Showing posts with label dreamcast. Show all posts
Showing posts with label dreamcast. Show all posts

Saturday, 28 August 2021

Rainbow Cotton (Dreamcast)


 This is a game I somehow only recently got around to, despite having been meaning to play it for almost twenty years! Back in the Dreamcast's original heyday, it was one of the Japan-only titles I really wanted to try out. Then when Dreamcast emulation first came about years later, this game was just a little too much for my computer at the time to handle. A few more years (and a couple of dead laptops) later still, and an English translation patch, that even subtitles the FMV cutscenes gets released, and I finally got around to playing it.

 


The game is, of course, part of the long-running Cotton series of shooting games, and more specifically it's a sequel to the Mega Drive game Panorama Cotton, both games being Space Harrier clones, rather than the horizontally scrolling 2D shooting games more typical of the series. The first thing that'll hit you about the game once you start playing is how nice it looks. It's definitely among the best-looking games in the whole Dreamcast library! There's an incredible use of colour, and everything looks like an amazing fairytale dreamworld, almost as if they'd made a shooting spin-off from NiGHTs into Dreams. If I had played the game around the time of its release in early 2000, I don't think I would have ever seen anything like it before!

 


Unfortunately, the game itself doesn't live up to the visuals. It's just got lots of tiny little faults that all add up. Cotton herself gets in the way of where you're aiming and blocks your view of incoming enemy shots, too. You have a health bar instead of lives, and I don't think there's enough feedback when you get it, either. So if you don't pay attention to your health bar, you'll suddenly die without even realising you'd taken a lot of hits. None of these things is game-breaking on its own, and even added up, they don't make the game a bad one, but they are annoying, and it feels so close to being an actual good game, rather than one that's merely okay.

 


I think I can recommend this game conditionally. If, like me, you've been curious about it for a long time, then now is a good time to seek it out. Though the plot, as revealed by the subtitled cutscenes isn't really anything particualrly special, the whole experience of the excellent graphics and those turn-of-the-century animated FMVs does feel like something I would have loved back then, so there's a kind of retroactive enjoyment there. You should probably just emulate it, though, since the prices legitimate copies fetch these days are, just like its Mega Drive forebear, ludicrous.

Friday, 14 February 2020

The Lost Golem (Dreamcast)

Remember Pushover on the Amiga? It was a puzzle game about an ant pushing over dominos. The Lost Golem reminds me of that game, only it's top-down, rather than side-on. You play as a golem, who iis charged with looking after a king. The king, like most royals, is some kind of blinkered lemming-esque idiot who constantly walks foward until he hits an obstacle, at which point he turns ninety degrees and carries on. Unless the obstalcle is a bottomless pit, then he walks into it and falls to his doom.

So, what you have to do is go ahead of the king, pushing walls around using you immense golemic strength, to make sure that the king's walk takes him to the next door. There are, of course, some further complications. The first is that the king has to walk directly towards the door, as if he approaches it from the side, he'll go straight past it (he's a blinkered idiot, remember?). The second, for which I have no explanation, is that a certain number of the walls in the stage have to be connected by pillars when the kind goes through the door. Pillars will crumble away when there's no walls touching them, and there are two kinds of pillar (in the stages I could reach, anyway): ones that cause attached walls to rotate ninety degrees when pushed, and ones that just let their attached walls go forward one space when pushed.

So, like most puzzle games of this type, those are the elements that make up the stages, and the rules that make up the puzzles, and the game itself is just a long series of those puzzles. Also like most puzzle games of this type, I'm terrible at it. Unfortunately, the stages in the main mode have to tackled in a linear fashion, and I managed to get to the thirteenth of them, which I made many attempts at before giving up. But, as far as I can tell, this is a decent enough example of these kinds of games. There's some stages where you try every convoluted solution you can think of before it hits you that you literally only need to make one move to solve it. That seems like a good thing to me.

There's a couple of other diversions besides the main story, too! There's a simple stage editor that lets you set up a stage in a 3x3 grid, and I guess if you've got the patience for this kind of game, you probably also have the patience to make stages for it, too. I know for a short time back in the ancient past, I was playing a lot of Chu Chu Rocket, and enjoyed that game's stage editor, and it's the same principle, isn't it? Finally, there's a two player versus mode, with a king, two golems, and two doors. You move walls around to annoy your opponent and also guide the king to your door. There's no AI opponent, though, and even if you had someone around, I can't imagine wanting to play this over any of the Dreamcast's many excellent fighting games.

