Developer Retrospective: A look back at the games of SEGA’s WOW Entertainment

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When SEGA WOW Month began, we took a look back at the games of SEGA’s Overworks. While Overworks existed for only a short span of time before merging with WOW Entertainment, this month has made it very clear that Skies of Arcadia made a major impact on SEGA fans. But what of WOW Entertainment? Unlike Overworks, WOW managed to release a large number of games spanning different genres on different pieces of hardware. From sequels to classic franchises like The House of the Dead and Columns, to new franchises like SEGA GT and arcade oddities like The Typing of the Dead, a collaboration with Namco, and a dog walking simulator. While WOW Entertainment can’t be pinned down to one iconic title, they more than made up for this with an amazing library of games!

Join us now for part two of our SEGA WOW retrospective, in which we take a look at the many games of WOW Entertainment.

Developer Retrospective: How Overworks and WOW Entertainment became Sega WOW

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Moving into the second month of our Year of the SEGA Developers, we shine the spotlight on two beloved SEGA development teams as well as their short life as a single entity. SEGA’s Overworks and WOW Entertainment were formed in in the midst of the Dreamcast era alongside several other internal SEGA development divisions. Prior to the formation of these teams, SEGA had a long history of shifting about, renaming, and refocusing the efforts of their many internal developers. To better understand where Overworks, WOW Entertainment, and SEGA’s many other divisions came about, let’s dive into a short history of SEGA’s internal teams!

The History of Sega Japan R&D, Part 4: The Current Sega

A NEW STRUCTURE, A NEW SEGA

The executive team, Hideki Okamura (Left), Hisao Oguchi (Middle) and Takayuki Kawagoe (Right). These men have been responsible for risque games such as Segagaga, Jet Set Radio and also Sega Saturn and Dreamcast marketing in Japan. With these man, the unique corporate culuture of Sega would continue.

The executive team, Hideki Okamura (Left), Hisao Oguchi (Middle) and Takayuki Kawagoe (Right).

In 2005, Sega was back in the black in all areas for the first time in a long time. The Sega Sammy structure was completed, and the next generation home consoles were ahead. Like in the formation of twelve new R&D studios in 1998, executive management had a reset. Long time executives Hideki Sato and Hisashi Suzuki retired from Sega, after their thirty – or even in Suzuki’s case – forty years of service.

Masano Maeda & Naoya Tsurumi
Masano Maeda & Naoya Tsurumi

As mentioned in Part 3, Hisao Oguchi would atain the highest executive position which he held until 2008 where he received even wider responsibilities as Chief Creative Officer of Sega Sammy.

Then there is Masano Maeda, who joined in 1991. Madea was responsible for building a new Western management team that made crucial partnerships and buyouts of Western companies, like Creative Assembly, Sports Interactive and Secret Level On a side note: the amount of games developed for Xbox 360 amount to roughly forty games, and on PC to about sixty games. On the Dreamcast, the amount comes to fourteen, and old PC releases amount to sixteen.

The History of Sega Japan R&D, Part 3: Innovative Heights and the End of an Era

REUNIFICATION AND TWELVE INNOVATIVE R&D STUDIOS

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Playing up an executive managing director and joking about the state of the Dreamcast at the time, says a lot about Sega’s attitude at the time.

In Part 2 we covered Sega’s golden age, but great heights inevitably can bring great lows. Sega had lots of up and downs throughout their history. They also had great games, lots of them! But ultimately Sega did not make that much money from the Saturn. However, in the arcades they did absolute gangbusters. Sega needed to change their approach in regards to development and also their hardware. The solution was to make the Dreamcast and NAOMI arcade hardware the same and have all of the internal studios make games for it,in turn allowing them further grow and prosper. Twelve R&D studios in total were established, and the nine software studios were not split into arcade and console divisions – they made games for everything. Hisashi Suzuki and Yu Suzuki would manage the arcade business, with Hisashi putting in his final stretch at Sega before retirement.

Developer Retrospective: The wonderfully unique games of SEGA’s Smilebit

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SEGA’s development team Smilebit existed in the public eye for only four short years, yet in that time they managed to create one of the company’s most unique franchises, revived a classic Saturn franchise, contributed to a long running series of popular Japanese sports titles, and managed to create a few new franchises that have gone on to become true hidden gems. It’s fitting that we follow Team Andromeda Month with Smilebit, as Smilebit was actually the bringing together of the SEGA AM6’s Team Aquila, Team Andromeda, and G9 Team (though some staff ended up moving to United Game Artists). This mix of talent lead to Smilebit being primarily tasked with the Let’s Make series of sports titles, franchises that were largely confined to Japan. Utilizing former Team Andromeda staff, the team spearheaded the latest (and thus far last) Panzer Dragoon game. But what really made Smilebit unique were their new franchises including the Jet Set Radio games, Gunvalkyrie, and Hundred Swords.

All month long we’ll be celebrating Smilebit’s eclectic mix of games, celebrating the classics, the lesser known titles, and the ones that never left Japan. Ready to look back? Let’s go!

SEGA Tunes: Alien Front Online’s Alien and Army themes

SEGA’s WOW Entertainment has a very eclectic resume, featuring games like the simulation-style racer SEGA GT, the dating sim Candy Stripe, the mutants teaching typing game The Typing of the Dead (co-developed with Smilebit), and today’s Tuesday Tunes spotlighted title, the online aliens versus army game Alien Front Online.

