism, which have always been what Sonic does best. Unfortunately, such moments comprise only a third of the action. Sega had the wisdom to split various gameplay styles further among the different teams — Team Chaotix, for example, has goal-based missions, such as finding specific hidden items on each stage, while Team Rose is aimed at beginner players — but this doesn't change the fact that a sudden burst of Sonic speed may be just as suddenly halted by a hurdle only Knuckles can overcome. 

Other gameplay vices are present. The game exercises the archaic practice of bottomless pits, where one misstep can send players to their doom, no matter how much health they have or progress they've made. One character's main attack often sends him charging forward, regardless of his proximity to precarious perches, which decreases the usefulness of his primary function. 

The presentation is enjoyable but not without flaws. The prerendered sequences that advance what passes for a plot (as though we needed one) are gorgeous enough to warrant lamenting their rarity. But once inserted into the actual gameplay, players will find the camera is often tightly focused on Sonic's destination, presenting a poor view of his immediate surroundings and leaving him open to attack. Mostly cheesy, yet catchy pop tunes compose the soundtrack. 

Given the game's ternary nature, a cooperative multiplayer mode would seem natural. Instead, only a two-player, split-screen, competitive option is available, and doesn't offer much beyond standard races and ring-collecting sessions. 

The gameplay provided by the hedgehog's pals is not poor, but it does create unbalanced enjoyment which ultimately drags down the whole product. Perhaps it's time for the hedgehog to go back to his roots and take his next adventure solo.


This article is copyright (c) 2004, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Tech News, 03-Feb-04

Sonic Heroes

Posted in xbox by kgagne on Feb 3rd, 2004
Title  : Sonic Heroes
Platforms  : Nintendo GameCube, Sony PlayStation 2, Microsoft Xbox
Publisher  : Sega
ESRB Rating  : Everyone
Game Rating  : 7.8
Review by  : Ken Gagne

Sonic the Hedgehog has been a mainstay of the entertainment industry almost as long as Mario. Yet Sega's mascot has not successfully transitioned to as many genres as Nintendo's plumber, with mediocre racing and party games to his name. Whereas Mario's leap to 3D essentially defined what a 3D platform game should be, Sonic's adventures on the Sega Dreamcast were less inspired, thanks in part to the hedgehog sharing the spotlight with several playable castmates. This tradition continues with Sonic Heroes, the hedgehog's first multiplatform release. [GameCube version reviewed here] 

The variety of gameplay styles in this 3D action game is similar to that established in the episodic escapades of the Sonic Adventure games, except less divisive. Whereas previously, each level would feature a different protagonist, in Sonic Heroes, players remain in simultaneous control of a trio of heroes. Switching between characters is a snap, and a constant necessity, as each has unique moves and strengths necessary to advance past each stage's many obstacles. 

A total of twelve characters, familiar from past Sonic games or new to this installment, offer four unique paths — sometimes treading the same ground, sometimes intersecting with the other heroes (or anti-heroes). Each team has three archetypes: a speedster (such as Sonic), a flyer (Tails, the two-tailed fox), and a powerhouse (Knuckles the Echidna). 

Whether it's fighting or fleeing, solving puzzles or flying to new heights, the Sonic squad can do it all. There are some excellent moments of high-speed freneticism, which have always been what Sonic does best. Unfortunately, such moments comprise only a third of the action. Sega had the wisdom to split various gameplay styles further among the different teams — Team Chaotix, for example, has goal-based missions, such as finding specific hidden items on each stage, while Team Rose is aimed at beginner players — but this doesn't change the fact that a sudden burst of Sonic speed may be just as suddenly halted by a hurdle only Knuckles can overcome. 

Other gameplay vices are present. The game exercises the archaic practice of bottomless pits, where one misstep can send players to their doom, no matter how much health they have or progress they've made. One character's main attack often sends him charging forward, regardless of his proximity to precarious perches, which decreases the usefulness of his primary function. 

The presentation is enjoyable but not without flaws. The prerendered sequences that advance what passes for a plot (as though we needed one) are gorgeous enough to warrant lamenting their rarity. But once inserted into the actual gameplay, players will find the camera is often tightly focused on Sonic's destination, presenting a poor view of his immediate surroundings and leaving him open to attack. Mostly cheesy, yet catchy pop tunes compose the soundtrack. 

Given the game's ternary nature, a cooperative multiplayer mode would seem natural. Instead, only a two-player, split-screen, competitive option is available, and doesn't offer much beyond standard races and ring-collecting sessions. 

The gameplay provided by the hedgehog's pals is not poor, but it does create unbalanced enjoyment which ultimately drags down the whole product. Perhaps it's time for the hedgehog to go back to his roots and take his next adventure solo.


