Review by
J. M. Vargas
(Reader
Review)
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Back
- Saturn Reviews
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Yuji Naka and his co-workers at Sega's Sonic Team have the
knowledge about what makes a good console videogame. They
gave the company's two most successful platforms, the
16-bit Genesis/Megadrive and the 32-bit Sega Saturn, two of
the best videogames in their respective genre with the
side-scrolling "Sonic the Hedgehog" and the
flying-adventure "NiGHTS... Into Dreams". "Burning
Rangers" is an honorable attempt at originality and
unproven gaming concepts in a sea of mediocre games and
scores of sequels and unoriginal rehashes ("Mortal Kombat
4"? Ughh!), but it is also a game that seeks to get the
absolute most out of whatever secrets the Saturn
architecture has left within its circuits. The resulting
game has impressed the critical gaming press, but has
failed to ignite the charts and sold poorly in both Japan
and the United States; you know life isn't fair when one of
the most technically-impressive and better-looking (well,
sort of!) games for your dying system doesn't sell out in
its limited-release run.
It's the distant future, and the elite Burning Rangers team
of fire-fighters are on constant call to extinguish fires
that trap innocent bystanders in their path. Five members
are in this team, and you can initially control two of
them: 21 year-old Shou Amanabe, and 19 year-old Tillis. Do
well in the game and you might be able to control, via
reward and/or codes, two other members of the unit: 22
year-old Lead Phoenix and 35 year-old Big Landman (older
and wiser of the BR's, and the only black member of the
cast). These four are equipped with fire-blasting guns
that allows them to blast away intense fires, defeat a
random enemy (usually a robot gone haywire) and a
mechanized suit that gives them ample mobility to dash/jump
in all directions and skip the sudden and dangerous
backdraft of fire explosions. Since the game's four/five
levels (I forget :-P) are quite large and you have no map
to guide yourself, the BR's have a Team Navigator that can
guide them through tough obtacles and guide them to
locations of trapped hostages and switches that open sealed
doors; her name is Chris Partn, a 24 year-old expert in
planning and a quick thinker.
What this crew of futuristic rescuers have in common is
that they were all touched and dramatically affected by
fire, which in some cases has taken away a loved one from
the lives of Shou, Tillis, Lead, Big and Chris... their
primary reward (and yours, if you really get into the game)
is the knowledge that they saved human lives and other
families won't suffer through the pain that theirs (the
BR's) went through. A little heavy-handed stuff to keep in
mind (read the manual for individual stories), and I
personally think that character development should be
relegated to RPG's and not be so prominent in an
action-adventure game; regardless, otakus and anime fans
will dig the developed personality of the Burning Rangers
cast of characters big-time. Although nowhere near the
killer app that the hype made the game to be in 1997, "BR"
is a last way for Sega to emphasize that their games aren't
made by committe and lack originality. Quite the contrary.
GRAPHICS / VISUALS: B-
Call it an anime-influenced "Tomb Raider" clone recycling a
modified version of the engine powering Sonic Team's
previous megahit "NiGHTS". Regardless of your level (which
could be an Aquarium or an Outer Space Station with
zero-gravity), the game shares a futuristic artistic design
for both the buildings (cavernous hallways, tube-covered
walls, two-story high reactors, etc.) and the look of the
characters and their futuristic outfits. The game's FMV
cinemas that appear before/during/after you start playing
set the proper storyline and expectations, and are as clean
and dither-free as the best conpression allows. The movies
are all done in anime style, and the characters and
locations in the FMV mirror pretty accurately the in-game
style and feel of the graphics. It's obvious that Sega
sank a trucklaod of Yen for this puppy to have the quality
of the animation it did... shame that the Saturn was being
asked to emulate the clean and linear look of the visuals
in the FMV.
Some machines are pushed so far technically that the game
loses its gameplay charms in the process; the SNES port of
"Street Fighter Alpha 2" (choppy animation messed up the
timing), the PSX version of Eidos' "Deathtrap Dungeon"
(everything!) and Studio 3DO's original "Star Fighter" for
3DO (flying through the heaviest air you've never seen)
come to mind as examples of games that pushed their
hardware to the max, and failed to sneak an enjoyable game.
"Burning Rangers" manages to squeeze light-sourcing from
its impressive fire effects, the frame-rate is mostly at a
steady 20-24 per-second and there are plenty of colors
on-screen to give the futuristic world of "BR" a unique
look all its own. But at certain points the game seems to
make the Saturn break a sweat, and the massive slowdown and
glitchy textures/warped polygons that appear frequently
throughout the game doesn't make you appreciate the
technical expertise of Sega's programmers, but makes you
count the days until the Dreamcast release date instead.
Add to that low-resolution and fuzzy edges to the polygon
models (the crystals that you are suppossed to collect look
round around the edges instead of pointy), and "BR" ends up
as a concept that would have benefited from a little more
horsepower under the hood. Only the fonts and Menu/Option
screens looked good in their high-resolution, along with
the stills of the characters (why is Shou Amanabe ALWAYS
pointing at me??!! I'm so scared :-P) and the FMV segments.
