Newsletter: Sega World Weekly issue 21 (then Sega 2000-X)

From Video Game Morgue File

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  /         > > > SEGA 2000 - X MAGAZINE < < <         \
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/       Issue #21 of The Original Dreamcast Magazine     \
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 \          Sega 2000 - http://www.sega2000.com         /
  \        Sega X - http://www.segadreamcast.net       /
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======[ EDITOR'S COMMENTS ]===============================

Just a shorter issue this time, but it's also the end of
Sega 2000-X Magazine. What?!? Don't worry, we're just chaning
names to "Dreamcast Weekly", and infact, there is alot of
VERY exciting things planned! But anyway, you'll find out
all about those this weekend :)

If your a webmaster though, please e-mail me on
Elijah@sega2000.com for a very special deal. :)

Well, in this mini-issue we've got the interview with
Climax Graphics (makers of Blue Stinger) and also
Matt's review of Virtua Fighter 3:Team Battle!

~ Elijah (Editor)

        ---->   Page 1 - Sega X New Design <----
        ---->   Page 2 - Climax Interview  <----
        ---->   Page 3 - VF3:TB Review     <----
        ---->   Page 4 - Web Sites         <----
        ---->   Page 5 - Last Words        <----


======[ SEGA X: NEW DESIGN ]==============================

Sega X re-opened with it's new design today, which everyone
can check out now at www.segadreamcast.net 


======[ CLIMAX INTERVIEW ]================================

Just recently, we had the chance to speak extensively with
Shinya Nishigaki, President of Climax Graphics and Producer
of Blue Stinger. Blue Stinger is an action/adventure game
for the Dreamcast, and it's also one of the most impressive
titles on the console. Mr. Nishigaki had been involved with
previous project on Sega systems, while he was with Climax
Entertainment, and he hopes to use that "Sega familiarity"
to produce a successful Dreamcast hit with Blue Stinger.
The interview was conducted by our Japanese News Editor,
Hiroyuki Aoki. The following is a translated transcript. 

Sega X: Tell us a little bit about your company. How did
it originate? Your future plans? 

Nishigaki: We established Climax Graphics in December of
1994. It was basically started because I felt that I wanted
to do something independent of Climax Entertainment, and I
wanted to create a group specializing in CG work. 

While I was still working at Climax Entertainment I was
in charge of "Land Stalker's" story and senario for the
Genesis. I was also the director for "Lady Stalker" on
the Super NES, and worked as director, and on the scenario,
for Sega Saturn's "Dark Savior". 

After my work on the Saturn I felt that it was time to begin
evolving towards Climax Graphics. So, that was the best
time to educate staff on the intricate details of games
creation, and to gather and train specialists to create
Computer Graphics. Most of the Climax Graphic's staff
belonged to the Dark Savior CG team working on the Saturn. 

That process evolved into who we are today. We currently
have 18 members on the staff. 

In the future, we plan to continue our work, focusing
mainly on software development on the Dreamcast, and of
course CG projects. 

Sega X: What was developing on the Dreamcast like? Could
you give us some positives and negatives in working with
Sega's new machine? What did you like? What didn't go as
you planned? 

Nishigaki: Working on the Dreamcast was sort-of a process
of trial and error, because it is such a new hardware. 

However, because the hardware is so much more powerful
than what is out there today, I had a lot of freedom as
the creator. I am very enthusiastic about the type of
freedom in expression that Dreamcast development allows. 

I would have to say that the two main things I liked
about Dreamcast development was the freedom it gave in
game's development and the level of support that Sega
has provided us, as a company. 

There is really nothing that I did not like about
the Dreamcast. 

Sega X: Is Blue Stinger the only project you are currently
involved with? Are there any future Dreamcast projects
planned, after you finish with Blue Stinger? 

Nishigaki: At the present, we are fully concentrating all
our manpower on "Blue Stinger". There are some other
projects in the planning stages, but we have not
started any of those yet. I cannot comment on them now. 

Sega X: What do you think sets Blue Stinger apart from
other games in the genre, like Resident Evil, D2, etc.?
In a crowded action/adventure genre, how will Blue
Stinger be a success? 

Nishigaki: Well, Blue Stinger will be unique on a lot
of levels. As far as the game's system goes, we have made
all structure and the characters by using the game's
engine. Blue Stinger is very different from past
installments in the Resident Evil series, as it is done in
real scale using full real-time polygons. 

Also the concepts of our game is very different. The main
concept behind Resident Evil is that it is a horror game.
However, the primary concept of Blue Stinger is one of
action drama. It is in the same genre, but the two games
are very different. 

