Retrospective: Sonic Adventure 2

Were the Sonic Adventure games good? Throw that question out to the crowds of Twitter users and watch people fight over it, because it’s a contentious one. But that wasn’t always the case. This series had a famously rough transition from 2D to 3D, but I think a lot of the poor reputation of modern Sonic stems from the total disaster that was Sonic ’06 and from some of Sega’s less bad but still pretty bad blunders such as the endless slog of the nighttime sections of Sonic Unleashed and the entirety of Shadow the Hedgehog.

The Adventure games, on the other hand, went over pretty well at the time. The first two real Sonic games in 3D were far from perfect, with plenty of camera problems and glitches, but I remember liking them when I first played them on the Dreamcast, and I don’t think anyone really outright hated them or declared the series dead after playing them. A lot of fans agreed, and I do too, that they weren’t nearly as good as the original 2D games on the Genesis, but they weren’t considered a disgrace to the series or anything like that. Even when the Dreamcast died, these two games were at least well-regarded enough to live on as Gamecube ports with new features added. Yet now they do get quite a lot of hate, especially the first one, which I’ve even heard called one of the worst games ever made.

I’m not going to address here whether Sonic Adventure deserves that harsh assessment, though I’m pretty sure it doesn’t. But I only own the Steam port of Sonic Adventure 2, so that’s the one I can write about without having to dig through hazy twenty year-old memories. I finally got around to playing this version of SA2, and I don’t feel that differently about it now than I did back when I played the Dreamcast original upon release in 2001: generally pretty all right but with some boneheaded gameplay decisions and clunky elements that make it a chore to get through sometimes.

But amazing dialogue

But you’re reading this to get specifics, so let’s get to them. SA2 opens with a nice cinematic-looking shot of Sonic being transported as a prisoner on a military helicopter for a crime he obviously didn’t commit, because he’s a good guy. So he jumps out of the helicopter and onto the streets of San Francisco using a broken-off piece of it as a skateboard (Sonic doesn’t take fall damage, so he’s fine.) It turns out that he’s a victim of mistaken identity, because the grandfather of Dr. Robotnik, now officially known in the West as Eggman, developed another anthropomorphic hedgehog as an experiment on an orbital base to be the ultimate lifeform.

When Eggman discovers this being called Shadow, he unleashes him to cause some chaos. And of course, since Shadow and Sonic are shaped in a vaguely similar way, everyone thinks it’s Sonic wreaking havoc instead. While Sonic runs from the military police, his friends Tails and Knuckles join up to help out, pairing off against Eggman, Shadow, and another new character named Rouge, an anthropomorphic bat lady and a government spy. But she’s also a treasure hunter who’s after the Master Emerald, which for some fucking reason isn’t on the Floating Island anymore.

Remember when Knuckles was the guardian of the Floating Island and sworn to keep this shiny rock on it, otherwise said island would fall into the ocean like in Sonic 3 & Knuckles and Sonic Adventure 1? Well Knuckles doesn’t, because he never even brings that up. And this is the third time he’s lost the damn thing anyway. What are you doing, Knuckles?

And since Knuckles shatters the emerald on purpose to get it out of Eggman’s hands, he has to search for the missing pieces again while also helping out Sonic. Amy Rose is also around, though she sadly doesn’t get much to do this game other than pine after Sonic and get captured by the bad guys as usual. Other things that happen in the course of the game: Sonic and Tails meet the President of the United States, and Eggman blows up half of the Moon with a giant space laser.

More stuff happens in Sonic Adventure 2, but this is enough to see that the plot is pretty damn stupid. In places, it doesn’t even make sense. The mistaken identity part is already silly enough since Sonic and Shadow clearly look different even from far away, so why does everyone mistake Shadow for Sonic? I guess it’s because the game needs someone for you to fight/run away from in these stages. And it can’t just be Eggman now, because he’s also a playable character along with Shadow and Rouge in the second “Dark” storyline that runs parallel to the “Hero” one up until the final part of the game, when both teams have to work together to defeat a greater, more insane evil than even Eggman himself.

But does anyone care that much about the plot of a Sonic game? Some people do, and five years later the series tried a sort of serious RPGish plot with Sonic ’06, but that didn’t work at all and went over horribly. So maybe it’s better if the games don’t worry so much about plot. You can easily ignore the dumb plot, because the gameplay is the main thing.

Sonic Adventure 2 also trips up a bit there, however. The first Sonic Adventure, released in 1998/99, tried out a lot of different gameplay modes, a couple of which were famously clunky (namely Big the Cat’s fishing game that’s widely hated; people also complained about Amy’s sluggish platforming style, though I didn’t mind it as much.) Sonic was still the center of attention, however; his game was by far the longest out of the six, with many more stages to play through. SA2 cut down on the number of gameplay modes to just three: traditional fast platforming action with Sonic and Shadow, an exploration-based hunting mode with Knuckles and Rouge, and a third-person mech shooter with Tails and Eggman, each mode sharing equal game time. So when you’re playing SA2, you’re only running around classic Sonic-style for one third of the time.

This is obviously a problem if you don’t like the other two-thirds of the game. You can’t even just play through Sonic and Shadow’s stages and ignore the others like you could in SA1, because instead of individual character routes, the story is told through two separate Hero and Dark routes that alternate stages between Sonic/Tails/Knuckles and Shadow/Eggman/Rouge. So you just have to suffer through those parts if you’re not interested in them.

Do you know the Pumpkin Hill song by heart? I fucking do

I don’t hate all the non-Sonic/Shadow parts of this game. The Knuckles and Rouge hunting levels get a lot of shit, but I don’t find them that bad. The scavenger hunt element of those stages work pretty well, and the three emerald shards or whatever other three objects you’re hunting for are placed in randomized locations that you need to find by using a sort of hot/cold radar system, so each run through of a stage plays a bit differently. The horrible camera controls can make it hard to dig around in tight areas as you’ll often have to do, but the camera in this game is always a pain in the ass anyway.

No, the sections of SA2 I really don’t care for are the mech stages. It was a fun novelty to play as the villain Eggman, and it makes sense that he’d be using a mech to get around, but Tails is now also stuck in a mech throughout the game, which means the player misses out on his unique flying ability that made playing as him in Sonic 3 & Knuckles so fun. I know Tails is supposed to be an engineer, so it’s not crazy that he’d be driving a mech around, but that still seemed pretty dumb to me. You can fly, so why not use that skill?

