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| Sonic Unleashed; LAST UPDATE: 11/24/2008 | |
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| Tweet Topic Started: Mar 23 2008, 07:49 PM (6,583 Views) | |
| SoniCalvin | May 7 2008, 02:38 PM Post #46 |
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Grand Marshal
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UPDATE: Alright! Finally! Play Magazine has covered Sonic Unleashed from top to bottom. ... Well, what they could anyway. And they placed in their article two interviews with two different Sega staff members. Here's one with the game's lead director, designer, and technical director, Yoshihisa Hashimoto. I'll post the second interview in another post. ----------------- Play Magazine: Little Sonic has come a long, long way since he lead the charge against Nintendo in the 16-bit wars, but I still feel like I haven't played the definitive 3D Sonic. Now that you've had time with the 360 and PS3, is this the one? Is this the game that every Sonic fan has been praying for? Hashimoto: Yes, I think this will be the game Sonic fans have been waiting for. Sonic will be reborn in the state he always should have existed in with a new control scheme, fresh new gameplay elements, all while simultaneously returning to Sonic's roots. Our goal has been to polish and bring to the fore the most attractive elements of classic Sonic gameplay, while also adding something completely new. The whole development team is aiming to make Sonic Unleashed the best Sonic game ever, and that includes the Genesis-era titles! We hope that even people who haven't played Sonic games will feel "Wow, Sonic is back!" and maybe even be motivated to buy a next-gen game console if they've been sitting on the fence. So Sonic is under new management? Sonic Unleashed comprises a new direction for us. The core development team is completely different. Akinori Nishiyama is the Producer, Sachiko Kawamura is the Art Director, and I'm wearing several hats including Director, Game Designer, and Technical Director. We lead a group of young, talented, and passionate developers, and we are all in the midst of creating a wonderful adventure for Sonic. Wow. So this is a completely new team! Tell us more. Development is being carried out by Sonic Team in Japan, just as previous titles in the Sonic series were. But the core team in charge of design is a completely new team -- different from core teams on past titles, including Sonic Adventure, Sonic Heroes, Sonic and the Secret Rings, and Sonic the Hedgehog PS3/360. There are other significant differences from past Sonic titles, including the development environment, the development methodology, the approach to game design, and the project management. This means you can expect a lot of differences in this team's Sonic title from past Sonic titles, particularly in the overall look and feel of quality. Of course, I believe it will be change for the better. We currently have over 100 developers, many of them young, gifted, and passionate about their work. The team also includes many developers who have worked on renowned titles for other companies; you'd be surprised if you saw a list. Everyone on the team loves Sonic and is working night and day, fully committed to making an amazing game. We understand the problem areas of past Sonic games as well as the issues in the development process in the past, and we are working to overcome them. But while the development is taking place in Japan, we are constantly working very closely with the SOA and SOE producers and marketing teams. So it's also a very much worldwide effort by a global team. I'm confident this new team will enable us to deliver a top quality Sonic the Hedgehog game! I've been praying for more traditional side scrolling Sonic gameplay within a 3D framework since Sonic went 3D on Dreamcast. So this is it: the wait is over? Am I dreaming? Sonic Unleashed stages consist of both traditional 3D gameplay (forward view) and side-scrolling gameplay in a 3D environment (side view). Transitions between the two styles of gameplay occur seamlessly, and the ratio of 3D to 2D play is about half and half. We could have made a Sonic game that consists entirely of side-scrolling gameplay, but we believed there was a better solution. And I'm proud to say our idea worked, which was to incorporate and balance both 3D and 2D gameplay styles into a completely new super speed experience. We understand Sonic fans truly love classic side scrolling Sonic gameplay. Sonic Unleashed should be the Sonic game that finally fills that void. Also, I want to emphasize that the 3D gameplay won't be on rails like Sonic and the Secret Rings (Wii). You'll be able to wander freely around the environment if you wish. [-I've waited over 10 years for someone to say those words! See kids -- never give up!] I noticed some vertical elements too. Is Unleashed the most original new Sonic game since Sonic Adventure? We went back to the drawing board for Sonic Unleashed from its beginnings in the conceptual stage. This is a completely different approach than we took from Sonic the Hedgehog (360/PS3) and Sonic and the Secret Rings. But there is a secret about the origins of the project I can share with you. It was originally started with the goal of making Sonic Adventure 3. Many years ago all the core development team members including myself worked on the Sonic Adventure titles in some