After the death of the Dreamcast, Sega went multi-platform and divided its efforts amongst the three remaining platforms. Most of the mainstream-targeted games went to the PlayStation 2 (Virtua Fighter 4, Shinobi), and the kids titles (Sonic, Monkey Ball, Billy Hatcher) made headway on the Gamecube.
However, Sega targeted its more hardcore offerings (Gun Valkyrie, Jet Set Radio Future, Panzer Dragoon Orta) on the Xbox, probably hoping to help establish Microsoft's console as a successor to the Dreamcast. This didn't quite work, because the system never shook off its stigma as a system for first person shooters and other Western-oriented games, and most of these games flopped.
It's hard to say whether Panzer Dragoon Orta would've been more successful on a different platform -- like the other Sega Xbox titles, it's stuck in pretty much a niche genre, and possibly still would've been ignored. But from a technical standpoint, the visuals hugely benefited from by the superior processing ability of Microsoft's behemoth.
Even though the Panzer Dragoon games looked okay during the burgeoning days of the 32-bit era, time has not been particularly kind to them. Panzer Dragoon Orta fixed this right up with incredibly crisp, colorful graphics and a near rock-steady 60 FPS framerate. It may lack some of the fancy effects found in later Xbox games, but artistically, it's one of the most gorgeous games on the platform, and possibly of the whole generation. The boss battles and enemies were fairly impressive in the previous games, but everything in Orta just blows them away.
The first stage is a journey through a series of canyons, much like the opening levels in Panzer Dragoon Zwei, except under the cover of night during a fierce storm. The second stage is filled with some inexplicably strange wildlife, including the boss creature, which looks like a gigantic flying manta ray with vicious flora growing on its back.
One of the later stages is a trip through some kind of living computer, complete with the trippiest visuals this side of 2001: A Space Odyssey. At one point, you assault a gigantic airship, which has to be several dozen miles long, and destroy its megaweapon, a gigantic tower that indiscriminately causes destruction with a blazing laser. There's imagination bursting our of every stage, even the dark, empty wasteland levels.
But there's more to Panzer Dragoon Orta than just inspiration, as the gameplay has improved significantly. You can now speed up and slow down, a la StarFox 64, which helps avoid certain enemies. You can also use to encircle boss creatures, similar to the battle system in Panzer Dragoon Saga -- finding the best position is usually key to dodging boss attacks and hitting their weakpoints.
There are three different dragon forms that you can switch between at any time -- the Base Wing, which works just like dragons in the first two games, with two speed bursts; the Heavy Wing, which has more powerful weapons but can target less enemies with the lock-on laser and can't change speed at all; and the Glide wing, which doesn't have the lock-on laser at all, but has a rapid-fire standard gun with a wide targeting range, as well as three speed bursts.
You can level up each of the forms individually by collecting certain items, so you can choose your upgrades based on your playing style, although it's to your benefit to level up all three, since your life meter is extended when you level up. Each also has their own unique berserk attack -- the powers of the Glide Wing is the only way to regain lost life, for example.
Much like Zwei, there are multiple routes through each level, and you can save your progress in between each stage. You're also resurrected right before boss battles if you manage to reach them and then die, which makes the going much less tedious. Your performance will help unlock extra bonuses in the Pandora's Box menu, which includes the usual mixture of fun options and bonus material.
Also included are several sub-scenarios, completely new levels featuring other characters from the game, including one of the Worm Riders and one of the Empire soldiers. Better yet, the Windows version of the original Panzer Dragoon is unlockable once you beat the game. It really sets the standard for bonus content, especially since the main game, despite clocking in at 10 levels instead of the standard six, is still beatable in a about two hours or so.
The story is woven in a bit tighter, with at least a few cutscenes between each stage. The opening cinema tells the story of Orta, a young girl locked in a solitary tower. But a dragon bursts through and rescues her from her prison, only to discover that the whole of the Empire is after her. Only by teaming up with a small band of humans known as the Worm Riders can Orta unlock the full potential of her dragon and defend herself from certain death. It's a bit overdone for how thin the narrative actually is, but it's all easily skippable.