The greater problem here, though, is that these stages are just too slow and dull. I don’t see anything special about them. Though I do know people who really like them, so this seems like one of those “your mileage may vary” issues.

excitement

But the Sonic and Shadow stages are pretty fun. They’re still not as fun as the stages in the original Genesis games, partly because they’re far more linear. But I think the main appeal of these stages in the early 3D Sonic games is seeing how quickly you can make it to the goal. This game even implements a time/score-based ranking system from E to A (no F, I guess because if you reach the goal, you haven’t technically failed no matter how long it took you to get there) along with four extra challenges in each stage and bonuses for completing them successfully. If you’re a completionist, you can get a lot of replay value out of Sonic Adventure 2.

Some of that replay value is also provided by the Chao Garden, where you can raise some weird onion-headed blue creatures with any of the six playable characters, feed them animals to make them strong, run them in races, etc. I’m not into this kind of virtual pet stuff, but if you are, it’s worth checking out.

This is pretty much how you raise Chao as far as I know

The team that ported SA2 to Steam seems to have done a pretty decent job, because it mostly plays fine.* I do get some slowdown in a few parts of stages (mainly Sonic and Shadow’s visually busy jungle stages) but I’m not sure how much of that is me having a piece of shit PC that I can only run visual novels on. For the most part, this game plays how I remember it playing in 2001. All the good and bad elements of the game are still there: the camera is still garbage and the mech stages are still boring, but the Sonic/Shadow stages and some of the Knuckles/Rouge ones are still fun to play.

The soundtrack hasn’t been touched either, which is again both a good and a bad thing. I really like some of the music in SA2, especially Rouge’s smooth jazz lounge stuff and Shadow’s extra over the top angsty-sounding themes like “Supporting Me”. The Knuckles raps are still really bad, but then again they’re so bad that they’ve become jokes, especially the Pumpkin Hill theme — and in any case, it’s hard to imagine those Knuckles levels with any other BGM. If you’re a fan of Crush 40 and Jun Senoue’s guitar-playing then you’ll also really like Sonic’s character and stage themes. I’m not a big fan of the style, but “City Escape” is still catchy. Just try to get it out of your head when you’ve heard it once.

Hey Knuckles, when you’re done flailing around like a dumbass, let’s have a proper fight.

In the end, I still have mixed feelings about Sonic Adventure 2. It’s mostly fun to play, and even the mech sections aren’t horrible to get through aside from a couple of extremely overly long stages late in the game. On the other hand, I think it also represents a shift away from the old Sonic style that I grew up with as a kid and that I liked so much. The first Adventure also added new characters and a dumb plot, but it felt more in line with those older games somehow. With SA2, we’ve now got much more “adult” characters with the extra-edgy Shadow, who looks like he was designed to appeal to depressive loner kids (i.e. me) and Rouge, who looks like she was designed to appeal to furries on DeviantArt (i.e. not me, but I guess I get what they were going for if in fact they were going for that.) And the President is a character in the Sonic universe now for some reason. Sonic Heroes is where the series really lost me, and Sonic ’06 is where it gave me a giant middle finger, but in some ways SA2 feels like the beginning of that shift into unfamiliar territory.

But does it really matter that much? Sonic the Hedgehog as a whole has had plenty of ups and downs, and even though I’ve been mostly out of the loop with the Sonic series for the last two decades, I’ll probably always have a soft spot for it. I certainly will for Sonic Adventure 2, which in my view counts as one of those ups. At the very least, this game is certainly not the disaster some critics paint it as. I guess that’s not the most enthusiastic endorsement I could give the game, but I’d say it’s still worth trying out, even with its problems. 𒀭

 

* This isn’t the case for the ports of Sonic Adventure, however. The Gamecube port Sonic Adventure DX: Director’s Cut was supposed to be an upgrade, but it actually downgraded some of the graphics and added new glitches that weren’t present in the Dreamcast original. The PC version is even worse in this regard, taking the Gamecube version and compounding these problems, and unfortunately the SA offered on Steam is based on that one, making it a port of a shitty port of another shitty port. Thankfully, fans have created patches to fix many of these issues, doing far more for the game than Sega ever bothered to. For a comprehensive rundown of the port issue, see a video overview here (made by Cybershell, an excellent YouTube video maker who recently reappeared for the second time after years of hibernation) or go straight to the source to get all the details.

As far as SA2 goes, I also played it on both the Dreamcast and the Gamecube, and I don’t remember so many differences between the two versions aside from a few bits of added content like multiplayer battle mode, but I could be wrong about that. It’s been a long time, after all. I should also mention that the extra Gamecube content is offered on Steam as DLC. I didn’t buy it, but it’s only a few dollars as of this writing.

Backlog review: Sonic CD (PC)

Yeah, I said I’d be cleaning up the backlog, and here’s the proof.  I bought Sonic CD on Steam during a sale years ago and immediately forgot about it.  I’d messed around with the game on Sonic Gems Collection on the Gamecube years before, and I remembered it being a sort of strange novelty and not much else (classic Sonic + time travel?  What a combination!)  But that’s not being very fair to Sonic CD.  It’s an interesting game in its own right, and a pretty good one too, despite its problems.  Probably more interesting than good, which is more or less what I wrote about Knuckles’ Chaotix a long time ago.

Let’s start with the basics: what the hell is this?  Sonic CD was released in 1993 on the Sega CD, a Genesis add-on that more or less flopped. Sonic CD was originally meant to be the sequel to Sonic the Hedgehog, but while Sega of Japan worked on it, legend has it that series brainchild Yuji Naka fucked off to California to get with a branch of the company named Sega Technical Institute that created what would become the actual Sonic the Hedgehog 2, aka one of the Sonic games you actually remember playing when you were a kid.  Sonic CD ended up the flagship title for the Sega CD and was pretty much forgotten until it was re-released in 2005 on the aforementioned Gems Collection, which contained otherwise crap novelty games like Sonic R and Sonic the Fighters.  Then it was semi-forgotten until it was re-re-released on Steam a few years ago with some serious upgrades and additions made by Christian Whitehead, the guy who ported this and a few other 2D Sonic games to Steam and other platforms and who also worked on Sonic Mania.

Future and Past signposts. I’d make a Moody Blues joke here but I don’t think I’ll ever be old enough to do that.

The premise of Sonic CD is that Sonic has to once again save the world from Dr. Robotnik. Yeah, very original, I know. But this time, he also has to rescue Amy Rose, a hedgehog girl who crushes on him hard (and yeah, this will come back in later Sonic games dozens of times) from the clutches of a robot version of himself that fans have dubbed Metal Sonic (or maybe the original manual called it that – I don’t know, I don’t have it.)  Sonic also has the option of changing the history of the world by time-traveling through the use of posts that let him travel into set points in the past or future and destroying Robotnik’s robot-making machines in each level Back to the Future style.

