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    What are your thoughts on burning rangers from 1998?
    >>
    >>12896126
    Gayga Shiturn
    >>
    >>12896126
    Its technically impressive for a Saturn games but I've always found it too janky to enjoy playing it
    >>
    Mediocre

    Main theme is cool though
    >>
    The sad thing is knowing that the architecture clips out not because the Saturn can't handle that amount of polygons, but because Sega's own tools were unoptimized.
    >>
    Cool tech demo. Not a good enough final product.
    >>
    interesting idea but the movement sucks too much for it to be enjoyable. Not even the analog controller helps.
    >>
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    Burning Rangers is one of those games people sleep on when they talk about 5th gen 3D but honestly it is one of the most complex ones from that era
    Everyone thinks Saturn cant do real 3D platforming because most PS1 and 3DO games were just flat corridors with tank controls but Burning Rangers is nothing like that
    Sonic Team basically made a Dreamcast game a year before Dreamcast even existed
    You got full free movement in true 3D space with a jetpack, you got missions that change every time you play, you got fire that spreads in real time and you have to put it out with physics, you got rescue systems where NPCs send you mails and you have to find them with navigation voice
    The platforming itself is wild for a 1998 Saturn game
    It is not just run and jump on blocks like Crash or Tomb Raider
    You are flying around multi layered rooms, doing precise landings on small pipes, using your boost to cancel falls, exploring vertical stages that feel more like Mario 64 or later Jet Set Radio than anything on PS1
    Most 5th gen games cheated 3D with fixed camera and boxy levels but Burning Rangers lets you move anywhere and the level design still holds up
    That is why it feels closer to N64 and Dreamcast stuff than to the usual PS1 Saturn library, it was already thinking in next gen logic while still running on Saturn
    >>
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    It's on the same level as Macross FX for the Saturn. Very simple rudimentary 3D that moves the environment towards you instead of you moving in a 3D world.

    Kind of fun to play like virtual on meets rockman Dash. I'll give it a go every now and then just like I hit up the Dreamcast fighters.

    Pic relevant.
    >>
    >>12896131
    yep
    >>
    >>12896126
    I love it, it's very underrated.
    >>
    >>12896126
    Really lovable but I get why some people have issues with the controls. It's like Earthworm Jim where it is perfectly playable but the controls feel noticeably different from your average game so some people will say it feels "off" and so it is bad.
    >>
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    what is this expression conveying
    >>
    >>12896126
    In the encyclopedia next to the phrase "too little too late".
    >>
    >>12899930
    "i'm extremely cute"
    >>
    >>12898898
    Replay value is relatively high for a 3d game released in 98. Sucks you can't unlock everything on one save though.
    >>
    I need to get around to playing it eventually. I've heard the theme song a million times in PSO and it's great. So upbeat.
    >>
    >>12896126
    it's a typical sonic team 3d game, interesting concept but ruined by the horrible controls, camera, and collision. also has too few levels.
    >>
    >>12896126
    Boss fights are the best parts. Should have made it a full 3D mega man type game instead of the fire fighter gimmick.
    >>
    is the JPN one the same or you need the dislogue? shit is $600 cheaper
    >>
    >>12903579
    Maybe the voices add some extra immersion, but i played through jap version no problem. I think the voices are just telling you where to go or to watch out for upcoming shit.
    >>
    >>12896126
    I really like the game, but I can feel how it was rushed given the few chapters it has when it definitely needed more chapters to flesh out a story. It needed time to feature something on each of the characters, have some breathing room for a bit of filler to either develop some arc or see the situation in a different light, instead of all high-intensity moments for a chance to build a sort of rhythm to really connect in a controlled pace. I do wish there was a lot more to the game, but what is there is pretty impressive and I found enjoyable. Understandably, as a Sega game it is not for everyone, but it definitely is for me.
    >>
    >>12896126
    A good, ambitious idea that was unfinished. There’s just not much here besides ambitious graphics that work just barely well enough.

    The Voice Direction System or whatever was inaccurate, annoying and kinda dumb. I am not impressed with the whole talking to victim during the fire and then getting a letter thing. The game makes a big deal out of this though, It’s like Sonic Team’s whole nightopian thing in Nights and the Chao raising stuff. Hey fuckwads, let’s make a decent platformer first.

