Showing posts with label Sonic Team. Show all posts
Showing posts with label Sonic Team. Show all posts

Wednesday, October 13, 2010

Sonic the Hedgehog 4: Episode I

Developers: Sonic Team, Dimps
Publisher: Sega
Release Date: Oct. 12, 2010
Systems: PS3 (reviewed), Xbox 360, Wii, iPhone/iPod Touch
ESRB Rating: E
Official Web site

In a nutshell: Still Sonic after all these years...

0:00 The only 3D Sonic game I enjoyed even a little bit was the extremely underrated Sonic 3D Blast, so I'm more than happy the series is finally returning to its 2D roots after 15 years.

0:01 The music on the preview screen is annoyingly repetitive, and not even in a catchy, old-school way.

0:02 Oh man they reprised the old school "Seeegaaaaaa" introductory chant. I half expect the classic Sonic title theme to follow, but instead it's the same annoying preview screen music. Bleh.

0:03 We dive right into Splash Hill Zone, Act 1: "The Adventure Begins." I'll catch ya when I'm done.

0:06 Yup, that's some old-school Sonic all right, right down to the loops and the springboards and the constant tension between running as fast as possible and searching the massive levels for hidden paths and items. The biggest difference, right off, is the mid-air homing attack that lets me zoom right to nearby enemies. I'm used to it from the 3D games, but it just feels odd here. Even if there's nothing to home in on, I can use it to change directions in mid-air, which is probably the closest Sonic will ever get to a double jump. I’ll take it.

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Thursday, June 24, 2010

Sonic Unleashed

Developer: Sonic Team
Publisher: Sega
Release Date: Nov. 18, 2008
Systems: Xbox 360 (reviewed), PS3, PS2, Wii
ESRB Rating: E-10+
Official Web site

In a nutshell: Who says schizophrenia is a bad thing?

0:00 I believe I got this one when I was scheduled to review it for Crispy Gamer, but then the review got bumped for something more interesting. The people who have actually reviewed it didn't seem to like it much, so my expectations are quite low.

0:01 The title appears to soaring trumpet and string music on a starry black field. Reminds me of Super Mario Galaxy 2. Man, I wish I was playing that right now.

0:02 I switch to the Japanese voices because they are almost always better delivered. I don't know if that's because they actually care more or because I can't actually understand what they're saying. Oh well. New Game!

0:04 A shot of the earth's curvature from high up in space. Pan up to show a galactic fleet of mega-ships... very evocative of the Star Wars opening. Zoom in on a laughing Dr. Eggman. "Oh ho ho ho! Hmmmmm?! Sonic!" Blue walkers rise to face the hedgehog, who's landed on the deck. "Fire!" yells Eggman as cannons let out a fusillade. Sonic runs past the cannon fire and destroys the robots with some spinning jumps. Machine gun fire... homing missiles... nothing can touch him, until Eggman's walker sends out a large metal hand to grab him. Sonic grins coyly, then turns into glowing, golden Super Sonic and flies away into space, the ship exploding behind him. I wonder why he didn't just fly in as Super Sonic in the first place...

***-->CONTINUE READING AT<--***
***-->JOYSTICK DIVISION<-***
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Thursday, April 15, 2010

Sonic 2 (iPhone)


Developer: Sonic Team
Publisher: Sega
Release Date: Late April 2010
System: iPhone/iPod Touch
ESRB Rating: E

In a nutshell: Not quite uncontrollable, but not quite controllable either...

0:00 The original Sonic 2 was the primary reason I bought a used Genesis to go with my beloved SNES as a child. That said, I'm not at all confident the game will be as enjoyable when controlled via touchscreen. Some games just need buttons, I think.

0:01 A good ten seconds of loading precede Sonic running in front of the traditional "SEGA" screen, complete with singers chanting the name. The title is the same as ever: "Sonic and Miles 'Tails' Prower in... Sonic the Hedgehog 2" Oh man, this takes me back. I remember being SO impressed with those big character sprites back in the day.

0:02 I tap the screen to bring up a ridiculously bare bones menu, and tap it again to bring up the familiar Emerald Hill Zone, Act 1. The scene is stretched nicely to fill the whole iPod. There's a little translucent d-pad in the lower lefthand corner and a little A button in the lower right. Hey, what if I want to use the B or C buttons? I know they all do the same thing, but still.

0:04 So far it's surprisingly easy to place my thumb in the center of the d-pad picture and kind of rock it back and forth to move. I get hit by a few coconut-throwing monkeys, but I feel like that's my fault, not the game's.

