Phantasy Star II

Developer: Sega
Publisher:   Sega
Played on: Mega Drive Ultimate Collection

Over time, the Phantasy Star series has come to hold a special place in my heart. This is why the original Phantasy Star was one of my first blog reviews. Though looking back on it now, perhaps I should have waited a couple years before tackling these games.

Before the 'online' moniker was added, Phantasy Star II was perhaps the most famous title in this franchise. While the JRPG genre had already learned how to walk it still had some difficulty standing on its own, particularly outside Japan. For reference, Final Fantasy II for the NES was launched just four months before Phantasy Star II hit the shelves. Oddly enough, Sega's RPG is more often than not compared to the fourth entry in Square's Final Fantasy saga despite it hitting store shelves two years prior to Cecil's journey. Moreover it's easy to forget this 16-bit RPG was launched in the west before any of the Final Fantasy games ever did.

If one were to pinpoint the reason as to why Phantasy Star II was so highly praised I would have to say timing played a major part. Bridging the gap between 8 and 16 bit, it gave us a glimpse of what's to come. These days however, Phantasy Star II feels rudimentary and unforgiving with a few bright spots in between which could have shined brighter were the developers not limited by technological and time constraints. For one thing it was touted as the first game to have been released on a 6-Mbit cartridge (750KB). As time went on, cartridge costs went down and as a result most 16-bit RPGs were shipped on 12, 16, 24 and even 32-Mbit cartridges. With that in mind, it's easy to see just how limited this showcase title really was when compared to later releases.

Phantasy Star II takes place a thousand years after its predecessor. Every planet in the Algo system is now ruled by Mother Brain, a super computer capable of managing every terraforming facility and whatever else is required to keep a stable population. 

It's here we're introduced to our main characters, whom I'd like to describe in greater detail, but the sad fact is, we barely get any information on them save for their profession. Thus, we've reached the first major problem with Phantasy Star II, there's very little story to it. While at certain points we'll see the occasional cutscene or character dialogue, these are few and far between, moreover, many of the character interactions boil down to either exposition or the bare basics of what a plot should convey. Yet, Phantasy Star II had more story than most other JRPGs of its time. The original Final fantasy for example had virtually no plot save for a timeloop storyline thrown in a the last minute.

Combat is handled in a turn-based fashion and it's here we can see the major graphical jump we get from its 8-bit predecessor. For starters we get a behind the shoulder view of all our party members, all of which feature an impressive level of detail for the time. Even more impressive are the animations, it doesn't matter if the monster are idle, attacking or if we're the ones on the offensive. Animation is nicely handled, surpassing even most JRPGs launched towards the twilight years of the 16-bit generation. The only real complaint I have on here is the lack of a background. It doesn't matter if your party is fighting on a meadow or a tech lab, the only backdrop you'll ever see is a tron-like grid.

Players who are familiar with turn-based JRPG combat will likely instantly grasp the basics of Phantasy Star's combat. It even features a useful auto-combat strategy, it may employ questionable strategic combat decisions, but it does provide a reprieve from the heavy grinding. The spells provided in the game all feature non-descriptive names such as "Foi", "Wat" or "Gires". This forces the player to experiment with them so as to learn their use

Another aspect where Phantasy Star II stood out from JRPGs of its time was the ability to switch out party members. When in a town, you can catch a teleporter to the main character's home. There, the team is introduced to new warriors who wish to rally behind our cause and may switch out between them. Each character has certain set of skills, strength and weakness. The latter two are never explicate told to you, rather it is up to the player to discover which party combination fits best for each dungeon.

Speaking of the dungeons, it is here we reach Phantasy Star II's biggest problem (though some would argue is its biggest draw as well). The dungeons are absolutely labyrinthian in nature and feature an extremely high encounter rate. To put into into perspective, the early stages of the game are about as difficult as the end dungeon for most Final Fantasy games. In the first game, the 3D-like catacombs served as both a challenge and one of its best features. It forced players to map out their progress in graph paper thereby creating a more engaging experience. This however does not happen in the sequel. One of the main issues being the sheer size of these locations, some of which have upwards of 20 floors with dozens of paths leading to dead ends. The other setback is the change in perspective to a top-down 2D game. This makes it extremely difficult if not impossible to map out your progress, further exacerbated by the already mentioned high encounter rate.