The Lost Golem is of a genre that's a little outside of my wheelhouse, but I think I enjoyed it enough to say that if you like puzzle games where you move stuff around and there's a specific solution to every stage, then this is a decent one of those.

Monday, 27 May 2019

Plus Plum (Dreamcast)

Also sometimes spelt as "Plus Plumb", this is a pretty low budget-looking, Japan-only competitive puzzle game. Of course, it's about matching coloured blobs, but it does at least bring some new ideas to the table, even if they're not good ones.

Like you might expect, Plus Plum has you arranging coloured blobs into matching sets of three, which then disappear. What's different is what happens when they disappear: not only do the blobs above them fall down, but all the blobs touching them also change colour. So to make combos, you not only have to take into account where the blobs will fall, but what colour they'll be when they do. Luckily, the colour changing isn't random, and the six colours are in three pairs: red and blue, white and purple, and yellow and green. The blobs also only fall one at a time, and rather than changing shape or formation like you would in most puzzle games, you can move that one blob around, and change it to its opposite colour.

It takes a bit of getting used to, but it's pretty simple once you've got the hang of it. I think with a bit more work, it might have led to a decent puzzler, but this game has one massive problem: it's incredibly slow. I haven't had a single game, win or lose, that's taken less than four minutes. The blame for this falls at the feet of PP's other oddball mechanic: the playing fields of you and your opponent are on some kind of counter-balanced platforms, and the game is lost when either one player's platform has been lifted high enough that their blobs touch the top of the screen, or their platform is so weighed down that it hits the bottom. Compare these four minute matches with the likes of Magical Drop (my personal favourite competitive puzzle series), where matches can be won or lost within seconds of them starting, and Plus Plum feels like a meandering, tension-free bore.

I can't recommend tracking down Plus Plum at all. There might not be as many competitive puzzle games on the Dreamcast compared to the Playstation, but there's still plenty that are better than this one. Strangely, though, it was apparently popular enough to get a sequel, Plus Plum 2. However, that was released on the original XBox, in Japan only, so it presumably sold about seven copies.

Thursday, 26 April 2018

Sports Jam (Dreamcast)


You'd think, even as late as 2001, something with the mainstream appeal of a sports game would still be guaranteed to get a worldwide release on the Dreamcast, but Sports Jam oddly never made it to european shores. Though if you look at it another way, it makes more sense: like the PS Vita is now, by 2001, the Dreamcast was a niche console, and most people still buying games for it were arcade nerds and anime fans, and with the arcade scene in the K at least being so poor, they would have had no prior knowledge of this game, nor would they be naturally inclined to give a sports game a chance. And from the other side of it, Sports Jam is such an oddity of a sports game, that would have put off a lot of mainstream players anyway.

What it is is a variant on a format as old as time: it's a Track and Field-type game, in which you play various short events, trying to get the fastest time or the highest score. The game's big hook, though, is that rather than the traditional athletic events, you're instead playing various minigames based on isolated aspects of sports that would ordinarily have their own videogames. For example, there's two American football games, one where you're running and bashing down sandbags to score a touchdown, and another that relies on perfect timing to kick a field goal. There's also games representing aspects of tennis, golf, basketball, bicycle racing, soccer, baseball and ice hockey.

There's a few different modes to pick from: DC Original and Arcade are both pretty much the same: you play four events, each picked as you go. The difficulty of the events depends on how late in the game you're playing them, and this is a real bit of strategy you should pay attention to: some games are easy enough whenever you play them, some are near-impossible on later levels, but incredibly simple early on. There's also a mode called Your Original, in which you play all twelve events, choosing their order before you play. It seems like a strange omission to me that there's no mode in which you play a single event, or even a practice mode, but it's no big deal, I guess.

Whether you like this game pretty much lies entirely on how much you like multi-event sports games. If you don't at all, it's probably not going to do anything to change your mind. But if you do, then it's an excellent example of one, with varied and fun events, as well as the kind of lavish presentation and production values you'd expect from a SEGA arcade game of this era. Like I said earlier, though, its not a surprise that it fell through the gaps and got forgotten.

