Tag Archives: Sega

The Yakuza games are not beat ’em ups, and never have been

I’ve been playing a lot of Yakuza Zero recently. Having been a fan of the series since its original PS2 incarnations, but also being very, very behind on it, I figured it was time I started playing through the whole shebang — starting with one of its most well-liked installments.

And while I feel like people have a much better handle on what Yakuza really is these days thanks to it successfully moving into a more “mainstream” space than on its earlier releases, there are still some fundamental misunderstandings that seem to persist to this day.

Yakuza: Like A Dragon, the entry that bridged the gap between the western and eastern names of the series (and which marked the last time the Yakuza title would be used) certainly helped address some of these things through its fundamental changes to the core game formula, but looking back on reviews and other articles about Yakuza Zero, there are definitely some people labouring under some significant misapprehensions. Most notably, the assumption that Yakuza games are “beat ’em ups”.

Yakuza games are not beat ’em ups. And they never have been. Let’s look at why.

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Super Hang-On and its two very different ways to play

I must confess, I never played Hang-On or Super Hang-On a great deal back in the day; I always found motorcycles a little less interesting than cars, and the games always struck me as “the Sega racers that weren’t quite as good as OutRun”.

I recently picked up Super Hang-On for Mega Drive, though, and after an evening of playing pretty solidly, it was hard not to come to the conclusion that I’ve been missing out for all these years.

This is an excellent 16-bit racer, particularly in its home console incarnation, and I’m very glad I’ve finally added it to my collection.

Continue reading Super Hang-On and its two very different ways to play

Two Point Campus and the management sim as imaginative play

I am, as I have spoken about numerous times previously, not good at strategy games with a competitive component. But I have always enjoyed a distinct offshoot of the strategic genre: the management sim, in which you tend to mostly be competing against “yourself”.

Ever since I first played SimCity on Super NES — a game that I wasn’t sure I’d enjoy when I first got it for Christmas as a kid, but which I ended up loving — I’ve found great value from games where you get to “play God” to varying degrees, having the opportunity to express your creativity within the constraints of a set of game mechanics.

And the latest of these I’ve found myself having fun with is Sega’s Two Point Campus, the follow-up to their successful riff on Bullfrog’s Theme Hospital, Two Point Hospital.

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Castle of Illusion and the value of simple, short-form games

For those following the ongoing saga of my gaming schedule, yesterday saw me break said schedule to go to Ikea with my wife.

I bought a new chair to go in my study, which contains all my retro consoles and computers, because I came to the conclusion that the “gamer chair” I picked up a while back (actually, my workplace at the time paid for it as part of working from home arrangements) actually wasn’t all that comfortable. And thus, given my renewed desire to enjoy my retro consoles, I thought it worthwhile to have something comfortable to sit on.

Naturally, having acquired a new chair in which to enjoy retro gaming action, it made sense to enjoy the remainder of the evening sitting in said chair enjoying retro gaming action. And I am happy to confirm that it is indeed very comfortable. So I call that a win. I also had a thoroughly pleasant couple of hours playing Castle of Illusion Starring Mickey Mouse on the Mega Drive in my new chair, so I also call that a win.

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Atari A to Z: Up’n Down

Up’n Down is not an arcade game I’m especially familiar with — and I’ve also learned it’s one that people often get confused with Data East’s Bump ‘n Jump, for reasons that are probably obvious.

The Atari 8-bit version here is not a bad port at all — though it does suffer from a few glaring technical issues that make it a little tricky to truly enjoy at times.

Check it out in the video below, and don’t forget to subscribe on YouTube for more!

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Retro Select: After Burner

After we covered the Atari ST version of After Burner a little while back, a few people reached out to me and told me to take a look at the PC Engine version. So I did.

Good Lord, that version leaves the ST version in the absolute dust. And on a platform with an 8-bit processor to boot. Turns out there was at least one platform out there of producing a thoroughly respectable version of After Burner that was almost as good as the arcade version… apart from the “canyon” level, but we can probably forgive that.

Check it out in the video below, and don’t forget to subscribe on YouTube for more!

Atari ST A to Z: After Burner

Back in the day, we all knew that home ports of the most impressive arcade games were never going to match up to playing on original hardware. But we took what we could get.

Such was the case with Argonaut Software’s port of Sega’s After Burner to Atari ST. It, of course, pales in comparison to the arcade version — but when you didn’t have ready access to that arcade version, I can attest that you would absolutely find a way to be happy with this!

Check it out in the video below, and don’t forget to subscribe on YouTube for more!

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Retro Select: Beijing 2008

It’s the Olympics! Given that the Tokyo 2020 Olympics are… somewhat lacking in atmosphere due to understandable circumstances, let’s take a look back at an Olympic games where there were actually people watching.

Eurocom’s Beijing 2008, published by Sega, is an excellent multisports game with a surprisingly substantial offering for the solo player. There’s a ton of variety, there’s character progression and there’s some solid TV-style presentation. If you’re after a fun Olympics game for an older platform, this is well worth your time.

Check it out in the video below, and don’t forget to subscribe on YouTube for more!

short;Play: Tokyo Highway Challenge

Tokyo Highway Challenge for Dreamcast is an interesting game, as we’ve previously talked about. On paper, it sounds like it should be really boring — all you do is race around the same stretch of Tokyo highway night after night after night — but in practice, it’s a really enjoyable and interesting twist on the racer genre.

At least part of this is due to its unusual race structure, which takes some cues from fighting games, of all things. Rather than simply beating your opponent to a set destination, you need to defeat them by emptying their “Speed Points” bar. You achieve this by staying in front of them and, essentially, proving your superiority at this whole racing thing.

Check it out in the video below, and don’t forget to subscribe on YouTube for more!

Atari A to Z: Loco

Pardon me, boy, is that Sega’s Super Locomotive? Why no, good sir, it’s Alligata Software’s Loco, a gratuitous “homage” to Super Locomotive which creator Antony Crowther got away with thanks to Super Locomotive’s relatively unknown status!

Loco is an interesting concept for a game; you’re driving a steam locomotive down never-ending tracks, fending off attacks from small aeroplanes and inconveniently placed handcars that have been carelessly discarded around the railway network. You’ll never get where you’re supposedly going — this is an arcade-style game through and through — but in games like this it’s all about the journey, not the destination.

Check it out in the video below, and don’t forget to subscribe on YouTube for more!

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