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#Panzer Dragoon Soundtrack
arcadebroke · 6 months
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easternmind · 1 year
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After a three year hiatus, Saori Kobayashi announced her return to live performances at Clarksdale Bar in Kamiooka. Her playlist is an assortment of Jazz, Bossa Nova video game soundtrack themes. Above is a short clip from a 2019 performance of 'Sona mi areru et sancitu' from Azel: Panzer Dragoon RPG, with vocals by Rei Tateishi.
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calochortus · 8 months
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eraseer · 1 year
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Panzer Dragoon Orta original soundtrack
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supagogoman · 6 months
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I played Air Twister, the latest game made by Yu Suzuki's game studio and like their previous game, Shenmue 3, it manages to feel both new and dated (not retro, dated) at the same time somehow. It's a fun enough little arcade style game, though dispite it's appearance it plays more like Panzer Dragoon than it does Space Harrier. I do enjoy 3D arcade rail shooters so I was pretty interested in trying it out.
As expected of an arcade rail shooter game the main arcade mode can be cleared pretty quickly. There's some incentive for replayability like score attacks and extra modes but things like the quite frankly psychotic number of unlockable cosmetics are kind of meh. I feel like it's missing just a little something to really get me hooked on it. I'm not sure what that is though, maybe branching paths like Star Fox or a more in depth scoring system or more difficult CRAAAZY bosses like Sin and Punishment to really push the gameplay just a bit further. It's also a little slower paced than I'd like, it kind of lacks the manic intensity that you'd see in Space Harrier. If challenge is something that interests you the game does allow for a very punishing one-life mode where a single hit ends you immedietly, recreating the unfair bullshit of the old arcade games you know and love
In terms of presentation it's nothing amazing graphically but I guess the art style of weird creatures and random geometric shapes that make up the enemies, like you would in Space Harrier, is a visually appealing style. There really doesn't seem to be any coherent theme to the artstyle but to it's credit I guess I can maybe call Air Twister the trippiest rail shooter I've played. Besides some very mobile game-like interfaces (it was originally an apple arcade game) it kind of feels like a game that you'd have seen on the Xbox 360 or something, which isn't necessarily a bad thing. Probably the most memorable part of the game is the soundtrack, produced by musician Valensia (no, I've never heard of him either) which is a pretty interesting choice and has some bizarre yet catchy tunes that have some odd mix of the likes of Queen or Electric Light Orchestra that somehow works. It's why I kind of wish the bosses were more substantial and lasted a bit longer so I could hear more of the tracks they made for it because some of the tracks are pretty rad.
I know all the Shenmue fans have been following the game as they're interested in what Yu Suzuki does and also in the hopes he'll continue making Shenmue 4 or something but even if you're not part of that weird community that I occaisionally expose myself there's still fun to be had.
Overall I give the game an It's fine/10.
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cali · 1 year
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u thought i was resisting spotify recap out of pure willpower nah it just took a while for youtube to give me their recap. i think the stats are wrong cuz it only seems to list stuff from the "- Topic" channels and nothing thats uploaded by actual people channels. well. whatever. the Sega entry is cuz i listened to the panzer dragoon soundtracks a bit
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thothxv · 2 years
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Sonic R, Blood 2, and Shogo: Mobile Armor Division all came out in 1998.
Blood 2 is a hot mess. Sonic R is an incredible soundtrack paired with a game that is... misguided, and Shogo is... okay, but also kind of a mess.
In 1998, Tenchu: Stealth Assassin released. Tenchu was highly regarded and extremely influential. I tried to play it for the first time a few years back. It does not hold up well. And I'm sorry, but neither does Sonic Adventure.
There are a ton of moderately successful games that were perfectly fine, have some charm, hold a special place in the hearts of their fans, but never saw wider success and probably never will. Gex: Enter the Gecko came out in 1998, and I have heard of people who adore Gex... but there are far less of them then people who don't even know who Gex is (or only know it for the fact that people not knowing who or what Gex is is an important part of one of Scott The Woz's best punchlines). Croc is in a similar boat, although it seems to be a bit better known (also: hi Croc fans. I love you and recognize the importance of Croc. I honor the incredible achievements of Argonaut Software. Please don't hurt me).
