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  • FMV Heaven: Panzer Dragoon's Opening Theatrics

    As far as I'm concerned, nobody has the right to laugh at you if you picked the Sega Saturn as your horse in the 32-bit console race. The Saturn was home to Panzer Dragoon, a series that wholly deserves to be thriving today. Unfortunately, even the memory of Sega's dragon-shooter is filmy; though game nostalgia is big business, Panzer Dragoon games have not haunted us beyond a weak attempt here and there, and we're sadder for it.

    3D games in the 32/64-bit era tended to be afflicted with the Uglies. It was an awkward, transitional phase for gaming that was worsened by developers who fought against console limitations instead of working with them.

    Panzer Dragoon worked with the Saturn's limitations. The shooter's visuals might not be as impressive as they once were, but there's no mistaking the care taken with the art direction, especially in the opening cutscene (thanks in part to creative contributions made by French artist Moebius, whose Arzach comic series served as the main inspiration for Panzer Dragoon's arid, rocky world).

    The game's opening cinema doesn't burden the player with much in the way of text beyond a brief summary of events. Despite the brevity and the relative blandness of the character models (intentionally dull colours, low polygon count and textures, jerky movements), the hostility and danger of the environment is conveyed perfectly. Early in the cinema, a friend of the hero's is picked off by a scuttling crustacean with a large stinger. The hero chases the sand-crab into some ruins, where it's quickly preyed upon by a much bigger, even deadlier shelled beast. But within seconds, that monster is slain in the crossfire of a dragon fight, which is merely one far-reaching tentacle of a world-consuming war.

    “No,” Panzer Dragoon says to the player, “the world you're about to explore is not pro-human.”

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  • The All New Retro: Bust-a-Groove and Low-Poly Love



    I won’t deny it. My gaming tastes are a little unusual. Take my emulation aversion. Does a normal person spend months and months tracking down a rare and expensive cheat device so they can play an imported SNES game when they could download a ROM and SNES emulator in about ten seconds? No. This is not how a normal person behaves. As I slowly morph into something approximating an adult, I’ve been noticing another strange predilection in my gaming brain: a love of low-polygon graphics.

    Some games do not age with grace. Their mechanics, and especially their graphics, develop the distinct taste of vinegar when they used to be wine just five years before. Yet the games of the 32- and 64-bit era, games that I thought were repulsive even at the time, are starting to take on a strange allure.

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  • Miami Law: Welcome Back Victor Ireland of Working Designs

    Somehow I missed Victor Ireland’s re-emergence last December. I shouldn’t be too surprised. It might be big news to me, but the return of a niche industry icon best remembered by a handful of geeks for his American localizations of niche videogames ten years ago isn’t exactly Edge Online headline news material. It’s sidebar at best.

    For everyone reading who doesn’t smile when they hear the word Alundra, here’s the score. Victor Ireland co-founded Working Designs. After opening in 1986, Working Designs was one of the only publishers in the Western world devoted to localizing strange Japanese games, particularly those JRPG things we enjoy so much here at 61FPS. Working Designs translations tended to be a bit strange, littered with juvenile humor and American pop culture references. They serviced a very small audience; not only were they putting out games in an unpopular genre, they had a habit of releasing them for doomed consoles like the Turbo-Grafx 16, Turbo CD, Sega CD, and Sega Saturn.

    Working Design’s golden age was when they started releasing Playstation games at the end of the 1990s.

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  • Screen Test: Oboro Muramasa



    NTBUMMYAB*, I was one of those goons who spent the late ‘90s ogling issues of Gamefan like they were hardcore pornography. Dave Halverson’s unhinged hyperbole describing the latest 2D treasure (typically made by Treasure) to hit the Japanese Sega Saturn was intoxicating, and the sprite art for these games was downright titillating. These were games that I would never get to play, unattainable ideals perpetually out of reach, a full continent, ocean, and language away from me.

    What? Yes, I had a girlfriend at the time. She was real.

    Anyway, I eventually did get to play many of the games I lusted after, though one of them I’ve never been able to fully enjoy. Vanillaware’s Princess Crown was and still is a sight to behold, its giant, graceful sprites one of gaming’s finest hand drawn achievements. Even though I’ve played it a number of times, I still have no clue what the story is about since it’s never received an English translation (and never will, since the code’s been lost.) Fortunately, Vanillaware has re-emerged in the past two years and their most recent games, Princess Crown’s pseudo-sequel Odin Sphere and SRPG GrimGrimoire, are just as beautiful as their forebear and fully available in the one language I’ve managed to partially learn. Their next sidescrolling tour-de-force, Oboro Muramasa for Wii, well, it doesn’t even look real. Look at these screens? This is like some kind of ridiculous fever dream about what 2D games might look like in the awesome-future.

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  • What'd I Miss? Panzer Dragoon

    Despite appearances, the console wars today just aren't as fierce as the days when we knocked out each other's teeth arguing for the Super Nintendo against the Genesis. The transition to the 64/32-bit era was especially fierce, with Nintendo boasting about the benefits of cartridges over CDs (and convincing idiots like me) while Sega thought it had nothing to fear from a young stallion named the Sony Playstation.

    In the end, I got a Nintendo 64. When I couldn't resist the pull of Mega Man anime cut scenes any longer, I got a Playstation. By that time, the Sega Saturn was grabbing its chest and gasping for air and we all looked up from our copies of Final Fantasy VII just long enough to laugh at its suffering. Being something of a Nintendo fangirl during the Hedgehog-Plumber wars, I thought, "Ha ha, Sega. I never needed your stinky games anyway."

    Except for Panzer Dragoon. I needed that one very badly.

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  • about the blogger

    John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

    Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Nerve, Pitchfork and MoCCA, among others.

    Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

    Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

    Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

    Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

    Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

    Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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