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.
One nation, the Empire, has discovered a black tower in the middle of a lake near their capital, which gave them access to large amounts of ancient weapons which they used to beat back and control the ever present monsters in the world.
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.
[19] Panzer Dragoon was created in the early 1990s as the Japanese video game company Sega was preparing to release its Saturn console.
Futatsugi and Kusunoki decided it would be more original for the player to ride an armored dragon, a living creature which would also allow for richer animations.
[20] The original concept for the game was named "Armored Dragon" (kikō-ryū in Japanese), but Futatsugi, feeling that this was too bland, decided to change it to the pseudo-German translation "Panzer Dragoon".
[20] The game would be set in a post-apocalyptic science fantasy world, featuring ruins and relics of a fallen civilization with mankind rebuilding itself while surviving, enduring and so forth in that era of perdition.
[20] 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".
This world, as well as dragon and character designs, were mainly the work of Manabu Kusunoki, who took inspiration from various sources, including anime and manga,[22] and who pushed the art direction toward a more Turkish/Ottoman style to avoid the European aesthetics of the early presentation video.
[23] Critics have noted similarities with the works of French artist Moebius (notably his comic book Arzach,[26][27][28]) 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.
[29] 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".
[23] Takashi Iwade, in charge of the opening cutscene and character models, designed the enemies using a lot of various influences: "I got inspiration from antique clocks and various industrial products from the era of the industrial revolution for mechanics, and myriapods, marine mollusks, ammonite, and a rusty fishing boat for creatures when I started thinking of the original battleship".
[22] It was also Futatsugi's first year working as a full developer at Sega, so he was only able to do simple things while having a clear vision of what he wanted, which helped him to keep the overall style pure, with stark and minimalist cutscenes.
[22] Then, Team Andromeda set to work on elaborating an extensive back story, and Futatsugi, to be original and to avoid using Japanese or English, went so far as to create a fictional language for the game: a mix of Ancient Greek, Latin and Russian.
Working on new hardware proved difficult for the young team, and the game ended up missing the initial deadline given by Sega, which was the Saturn Japanese launch in November 1994.
[23] Team Andromeda created its own graphics library and mapping tools instead of using Sega's, in order to make the most of their first game on the new system.
[22] The programmers were eventually able to transition to the debug Saturn they had received, but the process was difficult and the game had a very low frame rate at first, before it increased to approx.
The port was handled by development studio Land Ho!,[41] 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.
[49] A reviewer for Next Generation said the game "orchestrates incredible story animation with brilliant, 3D flight graphics to create what is, basically, the ultimate evolution of Space Harrier."
[5] 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]".
[52] 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.
[49] 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.
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.
"[43] 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.
"[9] Kurt Kalata, in a Gamasutra retrospective, also praised its art and universe,[29] but said the actual game looked "a bit cut and dried" compared to its sequels.
"[56]A remake of Panzer Dragoon was developed by MegaPixel Studio and published by Forever Entertainment in March 2020 for Nintendo Switch.