Showing posts with label Sonic The Hedgehog. Show all posts
Showing posts with label Sonic The Hedgehog. Show all posts

Thursday, June 23, 2011

The 'Tude is....back?



See that? Depending on what Sonic fan you ask, THAT is the real Sonic. A huge head, a bit of pudge, and that know-it-all grin.

It’s Sonic’s 20th Anniversary, and even though the years have not been kind to the blue blur, with Sonic Generations, something just feels different. There are no gimmicky characters, No terrible butt-rock. No nonsense plots, and for the duration of this demo featuring Classic Sonic, no terrible camera work or questionable 3D gameplay. Just you, Sonic, and what the Green Hill Zone would’ve looked like had the game released in this day and age, with the technology available, the demo seems to promise as it’s booting up.

It truly has never looked better.

It’s quite breathtaking, to be honest. Similar to the way Street Fighter IV brought its classic characters to life, The Green Hill Zone practically jumps from the screen with meticulous detail. Lush, volumetric grass sprouting from the ground, rolling waterfalls, and a background that’s filled with similar areas to the one you’re exploring. It’s literally like staring into a panorama of several Green Hill Zones, and it goes a long way into making the area feel more alive. Enemies have received a similar overhaul, being distinctive and well animated, though occasionally they can get lost in the hustle and bustle of the backgrounds.




Strangely yet not offensively so, everything has a larger-than-life effect similar to Sonic Adventure 2’s reimagining of the level, but it’s once again in the stage’s favor, as the drastically pulled back camera does much to showcase all the extra details on display as well as set the stage for some fun camera work. For example, even though the game remains fixed on a 2D plane, everything looks feels three dimensional, with platforms that feel like canopies as you run beneath them, or piranha who leap over bridges from the foreground to the background. There are even certain parts of the map that cause the camera to react dynamically, like an especially fun effect that sees the camera over his shoulder to add a rollercoaster-like effect for running down a hill! The music is something to write about as well, sounding just as anyone who has played the first would remember, but with all the instruments composer (insert name here) wishes he had when struggling with the Genesis’ sound chip way back when. Overall, the game accomplishes with gusto what Sonic 4 tried to do and failed: Making the old new again, while maintaining the same retro sensibilities.



Even the control accomplishes this. While they aren’t as smooth as I would’ve liked, with an odd stickiness that sort of tethers Sonic to flat surfaces, there’s no denying that it’s the closest approximation to classic Sonic that Sega’s been able to muster in over 15 years. I even took the time to fire up the original Sonic 1 to confirm my suspicions, and it was a smooth transition. The sense of inertia and speed you get from careening down a hill, or the gradual climb before a steep hill are present, and it makes the return to platforming all the more welcome. (Yes, platforming.) Even at this early stage, it seems that the “plaforming with speed rewards” type gameplay is back from the Genesis days, and everything from swings, to springs, to corkscrew loops are all here and well accounted for. This is another beautiful thing, as the stages are absolutely MASSIVE in scope, somewhere between Sonic 1 and 3 in terms of alternate paths and hidden areas accessible by only the finest of reflexes.

At one act, the demo is a bit short, and one can only wonder why the second act featuring Modern Sonic was excluded from the package (along with the 20-day expiry date), but I have little worry for the final product. The daytime stages in Sonic Unleashed, and Sonic Colors have been some of the best translations into 3D the series has ever seen, and if they keep that spirit intact for the full game, I have little to worry about. What I do know however, is that the part I was most worried about turned out better than I’d hoped. I loved the classic stage, and given that I've played through the demo three times and found something different each time through experimenting, I'm confident that if all of the classic stages continue in this fashion, Sonic fans are going to be in for a real treat come this fall. I've never felt so nostalgic playing a modern Sonic before.



Bravo, guys.



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Wednesday, April 20, 2011

Sonic Generations looks..



AWESOME. Now that we are in agreement, hit the jump for more details!




Yeah.

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Saturday, October 23, 2010

Say what you will about Sonic 4..



But this is something impressive. With spot-on gameplay, vibrant colors, an intense (though possibly a little too busy) visual style, and music that faithfully represents the original yet has a style all its own, a three act demo for the infmaous Sonic Fan Remix is finally here. The best part is, without a shred of fanboy bias or hype behind my words, I can admit it is damn fine. While I won't go as far as the rest of the internet and say that the two(!!!) guys who worked on this have beaten Sega at their own game and bested Sonic 4, it is certainly impressive, and gives me chills just thinking about what they could do to the Chemical Plant Zone or Mystic Cave.



The three act demo of the Emerald Hill Zone can be found here, and it's definitely worth checking out if you even have a shred of Sonic fandom left in you.

Even if you don't, LOOK AT THIS THING. Here's hoping no one's lawyers try and put a stop into this gorgeous labor of love, eh?

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Wednesday, October 13, 2010

Hot Rod Time Machine - Sonic 4: Episode 1 Review (iPhone)


Also on Chocolate Lemon!


From the outset, Sonic 4 wants to win you over with nostalgia.

