I want solutions to be proposed, how Sega could save the Sega Saturn, I already wrote my opinion in this thread.
Saturn didn't have enough bussy back in the day. That caused it's failureRE is better on the Saturn and yes Alien Trilogy is a great port on the Saturn, but it lacks the lighting effects, but I knew full well most 3rd party games were better on the PS1,, but I still got the Saturn versions because that was my main system and the system I loved
A lot of my friends had a PS2 and Xbox, but would still buy the PS2 version even though they could see and even hear the massive gulf in graphics between the Xbox version and the PS2 when they came up my house and played the same game and could see the clear difference
That what always gets me with the PlayStation fans is the double standards when it comes to the PS2 . A system that was harder to developer on than its rivals, didn't have an exclusive NFL game early in, unlike its rivals, was outclassed for USA launch line up by its rivals and where 3rd party ports looked better on 'rival' system
All reasons to bash Sega Saturn, but not the PS2
I'm so glad I bought the Saturn then and not the She/her trans PS1.Saturn didn't have enough bussy back in the day. That caused it's failure
The other thing being, I think instead of the 32x, Sega should have made the cartridge slot at the back of the console compatible with Genesis games, that would have been the better "bridge" to 32 bit gaming, than the 32x ever was or could have been....if they could do it with the Genesis and Master System, then why not for the Saturn.....
The problem with this "3D from the beginning" theory is that the Saturn has been 3D from the beginning. Yes, there was something 2D until early 1993, but that wasn't the Saturn ,again that wasn't the Saturn. The Saturn is what it is, and the marketing campaign determines what the product is, and the marketing of both the Saturn and the 32X was 3D again 3D. Sega should have just made clone games of Guardian Heroes at some point these games would burst the bubble but they chose to make 3D games, this was a fatal mistake because with each new 3D game, it was like a free marketing campaign for the PS1, it tacitly positioned itself as a second-class PS1. When competing against more powerful hardware, the fight needs to be asymmetrical; they needed to insist on the massive production of non-3D games. Because making 3D was like going to fight on terrain that favors the enemy.
Yeah but Sony targeted the casuals and non-gamers, which was a much more massive crowd compared to dedicated gamers.Sony's rise wasn't inevitable—it was accelerated by Saturn stumbling out of the gate. Remember, in '94/'95 Sony had zero track record in gaming, while Sega was coming off the Genesis, one of the most successful systems of its era.
For the same reason Wii U is BC with Wii and GC, but Switch is not BC with Wii U.been....if they could do it with the Genesis and Master System, then why not for the Saturn.....
Yeah but the conditions were there ripe for them. a Saturn that was a haphazard design, a Nintendo stuck in 2nd gear with Ultra 64....3DO throwing in the towel....so it is little wonder that all Sony had to do was avoid what Sega is doing..Sony's rise wasn't inevitable—it was accelerated by Saturn stumbling out of the gate. Remember, in '94/'95 Sony had zero track record in gaming, while Sega was coming off the Genesis, one of the most successful systems of its era. Consumers trusted Sega. If Saturn hadn't been rushed and underpowered, people wouldn't have jumped to PlayStation nearly as quickly.
It's like the Dreamcast vs. PS2 years later—people looked at what Sony had and said, "if this looks good now, imagine what PS2 is going to be like." Back in the mid-'90s, the same logic would've worked in Sega's favor: "if PS1 looks this good, imagine what Saturn is going to be like." Without Saturn's weak launch as a direct comparison, Sony doesn't get that instant credibility.
Sure, Sony still had killer third-party support, and that would've mattered in the long run. But the speed of their rise? That was fueled almost entirely by Sega giving them an easy win.
It doesn't work that way, comrade. If the PS1 hadn't performed well, Sony would never have increased subsequent investments . The other user is right, Sega had the advantage of having IPs recognized throughout the west, but Sega made the conscious decision to ignore them all and create new games without charisma. Sega consciously decided to give up that advantage. That's why I insist that the intellectual capabilities of Sega's teams were limited, note that only 5 PS1 games were decisive, 5 games! Sega produced 17 games in the period but 5 was enough.Yeah but Sony targeted the casuals and non-gamers, which was a much more massive crowd compared to dedicated gamers.
