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The
original Dennou Senki Virtual On is regarded by this reviewer
as probably one of the finest games ever created. Utilising a unique
and beautifully implemented set of combat game mechanics, the original
Virtual On remains something of a timeless classic. So it is with
some trepidation that this reviewer sets forth to cover the latest
incarnation of the saga, Dennou Senki Virtual On Marz.
Virtual On is oft-misunderstood as a series. The
majority of people focus on the presence of big robots, rather than
the game mechanics, that the franchise offers. Moreover, the games
control interface, through that of a pair of TwinSticks, has caused
consternation amongst many a gamer due to their apparent lack of
inclusivity: players new to the title struggle with the steep learning
curve these devices create, not forgetting to mention that the majority
of people remain utterly baffled as to the games actual content,
and how to manoeuvre within the game world.
Arcade games require practice, patience and training
on the part of the player. Virtual On has a brutal learning curve,
but the thoroughness of thought and skill that is expected from
the player only helps to enrich the overall experience. Thing is,
this could be said for any arcade game, and is very much a tenet
of design within this part of the games industry.
Virtual On originally started life as a fully
three-dimensional two player versus game. The player took control
of a Virtuaroid (or VR) through the use of the TwinSticks (two joysticks
with a trigger and a dash button each). Combat was split into two
areas: distanced and melee. In ranged combat, the player utilised
the dashing function combined with a homing attack emitted from
one of the three available weapons. However, in order to connect
an attack the player to had to make several judgement calls. Due
to the vector-based nature and limited duration of these dashes,
a high level of tactical thinking was required on the part of the
player.
In committing to a dash attack, the player would
be out of direct control of their VR until the duration of the attack
had finished. To clarify, their VR would be vulnerable to any attack
from their opponent during this dash. This meant the player had
to make mighty sure that their attack would hit home whilst ensuring
their opponents would miss. Otherwise you could end up with
a face full of hot, sticky white plasma. These dash attacks
were very much a signature trait of Virtual On. Yet this was not
all the game offered.
Close combat was very much a game in- and of-itself
within Virtual On. When your VR came within range of your opponent
the player was given a diverse platter of melee intricacy and brutality.
Rather than having two disparate game mechanics battling for supremacy
though, the dash attacks beautifully linked the various ranges into
a seamless whole. If anything, they complimented one another.
In 2001, the reigns of Virtual On were handed
over from AM3 to Hitmaker. The latter then promptly released Dennou
Senki Virtual On Force. Run on Hikaru hardware, Force was
a first for the series in many respects. The most visually obvious
difference was that of it being four player; the latter and more
important difference was that it sucked. Since the series inception
in 1995, Virtual On has always been an intricate and vibrant versus
experience. Force changed all that into mind-numbing tedium.
What made Force so dire? Take all the Virtual
On games before it. Strip away everything that made them unique
leaving the fundamentals of Virtual On. Then remove dash vectoring.
For people coming from the original games, youve
lost all motion cancellation, delay removal, the majority of basic
cancellations, crouch follow-through, aerial dashing (with a few
obvious exceptions) and a seriously toned-down close combat system.
Moreover, the hardware requirements for Force were no small matter,
either. Whichever console would end up hosting the game, it was
plainly obvious that corners would have to be cut. Marz uses the
MSBS 7.7 PlayStation2 Force engine, with new VRs and repair disks
included.
In many ways, Marz is a first for the series.
Debuting on non-SEGA hardware is one very major advent for the series,
but the biggest and most tangible advances are based around Marzs
lack of TwinStick support and it being host to an expansive set
of missions.
The pseudo-TwinStick setup in Marz is serviceable,
to be sure, but it lacks the precision and comfort of the old and
more beefy setup. Extended high-end play on Marz can and will cause
major discomfort to almost all players. Ideally, most players should
ignore the emulated TwinStick setup (using the PS2's dual analogue
sticks) and use the plain pad setup instead (the latter suiting
Marz far better).