manner. Since that time we have been thinking about the best way to bring out the best in Sonic and incubating ideas in our minds. We're now making those ideas a reality. So in other words, we are finally unleashing our own vision. After a long development process, we're announcing our title and concept to the world under the banner of Sonic Unleashed, but spirit was forged in the Sonic Adventure series. The world and setting of Sonic Unleashed differs from Sonic Adventure in so many ways, so it's truly a new and original Sonic The Hedgehog title. So where does Sonic Unleashed fall in the lineage? The story of Sonic Unleashed is unrelated to the story told in Sonic the Hedgehog (360/PS3). Sonic Unleashed is a completely new game with an entirely new storyline and unrelated to Sonic The Hedgehog (360/PS3). Sonic is a character with lots of history of which we're very proud of. This game gives us an opportunity to help pave the way of the future. The design team feels like we are creating an entirely new game, and the process we're following is like that for an entirely new game. Loading seemed to be an issue with the last game. I suppose that's being addressed... Yes, in Sonic The Hedgehog (PS3/360) the loading times were frequent and very long. We know that caused a lot of irritation to gamers who played it. Sonic Unleashed has been designed to minimize the requirements for loading, so hopefully that will minimize the stress people felt dealing with that problem. Speaking of the last game aside from the loading and a few hitches in the gameplay I really liked it, although it did seem like you had to rush it at the end. Will Unleashed be fully polished before it hits the street? Very few development teams are able to freely dictate the terms of the schedules they operate under -- only a very limited number of teams in very special circumstances can do so. That said, we've made improvements to our development environment, our development process, and our quality management, and are working hard to make sure we have as much time to polish the game as possible. Have you considered a remix of Sonic the Hedgehog (360) leaving out the town and overworld stages and just going straight level to level action? I bet a lot of people that didn't stick with it would be shocked at what an amazing game they missed... At $29.99 I bet it would sell like mad. Just including action stages in a budget title that gamers can just pick up and play is certainly not a bad idea. If compelling levels with enough volume of gameplay were included, such a title might succeed. Last time out you introduced Silver -- in my opinion the best new arrival since Shadow. Are you introducing any additional new characters in Unleashed? No, Silver won't make an appearance in this game. Part of the enjoyment of developing a Sonic game is to challenge ourselves to come up with fresh and innovative characters as well as ways to develop existing characters. So, I can't reveal too much at this point in terms of characters as well as ways to develop existing characters but I can promise that Sonic Unleashed will provide gamers something new and exciting, and in doing so will challenge and extend Sonic and his world in ways never before seen. So will the game star Sonic going through an entire solo game, or is this more like the last game where you unlock and complete several scenarios featuring various characters from the Sonic universe? The game and story completely revolve around Sonic and his travels around his world in a big adventure. The storyline is unexpected and will offer an interesting twist which will affect things. I can't really say anymore beyond that as of now. Is Eggman/Robotnik still the resident evil villain? Maybe he has an evil daughter... he's getting up there It's the classic relationship... a good hero needs a great enemy. We think Dr. Eggman has always been a good balance to Sonic! Not only does Dr. Eggman appear in Sonic Unleashed, but you will see him commit a heinous act worse than anything he's ever done before. Yet soon afterwards, a being that he fears more than anything else in the universe makes its awesome presence known: his mother. Just joking about the mom part! In StH you also slowed things down with levels like Tropical Jungle which I really liked. Are you introducing any similar more platforming based level designs? Yes, we will be introducing some slower-paced platforming-based levels. I think one of the best qualities of Sonic Unleashed is the different styles of gameplay it allows for while maintaining consistency as an overall experience. Will you be utilizing the town area as a hub again? If so how has it been improved upon? Yes, in Sonic Unleashed there are areas that can be called towns that act has hubs for action stages. The story is advanced by speaking with the townspeople in the towns. However, we are not losing sight of the fact that this is an action game and the towns should not interfere with the tempo of the game, but rather add color and background to Sonic's adventures. What about new moves? Are they available for purchase like last time as the game unfolds or are they preset? Have there been many additions to Sonic's repertoire? The new moves are added to Sonic's repertoire by finding items in the stages. There are lots of new moves such as Quick Step, Sonic Drift, Stomping, and Wall Jumping. How are you handling the cinematics? In engine or via cut