0:05 I've already collected my first 100 rings and my first an extra life, so I guess the controls can't be that bad. So far the game runs with nary a hiccup on my 2nd gen iPod. "Sonic Got Through Act 1" and earned a continue in the process.


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Tuesday, June 3, 2008

Sonic Riders: Zero Gravity

Developer: Sonic Team
Publisher: Sega
Release Date: Jan. 8, 2008
System: PS2, Wii
ESRB Rating: E
Official Web Site

In a nutshell: Sonic's X-TREME Hoverboard Racing Craziness.

0:00 I was probably one of three people who liked the original Sonic R, so there might be something in this for me. Still, based on the critical reception, my hopes are not that high.

0:01 A dark night over a futuristic city. A blue streak speeds by from the sky... it's a glowing ring of some sort. It rolls into a room full of white, humanoid robots, all of which power up in a foreboding sequence. The walkers bust through a wall and into the night. "Robots made by the leading security company... are running amok all over the world," Sonic and Tails hear on their hovercar radio. Tails happened to find the meteor outside when he heard it land last night. Knuckles yawns from the back seat. Suddenly, the trio is attacked by some flying robots. They take a detour up a car-sized elevator, but get attacked again at the top. Everyone falls from the top floor. Tails and Knuckles can fly, but Sonic falls. The meteor in his hand starts glowing and cushions him in a protective floating bubble. "Is this the stone's power?" he asks with a mischievous grin before dashing for the ground. "Woohoo!"

0:05 The menu screen tells me to press the plus button, but, in an odd turn of events, the game doesn't respond when I do. None of the other buttons work, either. I get sent into an attract mode that shows off the generic racing action.

0:07 I try a different remote on the theory that this plus button might be broken. Nope, still no response. This is getting weird.

0:09 The Home button works just fine, but nothing else I do seems to get a response.

0:10 I try restarting the game. No difference. I can't even skip the opening cinema again because the game doesn't want to recognize my input.

0:12 I search the Internet for some answers. Surely I can't be the only one with this problem, right? I find this note with the advice: "If you guys have a GameCube controller plugged in first, the game will resort to that contoller [sic]being the one you will use." I don't have a GameCube controller plugged in, but I do have a Wavebird receptor. I take it out and the problem is solved. You'd think this would have come up in testing, no?

Read the full review at Crispy Gamer

Wednesday, March 19, 2008

NiGHTS: Journey of Dreams


Developer:
Sonic Team USA
Publisher: Sega
Release Date: Dec. 18, 2007
Systems: Wii
ESRB Rating: E
Official Web Site

In a nutshell: The world's foremost flying-dream-jester simulation

0:00 Despite having played the Saturn original many times at a Toys 'R' Us kiosk, I never understood the maniacal devotion some fans have for the game. This sequel puts the whole legacy at stake, in my mind.

0:01
A Big Ben-style clock tower appears over a highly fictionalized version of the London skyline. A boy sleeps soundly with a soccer ball in his arms. A girl in another flat does the same, albeit without a soccer ball. Twinkling stardust and the jester-like NiGHTS alights atop the clock tower. The title appears briefly, then NiGHTS is flying with seabirds a few inches above a river. Now he's reaching out to the boy in a deserted meadow. The girl's dreamworld is full of crystal, for some reason (Is she Shirley MacLane?). Jump cut to an evil-looking red jester, then more acrobatic flying cut scene, then the menu screen. Not bad, as intros go.

0:03
There are four potential control schemes: Remote, remote and Nunchuk, classic controller or GameCube controller. This is a worrisome sign to me. It seems as if they couldn't decide on one good control scheme, so they went for four mediocre ones.

0:04
I choose Will's dream first. He's practicing soccer on a dirty field with... his dad? It's unclear. Suddenly everything gets foggy. His dad (confirmed now by Will) is driving away in a car that turns into a plane. His soccer pals start laughing maniacally from a black void, then turn into wispy, red-eyed wraiths and chase Will. The poor boy is saved by a bright white light. Everything is suitably ethereal and dreamlike. Charming, really.

Read the full review at Crispy Gamer

Tuesday, October 30, 2007

Sonic Rush Adventure


Developer: Sonic Team, Dimps
Publisher: Sega
Release Date: Sept. 18, 2007
Systems: Nintendo DS
ESRB Rating: E
Official Web Site

In a nutshell: Sonic Rush + Sonic Adventure + actually good.

0:01 A seagull flies overhead. Sonic and Blaze the cat are on a jet ski, while Tails has to ride a dolphin. An unintelligible voice warbles in the background. SONIC RUSH ADVENTURE the title blares.