Colin McRae Rally is one of the top-grossing videogames in the UK of 1998. It doesn't seem to be a game that a ton of people remember or talk about. Although I'm an American, maybe Colin McRae Rally is still deeply beloved by UK gamers? It just... doesn't seem that way. Most racing games seem to work like sports games, where they get displaced by their sequels and people mostly see no reason to go back to the old ones save for nostalgia except in rare and exceptional cases where the game was amazing or the sequels or spiritual successors really suck. Likewise, one of the top grossing games in Japan that year was a licensed Yugioh game. FIFA 99 and Madden 99 were both very successful, and feel similarly disposable (although I am not a sports game fan, so if someone more knowledgeable comes along and tells me that no actually FIFA and/or Madden 99 is actually the best game in the series, I will have no choice but to believe you).
I am saying all of this to make a point. That point is that middle-of-the-road works, incredibly successful but ultimately disposable releases, and just plain crap exists in every year and probably in every medium (Music? Yes. Books? It's... harder to figure out, release years aren't as emphasized with books).
Why did I pick video games and 1998? Because 1998 is a legendary year in videogames. Widely considered to be one of the best years of all time for videogame releases. And I was not alive in 1998, but looking at the releases it is... very hard to argue with that. Pokemon came to America in 1998. Ocarina of Time released. Metal Gear Solid. F-Zero X. Marvel Vs Capcom. RE2. Street Fighter Alpha 3. Banjo-Kazooie. Spyro. Starcraft. Parasite Eve. Radiant Silvergun. Xenogears. Tekken 3's home release. Panzer Dragoon Saga, Descent: Freespace, Unreal, Symphony of the Night, Rainbow Six, Fallout 2, Grim Fandango, Mario Party, Rogue Squadron, Thief: The Dark Project, Baldur's Gate, Half-Life, and fucking DDR.
That is to say, a definitive classic, a genre defining game, the start of an important series, or two or more of the above in the genres of action-adventure, 2D fighters, 3D fighters, party games, RPGs (Japanese and Western), stealth, horror, platforming, RTS, space combat, FPS (tactical, arena, and narrative-focused), and rhythm games.
So if you talk about how the past was better in a given medium then the present, remember: you're only seeing the best and most popular works. There's a ton of other junk that got buried by time that makes things look better then they are. Even in a year that you can argue really was that good.
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clickbliss · 6 months
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Air Twister Review
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by Amr (@siegarettes)
Air Twister
Developers - YS Net
Publisher - ININ Games
PC, PS5, PS4, XBOX, Switch
The latest from legendary SEGA arcade creator Yu Suzuki, Air Twister has finally escaped its exclusivity period with Apple Arcade and arrived on other platforms. From a glance it's clear that Suzuki and his team were aiming to create a follow up to Space Harrier, with surreal visuals and saturated colors that'd feel right at home in SEGA's fantasy worlds. Scored by Dutch composer Valensia, doing his best Queen impression, Air Twister makes a splashy first impression despite the clearly limited budget. But as the game continues it's clear that Suzuki's vision lacks any real cohesion, rendered in hasty sketches rather than the efficient and masterful strokes of his work at SEGA.
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The longer the game goes the more assets repeat, without concrete themes to tie them together. The dynamic camera evokes the sweeping vistas of Panzer Dragoon and company, but environments come off as more as a set of prefabs that line a rollercoaster ride, without any idle animation, with even the water being static. 
All of this was only obvious to me thanks to the languid pace of the game. Enemies sweep lethargically into the screen, and bullets are so slow enemies have often left before they can hit you. 
The lock on system is translated directly from how it worked on iOS, lacking a targeting cursor, and requiring you to trace enemies with your character before hitting the fire button, which doubles as your rapid fire button. It works counter to genre conventions, removing the tension between rapidly pelting enemies with weaker fire or delaying your shots for a more powerful homing attack.
There's also no cool down between homing shots, so often the best way to deal damage is to slam the attack button, which will launch both rapid and homing shots at the same time. Curiously, you can aim your attacks at an angle with the right stick, but without a cursor it's highly inaccurate, and the tutorial doesn't even bother telling you about it. 