scenes? We're actually doing both, and both types of cinematics will have stunning visuals. Should we expect more in-game story then in the past, or more of a focus on straight action? Our aim is not to tell any more story than is necessary in order that players can focus on the action at the core of the game. But of course that doesn't mean there's no story at all. The story helps to set the stage for this game. We've done our best to carefully balance the amount of story, and to integrate it well with the overall game. For example, once a player has cleared an action stage, they will be able to use an intuitive interface to directly jump into the action stages and replay them as many times as they want, without jumping through any hoops such as talking to townspeople. So is the structure true to the series norm or is Unleashed more one long continuous adventure? At this point there are still some things we can't talk about, but the structure is different from any other Sonic title. It will be an entirely new type of Sonic game. We were told originally that the game was a being created for 360 and PS3 only but now we've learned of a Wii version. Since the Wii doesn't have pixel shaders how different will it look? On the PS3/360, we're using the Hedgehog Engine which has been in development for three years. It's a proprietary engine we developed internally for high end platforms, and it makes the game visuals beautiful and larger than life. For the Wii version, talented developers are working hard at replicating those beautiful visuals as much as possible. How will you handle the environments given the Wii's limited memory? Will you segment the levels? Some of the stages exceed six miles in length because Sonic runs so incredibly fast. While the memory sizes of all the first party platforms have increased significantly, there's no way that much data can be held simultaneously in any of them, not just the Wii. We stay within the memory limitations of all platforms by using data streaming to allow Sonic to run through those massive levels. You seem to shy away from normal mapping. Is this purely a design choice to retain a certain look? We are utilizing normal mapping on surfaces. But it just so happens that the scenes you saw don't make heavy use of that technique, so it may appear at first glance that it's not being used at all. Where it's necessary and it works well, we will fully utilize normal mapping, but where it's not completely necessary we are purposely using it in moderation. For a while platformers and fantasy games in general seemed in peril, however, we're witnessing a huge resurgence here in the US with the advent of so many new gamers. Has this reinvigorated you as a studio to reignite the genre like you did back when Sonic was introduced? Can we look upon this as a rebirth of sorts? Well one thing I can say is that both Sonic fans and people who have never played a Sonic game before won't feel they are covering the same old ground. Our hope is that people will find Sonic Unleashed to be an original and fun experience. We've seen very little of what I'm sure is a massive game. Are you saving anything big to reveal around E3? There's still quite a bit we can't discuss, but we'll be slowly revealing information, and we have some big surprises in store! Sonic has also given us some of the most memorable soundtracks. Are you utilizing the same composer? Are there any innovations taking place regarding the sound design? Our Sound Director is Tomoya Ohtani. He contributed to the sound on Sonic Rush, and is a young and talented designer. Sonic Unleashed uses all kinds of sound techniques. For example, when engaging Sonic Boost the music changes, and when Sonic runs close by an object the sound effects are really cool. I still can't talk about the details, but the direction of the music is also designed along certain key themes of the game, all of which will become clear in time. More than anything else Sonic games make us feel happy. They combine instant gratification with beautiful landscapes and one-of-a-kind characters. Is that "feeling" a big part of what drives Sonic team development? Sonic The Hedgehog has extraordinarily distinctive characteristics as an action game character not seen in any other videogame characters in the world. This makes developing a Sonic game a unique challenge. All the developers on Sonic Team work hard day in and day out, but when we see Sonic looking cool using his phenomenal abilities and blazing through some of the complex levels we've put together, it's an amazing feeling! All that hard work is suddenly worth it. When you set out to develop each new game in the series you have two very loyal fan bases to consider: fans that have been by Sonic's side since the beginning (like myself), and younger gamers, both of which are experienced gamers. But there's a third group now of new gamers who have just bought a next gen console or Wii. Has gaming's broader demographic changed the way you approach game design? We definitely want as many people as possible to play and enjoy the game, but I have not made any changes or compromises to my personal theory of game design. If something is fun at the core, and if that core experience is accessible to anyone then people will enjoy it, whether they are casual gamers or hardcore gamers, loyal Sonic fans or people who have never heard of Sonic. Today's gamers also tend to look for games with an