Burning Rangers


Who says original concepts can't be matched with exciting and tried-and-true gameplay?  How about a fire-fighting simulator (well, not quite a simulator but a "videogame representation") set in the future and packed with lethal " backdrafts and survivors waiting to be rescued?  Take the concept, bless it with the talented Yuji Naka and his Sonic Team co-workers, push the Saturn hardware to the limit, and use a modified engine from your previous big hit ("NiGHTS... Into Dreams") to save on costs.  The result is "Burning Rangers", one of the last few original Sega titles for the Sega Saturn that got the attention of an internal 'A' team of developers before attention got shifted entirely on Dreamcast projects.  Does it live up the hype, or end up going up in smoke (like the dreams of a successful American legacy for the Saturn)?

As either Shou Amabane (21 year-old guy that likes to point to gamers a lot, as seen by its on-screen still :-) or young Tillis (19 year-old), you'll have to dodge robots that have gone haywire, collapsing structures that might trap survivors, fire backdrafts that will come with a split-second warning, and gigantic robotic mutations that are waiting to have their patterns watched and observed by the player so they can get slaughtered easily (??!!).  Those two characters are the only one's you can initially control out of the five in the game; Chris Partn (24) is the lady that helps you navigate the burning structures as the Team Navigator, and Lead Phoenix (22)/Big Landman (35) are the other BR team members.  These last three are only there to add atmosphere to the game (like some of the cast members of Capcom's "Resident Evil" series), but they might be controllable via codes if you achieve certain objectives... I'm not saying, because I do not know! (he, he, he).  "Burning Rangers" only has four levels (plus the training area in the beginning and that final boss stage), but the objective of the game is to have the player learn the best way to go through those levels, save the survivors and defeat the bosses promptly to get as high a grade (from 'F' to the coveted 'A') as possible ("NiGHTS" anyone?).  This is a Yuji Naka game through and through, but you'd never guess that from some of the surprising things that keep "BR" a few floors shot of the penthouse suite.

GRAPHICS / VISUALS:  B-
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The one description that kept popping in my head as I made my way through "Burning Rangers" was 'anime Tomb Raider'... this game features the same behind-the-character view of "TR", "Tenchu" and "Virtual On", but with an artistic design straight out of Robotech or Evangelion that gives this genre the look and feel of an anime cartoon.  Speaking of which, the opening/ending and in-between FMV cinemas are all anime cartoons that look good (no jagged and dithered FMV here), sound OK and advance the story to a slightly satisfactory ending (without giving it away, it could have had a hell of a more explosive finale, if you pardon the weak pun).  Unfortunately, the in-game graphics only receive a small percentage of the artistic brilliance depicted on the cinemas...

..because the engine of "BR" taxes the Saturn to such a degree that it is, simultaneously, a technical achievement and an elephant trying to sneak unseen through a soccer field during a World Cup match.  The good first: transparencies have been nicely faked on software (look at those ultra-red flames!), the frame-rate is a consistent 30 per-second most of the time, the game conveys a sense of entrapment and urgency due to the blocked corridors and exploding structures (atmosphere baby, the same thing that helped gamers inmerse in "Tomb Raider"), and the anime style of the characters and settings are fairly accurate when compared to the cinemas.  The bad: massive slowdown when things heat up with explosions/enemies, glitchy polygons and texture-warpings galore (like "Sonic R" or "NiGHTS", only worse), and a resolution that seems lower than low (even on an S-Video TV), especially when contrasted with the sleek but cluttered option/menu screens which were done in high-res.  It is a tribute to the designers that, despite it's shortcomings, "BR" plays as good as it looks (warts and all).

MUSIC / SOUND EFFECTS:  B-
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The one constant in previous Sonic Team games was excellent and eclectic musical tunes on the background ("NiGHTS" is the second-best videogame soundtrack I've ever heard, and the original "Sonic the Hedgehog" did wonders with the Genesis' s****y sound chip), but for "BR" those composers either went to sleep, took drugs and/or gave the J-pop musical genre a shot and failed... miserably!  This is a crappy selection of musical tunes, all either tied to the option/menu screens and/or the FMV sequences because during the game you can only hear the environment surrounding you, and Chris Partn's voice as your Team Navigator.  Music, lyrics, and anything music-related in "BR" gets a big thumbs-down from yours truly (and I like some J-pop tunes, mostly from the "Sailor Moon" anime... 'Moon Revenge' at the end of "Sailor Moon R" kicks so much ass!).

