This week has been quite the interesting one for those looking forward to Sonic the Hedgehog 4: Episode 2. Without the teasing of weeks of teasing announcements, a playable build of the game shows up out of nowhere in Barcelona, subsequently played by people who apparently have never touched a videogame in their life. The offical English homepage of the game was updated. And of course, even though it doesn’t seem nearly as vital any longer, another round of concept art was uploaded onto Sega’s blog and Facebook page. So, without further ado, let’s jump head first into the madness.
iOS
Earlier today, Sega of Japan decided to update their website for Sonic the Hedgehog 4: Episode 2. Though the splash page teasing the unveiling of the site has been there for a bit, the doors finally opened. Yes, it does feel similar to the Episode 1 site layout, but that’s more then likely intentional. With badniks and rings floating in the background, you can take a gander at Sylvania Castle and White Park all you want!
Just as we thought we wouldn’t see any more Sonic the Hedgehog 4: Episode 2 info or media for a while, the achievements for the game suddenly pop out of nowhere. Around the same time Sega of Europe has uploaded seven more screenshots on their official website, showing a returning object from the more recent titles in the Sonic franchise:
As you can see, the Red Star Rings from Sonic Colours and Sonic Generations are back. In previous games they unlocked Game Land stages or extras and skills respectively, so the question is what they unlock this time around. Go after the jump to see the rest of the screenshots and the achievements, beware that these do have some pretty big spoilers.
Yesterday’s boss artwork reveal didn’t stop SEGA from continuing their weekly Concept Art Friday series, as they have revealed another couple of all new badniks to those that bother to check their official blog or Facebook page.
First up is Scarabesque, which like the name suggests is a scarab-badnik. This one pushes a ball around and seemingly rolls it at Sonic as his attack. Second is a new, more menacing looking version of the Sandworm from Sonic & Knuckles, it having prolegs suggests it can crawl around instead of just jump out of the sand. Considering these badniks are both desert themed, it’s easy to conclude that the game will have a level themed after the desert as well. For more concept art goodness, check back next week as SEGA has shown no sign of stopping with these yet.
[Via SEGA Blog]
So, the wait is finally over. Well, the wait for the wait. Exclusively on Gamespot, Sega PR man Ken Balough has decided to sit down and finally talk about the game we all knew was coming at some point: Sonic the Hedgehog 4: Episode 2. Yes, there is a teaser trailer. No, there’s no gameplay footage. But you should watch it anyway, if only to see Ken Balough’s face.
Let’s level here for a second–if you’re a Sonic fan in any capacity whatsoever, you’ve heard of Sonic CD, the tried-and-true cult classic of the original Sonic “trilogy,” as it were. Released in 1993 for the SEGA Mega CD, spearheaded by Sonic’s original character designer Naoto Ohshima and developed by a completely different team than the first Sonic the Hedgehog game, the game has received wildly mixed views as both the best and worst Sonic game–and in some cases, platformer in general–of all time. Sporting surreal and immersive environments, a heavy focus on puzzles and exploration and an absolutely killer soundtrack overseas (courtesy of the collective genius that is Masafumi Ogata and Naofumi Hataya), Sonic CD stands out in a lot of ways from virtually every Sonic title that came after it. This is likely due to the fact that game designer Hirokazu Yasuhara had no involvement in it whatsoever, contrary to the original Sonic and the two sequels that followed it. Still, love it or hate it, Sonic CD has left a longstanding impact on those who played it–both good and bad.
With Sonic Generations dropping in less than two weeks, sights are beginning to move to the next point for Sonic as he hits the Past signpost and revisits a more simple time where Time Stones, Metal Sonic and Rosie the Rascal where some of his bigger headaches.
Sega released a new trailer for Sonic CD, powered by Christian “The Taxman” Whitehead’s Retro Engine, showing off how the game looks in its new wide screen perspective as Quartz Quadrant’s International Present music jams on in the background under a random announcer. Not much more to say outside of it’s Sonic CD as you truly remember it, only with a wider perspective and a different soundtrack for the U.S. folks.
Before jumping the gun on the Sonic 4 mention, please remember that Sega’s own Sonic Digital Brand Manager Ken Balough clarified that Sonic CD‘s story will be a pivotal point in Sonic 4: Episode II, especially given the Metal Sonic nod after completing Episode I with all seven Chaos Emeralds in tow.
Sonic CD is scheduled to boom onto Xbox Live Arcade, PlayStation Network, PC Download services, and the iOS, Android and Windows Phone 7 app stores later this year.
