DREAMCAST
Publisher: Sega
Reviewed by GameCritics on 11/28/00
Article
Discussion Forum
First
Impressions:
"It's
thinking" was the slogan used by Sega in its earliest Dreamcast
ad campaigns as if 2001: A Space Odyssey's lively super computer
gone bad, HAL, had become a household reality. Sega wanted the public
to believe the Dreamcast was smart enough to kick your butt and
entertain your mind in the process. As with most advertising, those
early proclamations of sentient intelligence was more hyperbole
than truth, but with the recent release of Seaman, the Dreamcast
may actually start to live up to the initial hype. Graphics:
Graphically,
the game is presented in a sparse 3-D environment that could be
described as bland. Seaman's physical features are more detailed
and capable of a wide range of emotions, but visually, there's
still not much to get excited about.
Sound/Music:
There
is no background music in Seaman and there are no extraneous sounds
beyond what nature had intended. It's an intentional decision
by the developers and for the most it works since most of the
time, Seaman's constant chatter fills the silent void.
Gameplay:
Seaman
isn't a game in the traditional "command and conquer" sense. Seaman
is a somewhat passive experience best described as part digital
pet and part conversational simulator, but 100 percent strangeness.
Seamen are mysterious creatures that basically start off looking
like fish with human faces. Players are charged with the task
of being the caretaker of the independent thinking Seaman from
birth to maturity and beyond. Direct control over the Seamen is
impossible, but players can manipulate a hand-shaped cursor to
perform several different interactions with the creatures through
the aquarium-like interface. While not the most intuitive control
system, tapping, tickling, flicking, feeding, grabbing are all
the physical possibilities that are manageable.
But perhaps the most unique twist to this already twisted game
is that players are able to verbally interact with Seaman through
a microphone attached to the Dreamcast controller (note: microphone
is included with game). Once the Seamen develop the ability of
speech, they will snappishly respond to most of your remarks and
will also inquisitively delve into the details of your life. As
with most new technology, the two-way voice recognition is far
from perfect, as Seaman will struggle to recognize a few select
words. Yet the conversations that take place between Seaman and
the player are still unprecedented for a console game and probably
still far more lively, diverse and convincing then anyone would
have imagined.
Enjoyment:
When
it comes to landmark titles like Seaman that transcend genres,
it's hard to make specific recommendations to different groups
of gamers. Seaman is obviously not for the traditional gamer,
who feel the need for clear structure, goals and rewards. But
if you're like me and you like games that are different, quirky
and innovative, Seaman is a worthwhile, one-of-a-kind experience
that is imaginative and wondrous. For gamers who do choose to
experience Seaman, I do have a couple of warnings that should
be heeded. First of all, Seaman is at times aesthetically unappealing.
His freakish look grew on me over an extended time, but some gamers
may be put off or outright disturbed by his appearance. Seaman
will also require a bit of dedication on the part of the caretaker.
It's not a terribly demanding task, but like raising any pet,
close to daily attention is necessary, and long-term neglect and
mistreatment can be unforgiving and result in deadly repercussions
(thankfully, an appropriately cast narrator of the game, Leonard
Nimoy, does offer scant, but useful tips and guidance at the beginning
of each session).
Multiplayer:
NA
Overall
Impression:
There
isn't much else I can say about it. Seaman is a game of observation,
discovery and the miracles of nature replicated in a digital environment.
Unsuspectingly, Seaman is also a game of socialization, self-introspection
and can often behave like a digital therapist. For me elaborate
any further would essentially spoil the experience. All I will
say is that I found raising Seaman to be an engaging and often
enlightening experience. The game is not without flaws, but the
technological feats that the game accomplishes and the emotional
depths that the game explores still constantly surprised me and
made the experience worthwhile. My last comment may sound greatly
exaggerated given the premise of the game is allusively about
feeding a digital fish! But trust me when I say that Seaman is
a gaming experience like no other, and I feel better for having
played it. I don't know all gamers will share in a similar experience
as I did. I can only hope that readers will take the chance (regret
is optional) and open their minds to Seaman so that Sega, Vivarium
and other developers will continue to produce imaginative and
innovative titles like this one. HAL has arrived and his new name
is Seaman.
Marketing
Efforts Towards Women:
Print
ads and television spots for Seaman went for the "gross-out" factor
more than anything else. It's arguable that this form of advertising
is traditionally targeted at a youthful male audience. The actual
game itself takes more of a scientific approach that favors neither
male nor female persuasions. In fact, Seaman's responses and comments
are often tailored towards the answer of its caretaker. In other
words, Seaman will acknowledge female players as such and make
appropriate comments and conversations based on responses given.
In that sense, Seaman is a fairly progressive because when was
the last time a videogame even bothered to draw a distinction
between male and female game players.
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