It's all sloppy and ill considered, and the soundtrack follows suit . With a full album worth of new and existing tracks and a level progression completely on rails, Air Twister had everything lined up for a perfectly synced score. Instead it continually repeats songs, despite having enough songs to give each stage its own theme. Songs clash with the visuals instead of complementing them, adding to that sense of an incoherent whole.
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If there is a consistent theme to Air Twister, it's that repitition, which ultimately what drags it down. Every run is forced to start from the beginning, keeping the game stuck at that initial sleepy pace before it picks up at the halfway point. 
Variety only comes through navigating the Adventure Map, a convoluted map structured like a skill tree, where each node requires a certain amount of points earned during runs. Most rewards are either a slight boost to your health or the number of enemies you can lock onto, both which start at a beyond generous amount, or slight variations on customization items like makeup or hair styles. It takes nearly an hour to earn meaningful rewards, which is maybe for the best, since the first weapon I unlocked basically gave me unlimited screen clearing bombs.
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The PC version has no meaningful interface changes, making basic navigation a pain. To take the aforementioned Adventure Map as an example, unlocking nodes requires you to either hold down a mouse button for an extended time, or tediously hover over and confirm each node with a controller, with no options to simply click a node further down the path and automatically unlock previous points. The navigation language isn't consistent either, with options like costume changes confirming if you simply hover over them. It's a shoddy and confusing mess, optimized for neither controller nor mouse. 
Air Twister, simply put, is kind of a mess. It's not an unlikeable one, and at times it's even fun. But for the most of its runtime the experience is one of humming boredom, punctuated by confusion.
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bogmonstergirl · 2 years
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Why don't you sit down and listen to the Panzer Dragoon Saga 20th Anniversary Arrangement Soundtrack? You might learn a little
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fancypantsrecords · 3 years
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Saori Kobayashi - Panzer Dragoon: Remake The Definitive Soundtrack | Brave Wave | 2021 | Light Blue Translucent + Orange Translucent
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yamasbatcave · 4 years
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Panzer Dragoon - The Empire ~ Episode 3
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easternmind · 1 year
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First announced as Project Dragonsphere, Drag-On Dragoon – or Drakengard in the West – was developed by Cavia, a small group composed of talents formerly employed by some of Japan’s largest software houses. Originally showcased to Enix for a possible publishing deal, the game ended up being launched after the merger with Squaresoft, having thus benefited from the wide reach of the newfound group whose wherewithal made it available worldwide in 2003, translated into multiple languages no less.
The game is best described as a peculiar combination of an open-range sword battle action found in Dynasty Warriors, and the celestial delights of the seminal 3D shooter Panzer Dragoon. The saga of prince Caim and Angelus, the dragon with which he made a pact in return for his own soul, is accompanied by the extraordinary work of Takayuki Aihara and Nobuyoshi Sano, the duo responsible for this, one of the most singular approaches to the task of composing the soundtrack for an epic fantasy video game.
Released in two volumes, the anarchic background music is structured as a collage, in that it stitches together fragments of some of classical music’s most celebrated themes in a manner which the musical wizardry of the information age, alone, could permit. Although the presence of erudite music is not altogether uncommon in video games, whether featured as a side theme, motif, or the more or less obvious inspiration for original compositions, I cannot recall any other exercise where the music originated from the employment of a similar method.
This extravagant compound of cyclical samples, abruptly interwoven - often with little regard for tempo -, is borrowed from the works of composers such as Bartók, Debussy, Tachikovsky, Respighi, Mahler, Rimsky-Korsakov, Richard Wagner, Antonín Dvořák, Mussorgsky and Holst. The creative process started with a selection of extracts from a number of pieces from these composers, which were then performed and recorded specifically for the occasion in collaboration with the Tokyo New City Orchestra. The resulting recordings were then subject to a unique process of editing, looping and layering, with the aid of discernible audio filters and effects that grant the final mixes a distinctive aural identity.
It should be noted that neither Aihara nor Sano’s previous work bears any similarities to this their most groundbreaking proposition, their portfolio being constituted of far more conventional electronic thrills that can be heard in games like Ridge Racer or Tekken. In fact, the closest approximate I could detect would be Aihara’s work in Soul Edge, whose original coin-op themes he arranged for the domestic release, while still working at Arika.
