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Sonic

Game News

Shadow Crashes the Party, Second Rival in Generations

Considering the hodgepodge of characters celebrating the fact that Sonic is one year away from boozing it up in America, it’s natural that the series original the character with a darker, edgier tone joins Metal Sonic in crashing the festivities.

Sega officially revealed the long-known fact that Shadow will be out to thwart his goody blue counterpart, bringing with him a new slightly edgier look in small details, such as paint stripped off from his hover skates, and some more jagged lines across some of his red stripes. A subtle way to tell the player that he’s not here to emo up a party or play support character;  he’s here to kill Sonic.

With Metal Sonic and Shadow now officially revealed, it’s only a matter of time before the time traveler with psychokinesis crashes the party and sends Sonic into space.

Game News, Miscellaneous

PAX Show Floor Hands-On Preview of Sonic CD on Xbox Live Arcade

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!

Game News

UPDATE: Sega Staffer Speaks Sonic CD Details; Revised as Sonic 4 ‘Prequel’

[UPDATE: Sega’s Ken Balough offers more clarification on the jumbled mess that is the timeline. Read the full quote at the bottom.]

Brace yourselves one more time. This could be a bumpy ride.

The start of PAX today in Seattle allowed attendees to get a first taste of Sonic CD on the Retro Engine before making its way to consoles, computers, and mobile devices, running through the entirety of Palmtree Panic Zone. Initial reactions from the crowd are fairly positive.

While trying out the game, forum member Shade Vortex got to speak to Patrick Riley, a staff member at Sega of America, [UPDATE: Ken Balough, Sonic Digital Brand Manager,] about the game. A few of the details revealed by Retro Engine creator Christian “The Taxman” Whitehead might have been a little premature.

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Game News

UPDATE: Dodge Emerald Coast’s Orca in Generations 3DS


UPDATE: Also a first look at Generations 3DS’ Casino Night Zone.

With one move, all bets are off. Found in the dirty recesses of Sega’s servers and joining Green Hill Zone and Mushroom Hill Zone comes Sonic Adventure‘s iconic first stage Emerald Coast, including the famous whale chase scene.

I almost want to say it could even Sonic 2006‘s Wave Ocean, but it’s basically just Emerald Coast in HD with worse controls. What are the odds that Classic Sonic gets a recycled version of Sonic Advance‘s Neo Green Hill Zone for his Emerald Coast stage, given the track record with his stages so far?

Also found is what looks to be the first shot of the opening cutscene with Sonic’s closest friends celebrating the Blue Blur’s birthday. Noticeably absent is Shadow, who may have been too much of a downer to be invited to the “cool kids” party.

Game News

Sonic 4: Episode 2 in 2012, Episode 3 Unlikely

Sonic’s 20th Anniversary affair is remaining for Sonic Generations and Mario and Sonic 2012, as Sonic 4‘s second episode has been bumped back to 2012, according to Sonic Team head Takashi Iizuka in an interview with Eurogamer.

“This year, 2011, is the anniversary, so we’re focusing on the celebration title, but moving forward to 2012, Sonic will still be going, so I’d hope to provide Episode 2 then.”

Given the usual nature of episodic games, where titles are released very quickly in multiple installments, it’s strange that its taken Sonic Team nearly more than a year to churn out the second episode. Iizuka reassured that things are going according to plan.

“It was always the plan,” said Iizuka. “We knew about the anniversary year, and Generations was planned way in advance. It was always our plan to release Episode 2 after Generations.”

However, when it came time to determine if Sonic 4 would stretch on toward a third episode, that same sense of confidence faded away, leaving the fate of the installment uncertain.

“We can’t say if there’s going to be Episode 3 or not,” Iizuka said.

No other details about Episode 2 were revealed, so keep your torches and pitchforks down. For now, Sega is letting Sonic Generations keep the dance floor all to herself.

Game News

Sonic Extreme To Be Playable At Portland Retro Gaming Expo

Right off, this is not “Xtreme”, the canceled Sega Saturn game, but something else.