Wednesday, 3 January 2018

Zusar Vasar (Dreamcast)

Zusar Vasar is the kind of game that just doesn't get made anymore: it's a racing game that isn't about driving either go-karts round theme park-looking tracks or realistic cars around realistic tracks. Instead, it's a futuristic (possibly post-apocalyptic) chariot racing game, in which the chariots are pulled by robotic animals of various kinds. And they race around a variety of locations: mountains, jungles, ruined cities, and so on.


The whole chariot deal isn't just a gimmick, either: it significantly affects how you drive around. The main controls have you steering with the analogue stick, and both triggers are accelerate, one assigned to each of your robots. The X button is also used for your boost, that takes a few seconds recharge after use. Obviously, the weight distribution of a chariot is different to a car or motorbike, too. Mainly, there's a joint between your "engine" and the back of your vehicle, which has no power of its own and just rocks about as it's pulled along. So those are the first few quirks to which you have to get used, but there's more.

The "more" comes in the form of the fact that there are three different kinds of race: one the ground, in the air, and in the water. And they all feel totally different. My recommendation is to play a few air races first, as they're the easiest way to get used to the whole "dual acceleration" thing, and getting a handle on that makes all the races a lot easier. The water races are a lot harder to get a handle on, though, as your craft sways and bobs around on the water and swings like crazy on corners. The ground races are somewhere in the middle, of course, and after you've played a few they're not much more difficult to get through than a normal arcade-style racing game.

As for structure, there's the obvious modes for single races, time trials and a season mode, plus there's the "single battle race" mode. When I saw this mode on the menu, I wondered why there wasn't any battle race season mode. Once I actually played it, the answer was obvious: this mode is an enjoyable, but somewhat unfair, little slice of organised anarchy. Before you start a race in this mode, you choose your animal and chariot, and you choose a normal and special weapon too. The normal weapon can be used as much as you like, and the special weapon has a cooldown time even shorter than your boost. The result is six chariots all trundling around, constantly shooting each other, there's explosions all over the place, and it's just generally anarchic. It's a ton of fun, but it'd be infuriating if you were actually trying to consistently win to try and progress through a season.

Zusar Vasar is a game I'd place alongside the likes of Speed Power Gunbike: it's a game that initially seems unforgiving to the point of being no fun at all. But like Speed Power Gunbike, play it a bit more, get used to it's idiosyncracies, and you'll be hurtling along and having a ton of fun. The Dreamcast is such a widely-loved and thoroughly talked-about console that there aren't many hidden gems on there that everyone doesn't know about, but I think Zusar Vasar can be considered one of them.

Tuesday, 17 October 2017

Tsuushin Taisen Logic Battle Daisessen (Dreamcast)

I feel like I'm playing a lot of games recently that can be described as a kind of combination of elements from other games, and this is one of them. The constituent parts in this case being Battleship and Minesweeper, both grid-based games about naval combat, though this game is themed around the inhabitants of a floating island where it's always springtime, but is currently suffering a terrible winter. That's really all I know about the plot, so let's just move on to the game itself, the explanation of which is going to be fairly lengthy.

The first thing you do before you even try to enter battle is decide your formations. You start with twenty soldiers, called "Bingos", and you can place them on your 10x10 grid in small formations called boards (kind of like your different ships in Battleship, but more varied in shape). As you win battles, you'll gradually be given more Bingos (Bingoes?) to play with, and you'll earn currency that can be spent on buying more boards, in bigger sizes and a wider variety of shapes. The importance of the boards you pick and wherre you place them will become apparent when you actually get into battle, which is where things get a bit more complex and nerdy-sounding, so be warned as you enter the next paragraph.

In battle, you start off with ten power points, and your choice from the boards you have on the grid. Whichever board you choose costs as many points as the number of bingos of which it is composed, and you use it to attack, in a Battleship-esque manner, placing its shape on the opponent's grid. If you found any of your opponent's bingos, they'll be revealed, and once you reveal one of your opponent's boards entirely, it'll be destroyed and they can no longer attack with it. Missed attacks aren't completely useless, as on your subsequent turns, places where you've attacked but there wasn't a bingo will be marked in one of two ways: if there are no bingos vertically or horizontally adjacent to the empty square, it'll show as a white cross, and if there are, there'll be a green exclamation mark there. At the start of a new turn, you'll get back one power point, plus any bonus power points you got for destroying boards. Obviously, once you're done, your opponent will do the same until one of you is left without bingos and declared the loser.