Sega’s latest classic title up for download services proves to be an important stepping stone for the company. Not only is it a port of a rare Mega/Sega CD title, the collaboration behind the project showcases the 10+ year old game running with optimizations and slight changes that help solidify Sonic CD’s place among the previous games. Not since Street Fighter has a game seen this level of work, both for those who prefer games to stay as true to the original as possible as well as please those who are looking for optimizations to solidify the functionality between the Sonic games. What was shown off in the PAX demo was the entirety of Palmtree Panic, with two special stages that would be randomly chosen for each playthrough for the sake of the demonstration. Honorable mention goes to our good buddy Ken Balough who was also there at the Xbox Live Arcade booth to help fill in the gaps of what to expect.
No doubt the most promising feature is the ability to change between two different spindash types for the game. However, the demo available only allowed for players to utilize the Sonic 2 & 3 Spindash feature. While the sound effects were still similar to the original version of the game, the spindash execution itself was much more streamlined compared to the original Sonic CD. You still have to charge up Sonic before he goes blasting off, but it is much easier to access places that would normally be more difficult to reach because of this optimization. Because of the new spindash feature, the screen does not pan in front of the player as it did in the original. In the final game, the screen will pan if the legacy spindash feature is turned on.
The gameplay otherwise feels exactly as it did in the original game. Load times are quicker for sure, enemies move as you expect, the stage gimmicks, such as Sonic going through the giant 360 degree loop, are also in place. Some additions including the 16:9 widescreen presentation that properly fills the screen in both regular and special stages help with the viewing area even without the camera panning in front of Sonic. The only real oddity I came across was the stage boss in Act 3; during the part where Eggman falls from the sky, the player can still damage the boss before he begins his attack movement.
The special stages in this version take advantage of the modern hardware, well, as modern as a flat “Mode 7-like” plane with UFOs flying around can get. The 3D plane turns much more smoothly as the UFOs scale properly in the 3D space. Item UFOs are much easier to identify; Light blue represents ones with shoes, and the darker bluer ones represent rings. Of course, the time bonus UFOs are still the same light blue with red bars and will appear when 20 seconds are left on the clock. The smoothness of which Sonic runs around, (or if he gets bounced around,) makes it easier to tell Sonic’s trajectory as he travels. Despite the upgrade in presentation, control is still fully digital, (i.e. no analog,) when turning Sonic left and right.
Another feature unique to this version is a filter effect for the graphics that blur the pixels for a more smoothed, anti-aliased look. Similar to Super 2xSai or Super Eagle filters that work on all the objects on screen. The filter works by applying them per object, however the effect seemed a bit blurry, and the smaller details of some sprites became a bit tough to make out. Ken did state that the feature was still being worked out as it was thrown in shortly before the PAX showing. For purists, players can easily turn the filter off and enjoy the original look of the game. In the demo the filter feature’s switch was mapped to the Left and Right Bumper buttons of the Xbox controller, which are likely to change into a menu function in the final build.
Despite the low volume of the TV, one could determine that the music was without a doubt the Japanese soundtrack. Unfortunately, Ken confirmed that the US soundtrack would sadly not be available in the final version. (Sidebar from me: You can use the Xbox 360’s built in music player to blare your rare Sonic Boom! Music CDs.) What Ken stated on the matter is that they are still working to see what would need to happen on the legal side of things to get the US soundtrack in the final game. While DLC is a possibility, he’d much rather try to include the music for free, whether they can get it in the final or added in through a patch.
While the game was being shown on the 360, Ken did state that the game is coming out on a host of platforms including PS3, Android, iOS devices and on the PC through Steam. A WiiWare version is currently not planned. The game is on track for a release later this year, and already looks very promising. Alas, no disc based version of the game will go on sale.
Finally, on a side note. Those of you who are at PAX make sure to go check out the booth. Last few times I checked over at Microsofts booth, Sonic CD was literally untouched. Go be a bro, check it out and say ‘hi’ to Ken. I bet he’s quite lonely!
Ready for a blast to the past?
Sega is bringing the well-loved Sega CD time-traveling Sonic adventure to nearly every platform under the sun including PSN, Xbox Live Arcade, ‘PC Digital Distribution (likely Steam and other services), iOS, Android, and Windows Phone 7. The title isn’t the usual port job with the ugly blue borders seen in Sega’s Vintage Collection series, including true widescreen support thanks to community member The Taxman’s Retro Engine.
It goes without saying (but will be said anyway) that achievements will be supported, in case you want to show off your massive Sonic CD skills to the world. Additional features, according to The Taxman, include a soundtrack that loops properly along with the option to choose if you want the original style Sonic CD Spin Dash or one closer to Sonic 2‘s spin dash. Choose wisely as it also affects the behavior of the camera in-game.
The trailer further brings an additional surprise that the International soundtrack (read: the soundtrack the U.S. didn’t get) will be included in the release. It’s currently unknown if you can choose which soundtrack plays during the game. The game is due out during the Holidays later this year.