Sonic’s world also had Roman times in its past, just like our world. Coincidence???

Aside from the usual run past the final post and beat the boss at the end of each zone stuff, Sonic CD features a new style of bonus stage that I completely hate because I’m bad at it.  It’s in some kind of weird pseudo-3D track that Sonic has to run around while destroying UFOs for some reason.  Destroying all the UFOs before the time runs out nets you a Time Stone, which is this game’s version of a Chaos Emerald, because… because why the fuck not have a new kind of rock you have to collect?  Incidentally, destroying all of Robotnik’s machines in the past or getting all the Time Stones gets you the good ending and creates a good future that you can travel to if you want to see the fruits of your labor, which unfortunately does not include going Super Sonic because that wasn’t a thing when this game was being developed.  The good future looks nice and shiny and clean, whereas the bad future looks like a Captain Planet dystopia covered in oil and electrical equipment.

Robotnik still shows up to try to kick your ass in the good future, but unfortunately for him, all but one of the boss fights in this game are complete garbage.

I want to love this game.  I love Sonic 2 and Sonic 3 & Knuckles.  Sonic CD is hard to love, though.  It’s just too oblique with its ridiculous level design.  Almost every stage is stacked up in bizarre ways that don’t really work that well with Sonic’s style of play.  Other 2D games in the series let Sonic go fast, but Sonic CD tells Sonic to slow the fuck down.  Using speed to get through one section of a stage often ends with an obstacle stopping you or springing/catapulting you back to where you started.  There’s nothing wrong with that in itself – it’s not like I want a straight left-to-right course without any obstacles – but at times it feels like this game is giving me a middle finger.

This is doubly a problem if you’re going for a good ending by finding and destroying each one of Robotnik’s machines.  This requires you to travel to the past and to find and destroy said machine.  This might sound easy, but it’s not, for the simple reason that the god damn game makes it a chore for Sonic to maintain top speed for long enough to time-travel.  All too often you’ll find yourself faceplanting into a wall just before your jump.  The worst part of it is that losing momentum after a couple of seconds makes you lose the ability to jump until you hit another post, and the next post you’ll find is usually a useless Future post.  It’s frustrating, and the crazy level design only adds to the madness.

Okay, I already don’t know where to go and I’m only 18 seconds in, please help

But there is a lot of good in Sonic CD.  As much as I might complain about how much of a pain in the ass it is to navigate your way to a good future in each stage, it does add some replay value to the game.  The soundtracks, both American/European and Japanese, are also really good.  Sonic CD features a massive soundtrack for its time – each stage has a present theme, a past theme, a bad future theme and a good future theme.  This had to take a lot of effort, and it paid off.  For some reason, the western and eastern soundtracks feature mostly different tracks aside from the past themes, but I like all of them.

I also like the art in Sonic CD.  The style is pretty different from the Genesis Sonics.  I don’t know whether that has to do with the fact that it was made for a CD-based console or what, but it looks good.

The special stages look really good too, but I still hate them.

Major props go to Christian Whitehead, who made some great modifications to the original Sonic CD for its Steam release, cementing it as the definitive version of the game.  It lets you choose whether to play the NA/EU or the JP soundtrack, which up until this release was a huge point of controversy among fans.  It allows you to play with the Sonic 2-style spindash that wasn’t present in the original Sonic CD, giving Sonic more of a boost (this is a big deal, believe me.)  It even lets you play as Tails once you’ve beaten the game as Sonic, which is some Knuckles in Sonic 2-level game-breaking insanity.  Tails’ flying ability adds a new dimension of “fuck this level, I’ll fly over it” to some stages, and it’s just a lot of fun to explore parts of the stages you can’t get to with Sonic.  Tails is nowhere to be found in any of the older versions of Sonic CD, so this is a welcome addition.

Best of all, Whitehead added all that good stuff without taking out any of the weird little touches that made Sonic CD interesting, like the bit at the end of the very first stage where Amy chases after Sonic.  That’s important lore.  Establishing character and shit.

Maybe if I hide up here long enough she’ll go away

Sonic CD is the weird cousin of the classic Sonic lineup.  It’s still recognizably classic Sonic – all the elements are there – but it’s different in so many small ways that it just belongs in its own category separate from everything else.  That doesn’t make it a bad game by any means.  There’s a lot to recommend it: it’s got great music and plenty of action.  But I can’t ignore its main flaw.  Sonic CD suffers from such completely fucky, non-intuitive level design that large parts of it are frustrating to play, which is something I can’t say at all for Sonic 2 or Sonic 3 & Knuckles (it’s something I can say for Sonic 1, but Sonic 1 is still more enjoyable than Sonic CD, and it gets a break for being the first game in the series.)

Even so, I like Sonic CD.  Maybe it’s because I was the weird cousin too when I was growing up, so I feel some kind of strange man-to-game camaraderie with it.  It gets a 5 out of 7 on my stupid nonsensical scale.  It’s worth playing, but it’s not as good as any of the Genesis titles except for Sonic Spinball, which isn’t really that good at all.  If you haven’t played any of the old Sonics, I wouldn’t advise you to start with this one.  Get Sonic 2 or 3&K first and see how you like them, and get this if you end up hooked on those.  It’s probably worth it for the soundtrack alone.

Soundtrack review: Sonic the Hedgehog: Passion & Pride: Anthems With Attitude from the Sonic Adventure Era

So here’s a strange one. Released in 2015, I guess in an attempt to try to profit off of my generation’s nostalgia for all things 90s, Sonic the Hedgehog: Passion & Pride: Anthems With Attitude from the Sonic Adventure Era is a collection of character themes from the two Sonic Adventure games on the Dreamcast and Gamecube. I came across this thing while I was messing around with my 99 cent for three months trial subscription to Amazon’s new music streaming service. (This is not a paid plug for Amazon, by the way. I wish it were. I need money and I’m absolutely willing to sell out. DM me on Twitter.)

I played Sonic Adventure and Sonic Adventure 2 on the Dreamcast back in those old days of 1999 and 2001, when I was suffering through the shitty ordeal known as middle and high school. I remember them being pretty fun, though not without their problems. Turns out the same is more or less true of their soundtracks. When I think of great, truly classic Sonic music, I think of Sonic 1, 2, 3&K and CD. The later Adventure music is more of a mixed bag. I guess SEGA felt like they had to “update” Sonic’s music in the transition from 2D to 3D, but the Adventure soundtracks aren’t even close to being as good as the old 16-bit works.

