Posted on : 27-11-2010 | By : Cacophanus | In : News

Today is a very special day indeed, as it marks the 15th Anniversary of one of the most influential mecha games ever made; the wondrous Virtual On. The series’ creator, Juro Watari, somewhat tearfully remembers the day over on the official Virtual On Force blog and that the actual day the game should have had its final rom delivered was on the 24th, a Friday. Apparently, the team were balancing the game right up until the last minute and specifically Bal Bas Bow’s floating arms caused a lot of issues. The latter had the last remnants of the team working until 9pm and after they finally nailed it, they went over to the main Sega office building with the final rom disc only to find the department was shut! So the official day that Virtual On was birthed was on the Monday, the 27th. Watari also goes on to say that at the time making a mecha game such as Virtual On was a huge uphill struggle, as the overriding belief was that a game like this could never be made. So for him to look back on the past 15 years feels somewhat miraculous and that the real “Force” behind Virtual On is its passionate base of players. In any case, Watari is suitably and justifiably upbeat about the Virtual On games he’s worked on over the years and for those that have yet to sample the delights of the original game, we can thoroughly recommend the SEGA AGES PS2 port. Finally, our first retro review will be published shortly and it shouldn’t be too hard to guess what it will be!


Posted on : 26-11-2010 | By : Cacophanus | In : News
Posted on : 24-11-2010 | By : Cacophanus | In : News
Posted on : 22-10-2010 | By : Cacophanus | In : News
Posted on : 08-10-2010 | By : Cacophanus | In : News

4Gamer has some coverage about the upcoming Virtual On Force, as on release both the standard and memorial box versions will come packaged with a special promotional code for Border Break Air Burst. This will allow Border Break players to gain access to a new a paint scheme for their blast runner, one that is unobtainable within the game normally. Not wishing to miss a trick, players that are only subscribed to the monthly paid Border Break.NET service will be able to use the new paint scheme. There was also a cool press conference for Air Burst about a week ago, where they showed the new game off quite nicely (the video is here in case you’re curious).
Following on from this Game Watch also had some interesting coverage regarding the new training mode in the 360 port of Force. It’s partly based on the one seen in Oratan but will have a great emphasis on structured training levels for novice players (as Oratan’s setup was much more open ended by comparison). What’s also very curious is how the game will handle the various VR types from the arcade, as these were triggered off ranking via the card system. The unfortunate follow-on of this was that often the better performing players received a wider array of VR’s to choose from, leaving the novices to struggle with the default versions. Whether this system has been carried over to the online element in the 360 port still isn’t known but from the description it seems that VR’s are awarded in the new “Mission Mode” now. The latter worries us slightly, as that would make this port of Force a bit too close to Marz for our liking. That said, the Missions also feed into how much you can upgrade your wingman AI – so that could be interesting at least. Finally, the article mentions a graphical option that renders the game with various HDR effects, such as bloom and some specular elements on the surface of the VR. We saw these on the TGS demo we played and they did look nice. The fact they are optional is pretty nifty though (as that very much appeals to our purist tendencies).

