In Space Channel 5, you take the role of space journalist Ulala as she uses interpretative dances to fight aliens, rescue hostages and defeat her fellow colleagues. If that sounds absurd, that’s because it's yet another weird game that James has chosen.
The game was first released in 1999 for the Sega Dreamcast, and took a while to find success, but eventually developed a cult following. Its retro futuristic presentation delighted the senses, and lurking underneath it was a surprisingly hardcore rhythm game. With virtually no visual indicators of what to do, and no feedback for failing to hit notes, its difficulty even forced many people away.
But does this all add up to a delightful experience all these years later? With rhythm games now a mainstream genre, can the quaint stylings of Space Channel 5 still possibly hold up? Or is Ulala yet another journalist who deserves to go the way of the Radio Star?
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On this episode, we discuss:
How does Space Channel 5 use its presentation to immerse you in its world? Does it feel like you’re a character moving through locations, or is it simply a movie that plays in the background?
Does Space Channel 5’s music suit the rhythmic gameplay? It draws on heavy melodic music, but so much of the gameplay is focused on the beat. Is this a problem, or just part of its charm?
Should memorisation be an important part of rhythm games, or should you be able to just react to what's coming next? Pat and James disagree on this one, but James has the gall to bust out a literal psychology paper to attempt to prove his point.
We answer these questions and many more on the 70th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K
Outro Music: Rockit Maxx - One point to another
Space Channel 5 OST: Naofumi Hataya
Are you an expert at rhythm games? Does Part 2 change anything significant gameplay wise, or does it just expand on what was present in the first? Are there any other rhythm games that we should try? Come let us know what you think on our community discord server!