You may remember a few months back we posted video of a previously unknown Sonic game found on the hard drive of an XDK Developmental Xbox called Sonic Extreme, featuring Sonic and Shadow on hover boards doing kickflips, 50/50 grinds and going vert off ramps in a Green Hill/Seaside Hill hybrid similar to Tony Hawk Pro Skater.

I promise never to do skateboard talk again.

For those of you craving a little more than videos and want to play this title, and you happen to be near Portland, Ore., the Game Trader booth at the Portland Retro Gaming Expo will feature the game for the public to play.

The game was determined to be an extremely early pitch demo for a Sonic skateboarding game that, after some cleaning up and changes in gameplay, would later become the first Sonic Riders title for the PlayStation 2, Gamecube, Xbox, and PC. The earliest rumors of the game’s existence back in the mythical year of 2005 also had it named “Sonic Extreme” and “Sonic R-2.” The “Extreme” part of the name still lives on in-game in the form of the hover boards, “Extreme Gear.”

For more about the history of Sonic Extreme, just check out its page on our wiki. The Retro Gaming Expo is set to start on Sept. 24.

Game News

Gamescom 2011 Superpost: Sonic Generations, Mario and Sonic 2012

Of course we didn’t forget about Gamescom currently going on in Germany, sporting new demos for all three versions of Sonic Generations as well as a new demo for Mario and Sonic’s latest (friendly) battle to the death.

Courtesy of forum member TimmiT, we have a few more details about changes in the games along with extra gameplay videos including a full run of Modern Sonic’s City Escape. With all the tasty morsels of media beginning to spill, we advise not watching the videos if you want to keep the gameplay unspoiled.

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Game News

First Gameplay Footage of Chemical Plant, City Escape

You waited patiently enough and, as is the nature of online games reporting, it’s just not good enough to wait until the game is out to absorb every detail of it. So, to feed your insatiable hunger for all things Sonic Generations, we bring you this video courtesy of German website Gameswelt.

Thanks to a tip from forum member TimmiT, we get our first look (and listen!) to both the classic and modern version of Chemical Plant and City Escape. Let me tell you, Chemical Plant has never looked better–or worse, if you approach it from a pollution-generating plant. The modern version, which looks to be Chemical Plant in the middle of a critical meltdown, has quite a few references to Sonic Unleashed‘s Eggmanland in look.

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Game News

The Hard-To-Please Old Fans According To Iizuka

It’s been slow, so why not.

Takashi Iizuka, the long time target for everything older fans perceive wrong with the series, sat down for an interview with Official Nintendo Magazine to talk up the 3DS version of Sonic Generations. He dropped that the fans of the old Mega Drive games are very much hard to please. He hopes that Sonic Generations will fix that.

“Our team are always trying to present new gameplay innovations so it’s hard to please fans who like the gameplay from the older games,” said Iizuka.

“However, we have included the older gameplay as part of Sonic’s 20th Anniversary, so we think the fans of the older games will enjoy it [Generations] as well. We are also looking into continuing the Sonic 4 series which was released on WiiWare, and we’ll keep developing titles so more fans will enjoy the games.”

Easy on the Sonic 4: Episode 2 comments. Lord knows the fire wave it will bring with it will be enough further down the road.

It may not be necessary to keep trying to please the older fan base by trying to recreate a 1:1 variant of the Mega Drive games in a 2.5D environment, as some of the demands (and believe us when we say we are certainly no strangers to seeing some of these on this very site) border the point of just rom-hacking Sonic 1 or 2 and releasing games in that manner.

At the same time, trying to shoe horn in mechanics such as the Werehog, swords, angsty characters with guns, or even shoddily implemented team-based game play isn’t necessarily the way to go. When thinking of “gameplay innovations”, as they call it, the best strategy is to see what can work with the base gameplay instead of throwing darts at post-it notes on the wall and going with it. Knuckles taking the Werehog’s place while keeping similar play style and calling it Sonic and Knuckles 2? Bank.

If Sonic Colors was anything to go by, just release a game that’s charming and genuinely fun to play and everyone will be happy. You could even argue that the formula was within reach as early as 2002.

[Image Credit: Cyrus Parker]