Tag Archives: Saturn

Panzer Dragoon Saga Lives!

Or, as T.S. Eliot once wrote, it lays “Like a patient etherised upon a table.”

panzerdragoonsaga

The original SEGA Saturn box art.

Unlike the $250 eBay versions of Panzer Dragoon Saga that regularly send eager gamers away wincing, or illegal versions sold secretly online, workable Panzer Dragoon Saga code sits idly in a computer in GameTap‘s Atlanta, GA-based headquarters.

According to Sene Sorrow, GameTap’s general manager in the US, the company (formerly owned by Turner which recently sold the property to Metaboli) has full rights to publish Panzer Dragoon Saga. If you have a subscription to GameTap, you potentially could play it.

GameTap just has to publish it.

Considered a large game at its release, Panzer Dragoon Saga was a four-disc, CD-ROM-based RPG on SEGA’s Saturn, and was filled with long cutscenes, dozens of hours of innovative gameplay, and an intriguing storyline. It’s been billed by many critics as one of the best RPGs ever, and the best RPG on SEGA’s Saturn. This RPG has had many admirers, and in recent years 1Up’s James Milke essentially wrote an elegy about it.

GameTap has held the rights to publish Panzer Dragoon Saga for more than two years and currently offers subscribers the ability to play Panzer Dragoon and its sequel Panzer Dragoon Zwei. GameTap has the rights to publish Panzer Dragoon Saga on its service until March 2010.

So why hasn’t GameTap published Panzer Dragoon Saga?

According to Sorrow, Panzer Dragoon Saga hasn’t been at the top of GameTap’s production list and still isn’t.

“Panzer Dragoon Saga was never fully investigated as a release candidate,” said Jake Armstrong, GameTap’s operations lead. The four-disc game requires extensive emulation work and a demanding test process. “It’s a good game and a very rare title, so there would be a definite cool factor in getting it out there, but there would be other emulation efforts I would think we would want to work on first,” he explained in an email.

Panzer Dragoon Saga used a unique approach to combat, fusing elements of turn-based RPGs into a realtime battles.

Panzer Dragoon Saga used a unique approach to combat, fusing elements of turn-based combat into real-time battles.

In other words, it may be more work than it’s worth.

Currently, GameTap subscribers can play Panzer Dragoon and Panzer Dragoon Zwei.

Currently, GameTap subscribers can play Panzer Dragoon and Panzer Dragoon Zwei.

Assessing Panzer Dragoon Saga’s monetary value as a GameTap game is problematic. Sega’s RPG never had the sales numbers in either Japan or North American to demonstrate its potential appeal to a wide audience. But it’s not due to a lack of the game’s quality; nor is it due to a small audience.

In May 1998 the publisher essentially shoed it out the door with no buzz, support, or marketing muscle at the end of the Saturn’s life cycle. Sega’s original shipping numbers were a skeletal 6,000 units in North America. It followed up with two extra shipments of 24,000 units, totaling 30,000 units all told in North America. (As an example of Sega’s minimal efforts and low disc counts, while at IGN in 1998, I was sent a final reviewable “burn” of the game without labels, instructions or a game box.) In 1998, depending on the title, selling a few hundred thousand units was considered a success. Panzer Dragoon Saga, with its paultry 30,000 units shipped, was never given a chance.

Despite its popularity among the lucky hardcore fans who had the chance to play it, the game’s low sales numbers haven’t convinced the powers at GameTap that Panzer Dragoon Saga is worth the effort.

Yet.

Businesses like GameTap listen to their audience. According to Sorrow, GameTap wants to hear gamers’ interest in the possibility of publishing Panzer Dragoon Saga.

Want to see Panzer Dragoon Saga live again? Tell GameTap about it. Send your letters to sene@gametap.com.

