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Was the Dreamcast actually powerful at launch? Or the beneficiary of no competition?

Was the Dreamcast a powerhouse at launch?

  • No

    Votes: 124 10.9%
  • Yes

    Votes: 1,014 89.1%

  • Total voters
    1,138
Nagoshi under Suzuki was a blessing...
Nagoshi under Nagoshi was a waist of ressources for Sega... (mostly Yakuza)
Yup. I always call him Nagoshit. This guy is the worst thing that happened to SEGA after they quit making hardware.
 
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Yup. I always call him Nagoshit. This guy is the worst thing that happened to SEGA after they quit making hardware.
He did seem like he wanted to have his legacy overtake everything even though all his big games were so heavily based on Yu Suzuki's. Yakuza for all its differences (and initial simplicity in comparison, more of a beat 'em up with story than anything) owes a lot to Shenmue as Spikeout does to VF.
 
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The Dreamcast was amazing.

The DC/PS2/OG Xbox era was probably the greatest of all time and it's been all downhill since. The PS3/360 era was pretty good too but not as good… PS4/PS5 and Xbone and Series eras hardlynhave anything memorable ESPECIALLY the current gen systems. This is the first generation that I have never owned a Sony console.
 
my god... these guys should ask an artist to take a look at the results and take some feedback first before showing stuff like this... those assets used in the DC version are ugly as hell

These are just experiments, it's in the title. He's showing progress as he develops something.
 
These are just experiments, it's in the title. He's showing progress as he develops something.

I know, but still... it just looks bad. just keep the original assets and keep the initial improvements to increased draw distance and higher framerates/resolution.
 
But we already have that, so he is trying to go further.
Exactly! There are already builds with original assets, so it´s awesome to go further and take advantage of DC capabilities, which is the whole point of this ports.
yes... I'd just keep the original assets.. and I wouldn't add a retarded ass specular sheen on Toad's head 🤣
Imagine being as retarded to ask someone to stop, while he´s making stuff not even Nintendo had done on, for example Super Mario 3D All Stars, and improve the Mario 64 assets, just because they don´t fit on your particulat taste. Work on your own version, then.
 
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Imagine being as retarded to ask someone to stop, while he´s making stuff not even Nintendo had done on, for example Super Mario 3D All Stars, and improve the Mario 64 assets, just because they don´t fit on your particulat taste. Work on your own version, then.

there is improving assets,
and then there's adding a fucking specular effect on Toad and on Mario's hat that makes them look like they're made out of metal...
 
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Nagoshi under Suzuki was a blessing...
Nagoshi under Nagoshi was a waist of ressources for Sega... (mostly Yakuza)

I'm glad he left because now we have Virtua Fighter, Golden Axe, Crazy Taxi, Jet Set Radio...)
Spot on

Making Nagoshi-san head of SEGA creative control killed SEGA's creativity for years and it's clear to see. I'm so glad he's gone, just gutted he took Hosokawa-san with him.
 
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Spot on

Making Nagoshi-san head of SEGA creative control killed SEGA's creativity for years and it's clear to see. I'm so glad he's gone, just gutted he took Hosokawa-san with him.
Nonetheless, Sega's best COO ever is back to revive the company. Already a dozen of revivals in the work...
That's promising and far more than other publishers.

Shuji Utsumi ✊🏾
 
Nonetheless, Sega's best COO ever is back to revive the company. Already a dozen of revivals in the work...
That's promising and far more than other publishers.

Shuji Utsumi ✊🏾
For me Hayao Nakayama was the best.

But very happy with Utsumi-san and the job Haruki Satomi has done.
 
my god... these guys should ask an artist to take a look at the results and take some feedback first before showing stuff like this... those assets used in the DC version are ugly as hell

Is that Chomp model from the Mario 64 DS version or am i seeing things? Also some textures too.

And yeah, doing more complex, higher poly models is one thing but art direction is another.
No, there is nothing from the DS version there.

Also the title explicitly says experimenting
....
 
Looks a lot like Mario in the game's title screen, Idk why folks are so offended by some specular highlights, lol. Most other complaints apply to the original just the same (separate parts joined as opposed to a single mesh etc.) but it's getting ripped like it just introduced them to a perfect game, lol.
 
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Eh, the baby oil is the least of his problems. He looks ugly. His eyes are wrong, And the model is still using the obsolete method of connecting two obviously different 3D objects at the joints.

I understand this model is experimental and the intent behind it is to show more polygons and detail, but simply throwing more polygons and effects at it is not enough to make a good looking model.

Kaze's model is better looking IMO and it uses even less polys than the original.



Now, combine Kaze's crazy optimization and care for aesthetics with the DC's extra power for more polygons and then you will get an actual good looking model.
 
1 - the port does not support skinning
2- His eyes are as wrong as the Mario Wonder model since it is basically that model.

3-You don't like the "oil" effect it was there from the very beginning.
.....

Yw6IIUa2A1NH8jXp.jpg


4- the textures can't surpass the 4kb limit in this port so there is not much that can be done.

I know the internet likes to criticise from the comfort of their couch what others try to do while doing nothing to help.

But again this are experiments to see what can be done with the port , comments like yours and others is what make some developers stop their projects or never release them...
 
1 - the port does not support skinning
2- His eyes are as wrong as the Mario Wonder model since it is basically that model.

3-You don't like the "oil" effect it was there from the very beginning.
.....

Yw6IIUa2A1NH8jXp.jpg


4- the textures can't surpass the 4kb limit in this port so there is not much that can be done.

I know the internet likes to criticise from the comfort of their couch what others try to do while doing nothing to help.

