Reviewed
11.10.2005
Publisher
Sega
Developer
AM2
Format
1x
CD
Origin
Import/Domestic
Available
Jul.
14, 1995 (Japan)
Sep.1995
(USA)
Oct.
27, 1995 (EUR)
Exclusive
Yes
Difficulty
Adjustable
Dimensions
3D
View
Side
Genre
Arcade/Vs.
Fighting
Player(s)
1-2
Options
Arcade
Stick
Backup
17
Requires
n/a
Importable
100% |
Intro |
> It's no secret that the Saturn was rushed to market in
Japan mere weeks before the initial launch of Sony's Playstation
packaged with a very rushed conversion of Virtua Fighter
which was a very popular "dated" flat-shaded polygon-based arcade game
in Japan at the time (and the very first fighting game to experiment with
3D graphics). Sega of Japan was so terrified of the Playstation
seizing the market at the time that the people there felt they were left
with no other choice. Big mistake IMO; they could have afforded to wait
in order to deliver more polished launch titles (and perhaps an even more
powerful Saturn). With such a popular arcade game on Sega's
side, there was no need to be so hasty if its home debut was so long-awaited.
Daytona
USA also suffered at the hands of an impossibly short development
time for this console with dual processors that the industry just wasn't
ready for yet. So... to make amends for the (graphically) under-achieving
original Saturn conversion of VF, Sega decided
to give this flagship Saturn title a colorful makeover. *This*
is the version of Virtua Fighter that *should* have been
launched with the Saturn in America and Europe, since it
holds its own against Tekken and Toshinden,
two sleek Playstation launch titles, when set side-by-side.
Had Sega releasd VF Remix and an improved Daytona
USA (with reduced draw-in, a smoother frame rate and a sharper
appearance), it would have made a world of difference in the Saturn's
market share. Rushing the Saturn out in Japan was one thing;
expecting the same trick to work twice outside of Japan with hardly any
killer launch titles (against Sega of America president Tom
Kalinski's advice who wanted more time to prepare better launch
titles to give the Saturn a fighting chance) was another
when facing much sleeker competition. In fact, it was a disaster waiting
to happen. However, kudos to Sega of America for doing the
right thing (for once) by giving this game away to registered American
Saturn
owners. |
Graphics |
> Good. The flat-shaded polygons of the original game have disappeared
to be replaced (or in other words, mapped) with vibrant, colorful textures.
These rainbow-like textures bear all the hallmarks of a true Sega
game (Dragon Force and Skies
of Arcadia with their rich colors are two more fine examples
of games that scream Sega quality). The arenas, and now texture-mapped
character models (replacing the blocky flat-shaded models of before) are
sharper and less-jagged than before (thanks to) running in the Saturn's
medium 640 * 224 resolution (if I'm not mistaken) with all the life-like
movement animations of the original. The frame rate doesn't go higher than
30 FPS, but neither did the original. There's no blatant texture tears
or unseemly draw-in now either that might drive you to distraction. Also,
instead of flat-shaded polygonal faces shown in the character select screen,
Sega
replaced them with very colorfully stylish anime portraits. Even if the
new texture-mapped models are still somewhat blocky in the main game, how
can I not be impressed? Overall, Sega did an excellent job
in redeeming the mistake of not bringing the best possible version of this
game to the Saturn the first time. |
Control |
> This area of the game is more or less exactly the same as the first game,
so I have no cause to complain. The game has a simple to learn punch, kick,
block interface that has more depth than it would first appear on the surface
(this also makes the game highly importable from Japan too). A wide range
of different combination attacks of punches, kicks on top of grapple throws
(and the ability to pounce on downed opponents) are available to anyone
prepared to delve deeper into the game. You must either knock an opponent
out of the ring or simply knock them out (by reducing their health meter
at the top of the screen to zero before time runs out if there's a timer
on) to clear your path to victory. Jacky Bryant who specializes
in Jet Kun Do (the martial arts Bruce Lee pioneered
whose strength comes from sheer speed far ahead of raw physical strength)
is easily my favorite character, as he is simple to learn yet difficult
to master with impressive round-house kicks, in addition to a vici
ous
back-flip kick (a back-flip followed by a back-flip kick was always a fulfilling
combo to execute in this series with good timing). And of course, what
Sega
AM2 fighting game would be truly complete without at least one
ninja? Kage's kick-throw, throwing an opponent high into
the air, and Sarah Bryant's triple kick (three quick kicks
in a row up the height of the body) were always moves that made me grow
fond of the arcade game. 8 main characters and 1 hidden robotic boss character
all with 700+ moves between them are waiting to be mastered. Want to play
with a friend? Be my guest. |
Sound |
> This area is more or less exactly the same as the original game again.