0:02
Tails and Sonic are flying in a storm. They're looking for an energy source or something. The plane's engines go out and they're sucked into a vortex. They wind up unconscious on a beach. Cliche much?

0:03 Some girl with an Australian accent named Marine finds them. Her extreme use of Australian slang like "crikey" is kind of endearing. Would be even better with voice acting instead of text, I bet. They've washed up on "Southern Island" in the middle of the ocean. Heh.

0:04 The next day Marine launches a ship but then crashes it. Tails wants to build her a new one to repay her for her kindness, but the materials are cut off. I smell a mission coming on...

0:05 So they hop over to Whale Point and... nope, still more talking. Ugh. The materials are metals and jewels.

0:06 All right, time for some old school 2D run and jump gameplay. I get to practice my moves. Left and right walk, holding them down run. I don't recall anyone having to explain this to me back in the Genesis games.

0:07 Hitting R in mid air does a new sky dash. New to me anyway... I haven't kept up with Sonic since the early Dreamcast days.

0:08 Sonic can now do flips and tricks mid-air to charge up an invinci-dash meter.

0:09 If we find some "blue material" and "iron material" we can build a waterbike. Blue material? That's the best name they could think of?

0:10 Now Sonic is in 3D and in Marine's house. A cheesy animation brings the materials IU got from the training level together and creates a waterbike.

0:12 I draw a route for the waterbike with the stylus, but there's only one place to go to so the route seems kind of pointless. Time for a mini-game. Touch the stylus to the screen to accelerate forward and slide left and right to collect rings and hit jumps. It's surprisingly fun. The zippy soundtrack helps a lot. One problem.. the L-button dash isn't quite responsive enough.

0:16 So now we've made it to the destination island. Marine suggests we name it Marine Island. Not like Gilligan's Island, I hope.

0:18 The first real level. Took 'em long enough. I love the crazy retro-techno soundtrack. It feels a lot like the classic Sonic games -- Sonic 3 especially -- but with some new twists, like sliding on vines, and jumping through hoops doing air tricks. Lots of opportunities to get up to full speed, but not so many that you feel it's out of control.

0:21 At high enough speeds, Sonic runs on top of the water. Sonic is Jesus!

0:22 An abrupt switch to 3D for a short section requiring jumping between three rails. Jarring.

0:23 First level over. I got some "green material." Thankfully there's no more talking here, it just transitions right into the next stage.

0:24 The graphics are nice and bright, but the background art makes it hard to tell which platforms are actually platforms and which are just painted on.

0:26 I feel like I'm missing half the game speeding through the multi-path, high-flying levels. This will require some more playthroughs.

0:27 Act 2 clear. Another C grade. I wish I knew what went into these ranks. I'm guessing I need to be faster.

0:28 A short cut scene introduces the first boss... giant tyranno-bot. I'm on a 2D platform, he's in the background. He reaches in to bite and I dodge and jump on his head multiple times. Then he charges along the line of my platform and I jump on his head some more.

0:29 We fall into another area. The scenery is different, but the enemy's attacks are pretty much the same.

0:31 He's finally down. He explodes in a pixelated fireball. A weak boss battle... I never really felt like I was in danger. I got a B this time! Whoo!

0:32 Ugh, more talking. We run into Tabby the Koala. He tells us to go southwest. Sonic is getting annoyed with Marine's chipperness. I'm getting annoyed with these story pieces altogether. They just slow things down, and that's not the Sonic way.

0:35 The next island is an island of machines. What will they think of next? Really, can't they think of something not horribly contrived?

0:36 Marine runs off amid Sonic and Tails talking about being careful. The writing is cute, but still slows down the action too much.

0:38 Sonic just bounced off a large drum, into the screen, and back again over and over. I'm weirded out.

0:39 Sonic has some hang glider thing that just appeared out of nowhere. Hitting up catches air. Kind of interesting.

0:40 The levels are tending a little towards the "hold right and rush forward as fast as possible" mode. It's barely interactive at some points.

0:43 Some more enemies are finally showing up in the levels. Dealing with them is a nice change of pace from just run run run.

0:45 Act 2 done. More talking... Marine was worried sick about us. About US?!?!

0:49 Just finished an... interesting boss. Basically a big floating robot with hanging globes. Hit the globes at high speed to send them sailing into the main portion. Pretty easy... but I got a C rank, so I guess I could do better.

0:50 Marine: "There's got to be some secret organization trying to stop me. They're jealous of my famous adventures and want to put a stop to them! But I won't give up! Never! You can't make me! You buncha no-good dingos." I'm imagining this in a charming Australian accent. She's a character, and a well-written one at that.