Hell, some of these songs are downright embarrassing to listen to, even when I’m sitting at home alone with my headphones on. Like Tails’ SA1 theme Believe in Myself, an annoyingly peppy pop song with lyrics even dumber and more straightforward than the title suggests. Or Sonic’s SA1 theme It Doesn’t Matter, which hearkens back to really shitty late 80s hair metal. Or Knuckles’ awful rap Unknown from M.E., a song so bad it twisted in on itself to become popular and feature in hundreds of Youtube music edits like this one. And for some fucking reason there are also remixes of each of these three worst songs on the album. Thanks, SEGA.

Knuckles is a meme now, thanks internet.

Most of the songs on this album can be listened to without cringing yourself to death, though. And a few of them are really good. I’m a big fan of Theme of E-102γ, a nice piano-based instrumental with a sci-fi sound. E.G.G.M.A.N. from SA2 is catchy and fun and really suits the goofy mad scientist bad guy character that is Eggman (though I’ll always know him as Robotnik.) The biggest surprise, though, was the last song on the album, Fly in the Freedom. It’s the theme of Rouge the Bat, a character I never cared for, but it’s my favorite song out of all of them – an extremely relaxing jazzy piece with nice vocals. Makes you feel like you’re at a beachside bar sipping a cocktail.

There are three more character themes on this album that fall far more into the “weird” category than into the good or bad ones. Here are my notes about them:

Lazy Days (Livin’ in Paradise) (Big’s theme) – Title makes it sound like a Jimmy Buffett song, but actually a Creedence Clearwater Revival ripoff which is at least x1000 better. Dumbass lyrics, good guitar, okay singing but this guy is definitely no John Fogerty. Stupid as hell but not really that bad.

Throw It All Away (Shadow’s theme) – I can feel the angst in my blood. All humans are trash, and happiness is an illusion. Lyrics couldn’t be more laughably edgy. Brings back memories of middle school.

My Sweet Passion (Amy Rose’s theme) – Embarrassed to say I really like this song. Cute jazz-poppy thing, I love the vocals and the electric piano. Lyrics are insane and stalkerish and suit Amy’s character perfectly.

So is this worth buying? At $30 for a physical copy? Hell no. But it does have some good songs, enough that it squeaks by with a passing grade of 4. And who knows, maybe you’ll really like the songs I hate on it. If you’re the kind of person who “ironically” enjoys 80s butt-rock and bad rap, feel free to bump that grade up to a 5 or 6. I’m not one of those people.  I can appreciate making fun of bad media (I grew up on MST3K after all) but I don’t get anything out of a second listen to Unknown from M.E.

I would definitely buy a physical copy for a few bucks, though, just for that amazing title and cover.  Sonic just needs a ripped pair of jeans and a sleeveless shirt and he’s hedgehog Bruce Springsteen.

An extremely late review of Hatsune Miku: Project Diva Future Tone (PS4)

If I haven’t been very active lately (aside from occasionally running SimCity 2000 on VirtualBox) it’s been for two reasons: first, I’ve had a lot to do at work, and second, I bought the unwieldly titled Hatsune Miku: Project Diva Future Tone, the latest in the line of Project Diva rhythm games that came out two months ago in North America, featuring android singer Hatsune Miku and friends.

Even though I’m an avowed weeaboo I’d never played a Project Diva game before Future Tone. This is not so much because I disliked the idea of Vocaloid as that I just wasn’t much into rhythm games. I’d played Persona 4: Dancing All Night, mainly because I’d also played P4 and liked the characters, and I played a lot of Audiosurf when it came out several years ago because it let you play any song in the universe if it existed as an mp3 on your hard drive. But despite my embarrassing level of weebness I had not gotten into the Vocaloid stuff quite so much.

Not until now. I’ve been pretty much addicted to Future Tone for the last week. The gameplay is addictive at its core – matching increasingly difficult button patterns and getting rewarded with flashing lights and a higher score at the end of the song seems to trigger something primal in the human brain. It’s like playing a slot machine, except unlike playing a slot machine, the outcome in Future Tone depends entirely upon your skill. And also unlike playing a slot machine, you won’t lose your life savings if you sit in front of Future Tone for 50 or 100 hours, a prospect that seems very likely considering how much content is in the game.

Because yes, Future Tone is stuffed chock fucking full of Vocaloid tunes. The base game itself is free, but the free download only includes two songs, so it’s really more like a demo – you can play those two songs as much as you want without paying a cent, but if you really want to play Future Tone you’ll have to buy the $50 bundle that contains the “Colorful Tone” and “Future Sound” song packs. They’re worth the price, because the entire package features about 200 songs both new and from past Project Diva games, each of which comes with a music video and charts set at various difficulties (along with dozens of unlockable alternate costumes and accessories and all the usual content you’d expect.)

And you know what? A lot of these songs are good. And this is coming from a puffed-up pompous music snob asshole. Most of the songs are either upbeat poppy tunes or ballads, with a few heavier rock/punkish songs thrown in and a few pure gimmick songs (like “Ievan Polkka”, the Finnish folk song that somehow became the very first Hatsune Miku hit ten years ago.) A few of the songs are clunkers, to be sure, and whether you’ll like some tracks depends on your tolerance for sugar-sweet cutesy vocals and imagery and embarrassing lyrics – though at least the lyrics are mostly in Japanese, so you probably won’t be able to understand them anyway. But the majority of the tunes on Future Tone are really catchy. Tell me you can listen to “Deep Sea City Underground” or “World’s End Dancehall” and not get them stuck in your head.

Here’s me playing World’s End Dancehall on Easy because I’m a puss.

One of the things people puzzle most over about the whole Vocaloid phenomenon is that it’s “fake”. The various performers in Future Tone – Miku, Luka, fraternal twins Rin and Len, and the rest – are all really just different voice packages created with Yamaha’s Vocaloid music software with avatars attached. They’re electronic singers, not human ones. Vocaloid music, in that sense, really is “manufactured.” But so is all commercial pop music! Is Miku really any more manufactured than Katy Perry, who can’t sing for shit without the help of autotune? And anyway, the real measure of good pop weighs in Miku’s favor – some of Miku’s songs featured on Future Tone are a hell of a lot better than Katy Perry’s biggest hits. (See, the snobby music asshole comes out again. I can’t contain him for long.)  (Also, I really don’t hate Katy Perry at all.  I don’t even know her.)