In Blue Stinger's scenario, the fantastic character
"Nefillim," tends to make the game more attractive to
female gamers, and it helps give familiarity to the family
concept. 

Finally, Blue Stinger will have different modes of gameplay,
including a "easy" mode. So, users of all skill levels can
enjoy this game, and finish it easily. 

Sega X: So, exactly how long is the gameplay of Blue Stinger?
Does it have re-playability? For example, do the missions
for each character change in any way, according to
decisions made by the player, to give even more hours of
gameplay? 

Nishigaki: Blue Stinger is a long game, with plenty of areas
to explore. It will take approximately 15-20 hours of
normal gameplay to finish the game. 

But, yes, there are some elements which allow for
replayability. To be able to finish in the shortest time,
to be able to rescue all characters, to clear all the
missions, so on. 

Sega X: To add to these gameplay elements, does Blue
Stinger make use of the VMS? If so, how? 

Nishigaki: Well, no. It only uses the VMS for
preservation of game data. Saving games. 
                                      
Sega X: Of course, an adventure game like Blue Stinger
has a lot of cut-scenes to bring the player closer to the
game's storyline. Did you use the Dremacast FMV for these
movie sequences in Stinger? 

Nishigaki: For the opening scene, right in the beginning,
the ending scene of the game, and some other special
event scenes we did use FMV (MPEG). But, we used the
game's engine directly for most of the cut-scenes, to
implement them right into the gameplay. 

Sega X: Music plays a large part in setting the right
mood, especially in action/adventure games. Could you
describe the musical score used in Blue Stinger? Also,
how does it implement the Dreamcast's sound hardware? 

Nishigaki: The music for the game was composed by
Toshihiko Sawatari. He is an extremely talented artist,
who graduated from the Tokyo music university. 

I would describe the music of Blue Stinger as "Hollywood
music". It has a very American fell to it. 

We put a lot of effort into the Opening and Ending music
for the game. Those pieces implemented a live orchestra
performance with over 60 pieces of organization. 

In the game, we mostly use hardware sounds. The sound
function of the Dreamcast is incredibly powerful and
versitile. It will change the way people perceive
hardware sound. 

Sega X: That's excellent, we can't wait to sample some
of that Blue Stinger music. 

Just recently, the launch date for the game was pushed
back to January, 1999. Is this because of a change in
scheduling by Sega or did you need more time to be
able to complete the game's development to your
satisfaction?

Nishigaki: The delay was a combination of both factors.
Evidently, the development time is also taking longer
than we had anticipated.

Sega X: Are there plans to bring Blue Stinger to the
overseas market? If so, will those versions be enhanced
in any way, or will they be direct translations of the
Japanese version? 

Nishigaki: Yes, we plan to sell it in both America and
Europe. But, as for the contents, or enhancements, it is
uncertain at this time. 

Sega X: And finally, you have had a good relationship
with Sega for a long time. In your opinion, what are
the most important things that will make the Dreamcast
a success? 

Nishigaki: I think that the two most vital elements for
Sega's success will be the understanding of quality software
development and effective promotion. The Dreamcast will
do fine if Sega focuses on those two things. 

Sega X: Thank you very much for doing this interview. We
are all in great anticipation of Blue Stinger and future
Climax Graphics projects. 

Nishigaki: Thank you.


======[ REVIEW: VIRTUA FIGHTER 3:TB ]=====================

---> Virtua Fighter 3: Team Battle
---> Sega AM2
---> 3D Fighter for 1-2 Players
---> Out Now on Import
---> Reviewer: Matt

The wait is finally over. Virtua Fighter 3:TB on the Dreamcast
is here, completely finished, in my hands. Has it lived up to
expectations? Quite simply, yes. It's everything we have hoped
for, and more. The game has found its way onto the Dreamcast
in 100% arcade form, with more or less every inch of detail
that was seen in the arcades, right here, at home. While people
worried themselves for months over whether it would be good
enough, I knew that Sega wouldn't let us down. For those of
you who have yet to experience the wonders of Virtua Fighter 3,
let me explain the game a little.

Virtua Fighter 3 is a 3d beat-em-up, and sequel to one of the
greatest fighting games ever created, VF2. The game includes all
of the prequel's characters, as well as new fighters Taka-Arachi
and Aoi. The look of the fighters are very similar to the
Virtua Fighter 2 rendered artwork, and they stick to the style
of the series well. Every fighter has two costumes each, one
which is basically the same as their VF2 clothing, and a completely
new one. The new characters Aoi and Taka play very differently,
as you'd expect, with one being a fast dancer, with the latter
being a big sumo which has great strength.