This article is copyright (c) 2004, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Tech News, 03-Feb-04

Otogi: Myth of Demons

Posted in xbox by kgagne on Sep 30th, 2003
Title  : Otogi: Myth of Demons
Platforms  : Microsoft Xbox
Publisher  : Sega
ESRB Rating  : Teen
Game Rating  : 7.0
Review by  : Ken Gagne

It takes courage these days to create an original video game — one not based on an existing game series, movie license, or other multimedia entertainment. 

For breaking from that tendency, I commend Sega, as Otogi: Myth of Demons for the Microsoft Xbox swears no fealty to any previous incarnation. Sadly, its uninspired gameplay is unlikely to win over many gamers, either. 

Otogi founded in Japanese myth with which any American audience will likely be unfamiliar. Players live and die as Raikoh, a royal executioner who must regain his own life by purifying his homeland of trespassing demons. Each discrete level has Raikoh carrying out the edicts of a mysterious, godlike figure. The goals usually consist of fighting one's way into a town, temple, or mountaintop, and defeating either a specific monster, or all foes present. 

In classic platforming style, Raikoh can jump, double-jump, swing his sword, and dash. He has a floaty sense of maneuverability, including hanging in the air when repeatedly striking an enemy. The two attack types, swift and strong, can be chained together for multiple hits; on this statistic and others does the game rate a player's performance. Raikoh's strong strike is so powerful as to send spirits spiralling away, forgotten by the player until they return to attack unexpectedly. It proves best to keep one's enemies close. 

Its this lackadaisical gameplay that may fail to ensorcell gamers. Though the buildings are destructible, giving gamers more exploration and demolition opportunities, there's little variety or strategy to the game. There exists the freedom to play a level completely, clearing it of threats and treasures, or quickly, beelining to the targets, and to return to levels, improving one's score, earning gold, and purchasing new weapons and spells. But pursuing these varied goals involved unvaried routines that boil down to finding a demon, pounding it mercilessly, taking a few hits yourself, and repeating. Most of the cannon fodder Raikoh encounters, though they vary in appearance, do not vary in challenge, opting to fire magical projectiles and swap blows whenever possible. 

The presentation by which all this occurs is average. The graphics are dark and detailed, with effects that are often more than eye candy. For example, one level features a lake that is deadening as it looks, and a moon that the clouds occasionally obscure, allowing darker spirits to rise. The lock-on camera leaves Raikoh hideously exposed to many other dangers, and lessens his ability to attack groups of enemies and chain attacks. 

The soundtrack quietly invokes the setting from which Otogi draws its roots. The voice acting is average, with decent casting of enigmatic benefactors and deluded loyalists who spout directions and dangers unprompted. 

Tapping into Japanese myth for inspiration is clever, but ultimately one to be unappreciated by an American audience, for whom all this setting is indistinguishable from other fantasy creations. If the game had more magic, fewer and smarter creatures, and more goals with real results, as opposed to an abstract ranking, Otogi might have been mythical in quality. As is, it will doubtless be lost to the mists of time.


This article is copyright (c) 2003, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Gamebits, 30-Sep-03

Skies of Arcadia Legends

Posted in dc by kgagne on Feb 15th, 2003
Title  : Skies of Arcadia Legends
Platforms  : Nintendo GameCube, Sega Dreamcast
Publisher  : Sega
ESRB Rating  : Teen
Game Rating  : 8.7
Review by  : Ken Gagne

It was an age of legend — an era of daring. And it was a time of airships. 

Where gravity is more a suggestion than a law, islands float and ships fly for the horizon. Pirates and empires join in battle in Skies of Arcadia Legends, a Nintendo GameCube role-playing game (RPG) adapted from a Sega Dreamcast title released three years ago. 

Players become Vyse, a young man starting his career as a Robin Hood of the skies. His life is interrupted by a visitor from another world who brings with her knowledge of ancient weapons of mass destruction. Vyse becomes embroiled in a race to save the world from the machinations of the Valua Empire, while making many colorful friends along the way. Their travels will take them through a world governed by six moons. Each moon has not only its own magic type, but a similar continent and culture. For example, the red moon symbolizes fire magic, and is represented by a scorching desert region. 

It may sound simple, but these lands are not populated with no cookie-cutter characters here, with each vibrantly alive person you control or meet having her own look and mannerisms. Our heroes are optimistic in such a way as to be sincerely inspiring, not disgustingly sweet. The story is genuinely fun, funny, and surprising — elements missing from many of today's darker stories. Yes, there are bad guys here, and they do bad things, but it just makes victory all the sweeter. Even the good guys have issues, but not the personal demons that would disable them from functioning as a team toward a positive goal. The plot twists that occur along the way are surprising and satisfying. 

