I agree. I was very disappointed with AB 3. I find 2 better in pretty much every way. They do both have great music.
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I agree. I was very disappointed with AB 3. I find 2 better in pretty much every way. They do both have great music.
They should have just called it G-Loc 2 instead.
Can anyone explain what the fuck were they thinking?
What Sega was thinking was that After Burner was a hot arcade property of theirs and they could cash-in quick and have a quick and easy early release for Sega-CD by having CRI port and rename their Strike Fighter game.
Maybe they expected great things from CRI and the team wasn't up to it. We may never know for sure.
No problem , and the Arcade game was pretty shit too imo. Really boring just like G-Loc, great graphics for the time though
It's kinda funny, Thunderstrike is better than Air Rescue on System 32 also.
1993 isn't really good for an "early" showcase either . . . they should have had such a showcase by late 1992 at the very least.
Given the general quality of the games, they probably shouldn't have bothered with G-Loc, let alone Strike Fighter, and instead should have just ported an enhanced AB II to the CD like the later did to the 32x and Saturn (except it would be much more relevant than the later 32x/Saturn releases). Then followed that up with other good entries in their scaling arcade games. (along with console ports, select PC/Amiga/etc ports, and a few totally unique/exclusive titles)
We've covered this before though, the CD just lacked support in general from SoJ and their western branches didn't seem to push for arcade stuff to compensate for that. (they at least tried pretty hard for their own things, but it certainly could have been more balanced -and the arcade ports shouldn't have cost very much to produce as you've argued -advertising is another matter, though they really could have aimed at a more balanced/versatile campaign in that regard as well)
They lacked enough of everything. Having simple ports wasn't the problem, it was having too few of such ports and not enough other stuff to complement it overall, especially a (remarkably odd) lack of software emphasis from the Japanese end compared to pretty much every other Sega platform.
Having many moderately (or even minimally) upgraded Genesis ports/multiplatform releases could have been great if marketed properly: namely emphasizing the lower cost of CD games allowing the system to pay for itself. (and having all the popular cart games at equal or better quality, but significantly lower prices would be a major promotion in that respect) Compilations could be part of that as well.
There were a other missed possibilities like combo cart+CD games with playable content on the plain Genesis and expansion via companion CD for CD owners (giving further incentive to buy the CD). Another would have been demo discs as advertising, something not practical with costly carts, but reasonable with cheap CDs. (and something several computer game publishers had been doing with floppy disks for quite a while as demos or shareware) Likewise, having flexible pack-in options were much more realistic for CDs than carts. (and they took advantage of that to a fair extent, but with an odd mix of games at times -not making Sonic CD a pack-in standard in late 1993 was a mistake)
There's also some technical design changes that may have made more sense, but aside from designing the CD differently, the biggest missed opportunity on that end would probably be a low-cost Duo-type system that cost significantly less than the combined MD+CD price while also being a sleek compact/convenient/attractive form factor. Neither the Wondermega/X'Eye nor the Multimega/CD-X fit the bill in that regard. (a $300 MCD around the time the model 2 was released would have been great, possibly down to $200 by late 1994 -especially given the Genesis price drop to $99 and CD to $150)
The game came out in 1992 in Japan for the Mega CD .Quote:
1993 isn't really good for an "early" showcase either . . . they should have had such a showcase by late 1992 at the very least
Ah, OK, thanks. :D
Still, even if it had been a launch title in Japan, it wouldn't have been particularly good . . . even a non-graphically-enhanced port of Genesis ABII with added PCM SFX/CD-DA would have made for a better game. (let alone a conversion adding more animation, using hardware scaling, and including the missing parts from the arcade game -landing sequences, etc)
AB II in the Arcades was a better game than G-Lock, but G-Loc was a great demo of the newer board . AB III should have a great and 'early' showcase for the Mega CD sprite and rotation effects and sadly it wasn'tQuote:
even a non-graphically-enhanced port of Genesis ABII with added PCM SFX/CD-DA would have made for a better game
I tried this today on Gens, and it's below average.
The landscapes (as stated before) look awful, and some details make no sense (gray boxes? Green marvel tiles?).
Also, I hate being stuck with the "inside the jet" perspective, because you can't see what's happening around you, and it's hard to aim sometimes.
The music didn't do much for me either. blah game!
As a kid, I enjoyed this game when it was new.