There's a reason games like Virtual On: Oratorio Tangram are made. It isn't to produce a textbook game that likens itself to thousands of others on the market. It isn't to target a specific niche of gamers; and no, it not simply to translate an arcade title to a home console platform by the rationale of "sure, why not." Games like Virtual On: Oratorio Tangram (or VOOT for short) are meant to open the eyes of
the gaming collective and show everyone why they should own a
particular console. Moreover, they're made to reaffirm faith in a
decision to purchase said console, because let's face it, gamers like
to know that their money was spent on something that would
somehow pay for itself. So does this fabled killer-app hold its own
as a system seller? We'll find out soon enough, but first there's a
little recap to be done.
It's frightening how close we were to settling without this game in the
domestic Dreamcast library. Due to the lack of network play in the
United States, VOOT's original developer and publisher, Sega, made
the ill-fated decision heard 'round the world, announcing that they
would not publish VOOT stateside, and instead would drop the ball to
let a third party pick it up. All hope seemed lost, as American
Dreamcast owners searched for high-rise buildings to leap from
and/or opted for the services of mercy killers. Lo and behold,
however, Activision swooped in to save VOOT from the unforgiving
limbo, and the single greatest achievement in anime-styled giant
robot combat was en route to becoming an A-list title in the United
States...right? Well, not so fast. As it turns out, our Far Eastern
brethren enjoyed the benefit of a mighty fine peripheral known as
the Twin Sticks, which duplicate the controls found in the arcade
edition of VOOT. As of yet, the US has not seen any such peripheral,
and it is the opinion of many that if you're playing VOOT with the
Dreamcast controller, you may as well be steering an automobile
using a set of handlebars. The icing on the cake? It seems that
our domestic version would also arrive with no network compatibility.
So now the dilemma on our hands isn't whether or not we can PLAY
the game, but whether or not we can ENJOY it. Which brings me to
my next point. I'm more or less unscathed by the absence of
network play, but I've been playing VOOT sans Twin Sticks for the
last few days (and nights), and I feel that reviewing it with that in
mind will keep me from leaving you, the readers, at a disadvantage.
I've paid for the game myself, as I'm sure several of you have done
or will do at some point, and know that there won't be much spare
change left over for a set of import Twin Sticks. If nothing else, try
to think of it as me placing myself in your shoes. Moving on....
Though certainly no slouch in the graphics and style departments,
both chapters of Virtual On have shown us that gameplay is what sits
atop the series' pedestal. VOOT's gameplay is fast, frantic, and
oozes strategy from every pore. If you expect to go at it by charging
your opponent with guns blazing, don't be surprised to find yourself
swallowed up by the flames of defeat rather quickly. Timing,
precision, and anticipation are the order of the day, and knowing
yourself as well as your opponent weighs heavy on your chances of
coming up triumphant or trampled. VOOT is a one-on-one "versus" game, but it's not a
fighting engine; or rather, it veers far from the vein of most fighters.
It encompasses a system of play that is wholly its own, whereas
most fighting games place a considerably high premium on button
combinations, VOOT focuses much more on knowing when and in
what situations to perform various movements and attacks than it
does on button memorization. And along with so much depth comes
the long lasting and immense challenge that it brings to the table.
Playing in the lower difficulty levels does anything but guarantee a
quick romp through the game's ten single-player stages. Even on
the easiest setting, you'll have to know what you're doing at all
times, and no matter which way you slice it, there's never much
room for error.
For the most, VOOT's controls are quite intuitive. The default setting places the basic left and
right attacks on the DC pad's left and right triggers, respectively.
Pulling both triggers simultaneously fires off the center attack. The Y
button is used to jump, X and B for dashing, and A for crouching and
guarding at toe-to-toe combat. The D-pad is for directional
movement, and the joystick will rotate your virtuaroid left and right,
with a downward movement set aside for "special" attacks. It does
seem a bit overwhelming at first. After all, as my esteemed
colleague Unkle Mickee so observantly pointed out, you're
attempting a plethora of movements and attacks using only your
thumbs and index fingers. But fear not, via enough play time, your
hand/eye coordination should eventually get settled in. Granted, it
doesn't reach its intended potential without the Twin Sticks, but it's
nowhere near as much of a chore as many would have you believe.
Gameplay junkies have nothing to fear as its quite apparent that this game's concept was created
with gameplay taking precedence as the primary ingredient. While VOOT moves at such a breakneck speed, there's not much time to take a breather and scope out the scenery. Inevitably, we'll always have those who are starved for visual and stylistic consumption, and VOOT doesn't alienate those folks either. The game's virtuaroids are wonderfully designed by the legendary Katohi Haijime, whom you may remember as the same fella behind
the mecha designs found in Gundam.
Graphically, VOOT is no doubt stunning. There may not be as much attention to detail as depicted in Soul Calibur, but the virtuaroids look and animate in splendid fashion, while maintaining exceptional intricacy. VOOT also has some truly breathtaking environments, some of which can demand your
attention even in the midst of an aggravated shoot-out. Outer space
platforms pointed towards the facade of the planet earth, an
immense elevator juxtaposed against a swollen sunset, and a
massive hovering carrier stationed above a thick layer of cottonlike
clouds are all ideal settings for the epic battles that await you. Not
enough, you say? Might I add that VOOT runs at a silky smooth 60
frames per second, without the slightest hint of slowdown (save, of
course, the replays). This is especially remarkable, since the game's
pace is so relentless; those with the most rigid nerves can be thrown
for a loop.
To conclude, I believe a well-placed question is in order.
Remember the days when you could immerse yourself in a game
such that you'd find yourself pulling the controller towards the far
end of the screen in a futile but valiant attempt to shift the
momentum in your favor? I thought so. With Virtual On: Oratorio
Tangram, that euphoric experience is given life once again. Lack of
Twin Sticks and netplay aside, Virtual On: Oratorio Tangram's hellafied
gameplay, beautiful graphics, excellent array of mechs, and
unrivaled depth have made it my top Dreamcast release so far this
year, decisively dethroning Dead Or Alive 2. If you pride yourself on
being a "true" gamer, I strongly urge you not to sell yourself short
and give VOOT a well-deserved shot.
· · · Soakrates