12A - The Michigan Daily - Thursday, September 9, 1999 Sega's Dreamcast serves up a next generation of video gaming By Ted Watts Daily Arts Wter Isn't that cute? The next generation of video game consoles just got born in this country. With its 200MHz processor and built in 56k modem, the Sega Dreamcast seems more like a home computer than a $199 video gaming machine. It's hard to directly compare consoles, but the Dreamcast is a 128 bit system compared to the 64 bit systems already entrenched in the market. There have been more than a quarter of a million pre-release sales of the Dreamcast in North America, about three times the analogous numbers for the Playstation. And the Dreamcast is launching with 16 titles, twice what Playstation came out with and eight times the Nintendo 64's initial roster. The Dreamcast was originally launched in Japan last December, so there has been time for porting Japanese games and for new devel- opment. Many games initially released in the far east have been tweaked for the U.S. system to improve them, including the system's lovingly crafted flagship title, "Sonic Adventure." In addition to games, there is a bumper crop of peripherals available, from a fishing rod controller to tremor packs. The standout item, however, is the Visual Memory Unit. The VMU is a memory card with a small LCD screen that fits into the game controller itself This allows a person to play a game with their friends without revealing important game information. For instance, in "NFL 2K" you can choose a play on the VMU instead of on the television, so your friend sitting next to you won't know where your men will be running. Even better are the minigames that can be downloaded into the VMU. Simple yet addictive, these minigames give you sec- ondary related play options, expanding the scope of your, purchase. The mimgame in "Sonic Adventure" allows you to take characters and make them more powerful. It is also a good example of the possibilities of the technology. The VMU controls are simple; a mini joypad and two buttons. But being less than three inches long, any more would just get in the way. The Dreamcast comes with the console itself, one controller, a power cord, an AV cable, a phone cable, an instruction manual, a web browser disc and a game sampler disc. You may notice there are two very impor- tant things missing; a game and a memory card. Sega's last system, the Saturn, had a pleasant amount of internal memory, but they appear to have abandoned that strategy to lower the unit's price, following the lead of Sony and Nintendo. For similar rea- sons, Sega is not packing in a game. Additionally, no one is stuck with a game they had to buy but never had any desire to play. However, the need for a game automatically raises the cost of the system by at least the cost of a rental, and more likely by the $50 each of the games costs. What they are packing in and not giving anyone a choice about is the Dreamcast's modem. In an attempt to encourage companies to develop the internet capabilities of the Dreamcast, Sega is ensuring that there will be a big installed base to make it worthwhile to include the option in games. The most promising facet is the multiplayer options; developers are promising several games in the next few months that allow a vast number of people to play together online. You can also view websites and check email with the Dreamcast; that seems to make it a cheap alternative for the com- puterless. But, there is no printer and no hard drive (yet), so the experience is a bit ephemeral. Additionally, you still need to have an ISP to use these functions or the gaming functions. This is not a problem for people online already; University stu- dents are online, whether they know it or not. Using the modem to dial into the Universities's system at 489-2222, using your password and @umich.edu as your user login and your password, you should be able to easily surf the web. The game spread seems a bit off, near- ly one third are fighters and one third racers. It seems like the mix is a bit out of whack, even though those games are produced in inordinate numbers anyway. It may merely be that these games can more quickly take advantage of the Dreamcast's capabilities, since there are relatively few elements to improve. Racers have relatively few types of ele- ments; cars, roads and simple back- grounds more or less covers it. Fighters tend to just involve a background and people. The fewer elements that need to be improved, the faster they can be developed. And the easier they are to show off. The Dreamcast's sampler disc is also designed to show off. A new Dreamcast owner gets a taste of games as varied as "Sonic Adventure," the brilliant arcade gun game, "House of the