Entries in Sega (36)


Bullet Heaven HD, Episode 127 - Space Invaders '91

n episode 68 of Bullet Heaven HD, we took a look at Space Invaders: Day of Resurrection on the PC Engine. Released in 1990, it was one of two Space invaders games released that year to home consoles; the other was Space Invaders '90 on the Sega Megadrive. Seeing release on the Sega Genesis in North America the following year, just how does Space Invaders '91 stack up?  

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Bullet Heaven HD, Episode 118 - Sturmwind

elcome to WINTER DREAMS, the new special block for Series 6! In Series 5 of Bullet Heaven HD, we took a look at five new Dreamcast shooting games from German developers NG:Dev.Team and HuCast. They're not the only ones with new Dreamcast shooting goodness though; Duranik and RedSpot Games released Sturmwind, a horizontally scrolling shmup to the masses in 2013. With clearly different influences from the others we've seen on the Dreamcast since 2009, how does Sturmwind fare?


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QCF: Sonic Boom: Rise of Lyric

hen the concept art for the new character designs of Sonic and his friends was first revealed, I was immediately outraged as I’m sure everyone else was, but I knew that even though I didn't like the designs, that didn't necessarily mean Sega would put out yet another terrible Sonic game.

 I was wrong.

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Bullet Heaven HD, Episode 114 - Blast Wind

Man, Technosoft, right? They're just awesome when it comes to their shooting games, especially with the Thunder Force series. But on the Saturn, Technosoft had a little more up its sleeve with titles such as Blast Wind. How does this hard-to-find vertical blaster fare? Watch to find out! 


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Bullet Heaven HD, Episode 113 - Soukyugurentai

any a time, a game can become legendary because of how hard it is to find or how much it costs. Only rarely does a game become a legend based on its gameplay alone, but Soukyugurentai seems to do so. But how does it do it? Watch to find out...  

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QCF: Bayonetta 2

here are certain games that are fully aware of the audience they’re intended for—the original Bayonetta was such a title.  The impression of vivacious action and the great deal of spectacle its sultry violence spurs on is the kind of experience that indulges in the very unique spirit of expressionism that can only be realized by video games.

And yet ironically, despite the many eccentric nuances exclusive to the culture of gaming that it did celebrate, it’s appeal and accessibility was arguably a bit niche-sized at best, finding a home within the hearts of only the most hardcore of action fans.

Bayonetta 2 rectifies a great deal of that with Nintendo’s influence, and much to the delight of everyone involved or interested for that matter, it doesn’t compromise any of the distinctive dynamics or personality of the Umbra Witch—quite the opposite actually.

The trifecta of Nintendo, Sega, and Platinum collaboration has not only produced title made of everything that a sequel should be, but Bayonetta 2’s subtle improvements help propel the approachability of it adrenaline-soaked quest into a significantly wider spectrum of player skill and interest that’s good enough to land the Wii U on some wish lists for this holiday season.

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QCF: Alien: Isolation

hen done right, playing a scary video game that manages to be legitimately unsettling, can trigger an entirely different dimension of fear that other forms of media will never be able to emulate, and that even goes for film. Agency is no longer a power struggle, but now a will to survive, and every action has an entirely different weight behind it’s consequence than a mere failure—the test of nerve under these settings can be maddening for some; if the impact is there of course, but in more recent years, it’s been lacking.

In a twist of strange coincidence, Ridley Scott’s Alien license within the realm of games have also been lacking, so it was only a matter of time before we would see the iconic Xenomorph return to its roots, and Sega’s efforts have never been so determined like they have with Alien: Isolation.

As far as scares and anxiety go, Alien Isolation gets the job done, and does it with gusto; but while it's certainly effective with the space frights, this isn't a sensation that can carry an entire game into an experience that's worth playing, and much is the case with the latest endeavor of the Sci-Fi monster show.

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PAX PRIME 2014: Exploring the world of Sonic Boom: Rise of Lyric

ever before have I witnessed something struggle so hard to remain relevant like I have with Sega’s Sonic the Hedgehog, and his laundry list of gimmicks and reinventions over the years. The spiny celebrity has done anything from hosting interspecies relations with a human woman to a werewolf, and so many other endeavors, that it’s no wonder that his appeal has gradually dwindled into disenchantment.

This new direction of the hog going “boom” admittedly comes off like a superficial one at first glance, but after giving it a go, Sonic Boom: Rise of Lyric could possibly be the proficient palate cleanser to all the failed expectations.

Ironically, Sonic Boom’s potential to be a good Sonic game is that it doesn’t try to play like a “Sonic” game at all.

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