14 Comments

Filed under Video Games

The Pros Weigh in on Madden: Steve Chiang

In light of sports commentator John Madden’s retirement from the booth, coupled with the summer release of Madden NFL 10, a sudden overwhelming feeling made me stop and think: Which Madden rules over the rest?

In conjunction with the cover story, The Best of Madden, I’ve included individual interviews with each of the pros. I asked each pro the same set of questions: Which is the best Madden? Which version made the biggest strides? Which ones were the best graphical leaps? Which were the worst Maddens? Was there an “a-ha” moment for you? What is your favorite Visual Concepts football game?

Steve Chiang, image courtesy of Jim Carchidi

Steve Chiang, image courtesy of Jim Carchidi

Here is the full interview with Steve Chiang, Senior Vice President & Group GM – EA Tiburon.

Doug Perry: Starting in 1989 on the Apple II, the Madden series has drastically evolved as one of the longest-lasting video game series in the industry’s history. What were a few of the most impressive gameplay advancements you’ve experienced in the series?

Steve Chiang: I’ve experienced a lot of advancements.  Dating all the way back to Madden Genesis the isometric view and the passing windows were big.  On the flip side, when we got rid of the passing windows and allowed you to throw to all 5 eligible receivers, that was a big deal.  In the PlayStation/Saturn/N64 era, Franchise Mode was a big one, and hot routes were pretty cool.  Picking one thing about gameplay is tough, football is a complicated sport and it’s hard to get just right.

Doug: What were a few of the most memorable graphic improvements?

Steve: By far the jump from PlayStation/Saturn to Madden NFL 2001 on the PS2.  That was a launch PS2 title, and it was beautiful, we went from 300 poly players to ~2500, 60 fps, and re-wrote the whole animation system.  This generation is beginning with Madden NFL 09 was really the next big leap, and 10 just gets better.  Going old school, we added the NFL license in Madden NFL 94, that really added a level of authenticity.

Doug: Which iteration, in your opinion, is the best overall game in the series? Why? List the year and the platform.

Steve: Excluding current PS3/Xbox 360/Wii, Madden NFL 2004 for the PS2 with Michael Vick on the cover was a great one.  We had an awesome feature set with Playmaker control, Owner Mode, and things like the EA SPORTS Bio, which was an EA SPORTS version of the Xbox 360 achievement system… we tracked achievements for all of your EA SPORTS titles.

Doug: Create a top five list of Madden games, including the year and system.

1. Madden NFL 2004 – PS2

2. Madden NFL 2001 – PS2 (took the franchise to the next level)

3. Madden NFL ‘96 – SNES (first football game made by Tiburon)

4. Madden NFL ‘97 – PS (first 32 bit football game, and when Tiburon took over future versions of the game)

5. Madden NFL ‘99 (first version  with Franchise mode)

Doug: Which Madden version was the worst one you’ve played? Why? Make sure to include the platform.

Steve: Declined to answer.

What was your first “a-ha!” moment with Madden? (In other words, what was the experience that hooked you on the series?)

Steve: Running back kick offs in the Super NES days.  When we first started developing the game (prior to Tiburon), we’d change some code, run the game and return the kick off… it became the “mini-game” of choice, before seeing if the code changes worked.

Doug Perry: Is there anything else you’d like to add to this Madden story?

Steve: I would like to dispel the notion that sports games are roster upgrades and lack innovation.  I’ve been a part of or witnessed teams and what they go through to innovate year after year.  Some hit, some don’t, but that’s the nature of innovation.  I think when you map out the year over year innovation, I would put the Madden NFL franchise against any title.  It’s a testament to the great people who have worked on the franchise over the years.  Thanks to everyone who has contributed to Madden NFL over the years and thanks to the fans.

1 Comment

Filed under Sports, Video Games

Looking Back at 1998: Nintendo’s Fall, Part 2

mariocrackedimage_1What happened after N64’s launch? What happened with third-part support? What ultimately happened to the Nintendo 64?

