The story follows emergency rescuer Eliot Ballade after he is stranded on the monster-infested Dinosaur Island and allies with fellow survivors and the alien being Nephilim to find the source of the monsters.
Gameplay has Eliot navigating Dinosaur Island, fighting monsters using various weapons found or purchased during the game, and finding items to progress to other areas.
Producer and co-writer Shinya Nishigaki was inspired to make Blue Stinger as a tribute to Western action movies.
Notable American staff included Robert Short as monster designer and Pete von Sholly as storyboard artist and camera consultant.
The game received mixed reviews from journalists; it was praised for its gameplay and presentation, but several outlets criticized its camera and voice acting.
Blue Stinger is an action-adventure game in which players take control of Eliot Ballade or Dogs Bower on Dinosaur Island after it is overrun by monsters.
If the current character loses all health, the player reaches a game over and is sent back to the title screen to reload an earlier save.
The game is made up of eight large environments, which range from outdoor areas such as harbors, to indoor locations such as laboratories and a shopping mall.
During their exploration, Eliot learns Kimra had discovered the meteorite was the egg of a hostile alien codenamed "Dinosite", whose DNA can mutate other lifeforms.
During one attack, Eliot swallows some of a mutant's vomit and starts to mutate, with Dogs being prepared to mercy kill him if the change is irreversible.
[7][8] When creating the concept, Nishigaki was inspired by the movies of Steven Spielberg, Akira Kurosawa, John Carpenter and Joe Dante.
[13] The staff was split between eighteen people at Climax Graphics in Japan, and ten working from North America on the early design and localization.
[9] Through American connections from his university years, Nishigaki brought on Robert Short to create the creature designs and 3D models, and noted storyboard artist Pete von Sholly to be camera supervisor.
[9] The game engine could not handle two player characters on-screen, though early plans had Dogs tagging along as an AI-driven companion and providing comic relief through environmental interactions.
[7] Blue Stinger was announced at the Tokyo Game Show in September 1998 as part of Sega's launch lineup for the Dreamcast in November of that year.
[22] Two CDs were released on March 20 of that year through Columbia's music label; a soundtrack album, and a single featuring a promotional image song "Sting Me".
[32][34][36][37] Jason D'Aprile of Gamecenter found Blue Stinger entertaining but not groundbreaking in its genre, describing it as "fun, interesting, and solid on the whole" despite camera issues holding it back.
[33] The Game Informer reviewers were fairly negative about several aspects of its design, with one highlighting its emphasis on graphics over gameplay and characters, feeling it was a lacking launch title.
[37] GamePro was disappointed with its presentation issues, saying they turned Blue Stinger into "a flawed adventure game instead of the sure-fire launch hit that the Dreamcast needs.
"[38] GameSpot's Peter Bartholow felt Blue Stinger was decent as a game, but lacked polish and depth, saying it would satisfy casual Dreamcast owners more than genre fans.
[4] GameSpy faulted the short length alongside other problems with its audio and graphic display, but did not think it was a bad game and kept the reviewer's interest throughout.
[39] Anoop Gantayat, writing for IGN, found the game as a whole enjoyable but dedicated much criticism to the camera and voice acting for detracting from the atmosphere.
[40] In a feature for 1UP.com on Resident Evil "rip-offs", Bob Mackey felt the title was lacking elements to make it a true survival horror, and having too great a focus on combat and graphics.
[42] Gaming magazine and website Retro Gamer felt the title had become mislabelled as survival horror since its release, having enjoyable action gameplay and a strong narrative to engage players.
[42][43] In a 2015 retrospective on Nishigaki for Gamasutra, John Andersen noted the game's advanced graphics for the time, but that the camera changes and poor lip syncing had dated it.