MAGAZINE

Time Extend: Space Channel 5: Part 2

Edge Staff's picture

By Edge Staff

February 8, 2010

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Though present in both of the SC5 games, it’s only in Part 2 that UGA made proper use of Michael Jackson. In the original his influence was limited to a couple of sampled ‘ooh’s and a ten-second alteration in Ulala’s animation should the player successfully rescue him. But his rescue second time around is given an entire sequence all of its own, the soundtrack paying homage to his early solo career while also bringing it in line with more current takes on the same sound. It’s almost Michael Jackson doing Justin Timberlake doing Michael Jackson and, as such, can’t fail to make your body move in time with the beat. Idealised and boiled down to the best of his constituent parts as he is within the game, this is Jackson as he’d perhaps have been had he not gone right off the deep end shortly after Thriller’s success: Jackson as he saw himself combined with Jackson as asexual beat-borne space being.

Games are often condemned for being cases of style over substance. But as a criticism of an artistic endeavour, could this have any validity? Can style, sometimes, create substance? Such accusations are usually levelled at those games that feature a relatively basic form of player interaction plus a vivid and unique aesthetic treatment. And that’s why it’s a meaningless statement: among other things, videogames are a visual art, so the way they look is critically important in defining how their players derive interaction and meaning from them.

If you’re looking for an example of how you can take a remarkably simple gameplay formula and fashion something from it that has both huge variety and a unique sense of identity, forged by a solidly coherent stylistic focus, you can’t get much better than Space Channel 5: Part 2. One of the last hurrahs of Tetsuya Mizuguchi’s United Game Artists – before he departed Sega and the remnants of the group were swallowed up by Sonic Team – it remains perhaps his most human title.

At its core, it’s a remake of the original SC5. The same simple gameplay concept – a videogame version of MB Games’ Simon, made rhythmic – the same world and set of characters, levels that are at least thematically similar. Take a step back, though, and this sequel makes the first game look like nothing more than a proof of concept, a rushed and unfinished first draft. Fuzzy and uninteresting pre-rendered backgrounds, a near-fatal animation-based timing flaw, a soundtrack with a severe lack of variety, numerous missed opportunities: all problems within the original game, and all fixed in the sequel.

SC5P2 is one of the best examples of what’s become seen as the ‘Sega difference’ – the quality that’s so often referenced in the press and by fans, but so seldom defined. Blue skies, white clouds – those are the elements most commonly referred to. Clearly, though, that’s not it – it’s not just a matter of how the skybox is coloured. SC5P2 is everything that was great about Sega at the peak of the company’s creative high. Character, optimism, good times. No cynicism, no irony. Just an uplifting sense of the goodness in people. Games with heart. Games with inimitable style.



How many other games place you in a world like this? A retrotastic space age, spinning off from a point in time where the 1960s didn’t turn bad, where LSD was replaced by MDMA, the doctrine of free love by one of free groove, where Altamont never happened and Burt Bacharach invented house music and hip hop. Mike Flowers in a glass-domed helmet with an oxygen tank strapped to his back. The Jetsons discovering crotchless leather chaps. It’s high camp space opera. If you were to take Barbarella and replace that film’s preoccupation with sex for one with dance, you’d be part of the way towards describing the SC5 universe. It feels immediately familiar, like you’ve seen it in a thousand other places, but when you try and nail it down to being a copycat of something specific, you can’t. It’s a truly unique setting, not just in videogames, but in any medium.

But a game’s setting is as nothing without a main character to give it life. Enter Ulala (the clue’s in the pronunciation). Her design, like that of all the best characters – and rarely for a female starring role – is immediately identifiable and unique, especially for being introduced at a time when Tomb Raider was still big news. Consisting mainly of a pair of legs that stretch up to two bright pink bunches and an uncommonly slender frame, hers is a silhouette as recognisable as those of any of gaming’s more respected or prolific elders. She’s the embodiment of the Sega difference – upbeat, sassy and on the side of the angels, but never wide-eyed or naïve.

And this character infuses the rest of the game world’s population. Some are returning members of the original game’s cast list – say hello again to Space Kung-Fu Man, the channel’s newsreaders, the Morolians, Mr Blank, the schoolkids – some (including all of the bad guys) are new introductions, but all have the same vibrancy and life. And camp? Sailors, air hostesses, opera singers, cheerleaders, synchronised swimmers – no other game has a character list that comes close to matching that of Part 2.

matttaylor1978's picture

Another great DC title with ludicrously low release numbers and while I don't advocate piracy, DC owners can now appreciate this lost classic running on their original hardware irrespective of region with only a smattering of basic computing skills, a blank CD and an informed search of youtube tutorials. Oops, did I say too much?

VIB's picture

it's a really hard game though. i want to get back to it. i found it just too unforgiving last time. you need to be so dead on with timing. i generally prefer gitaroo man.

gaz9000's picture

This game shot up in price on ebay after Michael Jackson died, i bought the german version for 45pound about a month before that (the voices are all still in english), its damn hard..far harder than the first one..hopefully it will be avalible to download some time in the future, as very few people in europe got to play this..it was voted the number 1 most rare pal ps2 game.

I think the public would be more accepting of this game now than they were when it first came out.

VIB's picture

i got the special edition NTSC version from play asia, a few months back. it was only about £20 and it had both one and two. thing is, you need a converter or an american model to use it. i have a shitty swap disc thing, but.. *shrugs*, the PAL version is expensive as you said!

xstavrosx83's picture

It's funny now how the press remembers those great unique dreamcast games when back in the day they buried the system under the upcoming more powerful hardware..

Alex Walker's picture

I appear to have accidentally deleted your comment Ben. Oops. Ah well, at least no one will ever know about xstavrosx83's quad post

wait...

Ben_Lathwell's picture

Not my post that would have ended all fanboy arguements.

The same post that had the details microsoft asked me to pass on on how to get unlimited free MS points.

The very same post that had exclusive details of the PS4.

Never mind eh

VIB's picture

i love ulala!