Sega of America noticed the extreme difficulty of their dungeons and as a result shipped every copy of the game with a walkthrough which featured maps for every stage. However so such documentation exists for any subsequent release on other systems. As a result, new players will likely become frustrated early on as it forces them to memorize massive locations while constantly being interrupted for combat. I've seen some gamers proclaim Phantasy Star II is a more fun and engaging experience without any outside help and while I can see the validity in that claim I would argue it only applies to very strict subset of its userbase.

Phantasy Star II is an absolutely massive experience. Even if we clear every dungeon at at reasonable time there is simply so much to explore that it will likely keep gamers busy for quite some time. Unfortunately the experience becomes repetitive rather quickly as almost every town in the game looks the same as the last. The same criticism is valid towards the dungeons as well as there's very little visual or even musical variation between them.

It's difficult to give Phantasy Star II  a rating. It holds historical significance and broke a lot of new ground for the genre, but at the same time it feels very rough and archaic in the worst way possible. When reviewing a game like this one must always take into consideration the limitations and mindset of its time but also analyze whether it's still a fun experience for a modern gamer. In the end I feel playing and finishing this game requires a certain mindset that is not advisable for every gamer.

Those that trudge on through will see how quickly the genre involved in just a few years but also how a game as harsh and unforgiving like this can provide an immersive experience. I still look back on the Phantasy Star II's characters with fondness even if I barely got to know them. Together we faced difficulties, hardships and frustrations, but we pulled through and for that, I'll always remember them.

Trivia: Did you know Phantasy Star II launched a mere three months after Final Fantasy II for the famicom? Oddly enough it's most often compared to Final Fantasy IV for the SNES

Trivia 2: And did you know it was launched in the west before the first Final Fantasy title did?

- Strong historical value in gaming
- A unique sci-fi experience in a genre that up to this point delved mostly in fantasy
- Combat animations above and beyond almost every other RPG of its time
- Provides a long, extremely difficult journey that is as frustrating as it is immersive and endearing

- Extremely difficult and frustrating
- High encounter rate and labyrinthian mazes will scare most players away
- Very little plot or story is told in the game
- Generally feels very archaic

Final Grade: B-

Alien Resurrection

Developer: Argonaut Games
Publisher: Fox Interactive

Having played and thoroughly enjoyed Alien Trilogy I was looking forward to its pseudo-sequel. The first game was an early Playstation title, while this one launched closer to the system's twilight years. Unfortunately, as the old adage goes, better graphics do not make a better game and Alien Resurrection is a good example of this.

Launched a whopping 3 years after the movie was in theaters, this game adaptation was slated for the Playstation, PC and Dreamcast. However, due to poor sales on Sony's console the latter versions were canceled and we are left with a technically impressive title on a system that was slowly stepping out of the market.

Alien Resurrection's plot is loosely based on that of the movie. You play as either a cloned Lt. Ellen Ripley or an assortment of characters from the fourth movie as they attempt to save everyone aboard the USM Auriga, kill the xenomorphs and eventually escape the complex. Depending on each mission, players automatically switch between characters, though there is virtually no difference gameplay-wise between them.

Forfeiting Alien Trilogy's Doom-like pacing, Resurrection attempts a slower and more realistic approach to first person shooters. Your character walks very slowly and is easily outmaneuvered by Xenomorphs, so a careful approach to every room is recommended. This, when coupled with the bleak surroundings and distant sound effects one would expect from a game of this franchise creates an immersive experience, something which is very uncommon for First Person Shooters on the original Playstation.

Alas the game seemed to have bitten off more than it could chew. Alien Resurrection may have good ideas and even better intentions, but fails at executing them properly. Its main issue begins with the series' main attraction, the Xenomorph. To put it bluntly, they are dumb, easy to kill and the least threatening enemy in the game. Granted these same criticisms could also be applied to Alien Trilogy, but that title was going for a Doom-like experience which implies fast pacing and a constant supply of cannon fodder.