——————————————-

With the wildly successful Nintendo DS and Wii hitting record sales month after month, Nintendo looks like a million bucks. All of Nintendo’s well calculated strategies and inventive risks look like–and may very well be–genius.

Going against the grain of more sophisticated machines such as the Xbox 360 and PlayStation 3, in 2006 Nintendo launched the Wii, a console less powerful than the original Xbox, accompanied by an un-tried game controller that smacked of trickery, and a name that sounded so close to urine that it made everyone over 10 years of age giggle.

But it wasn’t always that way.

“Looking Back at 1998: Nintendo’s Fall, Part 2” is the second part of a series originally published on Edge-Online.com.

——————————————

“Something is Wrong with Nintendo 64”

In the May 1997 issue of Next Generation (number 29, Volume 3), eight months after Nintendo’s successful launch with only two games, Next Generation magazine took a hard look at Nintendo’s system with the headline, “Something is Wrong with Nintendo 64,” followed by the subhead, “There simply aren’t enough quality games. But is there hope? Revealed: The 70 new games that will make or break N64.”

next_gen_thenandnow_1

Next Gen compares the the Super NES launch titles to the Nintendo 64 launch titles. Super Mario World Vs Super Mario 64; PilotWings versus PilotWings 64; F-Zero versus Wave Race 64; and Actraiser versus Shadows of the Empire.

Those words were tough for Nintendo fans to face, but the cover image was even more jarring. It was illustrated with a picture of Mario’s face beneath a cracked plate of glass, splintering Mario’s smiling face into shards.

The basic premise of Next Generation’s feature article was Nintendo had promised “quality” ahead of “quantity,” but didn’t support that strategy with enough quality games. Additionally, the magazine wrote that the games that had arrived were:

1) “Out of date” (Doom 64, Cruis’n USA, NBA Hangtime, and Killer Instinct Gold among them).

2) “Too safe” (see previous list).

3) “And had all the flaws of cartridge-based games” (the lack of storage produced redundant textures, little to no FMV, and significant audio limitations).

4) NG also claimed that while Nintendo made a big deal about the power of 64-bit games over 32-bit games, “outside of Super Mario 64 and Wave Race 64, that extra power hadn’t meant squat to the quality of games. “

5) Finally, Next Generation claimed that there was “no third-party support.”

After two years of working at Next Generation, I headed up the first IGN site, N64.com, which launched in August 1996. The publisher of Next Generation Jonathan Simpson-Bint had given me the option to work on any of the IGN sites, and I had originally picked SaturnWorld.com. After some reflection, I decided to run the N64 site instead, shifting newly hired editor, Jeff Chen, to the Saturn site.

turok_boxartAs the new editor at N64.com, I was conflicted. I took issue with Next Generation. Mainly, I disagreed with Next Generation’s review scores. The magazine had only given two Nintendo 64 games, Super Mario 64 and PilotWings 64, five out of five stars. Everything else was ravaged. Wave Race 64 received three stars? Wave Race 64 remains a brilliant piece of technology and gameplay even today. Despite a slew of jet ski games ushered out on PS2, none have been as good as Wave Race. Even the sequel Wave Race: Blue Storm wasn’t better the original. Turok: Dinosaur Hunter received only three stars? Didn’t that game have the coolest set of weapons ever? Even Mario Kart 64 received three stars.

The conflict, however, was that even if I didn’t agree with Next Generation on a game-by-game basis, I agreed with Next Generation’s premise on the whole. On the whole, third-party games were lackluster, old, and safe. It wasn’t until one-plus year after launch that EA started supporting N64. And the 64-bit console’s power wasn’t vastly ahead of the competition, by any means.

cruisnexotica_cartAll of my issues aside, the magazine’s criticisms pointed out N64’s biggest flaw: the cartridge model was already a thing of the past.