It's evident in the opening splash screens, Sonic running back and forth before that iconic and instantly familiar "SEGA" scream rings out. It's front and center as Sonic pops out of his crest and shakes his finger with a 'tude. Pressing start yields the sound effect from the original Sonic Adventure. All the pieces are in place, it seems, and after numerous delays, controversial fan backlash, and the ever-present notion that this attempt to be a reboot/remake/sequel could just completely jump the shark (problematic mine carts notwithstanding), Sonic 4 is finally here, and before the console releases to boot. The #1 question in fans' minds though, is: Sixteen years after the release of Sonic 3, is it the sequel we were all waiting for?

Well....let me just say I understand "hardcore" Sonic fans a bit more now.

Now don't get me wrong, I'm not advocating the abrasive, heavy-handed way that the more dedicated of Sonic fans approach every new game in the series. Pitchforks and stakes in hand, they're ready to completely trounce every new attempt to bring this series anywhere past 1992, both aesthetically and gameplay wise.

I am not one of those people. I'm in fact a huge fan of Sonic since the series' beginning and couldn't care less about their petty grievances, but immediately upon starting the game, something does stick out like a sore thumb.

The series trademark physics, something very easy to take for granted, seem off here.

Sonic games have always had a tangible, weighty sense of speed and inertia, and what developer Dimps have come up with here is a system that works, albeit inconsistently. Navigating Sonic is rarely a serious problem, But rarely does he feel like he has inertia, as he often just feels heavily programmed. It leads to jumps being floatier than they should be, speed getting marred by an almost erratic acceleration that's simply too fast to start or too slow to peak, a strangely magnetic attraction to flippers and bumpers, and things like ramps and loops occasionally defying gravity by making Sonic lose all momentum when curled into a ball.


This should NOT be happening.


It's as if a heavier sort of physics system from Sonic Rush was in play, but where the former had almost an entire focus on speed and moving forward with very little platforming, Sonic 4 shares level design quirks with the Sonics of old. Given that this was the general spirit, having controls that are slanted towards his new gameplay design is a bit ill advised. It works, but it's something to adjust to. If I had any abrasive fanboy whine of theirs to subscribe to, it would be this one, yes.

With that immediate gripe out of the way, I can finally let you know that despite that odd quirk, Sonic 4 is an absolute blast.



From the outset, the game's four Zones outright let you know this is a sort of retro revival, as the Splash Hill, Casino Street, Lost Labyrinth, and Mad Gear zones all have the distinct look and feel of previous stages in the series. Splash Hill has the rolling hills and corkscrew loops that made the previous Green and Emerald Hill Zones iconic first stages, Casino Street has the neon, oversaturated feel of Casino Night Zone, Lost Labyrinth is a trap filled maze akin to the Labyrinth Zone, and Mad Gear has all the tricky platforming and infuriating enemy spawns that made the Metropolis Zone one of the toughest Sonic levels ever. The music filling each stage is great as well, emulating many of the original 8-note compositions from the Genesis originals, and sounding truer to the spirit of Sonic than the horrible butt-rock that has plagued the series since 2000.



But make no mistake -- while these levels are clearly a homage, their designs are completely original, matching and in some ways even besting their inspirations. Massive, and filled with alternate paths, shortcuts, and secrets aplenty, they very closely nail that perfect balance long forgotten since the franchise's heyday. Well timed jumps and tense platforming sections are rewarded with stretches of speed or alternate (usually faster) paths through a stage, and each stages three acts are all detailed enough to warrant multiple playthroughs, especially for the boss battles that balance looks from the past with surprising new moves. (Special stages have returned as well, with a special surprise for anyone who collects them all) There are also clever gimmicks thrown into a few of the stages, and while they don't all work, tilting the phone to direct a minecart through a high speed maze, or keeping up momentum as a grinder bears down on you are nice diversions from the action.



The control, something I didn't mention until now, is very nice as well. The d-pad and single button given are very accurate, and very responsive (save for the occasional crouch), which is something considering the fact that you're forced to use a touch screen. However, as great as it is, a lot of this wouldn't feel as tight without the newest addition to Sonic's arsenal: The homing attack. It seems like a minor convenience at first, but what you'll find is that it lends a subtle rhythm to his usual run 'n' jump formula, something you'll notice as seemingly innocuous strings of enemies become paths to a shortcut, a botched jump gets corrected, or previously impossible jumps become manageable with just that small boost. It's a fun, logical addition to Sonic's classic gameplay, and its one of the many factors that make this truly feel like a real sequel.

All of this does not make for a perfect game however, and Sonic 4 is not without its flaws. Some levels still feature the series much maligned bad enemy placement and cheap shots, and while some can arguably be avoided with sharp enough reflexes, others simply have to be tripped in order to be aware of their presence. Some of the gimmicks are suspect as well, with one in Lost Labyrinth that doesn't explain itself until you've spent a life or two, and a particularly nasty one in Casino Street that makes the level impossible to finish if you mess up a homing attack on a string of enemies towards the end. The homing attack is a bit suspect as well, sometimes not locking on to targets right away, or locking on when they can't be reached (sending you flying into a wall or to your death) There's also a funky screen rotating effect when going through loops that you'll either love or get motion sickness from, depending on your cup of tea. I thought it was cool, frankly, while it drove a friend of mine crazy.


