Team Andromeda
Member
I'm not going to even bother to debate your wind up drivelThey're not possible, there's a lack of memory, Rad Mobile had to change some models to run at 30fps.
Are you really comparing Cyber Speedway to the PlayStation version of Wipeout ?
Sega made a mistake by designing hardware unsuitable for running its own games.
Going early by a month would've been fruitless since they'd still miss out on marketing budget and advertising cycles set for a September launch many months earlier in the year, and a month's worth head-start wouldn't have done much for the Saturn in building a substantive lead ahead of the PlayStation. Even with the selection of games you list, SEGA still run into a similar problem as they did back in May: the software just wouldn't have had appeal with American gamers the way Sony's PS1 launch lineup did.
Like, we can probably debate the merits of a game like 1Xtreme compared to VF Remix in a contemporary context all day, but back in 1995, teenagers in America looking to get a new 32-bit console were absolutely more impressed with a game like 1Xtreme than they were with VF Remix. You have to take tastes at the time into account, arguably more so than us looking back on it today in hindsight.
I'm not really gonna get into the PS2 stuff here as that's got little to nothing to do with Saturn, but I will just say that Gamecube wasn't the ease-of-use miracle you're making it out to be, in large part because of the mini-disc format they chose. Nintendo were easing into being easier to work with as a platform holder to 3P licensees, but they were still lightyears behind Sony in that respect.
Also AFAIK it was SEGA of Japan who forced SOA to launch Saturn early in America; Tom would've never willingly chosen to destroy relationships with retailers if he had any say in the matter. He's a marketing & sales guy, after all: strong retail relationships are his lifeblood.
Going early was SOA idea, and they should have picked a better month like Aug with far more software ready and it was also closer to the so-called original date and so wouldn't have caused quite so much havoc with launch plans and spending
I wonder why you won't go the PS2 route a system that was hard to program for... A system that didn't launch with any SONY sport games, cost more than some of it main rivals and compared to its rivals the USA launch line up was lacking. The Game Cube was easier to work on and so was the Xbox - A system that not only had DVD but also the best GPU in the business, exclusive sports game and in Halo one of the best launch games ever and like with how many 3rd party games looked and run better on the PS1 Vs Saturn the same was true for the Xbox vs PS2.
Did it matter ?
It came across that way as when SEGA was showing off the Saturn to Japan in June of 1994 at the Game Show, it even had a whole section dubbed virtual 3D world and that was even in the flyer that came with the launch Saturn too so to focus on Shinobi seems a bit lame. It also seems a little cheap to say all Saturn identity was over Arcade ports when SEGA was giving Panzer Dragoon its biggest budget to any game in its history, pushing Clockwork Knight hard in the build up to the launch of the Saturn, along with Victor Goal and it wasn't like PS fans would tell us how wonderful Tekken or RR was. Arcade graphics and ports back then were a great way to show off a consoleNah I don't think that's the case of me not acknowledging any of their 3d games. We're just talking about the bias towards 3d then in general. Geometric Crusher thinks it wasn't as much of a factor and I think it was more.
But hey since you typed all that:
That's true they did go in well on the 3d in it's own right but I'm seeing some killer ip's that were left on the table. Showcase is a useful word, here.
Shinobi could have been a showcase, but it was made, so it wasn't. Sonic could have been a showcase, but it was not made, so it wasn't.
Panzer Dragoon 1 for instance was a proper showcase, but it was a sort of odd ip without instant appeal, and it wasn't till the second one truly commanding attention that the ip was established. They could have come with Thunder Blade, Afterburner, or even space harrier. Either in place of PD or alongside it.
The identity of the saturn was colored a lot by the arcade ports and I don't think that was for the best. If it had been more identified with the strong genesis ip's in that first 18 months, that may have helped.
Take daytona since you mentioned it - They tout this arcade experience at home, but they end up with that saturn version and it's a real bad look. Meanwhile sony shows off convincing 3d arcade games with easy ports from much weaker hardare. doh. Daytona was the face of saturn because there was no sonic, when you think about it.
You make a good point about Sonic, but that was SOA cock up and speaking off SEGA America had they dropped the 32X in 1994. Then the Saturn would have been playing host to 3D polygon games like Virtual Racing Deluxe, Star Wars Arcade and then latter on Metal Head and Stellar Assault and they would have looked and run better on the Saturn given the Saturn was better and even its SH-2's faster
Please.. don't hit back with how Virtual Racing was on the Saturn, if would have been a totally different story had the CS team inside SEGA handled the VR port on the Saturn. So much of the problems and issues of Saturn launch in the USA go back to the 32X and SOA putting all its egg's in the 32X basket and spiting SEGA developer resources and budgets
But like I say, the real battle wasn't with SONY, it had the better hardware, tools and support, the battle SEGA could and should have won was with the N64
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