It's a pretty amusing game, but nothing special. I have to say that there are multiplayer modes that I wasn't able to play: one online, and one offline. The offline multiplayer mode apparently has the players' grids shown on the VMU screen in their respective controllers for the sake of privacy, like your hand of cards in Sonic Shuffle. It's a shame it's fallen into the Mariana Trench of forgotten games, as a nice convenient PC version to play for 10 minutes while wating for something else would be really nice.

If you like the sound of it, I recommend Tsuushin Taisen Logic Battle Daisessen. The thing to remember though, is that it's one of those Windows CE Dreamcast games, and as far as I know, the only emulator that runs them is Demul, which can be a bit weird and temperamental.

Wednesday, 28 December 2016

Frame Gride (Dreamcast)

Before they hit the mainstream with the Souls series, From Software spent years making games aimed at very specific niches, like their slow-paced, high-difficulty first person action RPGs (the most famous of which being those in the Kings Field series), or their super in-depth Armoured Core series of giant robot sims. Frame Gride is, compared to those games, a lot simpler, easier and more accessible. Another difference is in the setting: while the AC series takes place in a futuristic world of capitalism gone mad, Frame Gride takes place in a medieval fantasy world, more akin to the likes of Aura Battler Dunbine or the Vision of Escaflowne, and with mecha that look like grand, ornate suits of giant armour.

It's a game of one-on-one giant robot arena fights, though with controls and setup being a lot simpler than the Armoured Core games. There's only a few different stats for each piece of equipment, and the stats are represented by simple bars, rather than pages and pages full of numbers. The way you acquire more equipment is also simplified: there's neither currency nor shops in this game. Instead, defeating foes rewards you with various gems, and in your home menu, you can combine two of these gems at a time, with each possible combination garnering either a piece of equipment or a "squire", which I'll get onto later. Luckily, there's no need to waste time and gems on trial and error, since the equipment screen does tell you what gems you need to combine for each item.

Now, the squires. They're self-operated robots you can summon to fight alongside you in battle (and your foes can do the same). You get them by combining gems, just like your equipment, and they all have their own properties and different kinds of weapons. They each also have an LF points value, which is like a quota. The maximum amount of LF's worth of squires you can summon depends on which pieces of armour you have equipped. They're not a massive help, but they're better than nothing. Also, destroying your enemies' squires gets you more gems.

The game, other than the menu between fights where you combine gems, change equipment and so on, is very simply structured. You just go from one fight to the next, until, after defeating seven foes, you fight the final boss. It's not a long game, but there's an obvious reason for that, though unfortuantely, it's one that I can't really tell you about in great detail. Frame Gride has an online battle option, and it's clear that it's this the game was built around, with single player being there as both an obligation and a bit of added value. Obviously, there's no way for me to possibly play Frame Gride online in this day and age, so I can't tell you about how it worked. But I can say that it's weird that it was never brought to the west, purely because Dreamcast owners outside Japan were starved of games with online play. Magazines and internet message boards alike would decry the lack of online games being released. We can now see that they did exist, in many genres, but only in Japan, another case of SEGA Europe and America's infamous ineptitude when it came to choosing Dreamcast (and Saturn) games for western release.

All that aside, though, Frame Gride is still a great-looking game, and single player mode is still a fine way to pass an hour or two. There's also a translation patch floating around on the internet, to make things that bit more accessible. I think the version I played must have been an early version of the patch, as I have seen mention online of the game being fully translated, and the version I played still had a lot of Japanse text left untouched. Either way, it's far from impenetrable as it is, and I recommend you give it a try.

Friday, 23 September 2016

Treasure Strike (Dreamcast)

My opinion of Treasure Strike, if made into a graph, would take on something of a U shape. When I first read a description of the game and saw a couple of screenshots, I thought "great! A Power Stone 2 clone with character creation!", unfortunately, I then played the game and my first impressions were more along the lines of "oh, it's not really like PS2 at all, and the character creation's not that great." I stubbornly kept playing, however, and that's where the graph goes right back up, as I realised "it's not like PS2, but it's still a ton of fun, and the character creation actually opens up a short time into the game".