Motion Sickness!


The graphics are nice too, featuring colorful backgrounds and a great looking 3D model for Sonic himself, but the game inexplicably lacks retina display support, which means that the game looks great on anything but an iPhone 4, where the low resolution becomes more apparent and the game takes a bit of a washed out tone more akin to a DS title. For a iOS game released after June 24th, this is not just a minor oversight, it's inexplicable. The console versions feature some of the most gorgeous high-res CG I've seen in a downloadable title, it would've been nice to say the same here.

A list of complaints is a bit moot however, when the overall package is so well done. Despite its minor and occasionally major flaws in the design and gameplay department, Sonic 4 on the iPhone is not only a sequel that successfully updates classic Sonic gameplay for the next generation, but is a great sneak peek of what to expect from the HD versions as well. If the small bugs and annoyances are ironed out of the next installments of this planned episodic series, then we are all in for a real treat indeed, as Sonic Team (with help from dimps) seems to have tapped what made Sonic successful in the first place, and man, are they on the right track.


Just like '91.


Here's to many more.

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Monday, April 19, 2010

This actually happened.



Poor Sonic. It wouldn't be so tragic (or hilarious) if it weren't so TRUE..

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Thursday, February 11, 2010

This looks amazing. Here are three ways to have it NOT suck, Sega.

Watch this.



Looks great, doesn't it? Here's how Sega can keep from screwing it up. Again.

1 - MAKE SURE WE'RE ONLY USING SONIC. REAL SONIC.

I may be one of the only fans left keeping track, but ever since this generation started, Sonic Team's taken to promising the fans that each new title is a return to form, that we'll only be using Sonic, no sidekicks along for the ride, and that we'll do what he does best.

Then they turn it on us.

This bait-and-switch tactic worked with the godawful Sonic The Hedgehog when they pulled Shadow's vehicles and Silver's physics sandbox gameplay out of a hat months before release, and of course, in Sonic Unleashed when they revealed that Sonic would be transforming into a damned werehog, again veering off of normal Sonic gameplay and forcing players into a cheap, slow paced brawler. Oh yeah. They managed to sneak Tails and another new annoying sidekick in the form of Chip in there as well. Sega, understand that we don't need to play as Sonic, his brothers, sisters, extended family, second cousins, THEIR cousins, AND the black sheep inbetween. Running and jumping is a pastime in gaming that'll never grow old. Sonic doing this has not gotten old. Variety of this sort is atrocious and the #1 thing ruining Sonic games post 1995.


NO.


2 - More Platforming, less (yes, I said LESS) Speed.

Ever since Sonic's transition from 2D to 3D, the design seems to have been running in reverse. Sonic games of the Genesis era were tricky, filled with secrets, and had great platforming in huge, multi-tiered levels. Almost as if it were a present for making it through, they were always bookended with short stretches that allowed Sonic to show off his trademark speed. They were brief moments, but they were always rewarding and a blast to experience.


(What a REAL Sonic level used to look like. Click to enlarge)


Sonic games in the post-Dreamcast era have had an emphasis on speed, with platforming either falling by the wayside, or being an afterthought. This has forced the game's structure into a psuedo on rails trial-and-error affair, with success coming not from how well tuned your reflexes are, but how well you've memorized a stage after failing countless times. Even my recent favorite of the series, Sonic Unleashed suffers from this. The stages are amazing rollercoaster rides, yes, but the bottleneck it forces players into, essentially having to play a level the way the developers want you to instead of encouraging exploration and multiple paths is one of the things that has been killing the series since 2000.

A return to the secret filled, challenging platform days would be amazing. Sonic's fast. This has been established. But it's a character trait, not a singular gameplay rule. Imagine if everything Mario did in his games was centered around plumbing.

Yep.

3 - Please no "epic" plotlines.

Am I the only person who remembers when Sonic was just a tree hugging, chili dog eating, 'tude filled advocate for animal rights? Robotnik captures the animals and enslaves them, then Sonic sets out to rescue them. That's the motivation. All Mario had was a princess, a bunch of mushroom men, or his brother, but Sonic? He was rescuing the entire damn wilderness. But while Mario has been content rescuing Peach for over 20 years with nary a deviation in plot, Sonic's adventures just keep getting more epic, and simultaneously more ridiculous. Emerald legends, strange relics, plots to destroy the earth, mystical beings, clones, prophetic destinies, it ended up coming to a head (at least for me) in 2006 when he had a love interest in Princess Elise.


Fuck.


I don't need to explain what's wrong with this picture and I'm not going to. All I'm going to say is, if I get ahold of this and I find some radical overarching plot that involves Sonic being thrown back in time due to the activation of a mystical device powered by the tears of an ancient mole race who've been controlling time through the whims of a mystical plant being who speaks through his ass, I'm going down to San Francisco myself and shooting someone in the face.

Sega, you look over this carefully and we'll be golden. Otherwise, you're bound to lose a longtime fan. I know I'm not the only one tired of perpetuating The Sonic Cycle over and over again.


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