The music fits this decor, with tunes that remind me somehow of Final Fantasy II or Wild Arms. After playing Final Fantasy X, Arcadia's written dialogue may seem antiquated, but the occasional one-liner helps give each hero some verbal personality. 

As with most RPGs, much time is spent battling foes. The format here is menu-driven, turn-based combat. Players choose actions for each team member, then watch the results of those actions as enemy and ally operate. Unique to Arcadia are strengths and weaknesses based on the color of one's weapon, which can be changed during battle. These colors also determine the magic each hero learns. Each hero can learn the same magic, which blurs the boundaries of similarity; but each character's unique Super Moves, which are often more offensively effective than magic, rejustifies his existence. 

The encounter rate is average, allowing players to do some exploration without getting bogged down in combat every five seconds. Most enemies can be overcome without much struggle, but the boss battles can worry a poorly-equipped player. Fortunately, players who succumb to superior strength can restart at the beginning of battle, without having to retrace their steps up to that point. 

More interesting are the rarer ship battles, which generally occur at critical plot points. This fatal, aerial ballet between two ships requires elements of strategy and endurance. Do not engage in these combats if you have to be somewhere anytime soon. 

After the Nintendo 64's dearth of RPGs, it's refreshing to see the genre supported on the GameCube. Sega needs to release more original titles for the console, instead of rehashing old titles, but Skies of Arcadia is good enough to not have suffered from age. It does both the genre and the GameCube proud.


This article is copyright (c) 2003, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 15-Feb-03

Skies Of Arcadia Legends

Posted in gcn by kgagne on Feb 15th, 2003
Title  : Skies Of Arcadia Legends
Platforms  : Nintendo GameCube, Sega Dreamcast
Publisher  : Sega
ESRB Rating  : Teen
Game Rating  : 8.7
Review by  : Ken Gagne

It was an age of legend — an era of daring. And it was a time of airships. 

Where gravity is more a suggestion than a law, islands float and ships fly for the horizon. Pirates and empires join in battle in Skies of Arcadia Legends, a Nintendo GameCube role-playing game (RPG) adapted from a Sega Dreamcast title released three years ago. 

Players become Vyse, a young man starting his career as a Robin Hood of the skies. His life is interrupted by a visitor from another world who brings with her knowledge of ancient weapons of mass destruction. Vyse becomes embroiled in a race to save the world from the machinations of the Valua Empire, while making many colorful friends along the way. Their travels will take them through a world governed by six moons. Each moon has not only its own magic type, but a similar continent and culture. For example, the red moon symbolizes fire magic, and is represented by a scorching desert region. 

It may sound simple, but these lands are not populated with no cookie-cutter characters here, with each vibrantly alive person you control or meet having her own look and mannerisms. Our heroes are optimistic in such a way as to be sincerely inspiring, not disgustingly sweet. The story is genuinely fun, funny, and surprising — elements missing from many of today's darker stories. Yes, there are bad guys here, and they do bad things, but it just makes victory all the sweeter. Even the good guys have issues, but not the personal demons that would disable them from functioning as a team toward a positive goal. The plot twists that occur along the way are surprising and satisfying. 

The music fits this decor, with tunes that remind me somehow of Final Fantasy II or Wild Arms. After playing Final Fantasy X, Arcadia's written dialogue may seem antiquated, but the occasional one-liner helps give each hero some verbal personality. 

As with most RPGs, much time is spent battling foes. The format here is menu-driven, turn-based combat. Players choose actions for each team member, then watch the results of those actions as enemy and ally operate. Unique to Arcadia are strengths and weaknesses based on the color of one's weapon, which can be changed during battle. These colors also determine the magic each hero learns. Each hero can learn the same magic, which blurs the boundaries of similarity; but each character's unique Super Moves, which are often more offensively effective than magic, rejustifies his existence. 

The encounter rate is average, allowing players to do some exploration without getting bogged down in combat every five seconds. Most enemies can be overcome without much struggle, but the boss battles can worry a poorly-equipped player. Fortunately, players who succumb to superior strength can restart at the beginning of battle, without having to retrace their steps up to that point. 

More interesting are the rarer ship battles, which generally occur at critical plot points. This fatal, aerial ballet between two ships requires elements of strategy and endurance. Do not engage in these combats if you have to be somewhere anytime soon. 

After the Nintendo 64's dearth of RPGs, it's refreshing to see the genre supported on the GameCube. Sega needs to release more original titles for the console, instead of rehashing old titles, but Skies of Arcadia is good enough to not have suffered from age. It does both the genre and the GameCube proud.


This article is copyright (c) 2003, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 15-Feb-03