Showing posts with label Blast Heroes Article. Show all posts
Showing posts with label Blast Heroes Article. Show all posts

Sunday, February 15, 2009

An Epic Swan Song: Under Defeat


When I think of games that are vibrant, catchy and instantly-fun, the first format to pop into mind is most definitely the good ol' arcade. In a close second place however, the little Grey and White box that could, AKA: the Sega Dreamcast. This association probably has a bit to do with the fact that the Dreamcast received so many excellent arcade ports, which makes perfect sense as its hardware is essentially a compact SEGA NAOMI. The DC is far more than just arcade ports though; its library of games is lined with tons of great titles. Many of them coming straight from SEGA's first party developers, who in my opinion, did much of their best work during the Dreamcast era.

SEGA's last attempt at a console was an exceptional one in many regards: it was the first to support any real on-line play with games like Fantasy Star and Quake III: Arena. Its processing power was was a huge leap over the PlayStation, which was the direct competition at the time of the Dreamcast's release (in my opinion it took quite some time for the Playstation 2, which was released two years later, to visually match the Dreamcast's best looking games.) It was also far ahead of its time in the way of video output hardware: composite, s-video, component and most surprisingly VGA, video signals were all available simply by swapping out the A/V cable. (Seriously though, if you don't have a Dreamcast VGA box, stop reading and go get one; you will not believe how amazing it will look connected to a good PC monitor.) SEGA was really thinking outside the box with the DC.

Though it's time as a player in the console market was short (1999-2001), the Dreamcast carved itself a special place in gaming history and remains a fan-favorite. Such an adored system deserves an outstanding final game, a beautiful encore to close out a fantastic show...

On March 23, 2006, FIVE YEARS after being discontinued by SEGA, the Dreamcast received it's final masterpiece in the form of an incredible Naomi arcade port: Under Defeat. Developed by G.Rev, a small company founded by ex-Taito employees, Under Defeat is a vertical scrolling ,expertly crafted shmup. It's a game that completely embodies what the Dreamcast is all about: beautiful and colorful graphics, tight responsive controls and the satisfying snap of arcade action, all too rare in this day and age.

One of the things I find refreshing about Under Defeat is that it's ever-so-slightly slower paced than most other modern shooters. I love Ikaruga and Dondonpachi as much as the next guy, but sometimes the "bullet hell" approach can be totally overwhelming and a bit off-putting, unless you are really in the mood for it (or unless you just spent 1000 bucks on the arcade board and desperately trying to convince yourself it was worth it.) While Under Defeat is most definitely challenging, the challenge revs up slowly, allowing you to gradually enter the zen-like state that it takes to master it.

By the time of Under Defeat's release, there had been plenty of time to figure out what the Naomi hardware was capable of, and it shows. It is the best looking Dreamcast game. Hell, I will go out on a limb and say as far as arcade style graphics, it looks as good as anything game I can think of. The explosions and particle effects are simply stunning and every stage and vehicle is wonderfully rendered with an exceptional attention to detail. There are many moments in Under Defeat where you might catch yourself wondering how the hell a ten year old console can produce such stunning images.

Great graphics are nothing without competient design; Under Defeat over-delievers on both. Everything feels gritty and war-torn, but at the same time decidedly polished. Nothing about the game's design feels rushed or without thought. The single design choice that most sets Under Defeat apart from the crowd is it's realistic presentation. There are no giant aliens to destroy, no magical special attacks, just bullets, tanks, ships and planes. Of course, it's still an arcade game, so sometimes those planes, ships and tanks might be ridiculously huge - but overall the game remains tied to reality. It's war: you versus them, no bullshit.

Under Defeat's soundtrack is among my all time favorites. It's incredibly catchy and straight forward; clearly written by someone who has studied what makes game music great. Rather than go too deep into a description, I'll present you with a YouTube clip of the first stage so you can hear the tunes yourself. Classic stuff, and goddamn, does that snare drum sound good!!!

There is a moment in Under Defeat that I feel would be a crime not to mention before closing: In the beginning of the game's final stage, all the explosive sound effects and catchy music that you have grown accustomed to through playing up to then then - are taken away; replaced by a simple melancholy piano melody. It's strangely artistic for an arcade game. After a minute or so, everything kicks back in. The effect is powerful. It clearly accentuates the fact that this is it: the final battle. This directional choice, though simple in execution, really sticks with me. It wouldn't be too far a stretch to call it vaguely: Kojima-ish.

Under Defeat is an excellent final chapter in the book of Dreamcast. If you have never played it, I hope you find time to brush the dust off of your "little Grey and White box that could" and enjoy a few rounds of a timeless shmup.



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Thursday, February 12, 2009

Blast Heroes on the Scene #1: Rambo Arcade Review

Our job here at Blast Heroes can be tough sometimes, we will do anything to get our readers the hottest, most up-to-date gaming news. Even if it means eating absurd amounts of pizza and venturing out on real world missions. Case in point: our "On the Scene" reviews.