edge... not too "cute." The world has changed a lot since Sonic's first foray in the Green Hill Zone. Do you take into account the cool factor it takes to peak an American's interest? Yes, we definitely want Sonic to be seen as cool, and we're constantly thinking of ways to make that an integral and natural part of the character and game. But if people just want a cool character there are lots of others to choose from. So as we work on the game, we're always trying to find a way that Sonic can be cool in a unique way that is only his. Where's Yuji Naka these days? Since he started working on Prope has he stayed in touch? I hear he's doing really well. He's so talented that I'm confident we'll see some wildly creative games from him that will once again captivate audiences worldwide. I can't wait to play them myself. Getting Sonic and Mario together in a sports game was hugely successful and now Sonic is in Super Smash Bros. Brawl. How long before we see these two in their own buddy action game!? It was really an amazing thing to see. We have a huge amount of respect for Nintendo and we were ecstatic to see our beloved Sonic appear together with Mario. There will likely be further chances for Sonic and Mario to appear together as long as gamers keep demanding it, and we'd be very happy if someday Mario is able to make an appearance in a game that we work on. Now comes the tough part: waiting! Rest assured that we will bring you an amazing Sonic the Hedgehog game, a Sonic game that won't betray everyone's expectations. Look for Sonic Unleashed in holiday 2008. Thank you so much for your time and for keeping our beloved mascot alive and well. You're welcome, thanks for having me! |
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Adam's Leather Punk Blog Update: I am mighty pissed | |
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| dl316bh | May 7 2008, 05:31 PM Post #47 |
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Most fresh and original character since Shadow? Oh man. Puh-lease. That's like an insult to Silver. That said, this sounds like the godsend I've been waiting for. STILL not sold on the werewolf gimmick entirely, but a return to 2D gameplay in some fashion and a completely new development team not related to the one who's produced crap for years has got me up to a tenative purchase/guaranteed rental. |
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| SoniCalvin | May 7 2008, 06:37 PM Post #48 |
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Grand Marshal
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Shadow: That's a low blow there, DL. Low blow. Soni: Quiet, Shadow, you're not important right now. Shadow: Hmp. Alright. Here be the second interview, with Sega of America producer Patrick Riley. -------- Play Magazine: It wasn't so long ago that Japan was the Hollywood of game design, but the tables have turned in recent years, as gaming has become a fixture in entertainment culture. Not to say that Japan doesn't still dominate in certain areas and command a sizeable audience, but the US market is where games are made or broken. Has this prompted Sonic Team to take things in a slightly new direction? Riley: The shifting market in itself hasn't changed Sonic Team's focus. Sonic games are more successful in the US and Europe than they are in Japan, and that's been the case for a long while. So unlike other Japanese developers, Sonic Team's priorities have always been US and European markets first, and the Japanese market second. However, Japanese developers in general are paying a lot more attention to the top titles developed in the US and Europe. They're playing and studying high-quality titles which do well in the West, even if they aren't commercially successful in Japan. It's completely different from when I was living in Japan in the '90s and everyone put down yougei (Western games)! Sonic Team isn't an exception to this trend. When you walk around their offices you're probably more likely to see Western titles on people's shelves or being played on breaks. And in conversations with Hashimoto-san about design, he talks much more about Western titles as his recent influences rather than Japanese titles. As celebrated as Sonic's 3D outings have been, they've always exhibited a certain lack of polish that fans have (reluctantly) almost come to accept...exceedingly long and frequent load times, falling off the world, wacky collision and so forth. It's presumed that this is due to Sonic Team trying to squeeze three years worth of content into two-year development cycles, which is admirable. Are they aware of how picky US audiences become though? Might Unleashed be the first truly polished 3D Sonic? Sonic Team is very aware of the expectations and areas in which there is room for improvement. All of the issues you mention were discussed early in the design of the game and the Hedgehog engine. It would be a mistake to wait until the final stages and try to fix it all in tuning. To take an example, Sonic Team has had the falling off the world issue in mind since the beginning and the architecture of the stages takes that problem into account. Did Sega of America participate in the conception of Unleashed, or is SoA's primary function localization? The concept of Sonic Unleashed came from Hashimoto-san and his team in Japan. But Sega of America and Sega of Europe are much more involved in providing feedback to the team than