First, Seaman is NOT a game, and its not a toy. Its a virtual pet, just like the little Tamagotchi things that were the fad a few years back. From the first time you create a Seaman that you save on your VMU (which consumes a massive 64 blocks), the clock is ticking. No matter how long you play Seaman, your creatures will develop at somewhat the same rate. And theyll grow, get hungry, sleep, and starve for attention even when the Dreamcast is off. This is not a title you can play over three days and then not touch for a week. Youre going to have to check up on Seaman once or twice a day if you want your charges to stay alive. Youre not buying a game youre buying a parttime job.
For your diligent care, youre rewarded with the opportunity to watch your Seaman grow and develop. They begin as an egg, which explodes into little creatures called mushroomers, which transform into little Seaman, which grow into bigger Seamen, etc. Along the way, there are a few puzzles to solve with your Seamen, but nothing approaching a game. Nope, the real appeal in Seaman is interacting with your creatures, whether by tickling them, smacking them around, asking them simple questions, or reading them poetry with a little microphone packaged with the software. I dont recommend the poetry Seamen have no sense of rhythm and never seem to get the deeper meaning of The Rime of the Ancient Mariner. In fact, they have difficulty understanding more than three words strung together, so most communication with Seamen is best done with simple statements and questions like eat?, sleep?, fun!, and stupidhead!
Yes, Seamen do understand stupidhead. Dont expect many logical responses from the Seamen, but anticipate surprises. Ever so often, your Seamen will launch into long, deep tirades about the state of mankind, the absurdity of the English language, the differences between Western and Eastern cultures, and all other kinds of bizarre things for fish with human faces to be talking about. Heck, isnt the fact that a fish with a human face is talking bizarre enough? Anyway, communicating with your Seamen is a frustrating, hitormiss affair, and it rarely seems worth the time and effort youll have to put into caring for the creatures. If you want real interaction, youll have to tickle the Seamen, pick them up, or flick them with a virtual finger. The responses vary (You wanna open up a can of Seaman whoopa$$? Do ya? Do ya?), but at least the Seamen understand your intentions.
Sega certainly doesnt have to worry about anyone else cornering the spooky market. Theyve got a strangle hold on the weird and oddly obscene genre. Seaman is certainly their crowning achievement. I swear, if this game got any more strange theyd have to lock the creators up in a nice, padded cell. Maybe they should anyway.
The opening of the game is quite odd. I watched the little Seaman mushroomers get eaten by the Nautilus and then destroy that noble beast from the inside out. At about the time the Nautilus started spewing blood, I figured this was one messed up game. By the time the baby Seaman burst forth from the dead creature, I knew it for a fact. I think the manual says something about how you shouldnt be alarmed by these events because thats the way Nature is (I dont plan on ever going outside again).
Im still amazed at the effort that mustve gone into creating this piece of software, and the work it mustve taken to translate it into English. Im encouraged by the voice recognition programming, as well as Seamans adaptive AI. But in the end, Seaman is not much more than a glorified digital seamonkey. If you want an electronic pet, this one aint bad, but thats about all I can say for him hes just weird. If you like the whole virtual pet shtick, then check Seaman out. If youre a fan of misshapen fish creatures that talk (and who isnt) then Id at least give the game a rent (and make sure its at least a fiveday rent). Just remember, youve been warned. Whatever madness that enveloped the creators of Seaman will no doubt affect the people that play it!