Panzer Dragoon is a 1995 rail shooter game for the Sega Saturn, developed and published by Sega. It is the first game in the Panzer Dragoon series. The game follows hunter Keil Fluge, who becomes the rider of a powerful dragon. The player moves an aiming reticle (representing the dragon's laser and Kyle's gun) and shoots enemies while the dragon flies through 3D environments on a predetermined track.
As one of six games available at the Sega Saturn's surprise North American launch, Panzer Dragoon was the first game created by Team Andromeda. It was also the directorial debut of Yukio Futatsugi, who was 25 years old at the time of release. Panzer Dragoon received positive reviews in 1995 and in retrospective coverage. Electronic Gaming Monthly named it game of the month and named it the 140th-best game of all time in 2006. In particular, its art direction and post-apocalyptic universe gained acclaim.
Panzer Dragoon was ported to Windows and PlayStation 2, and was followed by Panzer Dragoon II Zwei (1996) and Panzer Dragoon Saga (1998) for Saturn and Panzer Dragoon Orta (2002) for Xbox, which includes the original Panzer Dragoon as a bonus feature. A remake of Panzer Dragoon was developed by MegaPixel Studio and published by Forever Entertainment in 2020 for Nintendo Switch, Stadia, Windows, PlayStation 4, Amazon Luna and Xbox One.
Gameplay
<!--A photo of level 1 in the remake to go right under this photo would be awesome.-->
thumb|left|250px|The dragon and its rider flying through level 1. The yellow aiming reticle appears in the center and the radar in the top right corner. The player's health bar is located in the bottom left.
Panzer Dragoon spans six levels, each lasting about five minutes, with a variety of boss battles. Two weapons are available: the rider's handgun, which can be fired with a single button press when an enemy enters the aiming reticle, and the homing laser fired by the dragon, which can lock on up to eight enemies by moving the reticle over them while holding down the fire button. Some situations with many enemies on screen require the use of the lock-on laser, while in others, quick gunshots to weak spots will prove more efficient.
The introduction movie opens with the protagonist, Keil Fluge (unnamed in the North American version), hunting in a canyon. After seeing an Imperial flying battleship in the sky, he is attacked by two creatures and chases one of them to a large, ancient complex built directly into the rock. He explores the ruin, and sees relics of old technology still hanging from the ceilings. Another gigantic creature suddenly attacks him, and though his weapon is useless against the armored creature, a rumbling triggers a cave in, which crushes the monster and saves Keil. From the newly created hole, an armored, blue dragon flies down the cavern with a rider across its shoulders, being chased by an even bigger black dragon as the cavern is destroyed in an explosion. Regaining consciousness outside, Keil sees the two dragons locked in combat in the air before him. Dodging a blast from the black dragon, the blue dragon's rider is then hit by single shot to the chest, and the black dragon flies away. The blue dragon flies towards Keil. A psychic connection is made between the rider and Keil, who is told not to let the black dragon reach the black tower. The rider then dies and Keil picks up his fallen gun, climbs atop the dragon and flies away, determined to finish the rider's quest.
During the first level of the game, Keil and his dragon fly through a drowned city, where they encounter a small Imperial patrol ship. That ship sends a report to a large fleet of ships flying above the clouds. It is revealed that the Imperial forces are specifically searching for the blue dragon. The second level is a desert, where Keil and the dragon encounter gigantic worm-like creatures. At the stormy edge of the desert, they are confronted by the Black Dragon, which is defeated and speeds away. The third level is a mountainous landscape at night-time where Keil and the dragon get reacquainted with the Imperial forces, which were exploring ancient ruins. These encounters illustrate the ongoing conflict between the Imperial forces and the ancient machines and creatures. The fourth level is an ancient facility in which Keil and the dragon are pursued by both Imperial airships and cybernetic sentinels left behind by the ancient civilization. During the fifth level, they defeat a large armada of the most powerful Imperial ships over a forested area. A cutscene then shows a fleet of dragon-like creatures coming out of the tower to attack the Imperial forces. The sixth level features the black dragon and Keil racing through the battle-scarred Imperial capital. During this, they are both waylaid by the creatures and machines seen attacking the Imperial fleet around the tower while also being fired on by Imperial defenses. The black dragon then reaches the Tower and is mutated into a gigantic super-dragon and begins a climactic battle with Keil and the blue dragon, after which the black dragon is defeated and falls into the ocean.
In the ending cutscene, Keil and the dragon enter the tower. While traveling down a long corridor, the dragon surrounds Keil in a force field, lifting him from the saddle and suspending him in the hallway. Keil watches as the dragon continues on to the core of the tower, then a blinding light is seen and the tower explodes. Keil wakes up some time later in a desert area abutting the ocean. Looking down, he sees the foot prints of the blue dragon around him, indicating that after the explosion, the dragon carried him to safety and flew away.