The Medium Is the Message

“Numerous motivational factors explain why the third-part lineup thus far excels only in predictability,” reads Next Generation number 29, Volume 3. “One reason is directly linked to the Nintendo 64 business model which takes away a great deal of the profit potential for a third-party developer. Used to paying approximately $15 per disc for PlayStation, Saturn, and PC games, gamers pay about $35 for Nintendo cartridges and publishers must consider this carefully when planning games for the system.”

“‘From an inventory risk standpoint, we prefer working on CD platforms,’ admits Virgin Games’s Neil Young (in NG 29), which is part of the reason why Virgin is only developing one Nintendo 64 product as opposed to a number of games for competing CD-ROM systems. The bottom line is that when third parties have to pay Nintendo $35 up front for all the games they want to make, it requires a huge financial gamble.”

next_gen_indevelopment_1

What happened to Battle Sport II and Contra 64? Why did we get Clay Fighter 63 1/3 and Dark Rift instead?

As we now know, Sony’s PlayStation usurped Nintendo as the market leader partially by wooing developers off Nintendo’s cartridge-based ideology. Developers and publishers alike were attracted to the possibilities of the CD-ROM, which provided more storage versus Nintendo’s cartridge storage capabilities, not to mention more flexible, less risky production scheduling. Publishers could store more video, art, and texture work required in the emerging 3D world of gaming on a CD than on a cartridge. And Nintendo’s rejection of the new technology (or at the very least misinterpretation of its power) played a major role in its stumble from the top.

Equally important to publishers were the economic issues involved with cartridges. There was no doubt in the mind of any smart executive that Nintendo would continue to be successful. Nobody had misgivings about the strength, brilliance, or popularity of Nintendo’s first-party games. Those would come and they would be great. Potentially they would open up sales, markets, and opportunities for third parties as well. Potentially.

next_gen_indevelopment_2

How fun was Virgin's Freak Boy--a character that could turn into any weapon, instead of carrying it? And what is this, Ubisoft? Ed?

But the cartridge business all of a sudden looked riskier and far more expensive in comparison to the CD-ROM business. With cartridges–essentially individual chip sets plugged into the console–publishers had to guess how many cartridges to make in advance of the game’s release.

As many publishers had experienced with the NES and Super NES, guessing wrong on precise numbers (500,000 versus 900,000 units, for instance) could backfire in at least two ways. If they guessed short, they would have to queue up again to make more and potentially wait behind other publishers waiting to have their cartridges manufactured–and potentially lose sales during the waiting time. Publishers could miss the Christmas rush entirely if they guessed wrong.

next_gen_indevelopment_3

Kirby Bowl transforms into Kirby's Air Ride. And of course, there is Mah Jong Master, wihch always threatened to arrive...

But if publishers guessed long and ordered too many, and customers didn’t buy as many as they had estimated, they would be stuck with extra, expensive cartridges. You always hear the real-life moral tale of Atari’s ET cartridges buried somewhere in the desert, but there is truth in that tale for all cartridge-based publishers. What do you do with thousands of pre-ordered cartridges that don’t sell? You could take Braid designer Jonathan Blow’s advice–to start at point zero and make a good game–but that’s easier said than done.

The PlayStation also touted 3D games with a hardware engine designed to create polygons and texture maps, not sprites. The Saturn, for instance, was a great sprite generating machine, and while the Nintendo 64 had serious power at the time, its storage and RAM limitations hampered the expanding demands gamers and developers were placing on better graphics and sound.

“[With CD-ROMs] publishers could provide more content without paying gigantic prices for memory,” explained Mike Mika, currently head of development at Other Ocean, and then soon-to-be associate editor at Next Generation. “No matter what size your game was, it was still just a single fixed cost. For Nintendo, you had a variety of cartridge sizes that became cost prohibitive very quickly. So you saw a lot of developers and publishers move to some exclusivity on PlayStation.”

Next Generation’s final argument in issue 29 crystallized the problem.

next_gen_indevelopment_4

F-Zero, Zelda, and SIlicon Valley made it to N64, and all in great shape.