You'll probably want some clarification on all that, right? Well, Treasure Strike's a 3D battle action game, in which you take on the mantle of a member of a town's treasure hunting guild, and you go to various places and find treasure, which can be sold to buy new weapons. The matches are a little unorthodox, as they see you running around various locations seeking out keys to open treasure chests. Keys come in three colours, and most chests are one or two of those three colours (two-coloured chests need both matching keys to open, and there are wooden chests that don't need a key at all). Each chest contains a treasure, but only one chest contains the target treasure needed to win the match. Obviously, your opponents all want the same thing too, and you're all armed with any two from the combination of melee weapons, guns and mines. Taking damage makes you drop treasure and keys, and running out of health sends you back to your homebase (which is also used for storing treasure, and to actually win the match, you need to get ahold of the target treasure and bring it back here). Yeah, at first, I was a little disappointed that it wasn't an all-out brawl, and the attack animations are a little slow and clunky, but after a few stages, the action becomes crazier and more manic, and a lot more fun. And the face that it's a treasure hunt rather than a fight gives the game a fairly unique screwball comedy feel.

The character creation mode is eacily the deepest I've seen on the Dreamcast, with the exception of Fire Pro Wrestling D, though like I said earlier, at the start of the game, you don't get much to work with. Upon starting a new story mode, you can choose your skin colour, hair style and colour, height, and facial features, all of which are permanent except hairstyle. You can't change your outfit until after you've won the first battle, which is annoying, but once you get the option, you'll spend at least half an hour customising stuff (at least, that's how it went for me). There's a massive array of clothes, accessories and hairstyles available, and the best thing is that they're all free! There's no tedious grinding to get the cool outfit you want like there is in a lot of more modern games with dressing up modes, and, your outfit has no bearing on your in-battle ability! Both things I definitely approve of.

Normally, I'm dead set against the idea of buying new weapons and upgrades in action games, but there are always exceptions of course, and Treasure Strike is one of them. In this case, it's an exception because like I've already mentioned, combat isn't actually a big thing in the game, and the advantage granted by buying more powerful weapons is pretty minimal. Plus, you'll probably be able to afford the most expensive weapons in the shop after only a couple of matches.

Along with all the good things this game has mechanically, you'll be pleased to know the developers haven't neglected the aesthetics. Everything looks great in this game: the locations look like cool, fun places, reminiscent of particularly well-designed theme parks. The characters are all amazing, too, the townspeople are a bunch of kooky-looking eccentrics (though the beauty salon/fashion boutique is owned by a pair of old fashioned gay stereotypes), your opponents all look like characters from a cool 90s shonen manga, and you'd really have to deliberately try if you wanted to make a character that wasn't cool, cute, or cool and cute.

Though it's a game that was clearly designed around a (now long-dead) online multiplayer mode, Treasure Strike does still have a full and robust single player mode, and though  I haven't had the opportunity to try it out, it also has a split-screen multiplayer mode. Both of those things that modern developers with budgets several orders of magnitude larger than a Japan=only third party Dreamcast game would have had seemingly can't manage. It's also a ton of fun to play, so I totally recommend you do so as soon as possible.

Friday, 20 November 2015

Curiosities Vol. 5 - Yukawa Moto Senmu no Okatara Ikushi (Dreamcast)

This post can't really be called a review, sincwe to be honest, there's no good reason to play this game unless you're in Japan with an internet-connected Dreamcast during March and April 1999. That's because it was given away free with Dreamcasts back then (or sold for a low price), and it's part of a competition to win real prizes.

You play as the eponymous Mr. Moto, and you roam around a small island digging holes. In those holes, you find sixths of various photos of SEGA and Dreamcast-related items. You get 100 chances to dig, and as far as I can tell, the pieces you find are totally random. The point of the game is to take your 100 chances to dig and hope that you find the right pieces to make full pictures. Apparently, you could then go online to win the prizeswhose pictures you'd filled in.

You can play more than once, but the pieces you find don't carry over through multiple playthroughs. Apparently this was a pretty high-stakes game, since one of the pictures is of a car key, and I read online that there was also a large cash prize too. (Though, doesn't Japan have really strict anti-gambling laws that ban cash prizes? I don't know.)

Like I said, there's literally no reason to play this anymore, but it stands as a piece of SEGA ephemera, and yet another item of proof that for everything else you could accuse them of, you could never say they were ever short on ideas.