Saturn failing only made Sony's already massive base a little bit bigger but it's not like it made any big difference. But even if every single Sega Genesis owner bought a Saturn, it would still only sell 3x as much as it already did worldwide (30 million instead of only 9 million) which would only help the Saturn compete with the N64 for the distant second place.
Sony didn't have a "massive base" at launch—they started from zero. What gave them their foothold was Sega fumbling the Saturn. Sega already proved with the Genesis that targeting casuals and non-gamers worked, Sony just pushed it harder with the PlayStation. And without Sega dropping the ball, Sony's rise would've been slower. Their "massive base" was built on Sega's mistakes.Yeah but Sony targeted the casuals and non-gamers, which was a much more massive crowd compared to dedicated gamers.
Saturn failing only made Sony's already massive base a little bit bigger but it's not like it made any big difference. But even if every single Sega Genesis owner bought a Saturn, it would still only sell 3x as much as it already did worldwide (30 million instead of only 9 million) which would only help the Saturn compete with the N64 for the distant second place.
Problem with Sega is most of their arcade ports were literally barebones. Great if someone wanted that. But at that time I think most gamers wanted more meat and potatoes in their games.It doesn't work that way, comrade. If the PS1 hadn't performed well, Sony would never have increased subsequent investments . The other user is right, Sega had the advantage of having IPs recognized throughout the west, but Sega made the conscious decision to ignore them all and create new games without charisma. Sega consciously decided to give up that advantage. That's why I insist that the intellectual capabilities of Sega's teams were limited, note that only 5 PS1 games were decisive, 5 games! Sega produced 17 games in the period but 5 was enough.
I wonder how the modern audience would perceive an Apple console.Back then the SONY brand was well established and very liked by the general public with its high quality electronic products.
For many it was a no-brainer to buy a Sony gaming product.
Sales for Saturn were pretty in line with psx the first two years. Really dropped off a cliff after that.I want solutions to be proposed, how Sega could save the Sega Saturn, I already wrote my opinion in this thread.
They should have adopted pseudo 3D graphics from games like Doom.3d sonic wasn't working. Not with that gen. Too slow and limited with what could be displayed.
They should have done a 2d/3d hybrid sonic game and leaned into fast, tight gameplay, with as flashy effects as they could muster.
1. Focus on 3D from the beginning
2. Better dev tools a year before launch
3. Call it UltraDrive instead of Saturn
4. Change the Japanese controller design to include handles, use that worldwide
5. Sonic Team to focus on Sonic first. Sonic Jam/World at launch, proper Sonic 3D by Xmas 96, save NiGHTS for a bigger audience in 1998
6. No shitty cardboard boxes in PAL regions, DVD style from day 1
7. Big new franchise that appeals to global 20 something audience similar to WipEout
8. Offer both the black western design and grey Japanese design globally, the latter will suit more modern TV styles
9. More console exclusive content/features in arcade ports (eg: a couple more cars/tracks in Sega Rally)
10. 32X, just no
And when is the beginning exactly ? Because most launch games were 3D.1. Focus on 3D from the beginning
No thanks lol.3. Call it UltraDrive instead of Saturn
4. Change the Japanese controller design to include handles, use that worldwide
That would be nice to have. Saturn PAL plastic cases are not DVD boxes, DVDs weren't around back then. They are much better boxes than DVD boxes, by the way.6. No shitty cardboard boxes in PAL regions, DVD style from day 1
11. corporate sabotage to destroy sony's playstation ambitions1. Focus on 3D from the beginning
2. Better dev tools a year before launch
3. Call it UltraDrive instead of Saturn
4. Change the Japanese controller design to include handles, use that worldwide
5. Sonic Team to focus on Sonic first. Sonic Jam/World at launch, proper Sonic 3D by Xmas 96, save NiGHTS for a bigger audience in 1998
6. No shitty cardboard boxes in PAL regions, DVD style from day 1
7. Big new franchise that appeals to global 20 something audience similar to WipEout
8. Offer both the black western design and grey Japanese design globally, the latter will suit more modern TV styles
9. More console exclusive content/features in arcade ports (eg: a couple more cars/tracks in Sega Rally)
10. 32X, just no
Sony didn't have infinite money, business is not philanthropy, the PS1's growth is a result of sales, for example, Sony made millions in profits at launch, then reinvested the money. Don't resist. Regarding Tomb Raider 2, the Saturn was already dead behind the scenes in June 1996. And it didn't have good 3D performance to justify the port, homebrew port is missing 5 stages and others look bad.It still wouldn't have been enough to counter Sony's infinite money (299$ was okay for them, they could take the hit), but it would have helped mitigate the final results. What can you do when a major game like Tomb Raider, that defines the generation, comes out and your competitor locks all the sequels because he has infinite money ? You are fucked anyway. SEGA absolutely needed to secure Tomb Raider, Final Fantasy, Resident Evil and Metal Gear Solid. But Sony took these steps. Either by blocking the games entirely, or making it so obviously advantageous to release on PS ASAP that it was going to make Saturn slowly fade away, until it became unnecessary to even release on Saturn.
