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Full Sonic Wii demo level footage (WOW)

jarosh said:
i like the sonic wii music. but then again i never cared much for sonic so i can't relate to the people who want old style sonic music.

"Modern" Sonic music has always given me a Poochy-episode-of-the-Simpsons feeling.
 
The Sonic Adventure games were horrible. Only the running stages in 2 were enjoying, and that was just 1/4 of the whole game! After that, only Heroes was the enjoyable 3D Sonic game, but it wasn't a great game either.
No, I like this. If it's not only mindless running but gives you a feeling of danger, of risk, then I'm buying this.

*Sigh* Like every other Wii game so far...
 
Ash Housewares said:
and people overreact to criticism too
happens just as much, true. i don't mind the criticism really. i was merely pointing out the complete attitude u-turn regarding sonic wii.

xhadoukenx said:
"Modern" Sonic music has always given me a Poochy-episode-of-the-Simpsons feeling.
heh. got it.
 
Graphic design wise - Wild Fire pisses over the PS3 game. Just the sand dunes remind me of Sandalopolis Zone back in Sonic & Knuckles. Problems I see are A) lack of multiple tracks to go along, and as mentioned - lack of urgency. There were maybe 1 or 2 robots in the whole level? Robot designs were better than StH PS3, but still far too humanoid. Need animal droids, dammit!

Also the stepping along the side of the wall segment seeed really stupid and out of place - it spoilt the flow, much like the Ride at the end of Mirage Road on Sonic Rush, the games only weakpoint.

Speaking of, where the hell was Sonic Rush 2? Screw your DZ PSP port and Rumble Fish games Dimps - I want Sonic Rush 2!!

It's also an absolute crime that SEGA haven't taken the hint and incorporated Hideki Naganuma music in everything Sonic.
 
Confidence Man said:
Holy hell is that lame. I didn't know it was on rails and all you do is move back and forth. What a waste of a nice looking Sonic game.
wow, on rails = bad game? i cheer for the other option sir (my opinion to all of you haters)
 
xhadoukenx said:
I can totally see this being awesome if they nail one specific element of the gameplay. Risk.

Remember In challenge levels in Burnout, where a fraction of a second was everything and weaving through traffic resulted in extended periods of forgetting to breathe. This whole game could be based around that feeling, and I can see it working mad well in the style this game is going for, especially if the controls are as responsive and refined as they have the potential to be, and theyd need to be to facilitate this (But I guess it couldve still been done with an analog stick, see Fzero GX).

Without the risk though, this feeling wont be achieved. When i fuck up, hit some spikes,miss a jump or get crushed by a pillar I want it to briefly feel like its the end of the world. Im totally dubious about this after seeing the demo where slowing down and losing some rings seemed to be about as big a punishment as the game dealt out, but then its an E3 demo.

The problem, of course, is keeping the game kid-friendly - something Sega is undoubtedly conscious of. I think they should make the main game fairly easy to finish, but then add lots of Burnout-style time attack or even SM64-style challenges to give it greater depth. I remember Sonic Adventure had the time attack feature for getting extra medals - this made the game a lot more interesting as it actually takes a bit of effort to find the quickest way through the levels - but the reward wasn't really interesting enough. The reward needs to be something substantial such as extra levels, extra endings, etc.

edit: and yes, on-rails ftw. I wish people would stop comparing this to Mario or other 3D platform games - that's not the appeal of Sonic.
 
I thought this game was a total blast. I enjoyed it a billion times more than I have any of the prior 3D Sonic titles. It plays sort of like those 3D bonus levels in, what was it, Sonic 2 I think, except with a lot more different scenery and a variety of obstacles to avoid. In terms of overall feel it's much more like Genesis Sonic than the recent ones. My only hope is that they put in more branching paths, but the Sega rep I talked to indicated that there's more of that in the full game.

I mean yes it's simplistic but Sonic was ALWAYS really simplistic. When I played those games, my sole goal was to just rush through everything as fast as possible, and the reason I replayed levels was to be able to get to the point where I could do that. I guess some other people in this thread liked to stop and look around, but honestly that's the last thing I think of with Sonic. I've never personally known anyone with that attitude. That's what Mario is for; it was great for other reasons. With Sonic I just want to go fast as hell with only just enough control that I feel like I'm contributing to the whole thing. Wild Fire, based on my playtime with it, delivers that. By the second or third playthrough (I played it at a Sega closed doors demo later so I wasn't hogging the Wii station for that long, that would be horrible) I was blasting through, using the boost at the right times, it felt great.
 
Yeah man..Adventure series can suck a fat one. As has been mentioned, the art design in this game is ace, and the gameplay seems to be a lot more "pure Sonic". Coming over that first hill...wow.
 