has been the case for past titles. I've personally been in Japan meeting with the team twice in the past 10 weeks, and everyone in all three territories is very, very invested in making sure this is a great game. Would you say that Unleashed is less about speed and more about precision platforming, or a mixture of both? It's definitely a mixture of both, but we're not mixing them willy-nilly. There are specific stages and areas built around speed, and some built around precision platforming. But the people who are most interested in speed will definitely be pleased. You really have to experience it yourself, but when engaging one of the new speed modes, "Sonic Boost", you feel like you're running dangerously fast and are always on the edge of losing control. I know you can't say exactly which characters we'll see but can you hint as to whether or not Unleashed changes gears as much as recent sequels? Do you think we'll ever see another pure Sonic game? We believe that Sonic Unleashed is going to be a game that fans will really enjoy. It is a reinvention of Sonic as the game will unveil new next gen abilities but also offer elements of what made Sonic such a beloved franchise starting with the 2D transitions. Moreover, Sonic Unleashed will have a twist which allows us to explore new options for gameplay and new directions for Sonic. Stay tuned! We are confident that people looking for a pure Sonic experience will not be disappointed. It will be delivered in spades. I was shocked to hear of a Wii version. Seeing as how the 360 is the lead platform do you think it's fair to shoehorn a thoroughbred 360/PS3 game onto Wii? Either you're limiting the scope of your 360/PS3 design or being forced to drastically downgrade your visuals and segment your levels on Wii. Is Sonic Team doing the Wii game and if so, how are they dealing with the memory constraints and absence of pixel shaders? That's an excellent question! We had the same concerns when we were originally considering how best to structure the project. And our solution was to split the development into two separate development teams and silos. The 360/PS3 team is focused on creating an experience that takes full advantage of the capabilities of those consoles without making any compromises. On the other hand, the Wii development team is likewise focused on wringing every drop of power from the Wii architecture. The Wii controls will obviously be different, as well as the design of the stages, which are being designed completely separately on the Wii. So real fans of the title that have a Wii and a PS3 or 360 might even want to consider buying both since the stages will be quite different. The 360/PS3 is completely an internal effort. Sonic Team is managing the Wii effort, but the coding and some design is being handled by some of our external partners in Japan. Fans of Sonic Rush and Sonic Rush Adventure will be pleased to hear that Dimps is involved with designing the Wii stages! Based on what I've seen of Unleashed (on 360) it seems like a rebirth along the lines of the transition to Sonic Adventure. You're right there in the thick of it...is it? Are we entering phase 3? Calling it a rebirth is a nice way to describe how we've approached and managed this game. It definitely feels special. We attribute a lot to the new team leaders in Hashimoto-san and Kawamura-san, as both have a huge amount of passion and a strong vision for how to breathe new life into classic Sonic gameplay. A new engine built for next-gen consoles and a new era in working together as a global company to make Sonic Unleashed the best it can be. Yes, I think it's fair to say we're entering a new phase. Is there a lot of dialogue in Unleashed? And if so, is the voice being recorded here? Sonic's had some pretty wonky English in the past. Do you have our backs? All your dialogue are belong to us! There is a fair amount of dialogue in the game. We spent three days in New York City in December recording the main storyline and will spend some more time in the studio around May or June doing pickups. The dialogue has been through rewrites and checks by professional writers. I promise to continue to put my ten years of experience in game localization to work to stomp out Engrish! Hah! Good one! Do you work in synch with Sonic Team so that you're always on the same page, looking at the same build, or do they send you milestones and then wait for feedback? The development team is prototyping the levels, enemies, and gameplay by renewing the build on a daily basis in Japan. That's a good thing as they can see immediately if their changes are working, but it means it's impossible to stay on top of every minor change from offsite. However, at the same time we receive several builds a month, so I also wouldn't characterize it as only giving feedback at major milestones. It also helps that myself and a few other key team members at Sega of America speak Japanese fluently, so we can read mails, documentation, status updates and the like without waiting for them to be translated, and can jump on the phone if we have a burning question. As a Producer on the front lines of Sega's most beloved franchise how would you say Sega views Sonic at this juncture? On the one hand you have millions of gamers who grew up on Sonic, many of which still come out for every sequel. Then you have the kids. Sonic being a talking bipedal blue hedgehog certainly makes him kid friendly, but