28. Burning
Rangers
Developer: Sonic Team
Publisher: Sega
Year: 1998
Format: Saturn
A very, very
animey game (a while before many people in the UK, including myself, knew what
anime was), it’s the tale of a group of futuristic firefighters. Armed with cool jetpacks and cool laser guns
in place of uncool heavy clothing and uncool hoses of water, they arrive cooly
at disaster areas and fight fires and rescue trapped civilians with the maximum
of coolosity.
You may have noticed my subtle weaving of
the theme of “cool” into the last sentence, and it’s important. This game absolutely drips style. Firefighting on its own is a good concept for
a game – quick reactions, rescuing people for points – but for BR Sonic Team clearly looked at the game
every five minutes and said, “Needs to be cooler.” So you get the aforementioned jetpacks and
laser guns, meaning you can ping off walls and just shoot the fire rather than
turning a stream of water on it and waiting.
And there are occasional giant robots to fight, because, well, giant
robots.
Unfortunately, the game had a problem – the
console it was for was, well, not great
at 3D. As a result, it frequently looked
like extremely colourful techno-vomit.
To be fair, it occasionally looked great, and was probably too advanced
to be running on the Saturn anyway so hey.
It also meant there were only four missions (albeit big ones) and two
playable characters (although secret codes let you try some of the other
Rangers on specific levels). Still,
there were other perks to make up for it.
First off, as a sop to the whole only four
levels thing, the first three levels were programmed to be played multiple
times: there was only one main path, but different rooms would open up or close
off on replays.
These rooms offered perk #2: the
civilians. Going into different rooms
gave you different people to rescue. At
the end of the mission, your grateful rescuees (it’s a word now) would send you
an email, and rescuing them multiple times would result in up to three
missives. And just for fun, there were
some super-secret people in there – Sonic Team programmers (who would send you
production art, sound tests or cheat codes), manga artist Ami Shibata (a friend
of Sonic Team’s then-head, Yuji Naka), and even Elliott Edwards and Claris
Sinclair from the Team’s all-time masterpiece, NiGHTS into Dreams... (more on that later).
Speaking of manga, perk #3 was some
fantastic anime cutscenes that are undoubtedly on YouTube somewhere. Go seek!
Best perk of all was the navigation. The head of the Rangers, the oddly-named Chris
Partn, didn’t go into the levels but oversaw the operation. Hitting Y would call her, and she’d give you
an update about which direction to go next.
Admittedly she’d frequently tell you to give her a minute, meaning that
it wasn’t exactly a satnav, but satnavs didn’t exist in 1998 so whatever. In addition, you’d occasionally hear other
Rangers calling Chris for advice, which did wonders for increasing the game’s
immersion – you really did feel like you were part of a team at times.
As a side note, it’s interesting to see that
the Team themselves clearly felt the game was overlooked – the plot was
basically recycled for 2001’s Sonic
Adventure 2 on the Dreamcast.
Obviously, someone needs to make a
sequel. Massive levels. Loads of Rangers. Online modes where one player takes on the
Chris role and guides everyone else through.
Ooh, it’d be good.
MAGIC MOMENT: hard to choose, but I’d
probably go for the aforementioned immersion factor. Feeling like you’re a Ranger is a rush and a
half.
No comments:
Post a Comment