Sound effects are still clear enough for you to take notice. The impact
sounds of kicks and punches hitting combatants sound exaggerated and the
music thankfully doesn't bore you to death. The English commentator's voice
is naturally (for an arcade game) loud and exuberant in a not-so-serious
manner. The character select screen music is by far my favorite with nicely
increasingly dramatic beats to it. |
Fun |
> Quite simply put, VF Remix is the same game as VF
only with a graphical upgrade ("...all the glitches from the original have
been taken out, plus texture mapping has been added to the characters,
and the graphics on the fighter select screen have been given the anime
treatment."). I like to think of it as a nice coat of polish. Collision
detection feels slightly tweaked to me as well, though, even if the pace
of the game isn't up to speed with its deeper sequels. There are no fireballs
and no weapons of any kind, yet the patented VF combat system
(later used in Yu Suzuki's own Shenmue
which surprisingly began life on the Saturn) is still as
fun as ever. Too bad very few people outside of Japan took to it. The game
focuses less on storytelling than other fighters and much more on fighting
itself (without even a semblance of storyline), making it less intriguing
to gamers who want to empathize with any of the characters. Giving the
series a much darker look as we see in VF4 and the forthcoming
VF5
may be the bait it needs to draw people in, while the deep combat system
will hopefully keep fighting fan(atic)s hooked for a long time to come.
> When in the right hands, the Saturn was more than a match
for the Playstation. Let's not pretend otherwise just because
it's more convenient to attribute the Saturn's downfall to
a lack of raw power. Dead or Alive
on the Saturn is far more technically impressive than the
Playstation
version that came out *later* believe it or not. The Saturn
was designed to use quadrangular polygons and although these quads could
fill more space than the Playstation's triangular polygons
(so matching polygon counts wasn't a problem), the latter (triangles) were
far easier to manipulate than the former (quads). Personally, I think the
fatal mistake Sega made here was launching a console with
dual processors hardly anyone understood (even developers at Sega).
Sega of Japan didn't exactly help matters by choosing to
build the Saturn out of on-the-shelf parts instead of state-of-the-art
hardware, which Kalinski had recommended hiring Silicon
Graphics to build around a simpler to understand single chip precessor.
Not even veteran third party developers like Capcom could
figure out how to co-ordinate/sync the Saturn's dual processors
properly to muster the best possible performance out of them (parallel
processing on a hardware level). The end result was that many
Saturn
third party developers only harnessed one out of the two Saturn
twin processors... which was a shame to say the least. Good graphics engines
(which Sega should have provided) were scarce, good third
party developers not taking bribes from Sony for exclusive
support were scarcer, and anyone who aimed to get the most out of the Saturn
(to the extent we see in the high res.
Athlete Kings/Decathlete)
needed to code in Assembly language when everyone was using C/C++. Who
knows? If it wasn't for that, Sega may still be making consoles
now.