Panzer Dragoon Orta isn't only the best of the series, but it's one of the best cult classics on the Xbox and one of the last true remnants of the Old Sega. It's immensely cheap and easily obtainable, as well as backwards-compatible with the 360. Eeryone with an Xbox system should own it.
While I felt the cliques of panzer dragoon one was justified in some respects somehow I feel you’re far too connected to the workings of today’s gaming world, where sugar filled cut scenes and artificial length is added to games and some other points you have made do not seem to make sense in context making me question have you done your research wrong or did you even experience these games at the time?
The frantic difficulty of the game?
The patterns of the enemies throughout the on-rails games has always been some of the very best examples of video-gaming flow, enemies coming in waves that were created for single strokes of the directional pad and placements which lead from one to another without pushing the player as they’ve come to expect such movements, complaints about lack of analogue support not withstanding, forgetting that the analogue pad wasn’t created yet…
The minor? Improvement in graphics of Panzer Dragoon Zwei?
Even today when I’ve showed this game to people they’ve been stunned, at the scale, design and beauty of enemies and areas you encounter throughout this game, everything from the guardian dragon to the animated transparent textures used throughout level 4 and at points with water/clouds… kept at a smooth and constant frame rate…
While these minor niggles only made me put my back up, more importantly I feel you don’t understand the gaming arena of the mid 90s, we had just come out of the 16 bit era, the arcades were still leading the way in game development, games were made to be arcade experiences, a rush, a ride something that leaves an impression, complaints about the length of the games I feel are totally unjustified, so many games of that era were both shorter and lacked any replay value, being spewed from the arcade generation, along with being born from the arcade orientated 1990s SEGA surely the longevity of the game cannot come into question, games like this, Nights and even Orta are score attack games at heart, the shmup and arcade strive for perfection, the mission to get 100% accuracy winged death rank… The slow unlocking of the contents of Pandra’s Box merely to give the player an area to “play” within, these weren’t standard practices at the time…
No game is perfect and they all do have their flaws, but I feel you may be being needlessly critical on the side of bias e.g saying the FMV in panzer dragoon saga could not compare to the work of square, at this time the only recent FMV square had done was in FFVII which if memory serves couldn’t even match panzer dragoon 1’s FMV in quality…
This article could be your feeling, however more likely I feel its probably an attempt to get a reaction, to put ones-self at a height of editorial elitism to be able (in an uninformed way) criticise such a guarded game series…
I definitely agree with John Adams. This feature article was written too subjectively, and biased towards the author's personal and well unsophisticated tastes. To say that the saturn wasn't mad to be a 3d powerhouse and was unable to display tasteful graphics is just like saying that "NES wasn't good at displaying 2D graphics like the nintendo DS is so it shouldn't have even tried."
The Saturn was a console of its time, the playstation was designed for 3D graphics, but even it's games can be viewed as ugly/pixelated as any saturn game. Even playing the original Metal Gear Solid gets distracting if you focus on all the clipping problems and jagglies.
The game designers used the technology of the period and tried to do as much as they could with it. Nights (for example) is horrendously pixelated and has the vantage point of about 5 feet. Though if you pay attention to the colors its aesthetic is impressionistic, vibrant moving pointalism. Gameplay and music are perfect, though not only very innovative for the time, complimenting aspects to a extremely engaging videogame as a whole.
Though the author does mention the games' commendable art direction, he fails to see that technological limitations are not bad graphics, just graphics of the time and aesthetic strength should overcome the attention given to technical limitations.
To add, I thought panzer dragoon zwei was phenomenal. The first time i played it was when i was 15. After finally completing the game, the ending song played and credits rolled it was my first real conscious experience that i had just took part in something so well conceived, executed and (above all) artful. The music, the landscapes, the flight, and epic grandeur...so immensely affecting. Games don't really achieve that as flawless and masterfully. And maybe the game was short because they cut out all the fat, and all the imperfections.
