blog:video_captures_dc_under_defeat

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blog:video_captures_dc_under_defeat [2021/04/09 09:59] – created johnblog:video_captures_dc_under_defeat [2021/04/09 15:36] (current) john
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 ====== [Dreamcast] Under Defeat ====== ====== [Dreamcast] Under Defeat ======
 +
 +{{:blog:blog:video_captures:135979-under-defeat-dreamcast-front-cover.jpg?300|}} {{:blog:blog:video_captures:135977-under-defeat-dreamcast-back-cover.jpg?300|}}
 +
 +   * Under Defeat
 +   * Dreamcast
 +   * 2006
 +   * Top down vertical shooter
 +
 +Under Defeat was one of the very last commercial releases for the Dreamcast - made well after the machine had officially been discontinued. I bought my copy from Play-Asia as soon as it came in to stock back in late 2006. It's now quite sought after. There were two versions of the release; [[https://www.target-earth.net/vgdb/game/286|the limited edition one like I have with a bonus Audio CD]], as well as another which just had the game disc.
 +
 +==== Overview ====
 +
 +**Visuals**
 +
 +The game has multiple video modes available, including a rotated //tate// mode. The normal display modes have a vertically letterboxed playfield with artwork either side. In //tate// mode these are replaced with a full-frame display.
 +
 +The visuals are really nice and extremely clear in 480p mode although on the small side when not in //tate// mode.
 +
 +**Audio**
 +
 +Sound effects are good, although there is the usual problem of distortion when there are a lot of explosions going on - the usual problem of most Dreamcast games using samples that are overly amplified.
 +
 +**Gameplay**
 +
 +A fairly unique //rotating// mechanic is used in the game to allow your helicopter to pivot slightly as it moves, or to lock it into position and strafe. It's not a massive amount of movement; probably no more than 30 degrees, but it works okay and seperates the game from the multitude of other vertical shooters on the system.
 +
 +Whilst //Under Defeat// is not a bullet-hell game as such, it's still fairly tricky to navigate some of the boss patterns and some of the larger enemies. 
 +
 +The game tries to punish you for the normal shooter technique of constantly hitting the fire button. You gain power-ups and special attacks from certain enemies as is common in the genre, but these can only be deployed once you //stop// firing and allow a small charge meter to build up, the next time you press the fire button the special attack launches - it could be a drone with an extra vulcan gun, a smart missile or a highly destructive bomb. But you need to balance your attacks //and// your specials with when you hit the fire button (you might let the meter charge in anticipation of the next sub-boss appearing, but then have to deal with a swarm of one-hit enemies as well... do you dodge those enemies so that you have your special shot ready for the boss, or do you waste it by taking out that swarm?).
 +
 +==== Video Clips ====
 +
 +Intro
 +
 +{{youtube>F6wVDKXj158?medium}}
 +
 +Stage 1-1, 1-2, 1-3
 +
 +{{youtube>ZMhdB-vXMGc?medium}} {{youtube>qEYiLLugkYw?medium}} {{youtube>N_oAl-v1CHU?medium}}
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  • Last modified: 2021/04/09 09:59
  • by john