“Many software publishers are still smarting from huge losses on unsold cartridge games at the end of the 16-bit era, and the last thing they want to do is take another financial bath. So this means that no one wants to take any chances. Third parties will release only the safest, sure-fire winners for N64. And this, (when cemented by Nintendo’s demands for exclusivity which removes any profits from other versions) means tried-and-trusted no-brainer game recipes, big licenses, coin-op conversions–and a resounding ‘snore’ from experienced gamers.”

squaresoft_logoSquare and the Third Party Problem

Squaresoft and Enix were two of the biggest RPG-making companies in Japan. On all visible fronts, both looked like staunch Nintendo supporters with Final Fantasy and Dragon Quest having sold millions of copies in Japan, Europe, and North America on Nintendo’s previous systems.

While Square and Enix originally had stated they would support Nintendo’s system, in retrospect those statements proved differently. It was more than significant to see Square and Enix embrace the PlayStation and then quietly and politely distance themselves from Nintendo’s N64.

The biggest example was when Squaresoft’s Final Fantasy VII arrived on PlayStation in 1997. Sony Computer Entertainment America, which published the game in the U.S., proved its knack for marketing by positioning Final Fantasy VII as an action game in its TV commercials. The game, however, was anything but. Final Fantasy VII was a vast turn-based RPG with what seemed like hours of animated CG cutscenes. At the time, Squaresoft’s RPG was a remarkable visually stunning, and epic game. It sold millions of copies on PlayStation. If you were system agnostic, you bought your PlayStation and you were too were delighted. But to any Nintendo purist, Square’s FFVII on PlayStation felt like betrayal. ffvii_boxart


“The move by Square to CDs was very significant,” said Chris Charla, currently the VP of business development at Foundation 9 Entertainment, and former Editor-in-Chief of Next Generation Magazine. “First, it gave us a hint that Sony’s system might have some staying power… Seriously, it was really the ultimate seal of approval for optical media in games, and of course it marked a shift by third parties towards PlayStation as the system of choice.”

“It really made people understand what CD offered over cartridge,” added Mika. “There was no way that Nintendo could compete with the imagery and animation that Square put into Final Fantasy VII. People who were just starting to wake up to the next generation of gaming would look at FFVII and Zelda and see that FFVII was just simply a higher impact visually. It was in effect the better ‘book cover.’ And as far as marketing goes, that’s what you need to win people over. It looked better in commercials, screenshots, etc. Its brilliant use of FMV combined with real-time 3D was stunning.”

Brilliance and the Slow Decline

In winter 1997, early hardware and software sales figures indicated that despite Nintendo’s late entry into the marketplace with the Nintendo 64 (Nintendo switched the name from Ultra 64 many months after the Shoshinkai Exposition), the Redmond, Washington-based company had come out fighting.

According to TRST data (The Toy Retail Tracking System), an independent tracker of software sales, six of the 1996 holiday season’s best selling titles were Nintendo 64 titles. Those games included the season’s number one selling game, Super Mario 64, Star Wars Shadows of the Empire (#3), Killer Instinct Gold (#5), Cruis’n USA (#6), Wave Race 64 (#8), and Mortal Kombat Trilogy (#9). Super NES games Donkey Kong Country 2 and Donkey Kong Country 3 also made the top 10, leaving one Saturn and one PlayStation game in the top 10.