Initially released worldwide to arcades as Alien FrontAlien Front Online was soon released to the Dreamcast. Despite being Japanese developed, Alien Front Online was made to strongly connect with Western audiences. The game was simple, featuring online combat with voice communication allowing players to take on opposing sides of an army versus aliens war. Unfortunately, the game’s release was poorly planned out as Alien Front Online was released to North America six months after SEGA made the announcement that they were discontinuing the Dreamcast. The game ended up not releasing to other territories, and to make matters worse, shortly after release SEGA shifted to a pay to play model for their online games. I recall renting Alien Front Online when it released, and even through the game was just a few weeks old, the online community was incredibly small.

Developer Retrospective: A look back at the games of SEGA’s Overworks

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Last week when we kicked off Overworks and WOW Entertainment month, we took a look back at how SEGA organized their many internal development teams over the years. Among those teams were Overworks and WOW Entertainment, two separate teams that released games from 2000 through to 2004 when they were merged and became SEGA WOW. This week, we will be taking a look back at the games released by Overworks. While the Overworks softography is small, especially compared to giants like SEGA AM2, in the span of four years Overworks released some truly classic titles.

My Life with SEGA riddles us this in Batman Forever: The Arcade Game for SEGA Saturn

After the misfire that was Batman Forever on SEGA Genesis/Mega Drive, Acclaim tried to make amends with this arcade beat-’em-up developed by Iguana Entertainment of Turok: Dinosaur Hunter fame. That’s right, no platforming nonsense or Mortal Kombat theatrics. Just good old-fashioned ass whoopin’ in black rubber…. Wow! That sounds about as wrong as nipples on the bat suit, doesn’t it?

In any case, I’m here to help you solve the greatest riddle of all. The mother of all riddles: “Is Batman Forever: The Arcade Game worth playing?”

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SEGA and Relic reveal Company of Heroes 2: Ardennes Assault pre-order incentives


 
SEGA and Relic Entertainment have released a new trailer and have revealed pre-order incentives for Company of Heroes 2: Ardennes Assault, which is due for release on November 18th, 2014 for Windows PC digital download platforms. The content consists of an all-new company known as the “Fox” Company, a band of Rangers led by Captain Monte Durante which sits alongside the game’s existing three Companies. Check out the trailer above, and read the full press release after the break!

The SEGA Five: Last generation SEGA IPs that I want to see return next generation

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Last generation might not have been the best time for SEGA fans, the start of 2006 was pretty rocky with SEGA totally ruining the image of Sonic the Hedgehog and releasing a slew of blunders through out the generation. That doesn’t mean that beneath the piles of garbage there wasn’t some great IPs, right? This list will consist of five last generation SEGA IPs (this means that they debuted, brand new on Xbox 360, Playstation 3 and/or Wii) that I want to return on next generation consoles (be it Wii U, Xbox One or Playstation 4).

Aliens: Colonial Marines co-developer TimeGate studios files for bankruptcy

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TimeGates Studios, who where previously known for their Section 8 games and now for co-developing the controversial Aliens: Colonial Marines has filed for Chapter 11 bankruptcy protection in Texas Southern Bankruptcy court yesterday.

The guys over at Polygon obtained the court papers, which stated that the developer is in debt to more than 50 creditors and owed total liabilities ranging from $10-$50 million dollars. Their top creditors include Epic Games (Unreal Engine), Agora Games (online game service), and DJ2 Entertainment. Funny enough, a local pizza shop was listed in the documents, which TimeGate owes $34.80. Wow, are these developers all in the 7th grade that they can’t pay a $35 dollar bill?

I guess life isn’t good for TimeGates Studios and the recent class action lawsuit isn’t going to help them. Weird seeing them lose all this money and still announce a game last month.

1up does a brilliant Yu Suzuki interview

Wow, 1up is really pulling big punches when it comes to their Shenmue coverage, they even have their old editor-in-chief James Mielke doing the interview. James Mielke is now working at Q Entertainment.

Here is what you can expect to read from Yu Suzuki:

“It cost $2 million dollars to use the chip. It was part of flight-simulation equipment that cost $32 million. I asked how much it would cost to buy just the chip and they came back with $2 million. And I had to take that chip and convert it for video game use, and make the technology available for the consumer at 5,000 yen ($50) per console or else nobody would buy the hardware. But I did it. And because I was able to do that we were able to put textures on the Virtua Fighter 2 characters.”

Now that is some god damn dedication. This is what made SEGA, SEGA and why I love them. Then again, this is probably why they where in debt all the time…

Read the 1up interview here…

Sonic levels that should be in Sonic Anniversary


Picking out your favorite Sonic levels is like picking out your favorite child, sometimes its easy because someone failed math and other times its difficult to do, because you hate them all equally.

We have decided to take a crack at compiling a list of Sonic levels we would like to see in Sonic Anniversary (If the details turn out to be true and they seem like they will). I will only go through the main console series, way too many Sonic games to go through spin offs and handhelds.

This is our opinion, if you have some stages not mentioned, give us a comment letting us know how wrong our opinions are.