Here, you expect Xenomorphs to do more than to just blindly rush you only to see them getting mowed down in mere seconds by overpowered weapons. It doesn't help their deaths are accompanied by screams that resemble that of a chicken. If at any point in the game I found Xenomorphs threatening it all soon turned to laughter for that reason alone. The few times they attempted anything different were in scripted scenes, these always play the same and it simply becomes a matter of figuring out how best to approach each situation. I was also disappointed to learn players can walk over an enemy's pool of acid blood and suffer no penalties, something which even Alien Trilogy knew better.

Oddly enough it was the humans and face huggers that I dreaded throughout my experience. The first because they had guns and the latter due to their small size, which made aiming a chore. Although there's a good variety of weapons I often found myself scavenging about for ammunition, which added quite a bit of tention to my playthrough.

Graphically I was very impressed with Alien Resurrection. The models are above average for what you'd expect on the system and the environments are some of the best I've ever seen on Sony's 32-bit console. If the resolution were any bigger it could easily pass for an early Playstation 2 title. Exploring each room in a slow methodical way is engaging and immersive but I often struggled with the controls especially when climbing ladders. The room layout can be somewhat obtuse as well, often leading you down paths that seem forced and contrived, not helped by the fact Ripley can't jump, climb or even fall through most gaps without hurting herself. 

I am sad to say Alien Resurrection was something of a disappointment to me. The game gives you a message in the beginning stating it's "best played in the dark" though immersive it may be, scary it is not.  In fact I actually found its predecessor to be the scarier title. Alien Resurrection seemed to have lofty expectations which sadly are not met. Despite this it has a more mature take on the genre for the system it's on. At times it almost seems like it took a page off of System Shock 2, albeit with less polish, exploration, no RPG elements and a less interesting story. Still, for a game that apparently was stuck in development hell, the mere fact it exists and tries (but ultimately fails) to push the envelope is better than what we see with most movie to game adaptions.

Trivia: Did you know the studio behind Alien Resurrection is also the same studio behind Star Fox for the Super Nintendo? They even designed the Super FX chip.

- Graphically impressive environments
- Provides an immersive experience

- I now associate Xenomorphs with chickens
- Xenomorphs are the most non-threatening enemy in the game
- Controls are a bit hard to handle in places
- Room and level design feels forced and contrived.

Final Grade: C+

(excuse the sticker folks, they're a pain to remove)

I absolutely love this cover! This is the kind of image you want associated to an Alien product. 

The manual isn't too bad either, giving some back story and information on all characters and enemies. Text is often accompanied by in game screenshots, though I noticed some items seemed to be in a higher resolution than the final product. I assume this is a left-over from the PC/Dreamcast ports.

Not a bad packaging for a Playstation title, though I wouldn't mind some extras like a catalog or two.

Packaging Grade: B-

Alien Trilogy

Developer: Probe Entertainment
Publisher: Acclaim

Launched early in the Playstation's life cycle , most would probably dismiss Alien Trilogy as an attempt to cash in on both Doom's and Alien's popularity. Luckily none of that prevents it from being a damn fun game!

Don't let its name fool you though, despite having the moniker  'Trilogy' it does not attempt to follow either story or events in any of the three movies. You still play Ellen Ripley, a Lieutenant in the marines sent to planet LV426 to clear a colony that's been decimated by xenomorphs.

While parallels to the second movie can certainly be drawn, Alien Trilogy is its own story which involves clearing a prison similar to the third movie and an alien spacecraft similar to the one found in the original Alien. 

It's pretty clear this aims to appeal to fans of 'Aliens' first and foremost, between that and the critical acclaim Alien Vs. Predator received just two years earlier on the Atari Jaguar it's easy to imagine the thought process behind this game.