Saturday, 1 March 2014

Net de Tennis! (Dreamcast)

In Europe, the Dreamcast was advertised with the slogan "up to six billion players", obviously referring to the console's in-built online capabilities. Obviously, SEGA Europe then went on to live up to this by releasing a massive amount of games with online play. And by massive number, I mean "about five or six". Yeah, they
messed it up, just like they did when they refused to play to the Saturn's strengths and arcade-loving userbase. Another Saturn analogue is that in Japan, Capcom in particular were releasing a whole bunch of games that could be played online, most famously their "For Matching Service" series of arcade ports. This is another one of Capcom's online Dreamcast releases.
What's obvious as soon the game starts is that it's a budget release and that it was definitely released with online play in ind, with single player being just an afterthought, only offering single exhibition matches with no kind of career or arcade-style progression mode available. There's also a couple of extra features included to enhance the online aspect. The first is a simple character edit mode, in which you can choose the hairstyle, skin and clothing colours of a player, as well as choosing whether their racket is star-shaped or a more traditional oval, plus you can give your player a little dog that follows her around the court (and you can
choose the colour of the dog too). The other is a mode allowing players to select a still avatar, and four short phrases, which, it seems would be displayed during play when the analogue stick was pushed (the game itself being controlled with the d-pad, obviously).
As for how the game actually plays, it's okay. Nothing special. No fancy moves or powers or anything, like in something like SEGA Superstars Tennis as far as I could tell, though the players do have stats labelled "Guts" and "Miracle" (plus one of the players is apparently from a country called "Love"), so it's possible I just haven't figured out how to activate these things (but the CPU players haven't used them, either). One weird little touch is that when you're serving, you can tap down on the d-pad to make your player bounce the ball on the ground. It doesn't
affect gameplay in anyway, but it's a nice little thing.
I'd probably compare the game to the early Game Boy game Tennis: just a simple, fun tennis videogame. This doesn't really work in its favour though, since there are a lot of simple fun tennis games on pretty much every system, and most of them are easier to get ahold of than this one, there's not really any reason to bother going to the effort of tracking this one down, unless you specifically like to seek out and play lesser known titles like this like some kind of weirdo nerd or something.

Sunday, 27 October 2013

Seventh Cross Evolution (Dreamcast)

Seventh Cross was one of the first games released for the Dreamcast, and it definitely shows. When i first played it, the simple landscapes and repeating textures reminded me of creations made in the Dreamcast's Japan-only adventure game creator "DreamStudio". The creatures in the game look a little nicer. You see animations repeated for similar-shaped enemies in different areas, but they do all have a nice low-poly charm
to them.
The game is an action RPG, in which you play as a lifeform who kills and eats other creatures to gain nutrients and experience points which allow it to become stronger and grow new body parts. Mechanically, it has a lot of similarites with the SNES and PC98 game EVO: The Search for Eden/46 Okunen Monogatari, though the atmosphere is totally different. While EVO had a fairly cute, cartoony atmosphere, Seventh Cross is much more sombre, with quiet music, and more realistic-looking enemies. Also like EVO, each stage is an era in time, millions of years after the last, and to complete an era, you must find, kill and eat the alpha predator of the time.
The problem is, it's not very good. The combat, which is the main meat of the game, is almost entirely about how high your stats are rather than skill. As a result, there is a lot of grinding, for the nutrients needed to grow stronger body parts, as well as the Evolution Points needed to use the evolution grid.
The evolution grid is a pretty original concept: it's a 10x10 grid, upon which you draw in six colours. Each colour corresponds to one of your stats (you choose which colour goes to which stat at the start of the game), and drawing in a colour raises its associated stat. Drawing also makes available more body parts for
you to grow. Once you discover the secret (that minimalist designs tend to yield higher stat boosts and better parts), you'll get stronger faster, but towards the start of the game developing weaker parts is necessary, since the higher level parts need a lot of nutrients to grow, and some kinds of nutrients don't even appear until later stages.
On the other hand, developing high-level parts early in the game is fun, since it means you see strange creature names in there such as "Laser Horse" and "Electric Mollusk", which you won't get to see until much later on.
Despite my saying earlier that the game isn't very good, you might have guessed from how much detail I'm going into that I've played it a lot. And I have! I guess this is all down to the atmosphere: Seventh Cross is definitely what some circles would describe as a lonely game, with it's sparsely populated environments, complete lack of dialogue and minimalist plot. In fact, that there even is a plot isn't even made obvious until
you start the second era, and see a giant golden angel killing the local fauna with lasers. I'm about two-thirds of the way through the game so far and not a single word of dialogue has been spoken, nor has there been a single clue as to the identity or purpose of the time-travelling genocidal being.
In conclusion, Seventh Cross Evolution is a boring, ugly, repetitive game that I totally love and can play for hours at a time.