But again this are experiments to see what can be done with the port , comments like yours and others is what make some developers stop their projects or never release them...
Random people comments shouldn´t affect your project! Keep going please! We need this enhanced DC Mario 64 in our consoles!
 
His eyes are as wrong as the Mario Wonder model since it is basically that model.
It's the same face, yes, but that model was made to be seen with various different expressions during play, not just with his "t-pose" empty expression.

Look, i didn't mean to shit on your work so my apologies, i understand your goal isn't really showing off a "final" remake right now but your experiments with 3D models. Which is awesome but i can't really fault a person (the poster who complained about this first) who sees this project as an attempted improvement and not liking the art direction. I think it's fair for someone to think like this, especially when they don't really grasp how experimental this project currently is or that it may not even meant to be a full project in the first place.
 
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Random thoughts but I was playing Soulcalibur a bit and it has some pretty nice water effects, which aren't so common on Dreamcast, so once again a rather low end launch window Dreamcast game showcases some good techniques more developers could and should have used but didn't. I particularly like it in Kilik's stage where they use a variety of them, from the old duplicated geometry for reflections in some spots to just seeing the environment continue under the surface for a clearer transparent water look elsewhere and all topped with a particularly nice texture that gives it a good impression of a flowing and shiny surface. Xianghua's stage's water is nice too, as is Mitsurugi's. Maxi's with the stormy weather isn't as successful, the surface texture just doesn't look very watery at all and it goes up and down a bit too artificially showing it's just one huge flat plane for the whole area bobbing up and down. All in all some very nice art in this game's every facet though. Crazy they made it so fast. Combining art like in Kilik's stage with the actual polygonal dynamic ripples in Code Veronica or early DreamOn demos or Sports Jam would have resulted in some pretty nice water effects where needed but most games didn't bother. Special mention to that Skies of Arcadia scene where the dungeon collapses and causes the water in the area to ripple with full displacement all over, not as limited as that one little bit of water in Code Veronica (well I guess it ripples more when you call up the submarine but again the surface texture there is just eh in comparison, it doesn't look very convincing at all, even Sonic Adventure's or Ecco's water surface textures are way nicer if a bit too repeating, though it has some nice distortions just past that part, going underwater).​
 
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Random thoughts but I was playing Soulcalibur a bit and it has some pretty nice water effects, which aren't so common on Dreamcast, so once again a rather low end launch window Dreamcast game showcases some good techniques more developers could and should have used but didn't. I particularly like it in Kilik's stage where they use a variety of them, from the old duplicated geometry for reflections in some spots to just seeing the environment continue under the surface for a clearer transparent water look elsewhere and all topped with a particularly nice texture that gives it a good impression of a flowing and shiny surface. Xianghua's stage's water is nice too, as is Mitsurugi's. Maxi's with the stormy weather isn't as successful, the surface texture just doesn't look very watery at all and it goes up and down a bit too artificially showing it's just one huge flat plane for the whole area bobbing up and down. All in all some very nice art in this game's every facet though. Crazy they made it so fast. Combining art like in Kilik's stage with the actual polygonal dynamic ripples in Code Veronica or early DreamOn demos or Sports Jam would have resulted in some pretty nice water effects where needed but most games didn't bother. Special mention to that Skies of Arcadia scene where the dungeon collapses and causes the water in the area to ripple with full displacement all over, not as limited as that one little bit of water in Code Veronica (well I guess it ripples more when you call up the submarine but again the surface texture there is just eh in comparison, it doesn't look very convincing at all, even Sonic Adventure's or Ecco's water surface textures are way nicer if a bit too repeating, though it has some nice distortions just past that part, going underwater).​
Fur fighters also have some great lookin water effects on certain bodies of waters, like small pools on the tutorial level and a waterfall on the forest in which you pick which level go to.
 
Nice MSR footage from a dude going all in on racing, he played through Le Mans on Dreamcast some time ago, I guess he's gonna be playing this next (again). Not a fan of this (or a racing nut) myself (it's just hard to get into having to repeat samey tracks to progress and what not) but I tend to disagree with slamming cars as plasticky (I don't get it, they seem fine to me) and the urban track geometry was nuts. The only visual improvements I could see with more time in the oven would be more obvious headlights on scenery/less fps dips with smoke trails/mirror etc. No embeds, click:
 
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Cool commercial, don't think I've seen it before. And some nice driving next.

Never seen that commercial before!!! It also has the best song from the game´s soundtrack (The Art of Losing, by the US Hardcore Punk band Rise Against). I still play with my bootlegged copy from 2004 to this day!!! Still amazed by the game´s graphics/sountrack and awesome gameplay! It´s a DC hidden masterpiece which haven´t received a proper recognition within the community. Hope someday Sega can bring it back to modern systems with proper online. It´s one of those games which blends my two passions (music and gaming).
 
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Dude continues his Metropolis Street Racer playthrough. I still find the geometric complexity of the game's tracks impressive. Shinjuku variants in this one. And some other random cool DC stuff.
 
Neat, I never played through this game to the end though it was alright and gave me some Nights-esque vibes (but not as good). Seems like it's kinda fucked up, lol.
 
Dreamcast never stood a chance. With how quickly Sega moved from Genesis to Sega CD to 32X to Saturn to Dreamcast, customers had very little faith in the investment.
I read an article recently about that and yes, it was insane what they were doing before Dreamcast. It was as if the leaders at Sega had some severe untreated ADHD.

i grew up poor, owning a dc made me feel like a king

especially with all the wonderful online games, jacking into various dial-up services was damn fun
But Tesseract, you were a king!
 
I think it was definitely powerful if you compare it to what was out in 1998/1999. Of course lack of competition helped
 
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