MUSIC / SOUND EFFECTS: B-
Kudos to Sega of America for dubbing the voices of the
Burning Rangers into English, which adds tremendously to
the involvement and atmosphere of the game's premise
because (a) Chris Partn will give you helpful hints and
guide you out of trouble in tight spots, and (b) will
update you on the status of the mission and the location of
the hostages. The other Rangers will also communicate with
you, and these exchanges will inform you of potential new
developments in the mission status; wait until you're in
the Aquarium and are told by the Team Navigator about the
kids trapped in the basement... subtle stuff that would be
missed by the American gamer if the game were subtitled or
in Japanese. With the exception of the voices of the
rescued victims (they are wimpy, pathetic and totally
unconvincing) and the annoying "Don't worry, I'm a Burning
Ranger!" line by Shou Amabane, the English voice-over of
"BR" features convincing and well-acted vocal talent. Now
why didn't "Last Bronx" and "Panzer Dragoon Saga" receive
the same localization budget for English translations?
Sound effects are also up to the standard of the voices,
with the fire-extinguishing weapon making a mean and loud
noise when sending a big blast toward an intense blue heat,
and the "swoosh" warning of an incoming fire explosion
sounding like it came from Ron Howard's 1991 flick
"Backdraft". Music is only confined to the Menu/Option
screens and the FMV, because you need to hear the Team
Navigator and your surroundings at all time during the
actual game; that's fine by me, because the music in "BR"
is among the worst, most generic, most idiotic and
lackluster J-pop tunes I have ever heard, which is
surprising considering this is the same developers that
gave us the musical wonderland that was "NiGHTS". I can
enjoy and actually grow to like J-pop music if it is at
least hummable and redeemable ("Sailor Moon R's" end-title
song, "Moon Revenge", comes to mind), but the tunes in this
game (what little there are of them, thank the heavens) are
pure ear torture. It's as if the composers were tired and
just wanted to slap together as generic-sounding a
collection of lyrics and tunes as you can imagine.
GAMEPLAY / FUN FACTOR: B-
The controls are simple (move with the analog or digital
pad) and intuitive (tap a button, move the pad and your BR
can jump in the air in all directions, even backwards to
avoid incoming fire explosions), which helps the clean and
simple interface that guides the player through the
explosive worlds of these Burning Rangers. Although the
game is a go-anywhere 3D world, the hand of the developer
is clearly leading the player toward where to go via the
obstacles and requirements that are needed to complete the
level (just like the "Tomb Raider" series), which tends to
give the game a linearity that is reminiscent of the
"Sonic" series, or "NiGHTS". Yuji Naka, the leading
creative force behind Sonic Team's games, seems to believe
that gameplay fulfillment is achieved through repetitive
mastering of a game's objectives until they are secondary,
which explains the grading system that will reward/punish
you for your promptness in defeating a boss, clearing a
level of victims and keeping as many crystal as possible
(crystals that, just like the rings in "Sonic", are lost
and dispersed when engulfed by an explosion and/or
mechanized nemesis). The E-mail some of the rescued
victims will send you adds to the emotional connection Naka
wants the player to feel for his character's roles as life
savers, but that will only affect the true "BR" fans that
stick with the game long enough to appreciate the little
details that casual gamers might not grasp. Stuff like:
the ability to replay a completed level with hostages,
puzzles and switches moved around to random locations for
variety... the thrill of getting a better grade for your
performance (like in Capcom's "Resident Evil 2", don't be
discouraged if you get a low grade your first time
around)... the animosity between the cast of characters
(like the non-interactive characters in, again, "RE")...
etc. Hey, it worked for "NiGHTS" and "Sonic".
The controls aren't as precise and analog-friendly as I'd
expect from the team that made us buy a new controller to
play their last game ("NiGHTS"), with very unprecise
sensitivity given to a gentle/hard push of the pad. There
are certain points (particularly underwater and in
zero-gravity) at which I felt I had lost total control of
my BR, and that it was impossible for me to go anywhere;
practice eventually lessened the problem, but the control
is far from perfect when your feet are not touching solid
ground, and even then you might have trouble swinging
around or stopping on the dime. Playthrough in the initial
Practice Level (when starting a new game) will teach you
the ropes, but only fighting the real deal will you gain
the experience to become more than a rookie fire-fighter.
And although in development for quite a while, there are
too many glitches and small mistakes that take the shine
away from playing "BR". Take the battle against the second
boss (the big fish that looks like he came straight out of
"NiGHTS"), in which the platforms above-water that the BR
is suppossed to be jumping over are nothing but transparent
wireframes (like the walls in EA's lackluster Saturn port
of "NHL '98"!)... that is just careless, for heaven's sake!
OVERALL: B- Neither a savior for a system on life-support in America,
nor a boring and dissappointing last hurrah, "Burning
Rangers" is one more of the few Saturn games that are
giving this dying 32-bit warrior a hell of a sendoff. I
just wished that more of these Sega exclusives ("House of
the Dead", "Sega Touring Car Championship", etc.) looked
like third-generation 32-bit champs, instead of lackluster
rushed jobs that are being done by the 'B' team of
developers (you know, the folks that did most of 32X's
crappy games because the good developers were doing Saturn
stuff). Dreamcast never looked more better than when you
play Yuji Naka's last saturn project, and wonder what it
could have been like IF the Saturn had more juice left in
it to squeeze. And squeeze. And squeeze. And...
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