Upon starting the game, you're prompted to a short CGI video detailing what little story there is before being thrown right into the action. As with any Doom clone you have to navigate maze-like levels while gunning down hordes of enemies. The atmosphere is dark and moody, fitting the alien franchise like a glove. Xenomorphs and face huggers litter every level and will easily swarm you if not kept in check. This is made especially worse by the extremely stiff controls and the lack of Dual Analog compatibility.

The developers went out of their way to create as much enemy variety as they could within the established canon, going as far as to even include the dog-like xenomorphs from the third movie.  They all look menacing and terrifying given the hardware limitations, I especially like the facehuggers who can surprise you by jumping onto the screen, covering it almost completely. The effect looks pretty pixelated but I'd be lying if I said I didn't jump out of my seat when it happened.

Unfortunately there are only so many variations one can draw from the source material, as a result several human enemies have also been added. These are not nearly as interesting or menacing as the xenomorphs and only serve to cheapen the game, making it look more like a generic doom clone rather than the original title it aims to be.

Your weapon variety is also not as great as it could've been, handing you a mere handful to choose from. I honestly found there was little difference between them, save for damage output, and by the end of the game I barely ever used the pistol or shotgun as they simply required too many shots to dispose of a single foe. It also doesn't help that health and ammo is pretty scarce, so you'll have to keep an eye out for secret stockpiles. Thankfully, the gunplay never gets old, shooting your first xenomorph is as rewarding as your last kill. They even leave a pool of acid in their wake which should be avoided.

Graphically the game looks amazing for a Doom clone. While the levels are somewhat claustrophobic due to all the corridor mazes, they all look as they did in the movies. I especially loved the space ship which featured plenty of H.R. Giger inspired visuals. The music ranges from atmospheric to techno and it fitted the scenery really nicely with the dark brooding corridors adding to the tension and feeling of hopelessness.

Overall I was pleasantly surprised by Alien Trilogy. I expected it to be a run-of-the-mill Doom clone. Instead I found a love letter to the franchise's second movie. The stiff controls and human enemies may be a turn off for some, but if you love 'Aliens' and old school first-person shooters then this is the game for you!

- Faithful to 'Aliens' gameplaywise
- Dark and moody atmosphere add to the tension
- Fun gunplay, killing xenomorphs never gets old

- Human enemies cheapen the whole experience
- Limited weapon selection
- Stiff controls

Final Grade: B

That is one sexy cover! It lets you know it's an alien game and that it won't pull any punches. Unfortunately, both the title and tagline make it a bit misleading by promising the "complete alien trilogy". Yeah sure, the game itself is complete, but it's really got nothing to do with the movies.

Inside you'll find a below-average manual and an Acclaim Catalog.
The manual provides no background information plot-wise, at least it goes fairly deep on how to play the game, complementing the information with screenshots. It's just a shame the screens are so dark and blurry you'll be hard-pressed to make out anything in them.

Finally there's the catalog which is somewhat hit-or-miss. Half of its titles are sports or wrestling games which didn't make for interesting reading material. Oddly enough, the WWF Wrestlemania page features a promotional picture of three of the wrestlers that is way too stretched out. I'll admit I don't know what kind of image editing programs were used back then, but that does not look at all. Other games in the catalog include Alien Trilogy, D, X-Men Children of the Atom, Rise of the Robots 2(ergh) and Bad Mojo.

Overall the packaging isn't bad but it could have been so much more. At least the catalog is worth a browse or two.

Packaging Grade: C+

Phantasy Star Online

Developer: Sonic Team
Publisher: Sega

As the first console MMO, Phantasy Star Online is an important piece of gaming history, sadly, these days it's treated as something of a footnote. Perhaps this is due to the fact few people played online on consoles or simply because PSO was released for the ill-fated Dreamcast. Whatever it would be a shame to see its historical merits forgotten.

Despite it being an mmo, Phantasy Star Online offers an offline mode, which is what I'll be playing for the purpose of this review.

Phantasy Star Online forfeits all connections with previous games and instead introduces players to a new cast and system. This may seem like a bait-and-switch maneuver on Sega's part but the game pays so little importance to story or characters one would barely notice it hardly matters. 