Set over seven episodes, with a dynamic mission
structure contained therein, the main Dramatic Mode
portion of the game is pretty sizeable. Admittedly, the AI (or lack
thereof) displayed on the Ultimate difficulty setting
is somewhat disappointing (think fromage), although the game still
remains playable (if a little frustrating). There is a Versus
option offered too, but the lack of full four player teamwork goodness
is very much an opportunity lost on the part of Hitmaker. The possible
inclusion of iLink support has been mooted, but this has yet to
be confirmed.
In addition to this there is also a Challenge
Mode, which for all intents and purposes is Force-lite.
It is also worth noting that the skills you learn on Marz can be
directly transferred to the arcade version of Force. For an unofficial
arcade port, Marz is remarkably faithful to its mother code.
Regardless of this obvious similarity Hitmaker
and SEGA want you to believe this is a new and original
title created exclusively for the PlayStation2. In reality,
it is a (very) cut down version of Force. Cut down in the respect
that Marz is only two player and that the main focus of the game
is not on human versus.
Moreover, for a present day PlayStation2 title
it is graphically rather lacking. Admittedly, Hajime Katokis
design work is as radiant as ever, but the texturing, modelling
and general graphical presentation of Marz feels incredibly cheap.
Not to mention that the number and length of loading times is verging
on inexcusable. Hitmaker are clearly not used to the PlayStation2s
hardware, to the extent that the four-year-old Dreamcast port of
Oratorio Tangram looks drastically better.
The combat in Marz remains visceral for the most
part, but the game mechanics are not really suited for a game structured
around missions. That being said, some of the arena
based encounters work superbly, as they should, but having to traversing
a huge map via a dash mechanic that requires a locked-on target
is hardly ideal. Thankfully the addition of repair disks
(think health packs) makes extended encounters more
feasible, but trying to take down multiple VRs on Ultimate difficulty
whilst on your own doesnt suit the game.
You see, when it comes to Force, the games
ranges of attack were designed so that you would be working in a
team, and were able to stay at a much farther range than the previous
versions ranged combat. Theres essentially a mid-range dead
zone in combat now where you can hover, just inside of usable
ranged dash angles and just outside close combat range. It also
goes without saying that because of this inadequacy long-range combat
is a particular chore.
As for close combat (aka CC), there are a lot
more opportunities for cancellation now. As per normal in Virtual
On, only left weapon and right weapon are capable of chaining. However,
you cannot jump chain anymore. There may be actual skill still involved
in CC, but it's not very apparent. First off, guard has follow-through.
Leave CC, circle strike, or anything and your opponents guard
will remain. The only way to break an opponents guard is via turbo
CC or uppercut CC/guard breaking CC. Your
other alternative is to go rapid paced on your CC and clip like
mad. Guard reversals are so slow, theyre not even useful.
Yet for all of Forces gameplay faults, it
does work (kinda). The trick is that you never have a partner in
Marz or, at least, one that can think for itself. You can instruct
your CPU partner to aim for a particular opponent, for example,
but there is no real set of specific or useful scripts and instructions
that govern their actions. The lack of Forces main design
focus really make Marz rather frustrating, when it needed not have
been
When all is said and done though, both Marz and
Force are very much Virtual On games. Admittedly the internal mechanics
have taken a turn for the worse, out of inclusivity to newer players,
but it is still Virtual On. This means, for all Forces faults,
Marz still remains an eminently playable game. Admittedly the music,
presentation, graphics and neutered versus options somewhat undermine
the experience as a whole, but it is by no means a disaster.
Despite Forces mechanics being patently
ill-suited for huge traversable maps and an excessive number of
mission scenarios, Marz remains a compelling experience for newer
players. Many of the longtime fans of the series, however, may be
disappointed.
From a gaming perspective Hitmaker should have
bitten the bullet and ported Force straight (with a TwinStick peripheral
as well, obviously). Yet from a business perspective it would have
merely alienated even more players from what Virtual On has to offer
(not to mention that a direct Force port would have most certainly
been impossible on the PlayStation2). Instead Hitmaker have aimed
to make Virtual On more of a palatable experience to the average
casual gamer. Heres hoping that it works.
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