Ecco the Dolphin: Defender of the Future is the fifth title in the Ecco the Dolphin series. It was released in 2000 for the Dreamcast. Defender of the Future is a reboot set in a separate continuity than the original Sega Genesis titles. After the Dreamcast was discontinued in the U.S., the game was re-released in 2002 for the PlayStation 2.
Ecco the Dolphin: Defender of the Future | |
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Developer(s) | Appaloosa Interactive |
Publisher(s) | Dreamcast
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Designer(s) | Gergely Csaszar Maurice Molyneaux Keith Higashihara Kadocsa Tassonyi Jozsef Szentesi Csaba Soltesz[1][2] |
Composer(s) | Tim Follin (in-game music) Attila Heger (cinematic music)[3] |
Series | Ecco the Dolphin |
Platform(s) | Dreamcast, PlayStation 2 |
Release | Dreamcast
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Genre(s) | Action-adventure |
Mode(s) | Single-player |
The gameplay is fairly similar to the old games, except it is in three dimensions. Ecco's sonar was kept as a means of interaction with other cetaceans (no longer called Singers in the game) and certain environmental objects, and a sonar map could be brought up. The same style of movement is kept with slight alterations for the 3-D environment. The control stick now only changed the direction Ecco is facing; pressing left and right changed the direction he faced horizontally, and pressing up and down changed the vertical direction. To actually move forward, the player has to tap a button to gain speed and hold the same button down to maintain it. Out of the water, Ecco can perform the purely aesthetic flips in the air just like the original games. Charging foes is kept as Ecco's standard attack, though the designers added a homing feature. The health and air meters were also kept, though the health meter can be increased by collecting power-ups called Vitalits, and the meters have a slightly different look compared to the Mega Drive games.
Some new moves are introduced in Defender of the Future. One is a quick 180° turn, useful for battles. Another is a means of stopping quickly; when Ecco has already stopped, the same buttons can make him swim backwards. A third new move is the tailwalk; Ecco can raise his upper body out of the water, able to look at things above the surface; this is a good way to see small graphical details.
The graphics of the game are generally regarded as one of the most realistic ever seen in a Dreamcast game. Many reviewers have commented that Ecco looks like a real dolphin. One of the most major complaints against the graphics is the high level of fog; other reviewers have said that visibility in the ocean is often much reduced from what it is above the surface. There were also some pop-up problems with distant objects. This was apparently caused by the engine not being that efficient overall, and not being able to render as many on-screen things as was desirable without the generation of too much slowdown. The fog was used to obscure the distance and decrease the number of polygons that had to be drawn. The few cutscenes use the in-game graphical engine, and featured voice-over narration by Tom Baker.
Defender of the Future continues the legacy of high difficulty set by its predecessors. The levels are again divided up, but the idea of a password system was dropped in favor of a memory card save file. The game has few loading times in the levels; the levels load all at once just before they started, and these load times could be moderately long.
The "charge song" and "confusion song" returned in Defender of the Future, but in different forms. The "charge song" is given a name, the Power of Sonar, and is part of a set of five temporary power-ups that could be activated by collecting icons. The powers were:
The "confusion song" was named the Song of the Shark, and it too is part of a larger set of songs. These songs were permanent and activated by singing at the right thing. They are:
Defender of the Future bears a different storyline from that of the Mega Drive/Genesis games; it is generally regarded as taking place in a separate continuity. The storyline and game are divided into four parts.[citation needed]
Appaloosa's Managing Director Andras Csaszar told Official Dreamcast Magazine that development took over two years and involved some members of the team responsible for the original Mega Drive game. While the team did not take motion capture of actual dolphins, they consulted videos of dolphins in movement and spent "more than a year" to develop "a unique skeleton animation system" to achieve the "desired lifelike results". The game environment "took three or four full cycles of building, testing and discarding the results before we mastered the quality" and that their aim had been to evoke "National Geographic underwater video documentaries".[6]
The story was written by science fiction author David Brin, who had already written stories featuring intelligent dolphins in his Uplift Universe.[7][8]
Aggregator | Score | |
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Dreamcast | PS2 | |
GameRankings | 81.04%[9] | 68.50%[10] |
Metacritic | 84/100[11] | 71/100[12] |
Publication | Score | |
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Dreamcast | PS2 | |
Computer and Video Games | 9/10[13] | 8/10[14] |
Edge | 7/10[15] | N/A |
Electronic Gaming Monthly | 8.17/10[16] | 7.5/10[17] |
Game Informer | N/A | 5.5/10[18] |
GameFan | 98%[19] | N/A |
GamePro | ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
GameRevolution | B+[22] | N/A |
GameSpot | 8.2/10[23] | 7.4/10[24] |
GameSpy | 8/10[25] | N/A |
IGN | 7.6/10[26] | 7.8/10[27] |
Next Generation | ![]() ![]() ![]() ![]() ![]() | N/A |
Official U.S. PlayStation Magazine | N/A | ![]() ![]() ![]() ![]() ![]() |
Maxim | 6/10[30] | N/A |
The game was received very positively and was considered "one of the year 2000's best" by IGN in 2000.[citation needed] GameRankings and Metacritic gave it a score of 81% and 84 out of 100 for the Dreamcast version,[9][11] and 69% and 71 out of 100 for the PlayStation 2 version.[10][12]
Ecco the Dolphin video games | |
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