Luckily, the aesthetics fair much better in this regard, if you've played Phantasy Star 2 and/or 4 on the Sega Megadrive/Genesis you'll easily recognize the art-style employed here, it remains as true to its source material as it could have been.

As you create a new character, players are given a choice of several classes and races, these will generally boil down to your typical warrior, healer, magic and ranged builds. Unfortunately, for whatever reason, Sega imposed a limitation in which you can only save one character per memory unit, this mean if you want to try every possible combination you'll need a total of nine VMUs. Why the developers imposed this restriction is beyond me!

Starting the game you're brought Pioneer 2, a colony ship sent to Planet Ragol for colonization purposes. You're told in second hand of how massive your craft is, but sadly you only get to explore a tiny section with a handful of shops, serving as the only town in the entire game. Instead, most of the game is spent taking on missions and traversing the same sections of the planet over and over again until you complete each objective. I am not exaggerating when I say you will be running through the same maps over 15 times just to unlock the next section, as if that weren't enough, you can't accept multiple missions, so you'll just have to go through each and everyone of them individually. 
Leveling up and farming for better gear is a mainstay of the genre that's very present in Phantasy Star Online, these are arguably the game's strongest points, though it's a shame very few items actually change the aesthetic look of your characters.

Combat, gear and items seems to have been inspired by the likes of Diablo, albeit much slower, clunkier and generally less interesting. You have an auto targeting system which works well against single enemies but quickly becomes cumbersome when fighting groups, moreover, your character turns very slowly, it doesn't quite reach Resident Evil tank controls, but it's still more of a hassle than it should be.
Skill, magical and items are all used in real time, unfortunately the Dreamcast controller doesn't allow for a lot of slots, so I often found myself restricted as to what I could use.

Music and sound effects are very minimalist, even large explosions don't create as much a noise as one would expect. While at first I didn't care for the sound design it eventually won me over.
Graphically the game is showing its age, particularly with the low-poly character models and muddy textures, though on the artistic side the game is feast for the eyes, the high-tech 'city' of Pioneer 2 and Ragol's lush green forests were a feast for the eyes. Occasionally NPCs will speak to you while invisible, I'm assuming this is a memory saving move by the developers and remnant of PSO's mmo origins. Between the sound design and this feature I found Phantasy Star to be a hypnotizing, almost dream-like experience.

Overall Phantasy Star Online is game that's definitely showing its age. The Diablo-like gameplay can be addicting and rewarding, but it's also prone to repetitiveness, especially considering players are forced to traverse the same maps over a dozen times before unlocking the next. If you're a fan of the classic 16-bit Phantasy Star games you might get a kick out of the updated graphical style, but be warned, lore-wise the game severed almost all ties with its ancestors.

Trivia: Did you know the Phantasy Star Online game disc contains a set of five 800x600 and 1280x1024 wallpapers? Just insert it into your PC and set them as your desktop background. Alternatively, if you don't own the game, you can download them here.

Trivia 2: Originally, the game was not going to be part of the Phantasy Star franchise, instead it was internally known as 'Third world' and was meant to be its own ip. However, when creating concept art for the title Sonic Team director, Yuji Naka felt it was very reminiscent of the Phanttasy Star games and so the change was made.

- Good dungeon-crawling elements
- The art style is very faithful to its 16-bit predecessors
- A piece of gaming history

- Very repetitive
- Characters are hard to control, auto-aim could use some tweaking
- Only one character per VMU

Final Grade: C+

The cover is an absolute waste! The artwork itself is fine, if a bit crowded but what's with the white border taking 50% of the cover? It makes it hard to tell what is even going on.

Inside you get a lot of awesome content, firstly, the disc features an alternate artwork which looks much better than the game's cover, why didn't they use this? You also get a fairly thick manual with a lot of information on how to play the game, all complemented rather nicely with screenshots. A shame it's printed in black and white and uses a low quality paper.

Finally you get a Sonic Adventure 2 demo disc which even comes with its own manual! This may not seem like much, but back in the day, a game coming with a demo was a pretty big deal. Finally you get a serial number which was used to play online. As you can expect, this code is useless these days, though it does make for an interesting piece of gaming memorabilia.