Anyway, if we’re going to have pop stars, better to have electronic ones.  Miku, after all, isn’t in danger of developing a drug habit, or of being photographed vomiting in an alley after getting trashed in a nightclub.  The tabloid publishers will lose out, but they can just write more articles about how some actor or politician is secretly gay.  Besides, eventually robots are going to take all the jobs away from humans once they become advanced enough, and then they’ll probably revolt and murder us once they realize they don’t need us anymore.  So in a way, Vocaloid represents the beginning of the inevitable fall of humanity.

When the robots conquer Earth, they won’t let us dress them up in cute outfits anymore

I’m way off track now. Just, look, if you like rhythm games, buy Future Tone. It’s good. And some of the tracks are really head-breakingly hard, so you’ll find a lot of challenge in this game if you’re looking for that. God knows the rhythm game genre is one of the few that hasn’t been dumbed down in terms of difficulty. 𒀭

Edit (8/23/18): This is still a great game with a bunch of fine god damn songs on it.  But I wish they would have added Mitchie M’s “News 39”.  I love that fucking song.  Check it out hereReally, anything by Mitchie M is good.

Seven great video game tracks (part 2)

I love music and I love video games (well, some of it/them, anyway.) So how can I limit myself to writing only one post about video game music? Here’s another one.

1) Final Fantasy VII – Reunion

This is one of the most haunting tracks that ever came out of a mid-90s RPG.  If you’ve played Final Fantasy VII, you’ll know what event this track pairs with.  If you haven’t, it’s where the main character realizes that his whole life has been a lie.  Oh yeah, spoilers.

Honestly, the spoiler won't make any sense until you've played the game most of the way to the big revelation. Also, FF7 was released in 1997, so the spoilers statute of limitations has passed.

Honestly, the spoiler won’t make any sense until you’ve played the game most of the way to the big revelation. Also, FF7 was released in 1997, so the spoilers statute of limitations has passed.

Anyway, Nobuo Uematsu is a genius when it comes to video game music.  This is one of the most understated, quiet pieces in an FF game, but it’s effective as hell.

2) Sonic the Hedgehog 2 – Chemical Plant Zone

Sometimes you just want to play a game where you’re a blue hedgehog rolling around fucking everything up.  And not one of the god-awful fuck 3D Sonic games like Sonic 06.  I mean the real thing.  The old Genesis games had proper background music, and Chemical Plant Zone from Sonic 2 has one of the best tracks in the history of the franchise.  It’s a techno early 90s Sega Genesis track and that’s all you need to know.

3) Yume Nikki – Dense Woods A

Modern horror movies are garbage.  At least, the ones that are made and air in my country are garbage.  People go to the theater to say “oh no a thing moved in the corner of the screen” for 120 minutes.  But what can you expect from the same people who think Mamma Mia is worth giving money to a person to see.

At some point, anyway, you have to admit that our horror movies are garbage and to turn to video games, which keep the horror genre alive.  And among these games, old-school looking RPG Maker games such as Ib and The Witch’s House are surprisingly effective.   The great-granddaddy of these games is Yume Nikki, a freeware piece made by a mysterious man known only as KIKIYAMA.  Yume Nikki translates as “Dream Diary” and is about Madotsuki, a young girl who refuses to leave her 150th story apartment bedroom/balcony and lives her life through her dreams.  Her dreams happen to be mostly disturbing as fuck, and it’s your job as the player to guide Madotsuki through her dreams and to collect all the “effects” that let her use various powers.

Your dream always starts on the balcony. The sky is dark and the landscape is desolate. Play this game with the lights off at midnight.

Your dream always starts on the balcony. The sky is dark and the landscape is desolate. Play this game with the lights off at midnight.

Yume Nikki excels in creating a mood, and its background music adds to this effect.  The tracks are simple but incredibly haunting, and they’re extremely effective in the game itself.  Do yourself a favor and go play Yume Nikki if you haven’t already.  With the lights off at midnight.

(Ib and The Witch’s House both have really good BGMs too, and they’re far more horror in aim and theme than Yume Nikki, which is more of a surreal dream game.  So if you’re looking to actually piss yourself, go for those instead.)

4) Outrun – the whole BGM

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All of it.  This is a pure nostalgia pick, because like many other people in their late 20s Outrun is one of the first racing video games I ever remember playing, in my case as a small child who could barely manipulate the Genesis controller in an effective fashion.  But that 16-bit music certainly got stuck in my brain, even if I couldn’t get past the damn checkpoints most of the time.  There are certainly better soundtracks out there – this one is really more “background music” than a soundtrack – but it’s a very dynamic set of songs that doesn’t wear on me with successive listens.

5) Digital Devil Saga 2 – Hunting – Betrayal

The two Digital Devil Saga games are worthy additions to the Shin Megami Tensei family of games.  They’re much more traditional JRPGs than the mainline SMT games and other spinoffs – DDS doesn’t feature demon recruitment at all – but they’re well-crafted and tell an interesting story.  They also feature the always fantastic work of Shoji Meguro, who fully deserves a place in the video game soundtrack pantheon along with Uematsu.  And “Hunting – Betrayal” is one of his best battle themes, maybe his best ever.  The pure tension in this piece is astounding.  Listen to it with the dial turned to 10.

6) Umineko no Naku Koro ni – Dead Angle

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I’ve already taken a look at Umineko, but it’s worth bringing up again that this visual novel series has an amazing soundtrack, and “Dead Angle” is one of the best tracks in the game.  For the unfamiliar, Umineko is a very long visual novel mystery series about a family that is almost entirely murdered on a private island.  The game mixes up mystery with supernatural elements, and one of the central themes of Umineko is deals with the existence of magic and the line between reality and fantasy.  The game is honestly kind of a mess, but it’s a fascinating mess and, in the end, a satisfying story.  And the music is fantastic.

7) Final Fantasy VIII – Force Your Way

Speaking of Uematsu – again – this is my favorite Final Fantasy battle theme.  I didn’t love Final Fantasy VIII.  It was a good game, but it also had lots of problems, and the soap opera-level love story was fairly balls in my opinion.  However, the gameplay is still classic FF at this point, and the soundtrack is excellent.

I don’t normally read Youtube comments, because they tend to be so stupid that you can’t understand how the commenter managed to remember to breathe for long enough to write the comment and send it, but some user on the site aptly observed that “Force Your Way” sounds like the composer wrote eight different intros to a battle theme and shoved them all together.  And it works.  Even if the story of FF8 kinda doesn’t.