0:52 So before I can move on, it seems I have to replay the levels I've already done to get more "material." What a gyp. I know the levels have some replay value, but I'd at least like to play through the whole game once first.

0:53 Ah ha. Exploring the house I can now set boss difficulty to "normal" from "easy" I can also turn on time limits for added challenge. Nice to have these options, but why are they so hidden?

0:57 I finish the first level for the second time, this time focusing on going as fast as possible. I get a B and two green material. Nice.

0:59 Playing for speed again. When rushing through, the game feels kind of like a 2D version of SSX -- doing tricks in mid-air to gain speed-granting boost. Interesting twist.

Would I play this game for more than an hour? Yes
Why? Brings back the old school feelings of the original Sonic trilogy better than any recent title yet.

This review based on a retail copy provided by Sega.

Thursday, July 5, 2007

Sonic and the Secret Rings

Developer: Sonic Team
Publisher: Sega
Release Date: Feb. 20, 2007
System: Wii
Official web site

In a nutshell: Sonic runs forward and dodges things.

0:01 What's with the heavy metal flames everywhere? I thought this was Sonic, not Kiss: Pinball Party. Also: the first level is called Paragraph One? Really?
0:02 Genie: "You are the blue hedgehog" Duh! Also: Sonic has never read Aladdin. Or seen the movie. Or, y'know, lived on this planet?
0:03 The bad guy is named Erazor Djinn. Oh... like Eraser Djinn. HA! I get it.
0:04 The story is still chattering on. I stopped caring about 30 seconds ago. I like the art style though.
0:05 "Now rub the ring." Dirty! Sonic wishes for handkerchiefs. What the hell?
0:06 On a flying carpet, Sonic says "Now this is first class." Um, no, not really.
0:07 The first level takes 24 seconds. After five minutes of cut scenes. I hope the game-to-story ratio gets better.
0:09 Pushing the remote forward for the jump dash has a nice feel to it.
0:11 I don't like having to hold down the jump button before I jump. It throws off my rhythm and slows things down way too much.
0:14 For a guy known for running fast, Sonic sure takes a while to get up to speed. Like more than other Sonic games even.
0:17 I never understood why Sonic could grind on rails. When did he become an extreme skateboarder?
0:18 "Talk about a close shave" Oh, Sonic. You ham.
0:20 The bad guy is going on about nonexistent rings. Sonic is sacrificing his body for a genie who basically kidnapped him. "I shall collect the life of king Sharhyar" Dum dee doo.
0:25 In the middle of my first real, non-tutorial level. The controls are pretty responsive, but large sections make me feel like I'm being pulled along rather than really in control of things.
0:27 Finished the level. Got a bronze medal... not sure why. Unlocked all sorts of missions and skill points and what not. It's a regular unlock-fest.
0:29 It's Dr. Eggman. AKA Dr. Robotnik. But he thinks he's King Shahryar. Then a pterodactyl comes and takes him. "Guess it's time for a little action." Thank god.
0:31 The info. message for the next level: "Don't Get Defeated." Thanks, game!
0:32 After a six-minute level, a one-minute level seems... short. And what the hell's with the background music. "So many things need a push or pull to begin." Wow. Deep.
0:34 The camera keeps changing perspective slightly, making things tough to control.
0:39 Falling in the water and drowning leads to a reset from just before jump. Breaking a pot, though, leads to "mission failed." Wha?
0:43 The speed is constantly going from blazing to stalled when you have to stop and jump/attack. Very disconcerting.
0:45 I hate to say it, but this game could use a time limit. I know your completion time affects your grade, but without a countdown it's too tempting just to take things slow.
0:50 It's fun throwing the controller forward to attack, but it requires practically zero skill. Get the lock on and then ATTACK!
0:51 Level design seems extremely basic an repetitive so far. Show me something interesting!
0:53 I got an item that increases my acceleration, but really it seems just as slow as ever.
0:55 Tails is Ali Baba. Sonic saves him. OK!
0:57 A section where Sonic is chased by three triceratops shows promise, but frequent, random perspective changes ruin everything.
1:01 Neat little section with a T-Rex that you have to lure around to destroy boulders. I take back what I said about the level design.
1:03 The level ends with an extended section where I barely have to touch the remote. Is this a game or a movie?

Would I play this game for more than an hour? No
Why? Interesting concept, but the execution is way too loose. I barely feel like I'm controlling things most of the time.

This review is based on a retail copy provided by Nintendo.