most kids follow trends like Naruto, or games based on current cartoons or movies. In between you have teenagers, most of which are counting the days to GTA IV and wouldn't be caught dead playing Sonic. So why does Sega market Sonic almost exclusively to kids? Does the same apply in Japan? Does Sega take Sonic's loyal following into consideration? SEGA is constantly trying to evolve and deliver on new concepts for Sonic. He is our number one priority, and no doubt our flagship property. With over 50 million units sold, Sonic is indeed an icon that is well-loved by individuals of all ages. With DVDs, two animated TV series, comic books, and an animated movie, Sonic is still in the forefront of kids, as well as the older Sonic fan. SEGA definitely appreciates and values Sonic's loyal following, and we're equally excited by the fact that we seem to be always amassing new fans. It's clear that Sonic is a property people love, which is genuinely humbling. With Sonic Unleashed, we are aiming to deliver what fans have been waiting for by taking Sonic in a new direction, yet staying true to his roots, not only are we unleashing the power and speed that can only be his, but we're allowing the fans to play Sonic like never before and create an all-new rich & deeper experience. Sum up this game and what it means for this franchise...are we in for something special? Is this the one? Hashimoto-san and Sonic Team are not only redefining 3D and classic side-scrolling Sonic gameplay, they're also adding new elements which will knock people's socks off, and which will allow them to introduce precision platforming and combat in a way that feels organic to the Sonic world. The game is in good hands. Hashimoto-san is incredibly smart, has great design instincts, demands quality, and has a strong vision of how to grow and improve Sonic. Happily, his vision is inclusive of many of the things fans have been crying out for. You had me at Hedgehog Engine. |
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Adam's Leather Punk Blog Update: I am mighty pissed | |
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| SoniCalvin | May 16 2008, 09:37 PM Post #49 |
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Grand Marshal
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UPDATE: New eyes-on article from IGN!! Yes! YES! YEEESSSS!!! |
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Adam's Leather Punk Blog Update: I am mighty pissed | |
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| dl316bh | May 16 2008, 10:50 PM Post #50 |
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Try not to get too excited. IGN gave Sonic Heroes an 8 out of 10; and that game was flawed in quite a few ways. They always have good things to say about a game pre-release. It's why a lot of Sonic fans don't take them seriously in regards to their pre game and even post release coverage. I'm going to wait until release and get a broad spectrum of opinions. I've been disappointed one too many times. |
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| Lizard-Man | May 16 2008, 11:29 PM Post #51 |
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But still, screenshot of a side scrolling sonic, that has to be somewhat of a good sign that this game is headed in the right direction? Maybe we just need more trailers to be sure. |
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| dl316bh | May 17 2008, 02:24 AM Post #52 |
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It's a little heartening, but like I said, I've been let down one too many times to really put any faith in Sega. This time around, they're going to have to show me they've got their **** together and that I should pay attention ot Sonic again. I don't want to get excited for a game that might well smack me down with a fistful of suck. More trailers good. |
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| SoniCalvin | May 17 2008, 06:21 AM Post #53 |
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How about a video interview conducted by GameSpot? So, based on what I can gather from all this information, it seems like Sega hasn't revealed too much, only some minor details. -The Wii version will be compatible with the GameCube controller, which is pretty cool. -Levels will be based on real world locations, such as Mykonos, Greece. -There are times when you'll switch over to play as one of the characters in the Sonic universe, but this game is centered around Sonic himself, so 95% of the time, you'll be playing as him. |
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Adam's Leather Punk Blog Update: I am mighty pissed | |
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| SoniCalvin | May 25 2008, 10:30 PM Post #54 |
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Grand Marshal
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http://www.campsonic.com/2008/05/23/sonic-...sic-inspiration ... Huh. This is... wow. Was this even intentional? Who knows? All that matters is... the similarity is sweeeeet. |
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Adam's Leather Punk Blog Update: I am mighty pissed | |
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| SoniCalvin | Jun 7 2008, 06:21 PM Post #55 |
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Grand Marshal
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Hey, there's some new plot information over at the official site.