As Nintendo’s system built momentum, there were some key third-party titles: Konami’s International Superstar Soccer (AKA Pro Evolution or Winning 11), Midway’s Top Gear Rally, and a few others. Several elements kept N64 relatively close in the market race, but third-party support and consistent quality games were rarely part of the equation.

goldeneye007Second-party developer Rare, however, emerged into a powerhouse force during the N64 years. Best known for early hits Battletoads and Jetpac, and Super NES hits Donkey Kong Country 2 and 3, Rare hit its stride with N64, producing creative hits such as Blast Corps, breaking movie-game stereotypes with the first genuinely good console first-person shooter, GoldenEye 007, and producing clutch games such as Diddy Kong Racing for the otherwise empty Christmas holiday of 1997. Additional Rare hits included Donkey Kong 64, Jet Force Gemini, Perfect Dark, and what many critics consider Rare’s best game, Conker’s Bad Fur Day.

next_gen_indevelopment_5

Ocean didn't want us to reveal that Mission Impossible's lead character had a face that merged John Travolta's and Tom Cruise's, due to Cruise's refusal to use his likeness in the game.

The supreme irony of Nintendo 64’s decline in sales and support was that Shigeru Miyamoto’s most transforming, innovative, and visionary work was done on N64. Today, Super Mario 64 remains one of the greatest games ever because of Miyamoto’s ability to successfully bring Nintendo’s flagship franchise into the 3D realm while remaining true to the original. In Mario 64, Miyamoto addressed and, in most cases, solved the difficulty that plagued many developers years after–the 3D camera.

zeldaocarinaoftime1

Zelda shows us what it means to target with a Z.

The Legend of Zelda: Ocarina of Time was even more visionary. Aside from introducing key innovative mechanics (which are staples in game mechanics today) such as Z-targeting (some might argue this same technique was simultaneously introduced in Legacy of Kain: Soul Reaver), and contact sensitive actions, Ocarina of Time evolved story-telling techniques by jumping in time and portraying Link as both a young and grown character. The time-jumping technique also delivered real consequences to earlier actions made in the game. Other clever innovations involved the use of the ocarina. The ocarina had an extraordinary emotional effect on players who had to memorize tunes, which then cast magic on characters and items, enabling Link to progress.

Next Generation called Legend of Zelda: Ocarina of Time the “game of the century,”‘ under Charla’s editorial direction. Future’s sister publication in England, Edge, in 2007 reported Ocarina of Time as the “best game of all time,” according to its reader poll.

64dd_image

The 64DD did arrive, but in limited supply.

But even Nintendo had problems with how to deliver The Legend of Zelda: Ocarina of Time to its cartridge system. The Bulky Drive, later known as the 64DD, was originally planned as the defacto peripheral on which the game would arrive. But the 64DD (1999) arrived after Ocarina of Time (1998), and never took off. Nintendo, instead, doubled the size of its cartridge to 32 MBs and fit Zelda onto it, the biggest cartridge Nintendo had ever created.

Well before Nintendo 64’s five-year cycle had come to a close, the Nintendo 64, despite an impressive start and significant first- and second party games peppering its lifespan, continued to lose significant market share to Sony while third-party support dropped precipitously. By 1999, when the Dreamcast shipped, even companies like Midway and Acclaim, original members of the “Dream Team,” stopped supporting N64.

Sony’s win with the PlayStation was due to a combination of factors. First, Sony bet on the right storage medium. Equally important, however, was that Sony had earned market leadership by wooing and grooming third-party publishers who created a massive library of games that reached into all genres and sub-genres. It created its own first- and second-party hits such as Gran Turismo, Crash Bandicoot, Spyro the Dragon, Twisted Metal, JetMoto, and NFL GameDay, to name just a few. But one could question that if Nintendo, despite all its creative strides in software, had picked a different, better technology, the 32-bit generation console wars would have emerged much differently.

next_gen_indevelopment_6

Yuke Yuke Troublemakers was a weird a wonderful game, just like all of Treasure's game.

next_gen_backpage

How would Nintendo take these lessons and apply them to its next system, the GameCube? And how would Nintendo build upon Rare’s second-party strategy? And how would technology ultimately be the issue that Nintendo would tackle in a totally unique way? Look for part 3 of “Looking Back: Nintendo’s Fall” soon.

18 Comments

Filed under Tech, Video Games