Recently I decided to blow the dust off of my Dreamcast and give Blue Stinger another go. It’s one of the Dreamcast’s signature, weird games that helped the console earn it’s cult following. Bad visuals and voice acting are signs of it’s time and if you can get on board with the ridiculous story that’s as camp as Christmas it remains quite enjoyable. Initially I was quite surprised at how much fun I was having with a 14 year old game, that was until they brought in a swimming section.
![image](https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_uYqa8EjyBGoYvt6zl93vERzhY8Buj0USrDUBTAa9tKVrrLtzSvpNvhmz8OwVul97y-yNWTD5c_dpuul_g-9DNi98qBr_Dle9a7BwCkQcH17xIrReTYI9TuXR595-rMxmA5Yd3zUBD8RtBvXCsdFmqKfIE6tovfJh9V9qe0fWYb=s0-d)
A couple of hours in game you come to an area where you have to swim around a maze-like water plant whilst avoiding a shark, a concept that became a staple of action-adventure games since Tomb Raider, but in the case of Blue Stinger it’s where the game really began to show it’s age. Until this point Blue Stinger had been relatively easy to control even with the Dreamcast’s crazy controller, but navigating in the three dimensions of water became utterly unplayable. The easiest way to describe it is, imagine you're strapped into an aerotrim submerged underwater. It was shocking to play and I would go as far as saying it felt completely broken as there seemed no real way for my character to tread water to catch their breath.
![image](https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_sCJs_JuEFvTQr5GcPF2kzfwfyyuWDmyh3GuK-lxbs28nV9nYVQliUl_p67ir2P3YYcL1vJlArmCmxxcWPx3DXdJh_mubd5ojrVDp60rfN1clxn-_XVsVP2PkbTgcLhMJs77PyDITrzGOFMaz9jecnUsL3jiLa1TpvRkZW0QWzP=s0-d)
It’s easy to forget the teething problems game developers must’ve had in the 90s making the transition into 3D games. I had mentioned before that Tomb Raider led the way in terms of 3D action-adventure games and not to mention Super Mario 64 doing it’s thing for platformers but they weren't without their problems. Turning Lara on the spot and manipulating Mario’s camera are a few things I remember vividly. These sort of problems were slowly ironed out over subsequent iterations in their respective series, but other games took years to change and some not finding their feet until this generation of consoles.
![image](https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_vY8Qymqr_kB4icGaF6tcjat-xQQqSn-01DB6kjsxw5wKHPNJSTk3y2dND_q9PxdiRzOukUgFMxG3tNcDCtkB9NZBZcs3fGxtzK5ruGf_haNbjUFZRtbdY2EEOZr2o4D7wdje4UtzMzMQWTaXT7ftTVYWNEXrTBCr2LEkMETCz-=s0-d)
To this day the Sonic series struggles to work in a 3D environment, Chris Franklin explains it more eloquently than I ever could but in short, Sonic’s signature speed doesn't lend itself well to a 3D environment, dodging hazards and landing jumps worked in 2D because you were limited to UP, DOWN FORWARD and BACK. Maneuvering 360 degrees gives more opportunity for error and navigating obstacles at speed is difficult and frustrating.
Sonic Adventure and Sonic 2006 had this problem and ultimately began the series decline. Only recently with Sonic Unleashed and Sonic Generations has the formula been changed to make Sonic play more like the Burnout series. Having you navigate a relatively linear track and letting the player boost and drift around corners feels great and fits a character like Sonic perfectly. It’s just a shame they had to pad Unleashed with those bloody werehog sections and add fluff between the great core of Generations 2D and 3D bits. From what I understand though, to design a long detailed track to race down at breakneck speed is a hard process and is probably why the padding exists. It’s a step in the right direction for the series and I hope it evolves from here.
![image](https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_sVyVW48WlNhdl3xpJBJ9A2OEy2SlUgyUMxuXZUlrJH79ob-9aDIp03GF7jFNp01A_JPCeX1fnjyZSLm2Whqe5jnRBdgvrnW5VIShOsRsl-M_ARK68WJwa_EqKs-kYXO01zdJklPx9blX9jhQ-JAAUQFaoNhSHseLJYsQGxVJCt=s0-d)
Another good example is if anyone should play the original Resident Evil games now, they’re likely to struggle with the infamous “Tank-Controls” or “Unicycle controls” as I like to refer them. Combined with the awkward fixed camera angles and terrible combat it’s enough to turn anybody off. Fans of the series will argue that it adds to the tension of the game and is half of the identity of a genre but it’s still very clunky and unpleasant. Resident Evil 4 adjusted the mechanics and improved them significantly. The camera was brought in for an over-the-shoulder perspective adding the ability to aim more effectively while still maintaining tension with enemies being able to sneak up on you. This addition was universally praised and would later be used by other games like Dead Space, which in my opinion perfected the mechanic.