Aoi is a very defensive character, and although she looks
gentle and is graceful, she is deadly when used properly!
She has some great grapple moves which can be linked together
with some excellent limb breaking, which is made easy to
achieve. Taka, who is a sumo wrestler, plays unsurprisingly
slow, but what he lacks in speed, more then makes up for in
strength. He is capable of rapid punches, dashing slaps and
some great grapple techniques. Taka is definitely an offensive
character, and is best for use on the attack! Characters are
much more varied then in their previous outings, as their own
martial arts have been straightened. Each character is now also
a lot different to the others, and it'll only take a couple of
hours before you realise who your favourite fighter is.

VF3's game controls are extremely simple, and revolve around
4 buttons only. These 4 buttons are kick, punch, block, and
escape (explained later). While to the average gamer, it may
appear that a game such as Tekken is more complicated, due
to more buttons, but it's not. Each of the 3 buttons combined
give different effects, and moves of all kinds can be pulled
off by certain combinations. This is the may ingredient in the
game, and one that makes VF3 what it is. Of course, the main
addition is the new "Escape" button, and is very welcome.
With this button, you can now move your fighter anywhere is
the ring, letting them climb the raised areas to gain an
advantage over an opponent. Without it, VF3 simply wouldn't
be 3D, as a simple push of the button with either up or down
will move your fighter around an opponent.

Now, onto the graphics. We all wanted to see if Dreamcast
could replicate Model 3, and the answer is yes. While there
are a few minor details left out, it's simply unnoticeable,
unless you compare both the arcade and home versions side
by side. The games graphics are simply astounding! Beautiful
fighting backgrounds, complete with effects and originality of
its own, coupled with the most realistic characters ever seen
in a game of this genre, or perhaps any other for that matter,
makes this game ooze of class. Words and screenshots cannot
describe VF3 in action, as you simply must see it for yourself.

Lastability wise, the game doesn't disappoint either. VF3 is
easily accessible, extremely addictive, and will last for ever
in two player mode, despite a versus mode being left out.
Just by pulling off new moves with your favourite character
will bring a smile to your face, and considering the 100s
of moves each fighter has, I can't see anyone putting this title
down in a hurry.

In the sound department, I think I can safely say that
Sega have come up tops once again. All those classic tunes
from the arcade are in there, replicated perfectly.
The sound effects are also a wonder, and are probably some
of the best in any fighting game ever made.

The bad points? Well, as I mentioned above, the traditional
versus mode has been left out, but this does nothing to ruin
the game overall. There are also a few minor details missing,
such as clothing animation, and some of the characters facial
expression, but as I also said before, it's more or less
impossible to tell the difference. Regarding loading times,
well, new arenas take around 3-4 seconds to load, but this
is hardly noticeable.

Overall, this is probably the best arcade to home conversion
ever made. Sega have done it again. Their hard work and
development has paid off, leaving a masterpiece to be played
by all. VF3 is the best fighting game ever created, and
must be owned, even if you're not a fan of the genre.
It's a pleasure, a luxury, an astounding piece of work.

---> FINAL SCORES:

Graphics: 95%
Sound: 95%
Gameplay: 96%
Lastability: 98%
OVERALL: 96%


======[ WEB SITES ]=======================================

If your looking to have your site advertised in this section,
please e-mail me on elijah@sega2000.com for details. If you
recieve over 1,500 hits per day on adverage aswell, you'll
defiently want to mention it for lots of extra advantages.

----> http://www.angelfire.com/ms/elijahparker/
Elijah Net - My wacked out home page

----> http://www.caratworld.com/s-horizon
Sega Horizon: Version 2.0


----------------------------------------------------------
Copyright, 1998 Elijah Parker - ELIJAH@SEGA2000.COM
                              - MADCOW@IHUG.CO.NZ

----> http://www.sega2000.com - Sega 2000
----> http://www.segadreamcast.net - Sega X

Written and edited by Elijah Parker (just so you know who
to blame for the terrible spelling... he he... and who's
real name isn't even Elijah, it's Graham! But anyway, that's
a totally different story) The magazine is owned by
Sega 2000 / Sega X and no parts may be copied without
prior permission. I would have to send out my group of
highly trained thugs who will have a tea party with you
until you crack and your mind turns into jello... MMmmmmm....
Sweet Sweet Jello.... hehe, anyway... If you have any
friends that might be intrested in this magazine, it would
be excellent if you could let them know about it. Thanks!

p.s Like Sega Touring Car or Panzer Dragoon music? I've just
posted a whole pile of tracks on Sega 2000!!

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