This time, our task was hitting up the local GameWorks, the only actual arcade left here in Indianapolis to give a hands-on review of the new SEGA light gun shooter: Rambo. Because, if it's a new arcade game, especially one with light guns and John Rambo - well, then the Blast Heroes simply HAVE to get the scoop. With the objective clearly in mind, Adam and I suited up for our mission and hopped into the Blast Mobile (AKA: a 2004 Nissan Sentra, that acts like it doesn't want to start every now and again.)

However, on our way to the downtown arcade, we realized before the mission could begin we were going to need to fuel up. A quick detour was made to the only logical option, Georgio's Pizza by the Slice. Eating Georgio's pie makes you feel like a ninja turtle. Partially because it's thin New York style and partially because the pizza is about the size of a man hole cover. Adam and I killed an entire extra large between the two of us, N-B-F-D. We did it because we have to; it's simply the Blast Heroes way.

Now that we were more powerful and full of the fighting spirit that only a ridiculous amount of pizza can provide, we could focus on our mission.


We were excited about playing the game (we REALLY like light gunners) but more than a little weary of the depressing feeling a modern arcade can bring. Especially since we still have vivid memories of the glory days burning in our minds. Rows upon rows of fighters, shooters and beat em ups all with lines of anxious gamers waiting with bated breath to play. Needless to say, that time is long gone and arcades have all but faded away. As I was saying earlier, the GameWorks is the only thing Indy has that comes close to a actual arcade and even it, most times of the day is all but empty. It's enough to make a hero shed one lone burning tear.

The Blast Heroes appreciate what GameWorks is doing however; the fact that we can jump into our car and go play the new Rambo shooter, probably a twenty or so thousand dollar cab is pretty awesome. Plus - they actually host some fighting game tourneys (although not in an official capacity) and have a Third Strike cab (although its condition could be best described as near-haggard.)

As we approached the gates of the GameWorks, we noted the new Rambo cab is conveniently positioned right by the entrance. The cab its self is pretty straight forward. Big and black with orange flame and bullet graphics scattered about, remotely (shutter) Harley Davidson-ish. It's the exact same cab as another SEGA light gunner, House of the Dead 4, only retooled for the Rambo theme. There are some cool details on the cab worth mentioning: the marquee is a multi-layered plastic sign with the first piece being the Rambo logo and the second a fiery explosion. A lot of newer games have been using this technique and it looks great. Also, just above where the olive green guns rest is a cool little lighting fixture that flashes and fades to create a interesting flame effect. Speaking of the guns, they are fucking awesome; really substantial feeling in your hands and have tons of kick when you fire.


Moving on to the game itself - the first thing we noticed is that it's very much rooted in the Rambo II and III story arc, with the game's mission laid out via full-motion clips from the movies. The best thing about these video clips is Sega's choice to insert an awkward Japanese narrator on the track who practically speaks in tongues over the film dialogue about the sorrow and anguish of war. Seriously, one of the lines from the narration is "with heavy sorrow upon his shoulders, Rambo goes into the next battle alone." (for a two player arcade gun game, that's a bit deep don't you think dudes?)

The gameplay is straight forward light gun fare: shit-tons of baddies fill the screen and slowly draw their guns before you blast them in the neck head face chest dick arm gut back ass or wherever else your constant stream of bullets happen to land. It's pretty mindless at times, but mindless is good every now and again.

It's not all totally aim and shoot though, there are some unique elements to the game. First, you have what is referred to as a "Rage Meter" that builds with each kill until you set it off by pressing an additional trigger towards the front of the gun. When you set that fucker off - it's on: ARRRGGGGHHHHHHHHHHHHHH!!! John Rambo's voice comes blaring through the speakers, for a moment you are given full invincibility and your machine gun upgrades to a more powerful model allowing the kills to really start to flow. Adam and I were finding it difficult not to emulate the scream at maximum volume in the arcade but in the interest of not kicking kicked out or scaring the little kids who were darting about, we bit our tounges. In addition to the Rage Meter, there are also quite a few quick time events scattered throughout the game. They usually involve taking one crucial shot with John's explosive tipped arrows, but sometimes require you to mash out on the start button to kick some dudes ass by hand or run from an explosion. With each completed QTE the game narrator pops on with a slightly-engrishy: "ah-success-a."


One of our favorite missions in the game requires you to "sneak" into the enemy base to free Colonel Sam, who is by being tortured by a dude with a flamethrower donning a fire-retardant suit. Once you locate Sam, you have to take out his torturer. Before the battle begins, the boss utters a timeless quote "Ha ha ha, I am the barbecue and your the meat!" good stuff.

It's a Rambo video arcade game: big, loud, dumb and very awesome. Really though, how could it not be...

I joked, as Adam and I gathered ourselves after completing the mission, the sequel should be based on the most recent Rambo film and include the copious amounts of blood and guts therein. Also, the game itself should be attached to the back of a military jeep that you must climb into in order to mount the giant turret machine gun used to play the game. Sounds good huh?

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