    The enemies and combat were very simple. No real aiming going on. The bosses were good. The little tunnel minigame is fun for a minute. The cutscenes were shit. No real platforming occurs except maybe a tiny bit on the last level. They built an engine that could do it, but didn’t really use it. I would’ve enjoyed at least a few levels of an obstacle course type thing like Croc or Ninpen Manmaru, and the engine is perfect for it, but I guess they didnt wanna do that. The jumping from explosions mechanic was a bit finicky I thought. Still, it’s kinda close to what the Saturn needed at the time.

    But compare it to another Saturn game like Tomb Raider. Lengthwise it’s maybe an eighth as long. Compare it to similar space themed third person shooters from the time like Jet Force Gemini or Star Wars: Shadows of the Empire. They don’t seem like they’re from the same time. SOTE is actually over a year older. BR just doesn’t do anything special gameplay wise and its incredibly short. The graphics are only special because it looks as good as a Playstation game on the Saturn.

    It’s one of those Saturn games that were good but take less than 2 hours to beat. Nights, Sega Rally, Daytona, Panzer Dragoon 1&2, Astal, Clockwork Knights, Shinobi and tons of arcade ports. Then you load up Powerslave, Tomb Raider, Megamans, Croc, Duke Nukem, SOTN, Resident Evil and etc, (all available on ps1) and realize that Sega tried to scam us with short games.
    >>
    >>12896126
    The game is all about being a firefighter and rescuing people, and when I have that image in my mind, I think of a guy carrying someone on his back out of the flames, that's the romantic, heroic image of a firefighter. In Burning Rangers, you collect 5 magic crystals from shooting at fire, walk up to a guy, and then watch an unskippable cutscene of your character talking to the guy before teleporting him away. So, on a design level, it just completely fails to fulfill the potential of its premise.
    On a technical level, it's a complete mess, the level is constantly disappearing around you and it strips the world of any sense of solidity, and the framerate is pitiful. There's no music because someone at Sonic Team had the pet feature of the stupid audio navigation system which adds nothing. There's frequent dialogue from the other members of your team, so it seems Sonic Team wanted listening to your team to be a big part of the game to make it feel more like you're a member of that team, with the audio navigation being a part of that, but this falls really flat in the English version because the dubbing is so horrifically bad and every character feels like they're falling asleep. Bulk Slash had the same concept of a navigator without having to strip away music.
    The character designs are unappealing, which is really impressive because anime girls in skintight bodysuits is playing on easy mode for making appealing characters, but Tillis sucks and she looks like she has something wrong with her in most of her art.
    >>
    >>12896131
    FPBP
    >>
    Is Burning Rangers even actually a good-looking game on the Saturn? The constant disappearing polygons makes it look like totally unplayable dogshit. Sprite-based games like Baroque, Powerslave and Bulk Slash are a hundred times more visually appealing, and there are nicer full-polygon games too like Sega Rally, Virtua Fighter 2, Virtua Cop, Fighting Vipers, really just anything by AM2. Even NiGHTS Into Dreams looks way better. Sonic Team were just smoking crack when they made Burning Rangers. Literally just an aborted demo for PSO
    >>
    Even Tomb Raider looks better!!
    >>
    File: Ugh.png (465 KB, 463x551)
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    Test
    >>
    >>12905120
    >The constant disappearing polygons makes it look like totally unplayable dogshit.
    The way you say this sounds like you barely played anything gen 5, Saturn or not.
    >>
    >>12905571
    Show me a worthwhile 5th gen game that has this as bad as Burning Rangers
    >>
    >>12905120
    >Even NiGHTS Into Dreams looks way better.
    Not even close.
    >>
    File: Burning Rangers.png (1.01 MB, 1056x1120)
    1.01 MB PNG
    >>12905120
    As far as full free 3D exploration is concerned yes (not on rails, and not using VDP2 to 'cheat' and have infinite flat floor like Gungriffon or Bulk Slash) , it's one of the bests. it's more detailed than Tomb Raider. I think the only competition is Quake (Powerslave or Duke aren't nearly as detailed) and Panzer Dragoon Saga.
    >>
    >>12903031
    Why can't you unlock everything on one save?
    >>
    >>12906196
    The four additional Rangers are accessed through passwords rather than unlocked through normal progression, and their runs don't retain progress on your save file. A better approach would have been to make all six characters unlockable through regular gameplay, with their mission clears, rescue records, and accomplishments tracked together on a single save.
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