Overall, this is an excellent packaging, yes the cover sucks and the manual is printed on cheap paper, but all the extras more than make up for it.

Packaging Grade: B+

Phantasy Star Online Wallpapers

Phantasy Star Online for the dreamcast contains a set of five 800x600 and 1280x1024 wallpapers. I thought I'd upload them here for those of you who don't own the game:



Bug Too!

Developer: Realtime Associates
Publisher: Sega

You may find this hard this hard to believe, but 'Bug!' was a critical success back in 1995! Critics would praise the innovative gameplay and superb 3D graphics. It must've sold pretty well too because a sequel was out a year later.

This time the story makes a lot more sense in a cartoony sort of way, after the success of the first Bug movie, you and your friends are enlisted for seven new feature films all of which are shot on location with little regard for the actor's safety. I'm glad Bug Too! took a few seconds to explain the story a little better this time around, the first game was really needlessly confusing.

The game starts out well enough as it prompts you to pick one of three characters, Bug from the first title, a 1970's style disco character and a talking dog that sort of sounds like Scooby-Doo. Unfortunately, as it turns out they all play the same, none of them have any exclusive abilities, stats or moves.

You're then brought to the first series of levels which  parody horror movies, they're not done as well as Gex, but I did get a chuckle at some of the monsters, namely the ghosts who chain you, call you 'loser' and then release you. I have no idea why that costs you health points but I don't care either, it's funny and that's all I need. The first three levels are much more interesting than any of the worlds in the first game with actual background, walls and a generally more interesting art style.

Unfortunately once you finish the first world disappointment sets in quickly as the game quickly returns to the bland look and style from the first game. Even the movie parodies are completely forgotten! How can you have a space world parody with no references to Star Wars, Star Trek, 2001: A Space Odyssey or really anything at all? It's just a generic level set in space! The desert levels could have parodied Indiana Jones or Lawrence of Arabia, but again, none of that actually happens, it's just a group of generic stages featuring none of the original enemies, walls or decorations from the first three levels.

None the issues from 'Bug!' were addressed either, levels become frustratingly difficult not just because of the enemies and death pits but also due to their sheer size and maze-like design, it also suffers from the same repetitive design

Graphically there are little to no differences from the first game once you beat the first world (yes I know I sound like a broken record here), meaning you'll soon return to the boring featureless corridors which seem to do a good job at getting you lost. The music isn't bad, though I noticed Bug re-uses a lot of the same one-liners from the first game and the recording equipment sounds noticeably different than the newly added ones.

It almost feels like the developers wanted to create a game that parodies pop-culture but ran out of time, so you get a really fun first world followed by six boring, generic worlds that look like they were ripped from Bug! If you enjoyed the first game you might as well view Bug Too as a mission-pack, however, if it's a full-fledged sequel you're after, prepare for disappointment.

- First few levels are fun and quirky
- Fun gameplay in short bursts
- Character models look pretty good and are nicely animated for the time

- It's easy to get lost and the high difficulty can be frustrating
- Gameplay becomes somewhat repetitive after a while
- Visually the maps start out interesting but quickly become dull and boring

Final Grade: C+

The game may not be much of improvement over its prequel, but the cover sure is! Look at that, color, backgrounds, actual stuff going on! I love the box art's color balance and there's so much going on in the background that the cover always draws my eye onto it.

The manual isn't bad either, there describing the backstory and items with a few black and white screenshots here and there. Nothing ground breaking but it does its job well enough. A shame it still comes in an early Saturn packaging meaning it's too fragile for its own good. Regardless, the cover alone makes this packaging an improvement over the previous one

Packaging Grade: C+


Developer: Realtime Associates
Publisher: Sega

Playing the Clockwork Knight games and 'Bug!' back-to-back really makes me appreciate not only what Mario 64 brought to the table. 3D was this new exciting technology and developers knew they wanted to implement it in their games, but weren't quite sure how it would apply to the platform genre.