Dead 2," and the bizarrely good "Sega Bass Fishing "amongst many others. In addition to a few hours of entertainment, it makes for much more informed game buying. The Dreamcast has had a big advertis- ing budget; in addition to being the pri- mary sponsor of the MTV Video Music Awards tonight, they have been running plenty of somewhat oblique TV and print ads. With tag lines like "It's Thinking" and "It's Alive; What's Worse, It Knows It's Alive", the ad campaign has been try- ing its hardest to create a buzz. There was plenty of talk about the system before the campaign, too, and it seems nearly superfluous. The Dreamcast is good enough that it shouldn't need obscure advertising that barely mentions that it is a video game system; the games speak for themselves. NFL 2K Sega Dreamcast Sports games have always had a cer- tain burden of providing realism that other games have not. It's a legitimate cost in exchange for trying to cash in on a widely popular piece of existing cul- ture. "NFL 2K" succeeds famously in terms of realism. The disk succeeds in conveying the impression of watching a football game on television. Power Stone Capcom Dreamcast Capcom became famous for the 2D fighting game Street Fighter and its spawn. One of their initial ven- tures into the Dreamcast realm is Power Stone, an active little 3D fighter created for the arcade and (cleanly ported to the newest console Ion the block. SEGA SPORTS Rushing to stores as the latest and greatest football game to hit the shelves, Sega's 'NFL 2K' is in the zone,baby. Convincing weather effects like rain and fog during the game are part of this. Retween play shots of players on the field that look so much like video you'll be doubting that they're merely exam- ples of the power of the Dreamcast are perhaps an even more important aspect of the effect. The delicacy of light and shadow, the flattening effect of zoomed video cameras and motion that has been quite realistically captured make these shots breathtaking. But it's more than just visual realism. "NFL 2K" has used its access to the It's the 19th Century, although oddly one of the characters is an air- plane pilot and you get to use bazookas and flame throwers. But since the game is based on the idea that if you get three magic stones in a round you get super powers, it's probably not worth quibbling over anachronims. Power Stone retains the cartoony look of Capcom's past games, but adds a lot of playability. It's not just the third dimension, but the ability to Dreamcast's Visual Memory Unit to add a new dimension of realism to foot- ball video games by allowing players to hide their choice of play from their opponents. Instead of a selected play being displayed on screen for your friend sitting next to you to see while she chooses her own plays, you can hold your cards closer by choosing on the LCD screen of the VMU in your controller. Secrecy will help you as a player, but if you get predictable in your choices, your opponent will know how to put the smack down on your repeti- take common objects from the 19th century like kegs and toy ponies and smash them into your opponents. And you still have old chestnut fea- tures like signs showing the number of quickly placed hits on an oppo- nent, so satisfying for situations where you've just pelted your friend with 16 missiles. It's easy to learn the normal moves and the special moves only require you to gather three power stones and press a button. Not that it's so simple tive strategies. The game is very complicated for t' non-fan howver. Unlike games base on other worldly ventures, sports games require a fair bit of knowledge about the sport. And "NFL 2K" is no exception. This may prevent a curious person on the periphery from buying the game. "NFL 2K" has brought more of the sporting world to sports gaming. The only thing that seems to be missing from the experience is a lot of commer- cial interruptions. Ted at s to jog around the screen to do so without getting smashed by some- one. The need to move for reasons not directly related to combat adds an interesting twist to the game, and will change the strategies for this fighting game. Entertaining with nicely compli- cated environments, Power Stone is promising beginning to Capcon Dreamcast fighters Ted Watts i Intel extends a warm welcome to the Class of 2000. ~, ,' ;S' ~ ,. Simon Bartletta Matthew Baughman Paul Cantrell Steve Corcoran Jason Diwik Jonathan Gol Dayna Gossett Ken Herbert Jon Kjos Russell Klein Shao-Lun Li Derek Middlebrook Bradley Mulvhill Matthew Neidlinger Jeffrey Shomper Darren Williams The Intel Experience www.intel.com Intel On Campus Presentation Tuesday, September 14, 1999 4:30 p.m. Hale Auditorium Reception Immediately Following Dominicks Restaurant