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A review of Freedom Planet (PC)

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The love of indie game designers for retro-stylings is pretty understandable – it means way less in production values, and playing on the players’ love for the games of their childhoods is always a good bet. Still, most of these games have seemed to focus on the 8-bit era of the Famicom/NES/Master System. Which is just fine, but the video games of my childhood are more in the 16-bit SNES/Genesis category. So I’m pretty happy about Freedom Planet, an early 90s-style action platformer released in 2014.

Not that mere nostalgia is enough for a game to be good (see Retro City Rampage, which seems to try to survive on its nostalgic appeal alone and fails.) A game, even a pretty basic platformer like this one, has to have fun gameplay and some aspects that set it apart from other, similar games. Luckily, Freedom Planet has both.

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First things first: Freedom Planet obviously looks like a Sonic game. The level art and the sprites and character designs are really reminiscent of Sonic 3 & Knuckles. Moreover, the characters play a bit like Sonic, Tails and Knuckles as far as speed and special moves go. Hell, the game even has half-pipes and loops that look like they were taken straight out of an old Sonic game. And the main character (Lilac, above) kind of looks like a redesigned and recolored Sonic character.

So big deal, you might be thinking: Freedom Planet is a fangame starring a modified Sonic sprite. However, it’s really more than that. Freedom Planet also takes influence from other 16-bit series like Gunstar Heroes, Rocket Knight Adventures, and Mega Man X. The player can make use of lots of different moves unique to each of the game’s three characters to take down enemies and bosses. The mix the developer used here ensures that this game feels not like a Sonic pastiche, but like its own game, which is important as hell (at the very least, it lets him claim a way broader copyright on his work without getting mixed up with SEGA’s lawyers.)

But this isn’t an article on copyrightability in video games, so let’s move on. Freedom Planet tells the story of Lilac, a dragon (yeah, she’s a dragon, somehow), her tomboyish cat friend Carol, and their new annoyingly hyperactive dog friend Milla as they help a mysterious stranger defeat an evil alien overlord who has instituted a coup in their country by killing the king and mind-controlling his son, the prince. It’s a lot more grim than a game from the time would have been (just imagine Dr. Robotnik doing something like this. You can’t, can you?) However, the game still manages to maintain a light and fun atmosphere. It’s colorful and fast, the level designs are varied and interesting, and Lilac, Carol, and Milla play quite differently, requiring a different approach to the same levels for each character. Despite the Sonic-looking-ness of Freedom Planet, the sprite and level art are all great, and it’s obvious that a lot of work went into putting the game together. There’s even full voice-acting. And the voices aren’t even bad! Try to beat that.

Freedom Planet's trio chilling out between stages.

Freedom Planet’s trio chilling out between stages.

I’m gushing over the game at this point, so let me tune it down just slightly: along with the old-school stylings of the art and the gameplay, Freedom Planet also features plenty of old-school cheap difficulty, and some of the levels are long and drag a bit. However, even the pacing and difficulty aren’t really an issue, because Freedom Planet gives Lilac and friends unlimited continues and mid-level checkpoints to start from. Moreover, unlike an old Sonic game, which capped the player’s time in each level at 10 minutes, Freedom Planet imposes no time limit at all, letting you explore and find new ways to get through a level. Finally, the game tries hard to mix things up with new level mechanics in each part of each stage. Some level sections require the player to solve a puzzle to open a door further back in the level. Others feature Indiana Jones huge boulder escape parts. It’s easy for these sorts of games to get dull after a while, but Freedom Planet succeeds for the most part in keeping gameplay fresh throughout.

Oh yeah, the story is also kind of stupid, but I don’t remember a platformer on the SNES or Genesis that had a story worth caring about, so who cares? Nevertheless, there is plenty of story in Freedom Planet, complete with long cutscenes (long for this sort of game, anyway) but if you don’t care to watch them, the game lets you cut them out by choosing “Classic Mode”, which takes you from stage to stage without interruption.

The game features lots of powerups and shields that go more or less unexplained at first.  Also notice the nice graphics (again.)

The game features lots of powerups and shields that go more or less unexplained at first. Also notice the nice graphics (again.)

So: the verdict on Freedom Planet. It’s sometimes frustrating, but basically a really good game. I could even say it’s great, though that might be too much praise. In any case, I basically enjoyed Freedom Planet, even though some parts of it are way too god damn hard (specifically some extra-long parts of later stages and boss fights.) If all of the above sounds good to you, you might consider buying the game on Steam: I’d say this game is worth the $15 price tag.

I should disclose that I might be biased here because, as a kid, I really enjoyed the old Sonic and Mega Man series and some of the other games Freedom Planet cribs from, and I still do, so I naturally took to this game’s approach. I also appreciate the fact that, unlike a lot of modern 2D action/puzzle platform games, Freedom Planet doesn’t seem to take itself all that seriously or have pretensions to being meaningful all-capitals ART. For the most part, it really feels like a game that could have been released in the early 90s on the SNES or the Genesis. There’s a place for serious art in video games, and even in platformers, but sometimes you just want a good time, and Freedom Planet delivers that.

Retrospective: Grandia II

The Dreamcast had a sadly short life, doomed as it was to be SEGA’s last shot effort at staying in the console-making game. Unlike its disastrous predecessor Saturn, however, the Dreamcast is still more or less beloved among a lot of gamers now in their 20s. Maybe it’s because everyone knew it was SEGA’s last shot, or because some of its games were actually pretty good.

Grandia II was one of these. Released in 2000, Grandia II was in many ways a typical JRPG – lots of battles, boss fights, traveling, dialogue, dialogue, dialogue, and all in the context of an epic quest to save the world. Your hero is Ryudo, a young mercenary who runs around the countryside looking for work with his pet (?) talking falcon (???) Skye (no, the game never explains this. Especially confusing because Skye is the only talking/intelligent animal in the game; the rest don’t say a word. Also, in the English dub Skye sounds like George Takei.) Ryudo is kind of a dick, and although Skye tries to keep him in line it doesn’t always work.

One of Ryudo's many quips

One of Ryudo’s many quips

The gist of Grandia II is that you, as Ryudo, have to take a job from the church that controls your country to seal an ancient evil together with a nun who is the key to sealing that evil, because of a reason I can’t remember. You travel to see the pope while meeting people who have serious problems you have to fix, after which a few of them will join your party as permanent members. ……..

