BURNING
RANGERS
Burning Rangers is initially very off-putting, and confusing similar
to NiGHTS in fact. The first level is predominantly made up of sparse,
metallic and seemingly repetitive corridors with little to distinguish
one from the last. The gameplay appears unbalanced, as you become
engulfed in a flash-fire bursting through an unstable exterior wall
with no prior warning. Not to mention the distinctly Japanese
influence of the game, which will appear alien to the Western gamer,
force fed on a staple diet of arcade racers and beat ’em ups.
Granted, it’s not too dissimilar from Core Design’s Tomb Raider
series, but what elevates Burning Rangers are the hallmark Sonic Team
innovations. Supporting your progress through the vast and expansive
labyrinth of flame-filled corridors, information is communicated about
the best possible route to the trapped civilians and the condition of
each area. This is available wherever and whenever you need it, simply
by pressing the “Z” button.
It’s a good job too, as there’s no time to plan out a route. With
speed being a key concept in Burning Rangers, everything moves at
breakneck speed, so there’s never any respite in the action. Exploding
walls, falling bridges and collapsing floors ensure that only players
who are able to think on their feet will survive. This is where the
versatile controls come into play. As with the incredible NiGHTS,
mastering the controls of the agile characters is essential for
progression through the game. Strapped into their jet pack the Burning
Rangers control like a cross between Lara Croft and NiGHTS - with
jumps, rolls and back flips being amongst their versatile repertoire
of manoeuvres. Pulling off these stunts couldn’t be simpler, thanks to
the near-essential analogue pad, enabling novices to pick up the basic
movement system, whilst experts are able to manipulate the characters
with pinpoint precision. In terms of visuals, Burning Rangers is a bit
hit-and-miss really. Sonic Team are doing things with the Saturn that
no other developer has achieved, with some jaw-dropping translucent
fires and incredible real-time lighting effects. The problem is
though, Burning Rangers also exposes the hardware limitations of the
Saturn. Polygon glitching is a regular occurrence, the frame rate is a
tad jerky at times and the draw-in distance is questionable. It’s
something we thought would be sorted out for the final copy, but
unfortunately that isn’t the case.
Shame.
Our only other criticism is that Burning Rangers isn’t massively
difficult. Like most Sonic Team games, it doesn’t take a superhuman
effort to complete the four levels. Given a couple of days, most
reasonably accomplished players should have it clocked. But as with
NiGHTS, the incentive is there to keep going back to each level until
you’ve attained a grade “A” on each one, at which point we suspect
some cool new game options will become available. Ah, but only four
levels, you say? Yep. But when you take into consideration the
multiple routes which become accessible with every subsequent game
(3125 different routes in total).
An excellent addictive game, fun to play with some great new touches.
It’s certainly not without its faults and doesn’t really attain
must-have status. But get past the scrappy graphics and the initial
shortcomings and you’ll discover yet another innovative and unique
gaming experience from Sonic Team.
reviewed by
Gus Swan