I
say again, as I have said so many times, and
shall continue to say forever, that nothing
beats a good giant robot game. In my virtual
dreams, I have done many things. I have flown.
I have been to Afghanistan. I have driven a
Subaru Impreza WRC, most coveted among automobiles.
I have played the role of any number of legendary
heroes. I have even, on rare occasions, been
able to convince myself that I could dance.
But any number of lesser videogame experiences,
of whatever sort, will never, ever compare to
the sublime joy of getting into a huge anthropomorphic
robot, stomping around, flying hither and thither,
and shooting/beam-swording/napalm-bombing the
living hell out of everything. It just doesn't
get any better than that.
The
original Virtual On didn't come a moment too
soon. Before that, the only even vaguely passable
mech sims out there were PC games like Mechwarrior
(slow, low detail), or arcade has-beens like
B.O.T.S.S. (a pastry if you remember that one).
None of its predecessors matched V-ON's intense
speed, sharp graphics, and precise control,
though. I still remember my first try at it,
hurling the VR-Dorcas' mace as I realized that
yes, there were arcade games worth three quarters
a shot.
The
new Dreamcast version is actually my first go
at the sequel, though. Virtual On: Oratorio
Tangram receieved terribly sparse distribution
in arcades, of course, like every other Model
3 game. Up until now, the only place I'd ever
seen it was in the pages of the dear, departed
UK Official Sega Saturn Magazine. Incidentally,
as an aside, I highly recommend the last few
issues of that superb publication; dating from
a period when domestic Saturn releases had all
but ceased in the West, they contain unequalled
import, arcade, and game strategy coverage.
Mr. Leadbetter, if you're out there, you have
my thanks. I would have never finished Panzer
Dragoon Saga without your help.
But
Virtual On 2 is the matter at hand, and after
a long test of the imported Dreamcast version,
I can say that if this is not a perfect arcade
port, I can see no glaring deficiencies that
would prevent it from receiving that coveted
title. Sega Rally 2's obvious framerate fluctuations
do not appear to be in evidence (to my admittedly
imprecise eye, anyway); the game only slows
down when it wants to, to catch especially impressive
impacts in the post-battle replays. Otherwise,
it's a solid sixty frames, as smooth as Chihuly
glass and just as beautiful.
It
surprised me to discover that certain of my
colleagues didn't actually think much of Virtual
On's visual style. It is true that the level
of texture detail remains low; though they're
constructed out of many more polygons than in
the Model 2 original, most of the mechs are
still colored with flat or Gouraud shades. But
to me that seems to be a strength rather than
a weakness. A coherent, pleasing style can be
a game's most potent asset; the Panzer Dragoon
games were made classics by the world Team Andromeda
created. It's the same in the case of Virtual
On. Taking the obvious inspirations from the
classic traditions of mecha anime, and adding
a touch of Tron's sharp lines and primary colors,
it creates mechs and arenas that visually merit
the term "Virtual." They have the
bright, slightly outlandish look of something
that could only exist within a computer. The
graphics, in turn, complement the framerate
and fast, arcade-style gameplay; with the duller,
more utilitarian mech designs of Gundam or Macross,
the game wouldn't be half as much fun to play,
let alone look at.
The
game is, by all means, great fun to play. There
are more mechs than in the original, including
a few hidden ones, and they're all a bit better
balanced in terms of speed and destructive potential.
The line between the fast skirmish mechs and
heavier tanks is still pretty clearly-drawn,
but some, like the old-model Apharmd, blur that
line a little, and a couple of oddball mechs
partially defy categorization. It's to that
latter group that my personal favorite so far
belongs, the death's-head-adorned Specineff,
with its massive scythe.
Specineff
Launch Sequence MPEG - 1.4 MB
Specineff
Combat Sequence MPEG - 3.9 MB
I've
also developed a fondness for the transforming
Cypher (cousin to the original's Viper II),
which undoubtedly has the game's niftiest launch
cinema, and wonderful win poses (try to get
a perfect with him, if you can).
Cypher
Launch Sequence MPEG - 1.3 MB
Cypher
Combat Sequence MPEG - 2.2 MB
Combat
in the 3D arenas is as fast as in the original,
to the point where the twinstick peripheral
looks like it will be a must for effective control,
especially in the versus mode. The DC pad almost
manages to keep up, except in the area of rotation.
There are several control schemes programmed
into the game, but they all seem to hang up
a bit when it comes to turning your mech on
a dime. Generally, you have to resort to a dash
or jump/jump-cancel combo to quickly face your
opponent; the former leaves you vulnerable when
you brake to a stop, and the latter is annoying
to execute when you're trying to dodge incoming
fire and draw a bead on your opponent. We sincerely
hope for a US release of the twinsticks, however
limited it may be (surely Sega can sell them
on-line, at least). They're what the game was
designed to be played with, and it isn't half
as much fun without them.
While
I'm begging for the release of oddball peripherals,
let me also make a plea for the link cable.
There is a split-screen versus mode, but it's
the only minor disappointment in the game; presumably
to keep the framerate steady, the two windows
have the same aspect ratio as your TV, meaning
that the screen has a bit of a letterboxed look
to it, and your view of the battlefield is a
bit smaller than one might hope. Since we won't
get to play this over the net, at least grant
us this one favor, so we may smite our friends
unto the dust in the most glorious detail the
Dreamcast can offer.
All
that said, of course, I don't want to give the
impression that I didn't have a great time in
the single-player game with the standard Dreamcast
pad. The opposition is decently intelligent,
although the bosses are a bit cheap when you
first meet them, and then easy once you suss
their patterns.
Mid-Boss
Skin-Of-Your-Teeth MPEG - 1.9 MB
Of
course, if CPU turns out to be too smart, you
can always spend some time in the excellent
training mode, which gives you an opportunity
to hone your skills and practice the many hidden
maneuvers (there's far more than the handful
found in the original, and they're generally
much more impressive).
Like
I say, it doesn't generally get better than
mech games, and so far, mech games don't get
better than Virtual On 2. Its roots are in the
arcade, but it has the depth and replay value
to succeed as a home game, and its graphics
have a beautiful style all their own. The game
is, I believe, queued up for an American release
early next year; hopefully, the twinstick, link
cable, and lovely Japanese cover
art will follow in step. After all I've
blown on imported Dance Dance Revolution nonsense,
I don't think my bank account can take much
more...
Those
of you with envy-inspiring net connections may
also be interested in these downloads.
Intro
Movie MPEG - 7.3 MB
Angelan
Battle MPEG - 5.7 MB
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