Right, so in terms of setting, plot and basic character layout, it’s a generic JRPG. Painfully generic, and as stale as a week-old baguette. The hero is a jaded sarcastic guy, the main female lead is a nice girl who wants to help everybody. There’s also a kid, a warrior furry lion sort-of guy and a robot girl. And if you’ve played even a few JRPGs of this kind, you’ll see the plot twists coming several hours before they hit. Hell, you might be able to figure out everything that’s going on, all the way to the very end of the game, after finishing just about a third of it. Really, that’s not right at all.

FINE Elena we'll fucking save the townspeople already

FINE Elena we’ll fucking save the townspeople already

Despite that, Grandia II is a good game if only for its gameplay, and namely for its battle system. It’s a mix of turn-based and real-time battle. Each of your members has his or her turn along with each of the enemies. However, the order of everyone’s turns is determined by their speed stats and whether your party was able to catch the enemy off guard or was ambushed by the enemy. Each turn, represented by the character’s face, moves along the initiative bar to the blue COM threshold, where you can input a command for that character. Once they hit the ACT line, that character will carry out their inputted action. Both you and your enemies’ actions can be cancelled, however, if they’re attacked before carrying said action out. Getting canceled flings the affected actor’s icon way to the left (i.e. the beginning) of the initiative bar again.

Your characters also get a whole crapload of moves and spells to learn, some of which do various amounts of area damage. A few moves are great for canceling imminent enemy attacks.

Grandia II's battle system is its best asset.

Grandia II’s battle system is its best asset.

This system might sound complicated, but it’s really easy to pick up and a lot of fun once you’ve gotten the hang of it. Battles in Grandia II are a lot more than simple point-and-click or run-around-the-field-swinging-your-sword deals as they are in many other JRPGs, and that adds a lot of value to the game.

Another nice addition to Grandia II is this bit that comes up maybe six or eight times throughout the game where you get to sit in on a dinner conservation with your party. It’s not especially substantive or anything, but it adds some flavor to the game, and the characters’ interactions can be amusing sometimes. In fact, most of Grandia II‘s dialogue is pretty well-written, even in the context of its stale plot.

Is he being sarcastic?  Who can tell.

Is he being sarcastic? Who can tell.

Grandia II is a nice JRPG that’s well worth playing if you live in 2000 and own a Dreamcast. And though it hasn’t aged all that well, really, even today it’s fun. I played it a couple of times as a kid, and returning to the game, I can still enjoy it.

Sadly, it’s kind of hard to track down today in its original form – copies of the Dreamcast version are on sale for $150 on Amazon (it’s the same with Skies of Arcadia, actually – what is it with Dreamcast RPGs being expensive as hell now?) The PS2 version might be cheaper, though I’ve never played it – it could also be a horribly broken port for all I know. And the PC (!) version is probably damn near impossible to play on a Windows 7/8 machine. Still, if you can track this game down for a decent price, it’s well worth a play. I don’t know if it’s necessarily $150 worth of it, but it’s certainly worth something.

Retrospective: Knuckles Chaotix

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As a former child growing up in the 90s, I remember when Mario and Sonic were the go-to guys for video game-related fun and time-wasting. They still are, I suppose – but in the early 90s, they were a whole lot more prominent, complete with massive ad campaigns and a running war over the world’s game console market.

As it turned out, neither Nintendo nor SEGA won that war, because Sony pretty much screwed both of them with the Playstation. But while Nintendo managed to hang on with the Nintendo 64 and carve out a niche for themselves as a purveyor of excellent first-party titles, SEGA spun completely out of control and crashed into the NASCAR bleachers, killing and maiming hundreds of spectators. The Saturn debacle could be taught at business schools as a case study in marketing ineptitude, but SEGA’s earlier hardware add-ons to the popular Genesis console were almost as misguided.

The SEGA CD system was the first of these disasters, a 1993 CD attachment that sold poorly and should have tipped SEGA off to the fact that nobody was interested in new consoles that attached to consoles they already owned. But SEGA hadn’t learned their lesson, because Christmas 1994 brought the SEGA 32X, yet another add-on to the Genesis that could run 32-bit games. As far as I can remember, none of us at school really knew it existed – and we were exactly the same little shits that SEGA was directly targeting with their ad campaigns.

Bad marketing decision, or worst marketing decision?

Bad marketing decision, or worst marketing decision?

Okay, enough of the video game console wars history stuff. The 32X, despite the general shittiness of its concept, did have at least a couple of interesting games on it, as I learned when visiting the house of a friend from school (who was also the only person I knew in the world who owned a 32X. Seriously, next to nobody bought it.) One of these was Knuckles Chaotix, a game spun off of the wildly popular Sonic the Hedgehog franchise. Knuckles was supposedly an echidna, which as far as I can tell is a sort of Australian anteater thing, and he was Sonic’s rival in Sonic & Knuckles, which was and still is an amazing platformer. In Chaotix, Knuckles joins up with a new team of animal-people to do whatever the hell it is you’re trying to do in this game (I don’t quite remember, but “stop Dr. Robotnik” probably covers it.)

Yes, it says "WELCOME TO THE NEXT LEVEL IN 32X WORLD."  Too bad nobody cared to take the invitation.

Yes, it says “WELCOME TO THE NEXT LEVEL IN 32X WORLD.” Too bad nobody cared to take the invitation.

It really is too bad that nobody played it, because Knuckles Chaotix is an interesting game. It might not be a good game, exactly – but it’s certainly not a bad one, and if you have a friend to play it with, it can be pretty fun.

Having a friend around is vital, actually, because Chaotix is really a two-player game. In some ways, it resembles other Sonic Genesis titles: it’s a platformer with lots of curves and loops and straight areas that let you build up speed, and Dr. Robotnik is the bad guy you’re fighting. However, Chaotix distinguishes itself from every other game in the series by featuring 1) a mandatory policy of two characters on screen at all times 2) who are tethered together by a magical sparkly rope that never breaks. This bond allows each character to “slingshot” each other across a level, quickly building up insane amounts of speed and allowing wild leaps that would never be possible to make with a single character. Characters could also pick up and throw each other up onto higher ledges (or pick each other up for no reason and run around – not especially productive, but a great way to piss off your friend.)

This golden tether keeps you and your partner tied together and allows you to build up massive speed by slingshotting each other up curves.

This golden tether keeps you and your partner tied together and allows you to build up massive speed by slingshotting each other up curves.

Knuckles Chaotix is interesting for the way it forces teamwork and cooperation between its players. It’s also interesting for how it takes control away from the player when choosing a new level to play (picked randomly by the computer) and a new partner to play with. Each player has seven characters to choose from, including Knuckles himself, his friends (who each have special abilities) and two really shitty, slow characters called Bomb and Heavy that seem to have been inserted into the game solely to piss players off. Unfortunately, you might have to play as these guys, because in order to switch up your team mid-stride one character has to play a game akin to that ripoff carnival grabber game that features a seemingly random collection of possible new partners. You’ll need decent reflexes to grab the character you want.