Well... this is intriguing. Anyone remember that dragon-like character in the first few screenshots that came with the announcement of this game? I wonder if that's the beast that Eggman summons? It's quite possible. |
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Adam's Leather Punk Blog Update: I am mighty pissed | |
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| dl316bh | Jun 7 2008, 06:27 PM Post #56 |
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Interesting. Though I can't wait to hear the explanation on how a monster managed to split the world into a bunch of different continents. I mean, seriously. XD |
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| SoniCalvin | Jun 7 2008, 06:35 PM Post #57 |
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Grand Marshal
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I'm thinking an Iblis reimagining here. Maybe it's as powerful as Iblis was. Or Chaos. But while it's good for me to hear some new info about the story, I'm also a bit tired of this kind of stuff. I mean, Eggman is summoning another monster?! Hasn't he learned from the incident with Chaos? |
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Adam's Leather Punk Blog Update: I am mighty pissed | |
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| SoniCalvin | Jun 9 2008, 08:09 PM Post #58 |
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Grand Marshal
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Sega has recently released a fact sheet from their Gamer Day back in May, with some cool, albeit not new, details. Well, not a lot of it is new anyway. But I think we've finally found out how Sonic gets this werewolf curse. So anyway, here are some of the more juicy parts of the sheet...
Okay yeah, so nothing really new here. But yeah, apparently, the beast that Eggman summons is the thing responsible for placing this curse over Sonic. Not a machine, like a lot of us have speculated from early screenshots. So, what's the machine for then? Meh, I dunno. Probably just to absorb the power of the Chaos Emeralds and forcing Super Sonic to transform back to Sonic. As for the Unleashed Environments bit... anyone remember the classic Sonic games, where there'd be different paths to take to get to the end of a level? I think that may be the case here. |
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Adam's Leather Punk Blog Update: I am mighty pissed | |
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| dl316bh | Jun 9 2008, 08:34 PM Post #59 |
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The transitions make the game sound something like a far more free version of Super Paper Mario. Not a bad sort of gameplay mechanic to emulate, if you ask me. I'm just glad they're finally scrapping the old engine and doing a new one. The buggy engine that started with Sonic Adventure was long past due to be retired and did contribute to the stench permeating the last couple games.
If that is what they mean, then I might actually get a little bit of faith in this project. The multiple paths to the end was one of those things that all but disappeared after Sonic Adventure 2; and it killed thingsa because it was a large part of the variety of the franchise as opposed to Mario, who's levels have always been rather straightforward. The linearness started in Adventure 2, but I say after because the game sported a secret level that was a very faithful representation of a classic level but in 3D. |
![]() ![]() Damiens Omens: My review blog | |
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| SoniCalvin | Jun 9 2008, 09:13 PM Post #60 |
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Grand Marshal
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I think Sonic Team tried to bring back the multiple paths in Sonic Next-Gen, but... the multiple paths were very limited.
Ah yes, the 3D iteration of Green Hill Zone. The reward for when the player collects all 180 emblems in the game. Something that I still have yet to achieve to this day. XDDD |
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Adam's Leather Punk Blog Update: I am mighty pissed | |
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7:30 PM Jul 10