If you understood the technology present in both consoles I would explain RE2 to you, however Cireza you do not descend from your position.Because let's be frank for a second, Final Fantasy, Resident Evil and Metal Gear Solid aren't exactly unbelievable games from a technical point of view. I don't see why they wouldn't run on Saturn.
Spot on mate. The Saturn was always designed to handle 3D from the very startAnd when is the beginning exactly ? Because most launch games were 3D.
I don't think anyone is saying the Saturn wasn't designed with 3D in mind. Of course it was. My point is that it wasn't designed to be a fully 3D-focused machine the way the PS1 was. Saturn's hardware was built around 2D strengths, with 3D tacked on through a very complex architecture. That's why it ended up with a kind of "pseudo-3D" approach rather than the streamlined 3D design Sony committed to. Sega tried to hedge their bets instead of going all-in, and that hesitation is what hurt them.Spot on mate. The Saturn was always designed to handle 3D from the very start
Team Andromeda was given two choices either to make a driving game or a shooting game, the only mandate from SEGA Japan was it had to be 3D
When SEGA was showing off the Saturn in the June Toyko Game show of 1995, it had '3D worlds' as part of the promotion
Internal memory system worse than cheap mem cards.
But SEGA couldn't afford the $500 million SONY put into PS development, SONY also had its workstation division which helped with 3D.I don't think anyone is saying the Saturn wasn't designed with 3D in mind. Of course it was. My point is that it wasn't designed to be a fully 3D-focused machine the way the PS1 was. Saturn's hardware was built around 2D strengths, with 3D tacked on through a very complex architecture. That's why it ended up with a kind of "pseudo-3D" approach rather than the streamlined 3D design Sony committed to. Sega tried to hedge their bets instead of going all-in, and that hesitation is what hurt them.
Sega should had had the money since they knew how to make awesome and pricey arcade tech and cabinets. I dont see how they couldnt use their expertise in arcade hardware R&D and figure out how to scale it down nicely to a home console. Yet, Nintendo and Sony figured it out. Sega did a fantastic job with DC at $200, but was too late. Gamer sentiment was gone, games were easy to pirate and a lot of third party co's bailed.But SEGA couldn't afford the $500 million SONY put into PS development, SONY also had its workstation division which helped with 3D.
SEGA was always about getting off the shelve parts and customising them, no way could they match what SONY was up too
SONY was never the real battle for me, it was the N64. The Saturn could have smashed that system IMO if not for the 32X and also Sega trying to support the Mega drive in 1994//6 which was madness in my book
Disagree. The majority of Sony's fanbase was built by their marketing. Even if the Saturn was a success, most non-gamers who never bought a console before would still buy a PS1 and it would still win by a bit less, but still by a lot. It sold 100+ million units, that's more than both the Genesis and SNES combined.Their "massive base" was built on Sega's mistakes.
I don't think anyone is saying the Saturn wasn't designed with 3D in mind. Of course it was. My point is that it wasn't designed to be a fully 3D-focused machine the way the PS1 was. Saturn's hardware was built around 2D strengths, with 3D tacked on through a very complex architecture. That's why it ended up with a kind of "pseudo-3D" approach rather than the streamlined 3D design Sony committed to. Sega tried to hedge their bets instead of going all-in, and that hesitation is what hurt them.