I'm not gonna even get into Saga, and to say the "problems" or imperfections the author sees in the game as 'nit picky' would be a severe understatement.
Its like saying bread is crappy cause it has crust on the sides and all bread should be crustless everywhere.
pff...just kill this waste of a good subject "article"/overlong ignorant blurb.
The frantic difficulty of the game?
The patterns of the enemies throughout the on-rails games has always been some of the very best examples of video-gaming flow, enemies coming in waves that were created for single strokes of the directional pad and placements which lead from one to another without pushing the player as they’ve come to expect such movements, complaints about lack of analogue support not withstanding, forgetting that the analogue pad wasn’t created yet…
The minor? Improvement in graphics of Panzer Dragoon Zwei?
Even today when I’ve showed this game to people they’ve been stunned, at the scale, design and beauty of enemies and areas you encounter throughout this game, everything from the guardian dragon to the animated transparent textures used throughout level 4 and at points with water/clouds… kept at a smooth and constant frame rate…
While these minor niggles only made me put my back up, more importantly I feel you don’t understand the gaming arena of the mid 90s, we had just come out of the 16 bit era, the arcades were still leading the way in game development, games were made to be arcade experiences, a rush, a ride something that leaves an impression, complaints about the length of the games I feel are totally unjustified, so many games of that era were both shorter and lacked any replay value, being spewed from the arcade generation, along with being born from the arcade orientated 1990s SEGA surely the longevity of the game cannot come into question, games like this, Nights and even Orta are score attack games at heart, the shmup and arcade strive for perfection, the mission to get 100% accuracy winged death rank… The slow unlocking of the contents of Pandra’s Box merely to give the player an area to “play” within, these weren’t standard practices at the time…
No game is perfect and they all do have their flaws, but I feel you may be being needlessly critical on the side of bias e.g saying the FMV in panzer dragoon saga could not compare to the work of square, at this time the only recent FMV square had done was in FFVII which if memory serves couldn’t even match panzer dragoon 1’s FMV in quality…
This article could be your feeling, however more likely I feel its probably an attempt to get a reaction, to put ones-self at a height of editorial elitism to be able (in an uninformed way) criticise such a guarded game series…
Very sorry at 1am i am running on reserve power, there are surely many a typo but now i don't care...
The Saturn was a console of its time, the playstation was designed for 3D graphics, but even it's games can be viewed as ugly/pixelated as any saturn game. Even playing the original Metal Gear Solid gets distracting if you focus on all the clipping problems and jagglies.
The game designers used the technology of the period and tried to do as much as they could with it. Nights (for example) is horrendously pixelated and has the vantage point of about 5 feet. Though if you pay attention to the colors its aesthetic is impressionistic, vibrant moving pointalism. Gameplay and music are perfect, though not only very innovative for the time, complimenting aspects to a extremely engaging videogame as a whole.
Though the author does mention the games' commendable art direction, he fails to see that technological limitations are not bad graphics, just graphics of the time and aesthetic strength should overcome the attention given to technical limitations.
To add, I thought panzer dragoon zwei was phenomenal. The first time i played it was when i was 15. After finally completing the game, the ending song played and credits rolled it was my first real conscious experience that i had just took part in something so well conceived, executed and (above all) artful. The music, the landscapes, the flight, and epic grandeur...so immensely affecting. Games don't really achieve that as flawless and masterfully. And maybe the game was short because they cut out all the fat, and all the imperfections.
I'm not gonna even get into Saga, and to say the "problems" or imperfections the author sees in the game as 'nit picky' would be a severe understatement.
Its like saying bread is crappy cause it has crust on the sides and all bread should be crustless everywhere.
pff...just kill this waste of a good subject "article"/overlong ignorant blurb.