Virtual On: Oratorio Tangram (Import) Review

Keep in mind that if this review were based on time spent with the standard Dreamcast controller alone, the score would go down by at least three full points. If you can't get the sticks, it is advised that you simply don't bother buying the import version of the game.

Virtual On has been the mech-lover's dream since it first appeared in arcades back in the mid-'90s and subsequently in the A-for-effort port to the Sega Saturn in 1997. When AM3 unleashed the Model 3-powered sequel, Oratorio Tangram, the general opinion was that the game was little more than a flashier, more graphically potent version of its predecessor. In the meantime, similar games like Armored Core and Frame Gride have come along and upped the ante with customizable parts and stunning graphics, respectively.

Now that games like Virtua Fighter 3tb, Sega Bass Fishing, and Sega Rally 2 have all found their way home, how does Virtual On: Oratorio Tangram fare as not only a Model 3 conversion but as a port to the consumer market?

The first part of that question can be answered like this - VO:OT is, graphically, the best Model 3 conversion yet, with incredibly accurate models and all the special effects of the arcade, with little to no compromises made. Whereas Virtua Fighter 3 had inconsistencies and slowdown compared with the original arcade version, and Sega Rally 2 lacked the full-bodied look of its arcade counterpart, VO:OT is basically a pixel-perfect translation. Closer than any Model 3 conversion yet, the game never suffers from any sort of slowdown and cruises along at a shimmering 60 frames per second at all times. Sega hasn't taken any shortcuts to achieve this either. Every background, while admittedly simple, is rendered in full three dimensions, while special effects abound at every turn. After an impressive opening CG sequence, you'll be treated to a parade of light-sourcing effects, gorgeous gourad-shading, crystal-clear transparencies, and other effects that most gamers now take for granted. However, you've never seen graphics like these, wrapped around polygonal models like these, in such high resolutions as these, since Soul Calibur. Despite all the visual mayhem onscreen, Sega still found ways to implement real-time shadows as well, keeping the entire graphics package intact. While definitely different, this is the first game to visually stun you the way Soul Calibur did. On par with every graphical hardware effect out there, Virtual On: OT is a visual tour de force. The graphics look so good, in fact, that you will find yourself in the game's watch mode for hours just watching the comp-controlled mechs duke it out. Each mech, designed by Macross designer Katohi Hajime, is constructed of a huge number of polygons and is represented in a DNA model and an RNA model. These differing models feature different attacks and color schemes. While some backgrounds are spare and barren, others are replete with large stalagmites jutting up from the ground or large obstacles and structures to hide behind and use for cover. Other stages will add elevating slopes and hills where you can mount your attack or defense. Some battles even take place underwater, a la Dural circa Virtua Fighter 2. Intelligent use of these geographical elements will often be the difference between a loss and a win. Your mech also changes in appearance as you take damage, much as the robots did in the old PlayStation title Zero Divide. When a part of a leg or arm is blown off, for example, you'll see interior parts of the mech showing through.

The gameplay is where things can get difficult in VO:OT. If you've ever played this game in the arcade, you may know that the game was designed for use with a special dual stick controller. These twin sticks were an integral part of the arcade cabinet; they let you have sturdy, tank- and airplane-like control of your mech: Alternate pulling and pushing of the left and right stick turned your mech; pushing inward made it duck; and pulling them apart caused your mech to jump. Each stick also contained a trigger and a thumb button, and each of these buttons was used for separate attacks. Various combinations of button presses resulted in different attacks. While the control remains largely unchanged from the arcade (and Saturn) version, the controls have been mapped out differently, and inconveniently, on the standard Dreamcast controller.

While there are four preset configurations on the Dreamcast controller, almost all of them are equally useless. There is nothing more disheartening than watching the demos roll by on your television while the game is virtually unplayable. The challenge lies in trying to play this game, which consists largely of strafing, dashing, and trying to keep your enemy in your sight. What this requires is the ability to pivot and turn on the go, something that isn't doable with any of the configurations offered. What's maddening about this is that these same problems had appeared on the Saturn controller, and they were easily solved, and despite the Dreamcast's controller having two fewer buttons, these problems could definitely have been solved here. If the game let you configure your own controls, then you could easily emulate the excellent Saturn control. Two snaps and a circle and there you have it. As it stands, there is no edit function, and the only way this game is playable is with the Sega-manufactured twin sticks, which are sold separately. Aside from the graphics, the area where Virtual On excels is in the value. There is a large number of ways to play this game. VO:OT offers a horizontal split screen, a vertical split screen, a picture-in-picture split screen, and link-cable capabilities. Beyond that, if you happen to live in Japan and have your Dricas account all hooked up, you can also play over the Internet. What's cool about the Internet part is that you can customize your mech with special decals, color schemes, and name changes. This way, when you go online to play against friends, you'll have a custom-made mech to impress your opponents with. There is also a great watch mode that lets you watch two mechs fight it out from numerous angles. This in itself is an impressive display of the game's engine, in case you're having a hard time playing it.

A training mode is also on hand to help you acclimate to the controls, but once again, without the twin sticks, the game is almost impossible to beat. Admittedly, even with the special controller, the game is still very challenging. Naturally, the game adds a couple of playable characters and boss characters as well. All players will be able to find a mech they'll want to familiarize themselves with and master.

Although not formally announced by Sega of America for US release, Virtual On: Oratorio Tangram, is definitely under consideration. The current conundrum is whether Sega will be able to bring the twin sticks to the US. That is an expensive consideration for both parties, Sega and the consumer. If the company chooses not to bring the sticks over, the control issues could easily be sorted out by implementing an edit-controller function, which would let you assign your own controls to each button. If that were the case, rotating your mech while running could easily be mapped to the shoulder triggers. The final score for VO:OT is based on playing the game with the twin sticks. Keep in mind that if this review were based on time spent with the standard Dreamcast controller alone, the score would go down by at least three full points. If you can't get the sticks, it is advised that you simply don't bother buying the import version of the game. With or without the sticks, Virtual On: Oratorio Tangram is one of the most visually impressive games ever made, alongside Soul Calibur and Shenmue. The game, although not significantly advanced beyond the previous version, is extremely playable, and it's an adrenaline rush on all counts. It's packed with replay value and would make a great Internet-ready asset if it ever comes to the US. Provided you can get the twin sticks, Virtual On: Oratorio Tangram is a must-buy. Without the controller, or an edit-controller function, it's a must-avoid.

The Good

  • This giant robot action game makes up for its lack of accessibility with fun, nuanced combat.

The Bad

  • This giant robot action game makes up for its lack of accessibility with fun, nuanced combat.

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