SEGA was only worth $2 billion at their height, and you expected them to splash out over $500 million on just R&D?Sega should had had the money since they knew how to make awesome and pricey arcade tech and cabinets. I dont see how they couldnt use their expertise in arcade hardware R&D and figure out how to scale it down nicely to a home console. Yet, Nintendo and Sony figured it out. Sega did a fantastic job with DC at $200, but was too late. Gamer sentiment was gone, games were easy to pirate and a lot of third party co's bailed.
Even if Sega couldn't match Sony's investment or workstation expertise, that wasn't the point—they didn't need to match Sony. They just needed to go fully 3D-focused instead of trying to straddle 2D and "pseudo-3D." That half-measure design is what hurt Saturn the most.But SEGA couldn't afford the $500 million SONY put into PS development, SONY also had its workstation division which helped with 3D.
SEGA was always about getting off the shelve parts and customising them, no way could they match what SONY was up too
SONY was never the real battle for me, it was the N64. The Saturn could have smashed that system IMO if not for the 32X and also Sega trying to support the Mega drive in 1994//6 which was madness in my book
And when is the beginning exactly ? Because most launch games were 3D.
Even if Sega couldn't match Sony's investment or workstation expertise, that wasn't the point—they didn't need to match Sony. They just needed to go fully 3D-focused instead of trying to straddle 2D and "pseudo-3D." That half-measure design is what hurt Saturn the most.
As for the idea that the 32X somehow crippled the Saturn—how? The 32X was abandoned almost immediately, and its tiny library wouldn't have changed a thing if it had been on Saturn instead. Blaming that for Saturn's failure doesn't make sense. And honestly, you can't fault Sega of America for wanting to keep the Genesis alive—it had a huge install base and was far easier and cheaper to support than the expensive, complex Saturn. The real issue was Sega of Japan not backing the 32X properly and not committing to a clear, unified hardware direction.
The Saturn was 3D so let's stop that crap, it was just the way it went about it.
Sprite based systems could handle 3D be that the Amiga or hell even the Mega Drive with its 80 sprites on screen and yet was able to handle 3DIt wasn't 3D in the modern way though which its contemporaries were.
It was still a sprite based machine which very few devs before or after have the experience of creating 3D games for.
Sprite based systems could handle 3D be that the Amiga or hell even the Mega Drive with its 80 sprites on screen and yet was able to handle 3D
forget it, what you want is a better vdp1, one that isn't 60% weaker than the ps1 gpu.I'm saying drop the whole VDP1/VDP2 setup and instead of having 3D based on sprite and background layer warping make it a polygon machine like PS1, N64 and PC.
True, but developers found that method of developing full 3D games to be much more awkward than creating them entirely from polygons
Even AM2
01:38:51
forget it, what you want is a better vdp1, one that isn't 60% weaker than the ps1 gpu.
True and yet Virtual Cop was a better conversion than Time Crisis on the PS1 and you know it ! Same was true for Virtual On compared to Cyber Sled
AM#2 are GODS and just showed with a little hard work you could outperform the PS1 sometimes , just like with CRI's Virtual ON portYes, and AM2 had to bend over backwards to make it work. Third parties weren't going to do that, nor should they have been expected to.
it's simply about power don't resist.It's not simply about power,
Yes, and AM2 had to bend over backwards to make it work.
I mean, they were just one company, the lack of other games was the lack of 3rd party support (due to sales) and more so the lack of localisations (due to sales), otherwise they did plenty longform home games like say, 3 Shining Force games, Shining the Holy Ark, 2 Dragon Force games, The Legend of Oasis, 2 Sakura Wars games, Panzer Dragoon Saga and many more (and actually too many third party stuff to start listing to be honest, but again, not localised), as well as games that bridged the gap from arcade to home like Panzer Dragoon and NiGHTS (having a story and such despite arcadey gameplay), and as for ports, ok Namco was adding tons of shit after Tekken 1 and 2 but other companies weren't that much different to Sega, ie Capcom (which only really added substantial home longform stuff to Street Fighter Alpha 3 way later).4: stop relying on arcade ports. With expanded storage of cd, psx was getting tons of exciting, longer, story driven games with nice pre-rendered backgrounds. We hardly got any of that on Saturn.