The strange character select screen

The strange character select screen

So this is definitely an interesting game (how many times have I said that this review? Way too many times.) But Knuckles Chaotix does have some issues that put its overall quality into question. Firstly, the layout of the game’s stages can be confusing – it’s often not clear which direction you have to travel to reach the end of the stage. Sonic CD also had this problem, but Chaotix takes it to the extreme. This can obviously produce a lot of frustration.

Secondly, Chaotix pretty much sucks if it’s played alone. It can be played alone, but, as I learned when playing it a bit recently on an emulator, it’s quite aggravating and unintuitive to control two characters at the same time, even though it is possible through the carrying and slingshot methods. Besides, from what little I can remember about playing this game with a friend almost 20 years ago, most of the fun of Chaotix comes from screwing over your partner and laughing at the general weirdness of the game’s features and mechanics.

There are some doors that will only open through teamwork.  Also note the negative ring count.

There are some doors that will only open through teamwork. Also note the negative ring count.

So is Knuckles Chaotix worth playing? The question is pretty much moot because, as far as I can tell, the game was never re-released after the almost immediate failure of the 32X. One might have expected SEGA to slap Chaotix onto a compilation to give it a new lease on life, as they did with the equally forgotten Sonic CD, but for whatever reason they never have. If you want to play this thing, you’ll either have to go the emulator route and find a way to set up a two-player thing around your computer or buy a 32X (and a Genesis, if you don’t own one already) and a copy of the game on eBay. Knuckles Chaotix is a strange and fascinating title, but I can’t honestly say it’s worth tracking down a 20 year-old Genesis add-on for. If, however, you are a Sonic fan with lots of disposable income and you know someone else who actually gives a shit about playing this, I say go for it.

Anyway, that was entirely too many words I just wrote about this game. I blame it on the half-pot of coffee I drank. I’m going to lie down now.

Retrospective: Skies of Arcadia

Skies Of Arcadia

Sometimes I get nostalgic for my old Dreamcast, and when I do one of the games I think about is this one. Skies of Arcadia was released in 2000 and it stands on its own, without any sequels or spinoffs (the Gamecube port with added content, Skies of Arcadia Legends, doesn’t count.) And it’s still one of my favorite games of all time.

Skies of Arcadia didn’t have an especially fresh plot or complex characters or anything like that – it was a pretty standard “save the world” sort of deal, and the characters were, for the most part, either just plain good guys or bad guys. Moreover, a lot of the bad guy characters in this game are of the goofy, sort of incompetent type. SoA did have a nice lightheartedness to it that a lot of RPGs lacked, though, and the characters were genuinely dynamic and fun – just don’t expect any big deep human drama or anything like that.

The heroes of Skies.  Please don't laugh at the graphics too much; 2000 was a different time.

The heroes of Skies. Please don’t laugh at the graphics too much; 2000 was a different time.

But as far as setting went, Skies was unique as hell. The main character here is Vyse, the son of a pirate captain (a good guy pirate, meaning he only plunders bad guys.) Only, as the name implies, these pirates don’t sail the seas: they sail the skies. The whole world of Skies of Arcadia is suspended in the sky, including the land masses and the ships. Imagine the good Pirates of the Caribbean movie, only it takes place a few miles above ground, and you’ll have a good idea of what’s going on here.

This is your navigation screen while you're piloting your ship.

This is your navigation screen while you’re piloting your ship.

There’s no real explanation of how or why everything in this game is in the sky or how it’s all floating up there, and no indication of why the developers decided to set a pirate-themed RPG in the sky. Somehow, though, it all works. SoA offers the player a big world to fly around in (at least for a game made in 2000) with new parts of the map revealed as the game progresses, all RPG style. Your character can dock at ports, some of which are town areas and some entrances to dungeon/field areas. At this point, you set out on foot.

This is generally when you get into fights.  SoA's combat system is pretty standard, but RPG lovers should enjoy it.  There are way too damn many random battles, though.

This is generally when you get into fights. SoA’s combat system is pretty standard, but RPG lovers should enjoy it. There are way too damn many random battles, though.

A lot of SoA‘s gameplay is pretty normal turn-based RPG fare. Where the game gets interesting is in its ship battles. At certain points in the game, you will enter into battle with an enemy ship, during which you must choose your ship’s actions (usually you’ll get three or four of them, depending on how many characters are in your active party) against your prediction of what you think the enemy ship will do. Here you’ll have to use some tactical thinking to take advantage of times at which your enemy is most vulnerable to attack and to shield yourself when your ship is weakest in position. You can outfit your ship with plenty of weapon types, including normal cannons, smaller guns that can fire in succession and torpedoes that can hit the enemy up to two turns away from when they’re launched, allowing you to concentrate a lot of firepower at the point where your enemy is exposed to attack. Trust me; it’s all a lot of fun when you actually play it.

Ship battles also feature a lot of "turning point" decisions like this that can change your fortunes for better or worse.

Ship battles also feature a lot of “turning point” decisions like this that can change your fortunes for better or worse.

Later on in the game, you can enhance your ship by recruiting crew members who add special abilities to your craft such as added attack, defense and healing. The whole ship battle thing might have come off as gimmicky if it had been shoehorned into the flow of the game or was done poorly, but I think it really ties in well with the story and the action of Skies.

Also, you fight this thing.

Also, you fight this thing.

Sadly, SEGA never followed up on this classic. I’d guess that it didn’t sell all that well, only that can’t be true, otherwise they wouldn’t have re-released it on the Gamecube with a ton of added content. So what happened? Nobody seems to know. Fans of the game have been badgering SEGA to put out a sequel, or at the very least an HD remake of the original, and SEGA has consistently put off those hopes. I’m not holding my breath, myself.

If you’re looking to play Skies of Arcadia today, you might have a hard time going about it. Both the Dreamcast original and the Gamecube port are currently selling for $150 on Amazon and similar amounts on eBay and other sites. You might notice that this is completely insane. I don’t know why copies of Skies are so rare these days, but they are.

That said, if you have the money to burn and the time to fully enjoy this fantastic RPG, I’d advise you to go for it. Skies of Arcadia is worth it – it offers dozens upon dozens of hours of gameplay and is just a lot of fun.

Or it could just be the nostalgia talking. Either way, Skies was a great game that still holds up today.