![image](https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_uHVcVbmkPP5EPK49OwN8Hl3ruR0LJAXj1mpzOLLmg3TIXyT5G_-ds05_2dw8AvaheImTh-yLXRt3RnvUzAYHkVKyh8ryvHG52VOTXyQMn0Tt386vxNpEqlz7bM8e1Kh26MN1xARfbh1ZEQ6AOwJmIrA6BcxG3KAxOVeRFeFoLv=s0-d)
I think we’ve come to a point with this generation, where we've established many different mechanical improvements that simply work and developers use them because they have become the standard. The only minor gripes I’ve encountered recently are down to changing how a crosshair is aligned with the analogue stick and goes to show that we’re pretty spoiled now having high quality games to play. Maybe it’s because I am spoiled with this new standard, that some of my older 3D games feel less accessible but I’m sure there are plenty of exceptions out there for me to discover.
Finally do yourself a favour and check out some videos of Blue Stinger if you’re interested in seeing how absurd it is without having to actually play it. It’s definitely worth a look.
Thanks for reading,
Kris.
A couple of hours in game you come to an area where you have to swim around a maze-like water plant whilst avoiding a shark, a concept that became a staple of action-adventure games since Tomb Raider, but in the case of Blue Stinger it’s where the game really began to show it’s age. Until this point Blue Stinger had been relatively easy to control even with the Dreamcast’s crazy controller, but navigating in the three dimensions of water became utterly unplayable. The easiest way to describe it is, imagine you're strapped into an aerotrim submerged underwater. It was shocking to play and I would go as far as saying it felt completely broken as there seemed no real way for my character to tread water to catch their breath.
It’s easy to forget the teething problems game developers must’ve had in the 90s making the transition into 3D games. I had mentioned before that Tomb Raider led the way in terms of 3D action-adventure games and not to mention Super Mario 64 doing it’s thing for platformers but they weren't without their problems. Turning Lara on the spot and manipulating Mario’s camera are a few things I remember vividly. These sort of problems were slowly ironed out over subsequent iterations in their respective series, but other games took years to change and some not finding their feet until this generation of consoles.
To this day the Sonic series struggles to work in a 3D environment, Chris Franklin explains it more eloquently than I ever could but in short, Sonic’s signature speed doesn't lend itself well to a 3D environment, dodging hazards and landing jumps worked in 2D because you were limited to UP, DOWN FORWARD and BACK. Maneuvering 360 degrees gives more opportunity for error and navigating obstacles at speed is difficult and frustrating.
Sonic Adventure and Sonic 2006 had this problem and ultimately began the series decline. Only recently with Sonic Unleashed and Sonic Generations has the formula been changed to make Sonic play more like the Burnout series. Having you navigate a relatively linear track and letting the player boost and drift around corners feels great and fits a character like Sonic perfectly. It’s just a shame they had to pad Unleashed with those bloody werehog sections and add fluff between the great core of Generations 2D and 3D bits. From what I understand though, to design a long detailed track to race down at breakneck speed is a hard process and is probably why the padding exists. It’s a step in the right direction for the series and I hope it evolves from here.
Another good example is if anyone should play the original Resident Evil games now, they’re likely to struggle with the infamous “Tank-Controls” or “Unicycle controls” as I like to refer them. Combined with the awkward fixed camera angles and terrible combat it’s enough to turn anybody off. Fans of the series will argue that it adds to the tension of the game and is half of the identity of a genre but it’s still very clunky and unpleasant. Resident Evil 4 adjusted the mechanics and improved them significantly. The camera was brought in for an over-the-shoulder perspective adding the ability to aim more effectively while still maintaining tension with enemies being able to sneak up on you. This addition was universally praised and would later be used by other games like Dead Space, which in my opinion perfected the mechanic.
I think we’ve come to a point with this generation, where we've established many different mechanical improvements that simply work and developers use them because they have become the standard. The only minor gripes I’ve encountered recently are down to changing how a crosshair is aligned with the analogue stick and goes to show that we’re pretty spoiled now having high quality games to play. Maybe it’s because I am spoiled with this new standard, that some of my older 3D games feel less accessible but I’m sure there are plenty of exceptions out there for me to discover.
Finally do yourself a favour and check out some videos of Blue Stinger if you’re interested in seeing how absurd it is without having to actually play it. It’s definitely worth a look.
Thanks for reading,
Kris.