> The Saturn's lack of inbuilt hardware support for 3D transparency
effects was undeniably a killer blow to its chances of success too; an
ugly "net curtain" effect was used where proper transparencies should have
been used instead (Travelers Tales refined it, however, to
what they called "pixie dust", a very fine mist effect in Sonic
R). Also... too few Saturn games used the Saturn's
highest resolution (704 X 480) mode because the Saturn's
processors weren't speedy enough to use it in games with high polygon counts
without compromising frame rates even half the time, so it was only used
in a handful of games like Riglord Saga 2 (one of my own
personal favorites). Of course, Team Andromeda were no strangers
to parallel processing, having worked on arcade boards with dual processors
for years prior to the unveiling of the Saturn. This experience
is evident in the Panzer Dragoon
games as TA crammed in flat 2D planes masquerading as convincing
transparency effects (albeit "pseudo-3D transparencies" rendered "via the
background processor, which can more or less put two properly texture-mapped
translucent perspective correct planes"). Who would have thought that transparent
riverscapes were possible on the "underpowered" "less 3D capable" Saturn?!
> The (often misunderstood) Saturn had wonderful 2D sprite
handling capabilities on top of its decent 3D performance (when in the
right hands as I noted earlier). Some of the Saturn's best
games (tailored specifically for the Saturn hardware) are
in fact those that blend 2D sprites with 3D graphics seamlessly (otherwise
known as "2.5D" games) like Dragon Force, Guardian
Heroes, Grandia and Shining
The Holy Ark. While 32bit 3D graphics have aged terribly to
become an eye-sore, the 2D sprites in Guardian Heroes etc.
still manage to be a sight for sore eyes for the simple reason that they
will never age. I just wish more games had followed in their footsteps
to show the world what the Saturn was truly capable of; these
were the games the Saturn was best equipped to handle IMO.
Sony
lent a helping hand in preventing these games from thriving by attempting
to ban 2D games altogether in order to bring us out of "the dark ages"
and usher in the dawn of the 3D era (something Capcom didn't
appreciate). Way to go Sony! |
Bottom
Line |
> If you're looking for fireballs, look elsewhere. When you put Virtua
Fighter Remix next to Panzer Dragoon (with its reflective
water effects) and Guardian Heroes (with its awesome combination
of detailed, colorful ageless hand-drawn sprites scaling in and out/back
and forth of equally detailed and colorful 3D backdrops), it boggles the
mind to think that the Saturn wasn't considered to be a capable
console in its early life. It had a lot of potential and a lot of that
potential unfortunately went to waste in some Saturn games
(see Panzer Dragoon Saga
or try searching for some screenshots of Shenmue for the
Saturn
to see the Saturn at its peak, pushing the console to its
limits and beyond).
> Unlike the home version of Virtua Fighter 2 for the Saturn,
which was quite a downgrade from the arcade version (don't even try to
deny it) lacking all the fully 3D backgrounds etc., and unlike Fighting
Vipers which went the pure gameplay-over-graphics route by
retaining the 60 frames per second gameplay of the arcade game while sacrificing
much of its detail to include too ambitious caged arenas that paid the
price of low res. visuals and low polygon models (when Sega
could have cut the frame rate in half and doubled the amount of detail
seen on-screen), VF Remix is actually a step up from the
original arcade game I so enjoyed more than a decade ago, so finding a
reasonably-priced copy even today (and the CGI artwork Sega
of Japan released) is money well-spent (don't even bother with the original
Saturn
and 32X conversions, for their stick-figure graphics leave
something to be desired). I lack the words to express how great the hand-drawn
artwork on the front of the Japanese copy's jewel-case is, and the screens
on the back make for a great preview of this game. The European box cover
doesn't do half as good a job at drawing your gaze (why it was changed
here is beyond me). Too bad VF Remix wasn't originally packaged
with the Saturn so as to give a better impression of the
console's potential. |
Ratings |
Overall:
9.0 | Graphics: 9.0 | Control: 9.2 | Sound: 8.9 | Fun: 8.8 |
~
Geoffrey Duke ~
|