Clockwork Knight was a 2D game a few 3D elements graphical elements thrown in, 'Bug!' however tries to take it a step further by creating a (almost) fully 3D game and as a result we got a very experimental game. In a way I do miss the experimentation period of this era, once Mario 64 became the standard it was pretty much expected of every game in the genre to draw some influence from it.

In 'Bug!' you play as well, a bug who is tasked with saving his family... in a movie he's shooting. Yeah it's never really clear if it's just a movie or if you're actually rescuing anyone, I mean if it's just a movie why do the enemies kill you? Maybe I'm just over-thinking this.

As previously mentioned, this is an early 3D platformer, meaning you can movie in any direction, however, much like Clockwork Knight, every character in the game is a pre-rendered sprite. The makes the characters seem very clean and nicely animated but has the downside of making it hard to judge depth and distances between characters. To reduce this issue, most of the levels consist of narrow corridors and walkways, which does help, but the occasional judgement error will still take place.

You might think this system makes the maps rather limited, but the developers actually did a really good job here! Yes, they consist mostly of corridors with the occasional wide room, but the stages are really quite expansive, twisting and turning you scale up or climb down between all the ledges, springs and moving platforms. It's really quite easy to get lost and some levels even place a map at random spots so you know where you need to go. Regardless, the game does become repetitive after a while and the high difficulty only exacerbates this issue.

Bug's actions are rather limited for the most part, he can walk, duck and jump on enemies. Thankfully there are a few power ups scattered about that add to his moves, you'll need them too because this game is HARD. At first it may seem like there's a shortage of checkpoints, but actually bug is kind of secretive in how they work. While there are some sparse checkpoints on most levels, you'll also occasionally run across some guy wearing sunglasses, if you give him a coin not only does it act as a checkpoint, it also sends you to a bonus mini-stage. Another strange design choice was the save option, your progress is saved automatically and it keeps track of your lives and continues, but you need to start each world from the beginning, so some degree of backtracking is involved.

Each stage has a few bonus mini-games as previously mentioned and if you finish three consecutive levels with over 100 gems you're also greeted to a flying stage similar to what you might find in Space Harrier (minus the shooting).

The character models are composed of pre-rendered sprites, similar to what you'd find on Donkey Kong Country or Clockwork Knight, though they are definitely much cleaner here. The environments however look rather dull as they're mostly composed of corridors and a static background screen. Even with the sparse graphics, there it still a degree of pop-in for any platform farther than 20 feet, it's not long before you get tired of watching the same corridors over and over again.

I found the music rather annoying and while bug's comments are fun at first they eventually repeat themselves a little too often.

Overall I was pleasantly surprised with 'Bug!', the gameplay and the graphics have aged a bit and repetitiveness does eventually. With that said, Bug's charm eventually grew on me somewhat.

Trivia: Despite being similar in theme and style to Pixar's 'A bug's life', Sega's game was actually launched 3 years before the movie. Between this and the Toy Story/Clockwork Knight scenario I'm starting to think someone at Pixar loved the Saturn.

Trivia 2: In one of the bonus levels, you get to race against Sonic the Hedgehog, it even uses Sonic 3's sprite and animations. It's kind of strange Sega would just let Realtime Associates use its mascot like that.

- Interesting take on the 3D platformer
- Fun gameplay in short bursts
- Character models look pretty good and are nicely animated for the time
- Mini-games and interesting level design help spice up the gameplay

- The Music can become rather grating
- It's easy to get lost and the high difficulty can be frustrating
- Gameplay becomes somewhat repetitive after a while
- Visually the maps look extremely dull and boring

Final Grade: C+

Mid-90s CGI cover with very little detail? Check! Blank featureless background? Check! Character(s) either staring blankly at the player or doing nothing that tells us what the game is about? Check! Yep! It's a mid-90s videogame cover with another one of those crappy early Saturn boxes no less.

At least the cover is a bit better than Clockwork Knight's though that's not saying much. The manual is pretty good though with backstory, character and enemy bios and a general description of every item and world.

Packaging Grade: D