Development
thumb|upright=0.7|Director [[Yukio Futatsugi]]
Panzer Dragoon was created in the early 1990s as the Japanese video game company Sega was preparing to release its Saturn console. In 1993, as the Saturn lacked third-party games, Twenty-three-year-old Yukio Futatsugi, who had joined Sega only two years before, proposed several concepts, including Panzer Dragoon. Futatsugi became the head of Team Andromeda,
With this basic concept in mind, the creators had 3 months to define a visual identity and a setting for their game, prior to development. The first presentation video featured a green dragon, in line with traditional European/medieval depictions, however the team quickly decided to change it and make it "more sci-fi". and who pushed the art direction toward a more Turkish/Ottoman style to avoid the European aesthetics of the early presentation video. Critics have noted similarities with the works of French artist Moebius (notably his comic book Arzach,) of whom Kusunoki was a fan, as well as with Hayao Miyazaki's Nausicaa of the Valley of the Wind, and David Lynch's Dune movie. Kentaro Yoshida, texturing and modeling artist, described the creation process as similar in style to Star Wars, in that it "made an unearthly world appear so real". Similarly, Iwade kept the enemies easy to understand visually, with simple shapes, and this overall simple style ended up fitting well with the Saturn's hardware. The music of Panzer Dragoon is a mix between orchestral and synthesizer tracks.
Sega of America made several alterations to the game to make the North American release more challenging. These alterations were retained in the PAL version. North America on May 11, 1995 as one of the six launch games for the North American release, and the United Kingdom on August 18, 1995, on the Sega Saturn console. It was followed by Panzer Dragoon II Zwei (1996) and Panzer Dragoon Saga (1998), both for Saturn, and Panzer Dragoon Orta (2002) for Xbox.
In 1996, Panzer Dragoon was ported to Windows. Identical to the Saturn version except with a higher resolution, this version was also included as a bonus in Panzer Dragoon Orta. Aside from providing the source code, Team Andromeda had no involvement in the development of the Windows version. It was sold bundled with the NV1 PCI Card. In 1997, a software rendered version was released, requiring at least an Intel Pentium P5 processor.
An updated version of Panzer Dragoon was included in the Japan-only Sega Ages 2500 collection for PlayStation 2 in 2006. The port was handled by development studio Land Ho!, and features the original Saturn game and an "arrange" version with anti-aliasing filter, better texturing, and improved 3D models for the dragon and some enemies. The "arrange" version also adds unlockable extras such as level selection and artworks, in the form of a "Pandora's Box" option menu.
| EGM = 9/10, 8.5/10, 8.5/10, 7.5/10
| GI = 9/10
| IGN = 9/10
| rev5 = VideoGames & Computer Entertainment
| rev5Score = 9/10 Ed Semrad and Danyon Carpenter from Electronic Gaming Monthly praised the game for its "innovative game play" and its "awe-inspiring visuals" from the opening cinematic to the backgrounds and the dragon's animations. Al Manuel and Ken Williams criticized the game's lack of diversity in weapons and its predetermined progression; but the four EGM reviewers agreed that it was a must-have game for Saturn owners. Similarly, The Unknown Gamer from GamePro called the game a "masterpiece", highlighted its high-quality graphics and music, and described the story as "captivat[ing]". However, the journalist noted the game's overall difficulty "will single out all but advanced players" with its lack of power-ups or extra lives of any kind. Nevertheless, the game was seen as a good example of the Saturn's capabilities. In contrast, a reviewer from Maximum said that the game was much too easy even on the highest difficulty setting, greatly reducing its already low longevity. He also said the gameplay would be too simplistic for many players, with its on-rails shooting and selection of only two weapons, but was overall very positive in his assessment of the game, highly praising the 360 degrees of rotation and most especially the textured 3D graphics of the enemies, settings, and bosses.
Patrick Baggatta from Game Players stated that while the game may come off as "just a simple shooter", it is at least a "very good one" that "puts a twist on the tired formula", again praising the game play and the variety in camera angles. Chris Gore from VideoGames & Computer Entertainment named the game "the best shooter since Star Fox", and a must-have for fantasy and sci-fi fans, with its "eerie" atmosphere noted by editor Betty Hallock. While the story itself was said to be "somewhat typical" and editor Chris Bieniek criticized the on-rail aspect, Gore noted the game's "spectacular visuals", and presented it as one of the Saturn's system sellers. Famitsu magazine's Reader Cross Review gave the game a 9 out of 10 in April 1995. The game's universe itself was deemed "coolly surreal" by Entertainment Weekly reviewer Albert Kim, who thought the game's seven-minute "movie-quality" introduction was "gorgeous" and "nearly overshadowed the game itself". Kim argued that Panzer Dragoon could be seen as a "lyrical and exhilarating epic", a "story, not just a game" which could pave the way for a "transformation" of the videogame industry. Film director Steven Spielberg approached Team Andromeda to say he was impressed by the game's presentation at the 1995 E3 show. By contrast, Levi Buchanan from IGN gave the game a retrospective score of 9/10, opining that "the fact that Panzer Dragoon holds up as well in 2008 as it did in 1995 is a just testament to the staying power of good art and tight gameplay." Kurt Kalata, in a Gamasutra retrospective, also praised its art and universe,
Game developer Taro Yoko is a well known fan of the game.
Accolades
It was named "Best Saturn Game of 1995" by Electronic Gaming Monthly in their 1996 Buyers' Guide. In 1996, GamesMaster ranked the game 5th on their "The GamesMaster Saturn Top 10."