But what saves the audio from getting a 'D' is the nice and very convincing sound effects used to convey the presence of a threatening enemy all around your character, an enemy that cannot be easily anticipated and must be destroyed before it devours its victims (all nice phrases that in the end could only mean "FIRE!!!").  The sound of your fire-extinguishing weapon is sweet, the squeaks of the dolphin in the Aquarium believable, and the "swoosh" sound that precedes an explosion is straight out of Ron Howard's "Backdraft".  Even the English voices used by your characters and the other Burning Rangers come across crystal-clear and with convincing acting, a rarity in today's mean-and-lean SOA localization budget (which sub-titled "Last Bronx" and "Panzer Dragoon Saga" to keep costs down); the Team Navigator feature is more than a token addition to the game, but can make the difference between getting an 'A' and running around like a headless chicken, since there are tight spots in which you'll need the Team Navigator (by pressing the 'C' button) to instruct you on what to do, or where to go next.  Only the repeated use of the phrase "Don't worry, I'm a Burning Ranger!" by Shou Amabane, and the voices of the victims being rescued (they are so annoying and unconvincing) bring down the otherwise commendable English translation of "BR".  Still, the music in those FMV and menu screens brings down the overall audio to a 'B-' (trust me, it is that bad).

GAMEPLAY / FUN FACTOR:  B-
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Everything about "Burning Rangers" screams simplicity for the sake of a gamer mastering this challenge... simple concept (extinguish fires, rescue hostages, get out in one piece), simple interface (adjust audio, get E-mail from rescued victims, etc.), straightforward design (although it's a go-anywhere 3D engine you can only keep moving in the direction the game's creators want to), a sense of accomplishment and ever-present danger (your main reward, besides a grade, is the satisfaction of saving human lives from certain death by fire), and an explosive mix of rainbow-like colors that throws all the deep hues into your TV screen.  Like in "Sonic"/"Mario"/"Gex", collecting stuff is an important aspect of the game, and in "BR" you extinguish fires expecting to collect diamonds (unless the fire is so intense that it turns blue, in which case you'll have to charge your extinguishing-gun with a mega-blast that will destroy the fire but give you no diamonds!) that can be used to power the teleportation of survivors, or to open previously unaccesible levels (if a switch pull isn't needed).  If an enemy touches you, or you get caught in an explosion, your diamonds will spread and you will have only a few seconds to recover them, or it's curtains right then and there ("Sonic" anyone?).

What keeps "BR" away from legendary status are a few minor issues that, unfortunately, accumulate over extended play.  For starters, the analog controller (which is still better than the digital pad, although both are playable) isn't properly calibrated for the game, whith no perceivable benefit from pushing all the way or merely tapping the pad.  Shou and Tillis either dash wildly fast (in any direction), or move at a snail pace.  And at certain spots of the game (the outer-space station and the aquarium come to mind), the control really gets beyond stuck-in-mud frustrating and gets downright terrible... you can pseudo-manage to control what your character does, but at no point does it feel like you're controlling Shou and Tillis fully when they are not on firm Earth.  The characters can jump, dash, do mid-air flips, side-step in mid-air and other little tricks to move quickly and avoid the backdrafts... but other games have done it before ("Tomb Raider" anyone?), except never in this sort of futuristic disaster scenario.  Once the game is completed, an option will allow for the same levels to be replayed with the location of switches and survivors changed to enhance replay value somewhat.  Finally, in an attempt to enhance the human element of the game's characters (a big deal to Japanese otakus and anime fans) all the characters have background stories detailing how important it is for them to save lives and fight flames because they were the reason many of them have lost loved one's... this might make the connection between character and player more important to some, but it honestly didn't do it for me since the playing of the game takes precedence over any character development in an action game (RPG's are a different story).  Plenty to do in "BR", but are all the elements good enough to come back again and again?  And why does Sega of America insist on putting their American localization staff on the manuals, but don't credit the Japanese teams that developed them (only in the ending sequence will you see the real talent behind "BR")?

OVERALL:  B-
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This game, despite the strong talent behind it and the big budget that went into creating/promoting it, didn't perform too well in Japan after its initial release, and this is Saturn's friendliest territory.  The American copy of "BR" isn't selling out with the same degree of frenetic pace as Sega's other recent release "P.D.Saga", which means that "BR" could end up being both the game that pushed the Saturn to its technical limit and one of the machine's biggest flops.  Whoever said life wasn't fair obviously played videogames, and owned Sega's last four systems (Sega CD, 32X, Nomad, and the Saturn).

That would be a shame because, unlike other games that pushed their hardware specs to the max and failed to make gameplay that overlooked the graphics (Capcom's SNES port of "Street Fighter Alpha 2", Studio 3DO's "Starfighter" for the 3DO Multiplayer system, Eidos' recent PSX version of "Deathtrap Dungeon", etc.), "Burning Rangers" is a hell of a playable and somewhat enjoyable game that manages to push the Saturn hard and still come through at the end.  Nowhere near the killer app early hype lead us to believe it would end up being, "BR" ends Sonic Team's involvement with the Saturn.  If that is a good or a bad thing will depend on the way Dreamcast's "Sonic" game comes through at the end... that will tell me if the obvious shortcuts taken to ship Saturn games to retail lately ("House of the Dead", "Sega Touring Car Championship" and "Burning Rangers" look anything but a third/fourth generation of 32-bit software when compared to the PSX games) were worth the visual tradeoffs.  Gameplay rules, but better-looking games are always welcome!



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- J.M.Vargas