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R P G A M E R . C O M   -   E D I T O R I A L S

Last Days of the Saturn
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Mike "JuMeSyn" Moehnke
FAN EDITORIALIST



Many (perhaps most) RPGamers have heard of the Saturn but never properly explored its RPG library. There is a perfectly comprehensible reason for this, of course; a very large percentage of its RPG library is permanently stranded in Japan. Wading through Japanese text when one does not understand the language is generally regarded as a chore instead of fun, for which attitude I am loathe to offer a condemnation. Yet perhaps the Saturn's RPG library would be held in higher esteem by RPGamers had more of it been translated to enable easy egress for the English-speaking population. The reasoning behind its paucity of titles in the last year of its life is partially attributable to events that occurred earlier in the Saturn's cycle of existence, but primarily thanks to Sega of America's imbecilic decisions of 1998.

The Saturn's sorry story begins when Sony had released the specifications for its PlayStation. Sega had initially designed the Saturn to be a 2D powerhouse, with limited 3D capabilities. Hearing of the PlayStation's 3D prowess made Sega of Japan order its developers to put 3D capacity into the Saturn, which they did. The result was a machine that could do most anything the PlayStation could, yet thanks to the last-minute modifications was considerably harder for developers to work with. This explains the initial stronger support for Sony instead of Sega. Sega of America compounded difficulties for the Saturn in the non-Japanese world by releasing the Saturn earlier than the PlayStation in May 1995 - without telling anyone. September 2005 was to have been Saturn Day, but Sega jump-started its sales while having a distinct lack of consoles available at launch, far too few to satisfy potential demand. So Sega of America dealt with this by shipping surprise supplies of Saturns to the largest video game sellers and leaving smaller sellers out - a disfavor smaller sellers and larger alike remembered very well when the PlayStation made itself available to all with no last-minute surprises in store. Whatever one's feelings on the sports genre of videogames, Sega of America neglected to take this demographic on the North American continent into account either, resulting in quite a few angry people who could have increased the installed base of the Saturn in its early months. The Saturn was also $100 more than the PlayStation in US stores, which resulted in quite a few Sony sales instead of Sega.

Despite these unpleasant events to start the Saturn's life, it had a reasonable RPG library accumulate on both sides of the Pacific during the next two years. Sega of America made quite a few translations on its own, but it had one big gun Sony did not; Working Designs. The games translated by Working Designs for the Saturn varied a bit from sublime (Dragon Force) to forgettable (Shining Wisdom) but were a definite plus in the early years of the PlayStation when Sony made no effort to ingratiate their console with RPGamers. A certain title's advent on PlayStation changed that stance, however. Coupled with a very public spat between Sega of America (and specifically its new head, Bernie Stolar) and Working Designs, this managed to sever the translation company from Sega permanently. For Saturn RPGamers this came at the worst possible time, when a huge library of worthy titles was showing up in Japan and requiring translation.

The events chronicled presage the fateful year of 1998. At this point third-party support, never as prevalent for the Saturn as would have been desirable, had essentially vanished. Sega of America brought four final titles to the Saturn, two of which were RPGs. Panzer Dragoon Saga is justly lauded among the privileged few RPGamers who have played it, Shining Force III Scenario 1 will be discussed at length later. Working Designs also brought out Magic Knight Rayearth, solely because the company had vowed to get it out. And then: nothing. The Saturn sat lifeless, except among importers. The Dreamcast would not be released in the English-speaking world until September 1999.

Sega of America made several moronic decisions in the summer of 1998. The most idiotic of these was to abandon all software support for the Saturn when they did not have its successor on hand to tout instead. Absent any third-party support whatsoever, this meant the Saturn was turned into either an importing machine (which is fortunately easy to accomplish) or a cobweb collector. Stemming from Sega's decision to abandon the Saturn was its firing of 30% of its workforce, which would not be needed now that the company had no software to localize. Bernie Stolar bears the primary onus of the decision to focus on the Dreamcast, a perfectly understandable goal given the failure of the Saturn vis a vis the PlayStation by this point in time. To have done so at the expense of those who did in fact own Saturns, however, is unforgivable (though some blame must also be focused upon Sega of Japan's insistence upon trying to beat Sony's successor to the PlayStation by getting an early start). The existence of this yearlong paucity of any titles being released by Sega could be the reason the Dreamcast did not attain the support necessary to survive in the long term, on top of Sega's boneheaded proliferation of hardware options in the mid-1990's. Imagine Nintendo having utterly abandoned software support between the Nintendo 64's last year and the Gamecube's advent: while the N64 lacked much software in late 2000 through 2001, it had a few titles and Nintendo did not completely abandon it in favor of the Gamecube (at least publicly - plausible deniability being a very important factor). Public relations was damaged horrendously by Sega's action here.

The cost to RPGamers in particular was enormous. Princess Crown is a unique action-RPG with the largest sprites outside of some fighting games in the 2D canon that would have been most welcome. Dragon Force 2 is essentially a rehash of 1, but that makes it just as addictive. Shining Force III's desecration will receive a separate treatment in the future. Had the Saturn been possessed of a larger worldwide audience, perhaps Konami would not have so quickly tossed off Dracula X: Nocturne in the Moonlight (aka Castlevania: Symphony of the Night for Saturn) and created an unquestionably superior version of the title compared to the PlayStation's original. The Langrisser titles all originated on Sega systems, and the RPG climate of 1998 was vastly different than that of 1991, when Treco went out of business in a failed effort to attract business for Langrisser 1's release. Terra Phantastica came from the same team that developed Phantasy Star 1, 2 and 4 - all the pedigree required to garner sales from longtime Sega RPG devotees. Speaking of Phantasy Star, the Phantasy Star Collection on Saturn is better than the more recent GBA collection by virtue of including all 4 games along with interesting behind-the-scenes material. The original version of Grandia was on Saturn, and had it come out in a timely fashion for English-speakers Sega could have had a traditional RPG of the highest quality to compete with the growing PlayStation library. Wachenroder features more quality Shining Force-style strategy battles, only with a high quantity of German text - something the Tactical-RPG niche would have doubtless been glad to glom onto. Had the Sakura Taisen series begun to enter the English-speaking world on Saturn Sega would have not been reluctant to translate its Dreamcast and PlayStation 2 installments. More titles forever stranded in Japan for the Saturn must be investigated on an individual basis...

The Saturn's premature demise was unavoidable by 1998, but its leaving a sour memory in the minds of gamers did not have to happen. This was accomplished by Sega ignoring all public relations in its willful refusal to give faithful Sega users any hint of activity in the realm of software for an entire year. When so many quality titles deserving of localization were immediately shunted to the import gaming crowd only, and when such a large number of worthy RPGs were condemned to obscurity in the English-speaking world, the result can at the very least be labeled lamentable. Let a public utterance of regret be made for the unjustly ignored Saturn, and a cry of rage at the still-unforgiven Sega of America be made as well.




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