Despite the passage of time, the Drag-On Dragoon soundtrack retains its status as one of the most implausible, experimental musical compositions ever to emerge in the field, a blend of musical utterances from the great masters, at once familiar and disturbingly out of place. It evokes a sense of grandiloquence and chaos, of commotion and unease, its creators never too timid to wholly embrace the unexpected.
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30-day Video Game Music Challenge
Day 23 (Underrated music): Atolm Dragon - Panzer Dragoon Saga
Panzer Dragoon Saga remake when???
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segadriven · 6 years
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seganerds · 6 years
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Ooh it’s a very exciting time for Panzer Dragoon Saga fans, as Brave Wave Productions has announced on social media that it is collaborating with SEGA and original composer Saori Kobayashi, to release ‘Resurrection: Panzer Dragoon Saga 20th Anniversary Arrangement.’
As of now, not a huge amount of details have been revealed, except that the release will be available for digital download, CD and vinyl and it will contain 20 songs rearranged by Saori Kobayashi. Brave Wave also teased a date, Jan 29, 2018, which is either the release date of the soundtrack, or possibly a date where pre-orders might open, which what they did with their recent Sonic Adventure 1&2 soundtracks.
With Panzer Dragoon Saga being my favourite game of all time, colour me very excited for this news!
.@BraveWaveMusic reveals #PanzerDragoonSaga #Soundtrack is coming! #SEGA #OST Ooh it's a very exciting time for Panzer Dragoon Saga fans, as Brave Wave Productions has announced on…
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nieznasztejosoby · 2 years
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I made a translation of an article about NiGHTS from a december 1996 edition of the magazine secret service.
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the magazine cover
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here they are : D
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the article itself
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"Long announced by SEGA new product made by the creators of already famous game and mascot SONIC is already Here ! and just like in the ads NiGHTS is amazing in every inch ! Untill now I have never seen a game , that gives you as satisfying gameplay as this one . We play as Claris or Elliot who are suffering from nightmares .In one of them they encounter NiGHTS who they identify with and in those dreams they save the land of nightopia (and this way the world of their own dreams too ) .It sounds complicated but the game is really simple .By controlling the title character you have to collect blue orbs for which you get elements of the dream. Taking all four of them to the palacs of idea (the author clearly means the ideya palace but I decided to keep it in bc I think its funny ) will couse you to complete the level . Very easy but very addicting and funny . Graphics of NiGHTS launch you into space .(yes this is a real sentence ) .Its exellent ,fast , smooth and colorful .Amazing backgrounds complement the gameplay on the foreground , the effects like multiple light sourcing in real time present in the game all of the time tears of the helmet together with your back (??? is the a nineties thing ???) .The music just takes your breath away , not many other soundtracks suit their games so well and pleasures related to it , like the one in NiGHTS .The music changes depending on your game play , it makes for an interesting and nice additional touch .I will say honestly NiGHTS has the greatest music I had a chance .Together with beautiful graphics and a genius soundrack they packed in amazig controls and whats the most important- megahoney !(no idea what the author meant once again propably nineties slang )Never before I had a chance to play a game with such a nice controls . I spent 30 minutes flying around up and down ,left and right not even trying to complete the task .You will see it the best if you get your hands on an analog joypad and maked a few pirouettes in the air .If that doesnt move you than you must be from a diffrent planet ... The only con is that for thes more experienced players it will take only few evenings to complete all the stages .But thanks to the unique grading system (at the end of each level you get graded ) you can play NiGHTS many times , and I promises you will come back to it many times with pleasure. NiGHTS is since PANZER DRAGOON ZWEI the best produkt for the saturn console .I recommend it to anyone , no matter the age or the prefered game genre .Together with an analog controller it can be the best christmas present for a SEGA products lover .
Gulash"
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" to the palace of idea you bring a part of the dream "
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"when the time runs out you return to your true form"
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" the games action takes place practically everywhere - on land , in air and underwater "
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"after every stage you meet a boss . With this you only need to toss her roughly around "
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"SEGA '96 , 1 or 2 players, score : 99%
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"by flying though the rings you get precious points important to your finishing grade "
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thank for reading < 3
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