Chris Remo said:
It plays sort of like those 3D bonus levels in, what was it, Sonic 2 I think, except with a lot more different scenery and a variety of obstacles to avoid. In terms of overall feel it's much more like Genesis Sonic than the recent ones. My only hope is that they put in more branching paths, but the Sega rep I talked to indicated that there's more of that in the full game.

yea interesting to hear you say so, my first impression was that it resembled Sonic2 bonus levels

I think an on rails sonic game could work, there just needs to be more to do while on the rail, and as mentioned, a greater sense of urgency, sonic had alot of the just get through it fast, but it also had plenty of platforming and slower-paced spots (though I didn't care for the slow spot in the sonic wii demo shuffling along the wall)

I wasn't around for the Sonic Wii love-in so I don't know anything about this sudden shift people are crying about, but I've now seen it for the first time and reacted to it
 
Ash Housewares said:
yea interesting to hear you say so, my first impression was that it resembled Sonic2 bonus levels

I think an on rails sonic game could work, there just needs to be more to do while on the rail, and as mentioned, a greater sense of urgency, sonic had alot of the just get through it fast, but it also had plenty of platforming and slower-paced spots (though I didn't care for the slow spot in the sonic wii demo shuffling along the wall)

I wasn't around for the Sonic Wii love-in so I don't know anything about this sudden shift people are crying about, but I've now seen it for the first time and reacted to it

Yeah that wall-shuffling portion should have been about 25% as long as it was.

I also wasn't around here for the initial reaction (I was at E3 the whole week and didn't even log onto GAF once) but I did have my own reaction when I played it in person. I haven't watched the video linked in this thread so maybe it was just really poor, I don't know.
 
Blackcherry said:
yeah, on a normal pad, it would be the analog for the left and right movements, one button for jumping and an other for the speed bost. I really don't think the felling would be the same at all (tilting is a way more natural that the analog)

yes, clearly more natural - as evidenced by the extended control tutorial at the start of the demo, which wouldn't have been needed if it was on any other controller in existance.
 
tebiro boy said:
edit: and yes, on-rails ftw. I wish people would stop comparing this to Mario or other 3D platform games - that's not the appeal of Sonic.

I think folks are way too down on the idea of rails in a Sonic game. Frankly, they've tried the non-linear, open-ended exploratory approach to 3D environments for prior Sonics, and it just has not worked. The games either lacked the speed that was the essence of Sonic, or they were shoddy and not fun. So if those prior approaches have failed so badly, and I think they definitely have... then sure, let's give rails a shot; it has a good chance of working where previous ideas have failed, because it's the best way to retain the Genny's 2D Sonic speed in a 3D environment (unless we go 2.5D, but I don't see that happaneing on a console).

Rails aren't inherently bad; just like non-linear games, it's just that the level design needs to be up to par. And so far, I like what I see, and I like what I played -- rails or no, it felt like Sonic.

Brashnir said:
yes, clearly more natural - as evidenced by the extended control tutorial at the start of the demo, which wouldn't have been needed if it was on any other controller in existance.

The fact that it's on a different and non-traditional controller and thus controls differently (making it necessary to give a brief explanation of the very simple controls), in no way impacts how natural the game feels or how intuitive the controls are once you start playing.
 
Chris Remo said:
Yeah that wall-shuffling portion should have been about 25% as long as it was.

I also wasn't around here for the initial reaction (I was at E3 the whole week and didn't even log onto GAF once) but I did have my own reaction when I played it in person. I haven't watched the video linked in this thread so maybe it was just really poor, I don't know.


Hey Chris did you play MP3 and Red Steel?
 
tebiro boy said:
The problem, of course, is keeping the game kid-friendly - something Sega is undoubtedly conscious of. I think they should make the main game fairly easy to finish, but then add lots of Burnout-style time attack or even SM64-style challenges to give it greater depth. I remember Sonic Adventure had the time attack feature for getting extra medals - this made the game a lot more interesting as it actually takes a bit of effort to find the quickest way through the levels - but the reward wasn't really interesting enough. The reward needs to be something substantial such as extra levels, extra endings, etc.

edit: and yes, on-rails ftw. I wish people would stop comparing this to Mario or other 3D platform games - that's not the appeal of Sonic.

Or just have two play modes from the start, I resent the "finish the game and receive MAD BONUS EXTRAS" approach. I seldom play a game through twice.
 
Brashnir said:
yes, clearly more natural - as evidenced by the extended control tutorial at the start of the demo, which wouldn't have been needed if it was on any other controller in existance.

you must unlearn what you have learned
 
Emotions said:
Hey Chris did you play MP3 and Red Steel?
No, damnit, I didn't. >:( I was booked with publisher/developer appointments the whole week practically back to back. I was able to bypass the Nintendo booth line but then within the booth there were huge lines for each individual game, and I just didn't have time for that, and I didn't want to blow off any appointments. I really got very little Wii hands on time (besides Sega and EA, whose stuff I played behind closed doors, and the Virtual Console controller, which is slick as hell) which was disappointing. Oh well!
 
Brashnir said:
yes, clearly more natural - as evidenced by the extended control tutorial at the start of the demo, which wouldn't have been needed if it was on any other controller in existance.

Trollerific!
 
Brashnir said:
yes, clearly more natural - as evidenced by the extended control tutorial at the start of the demo, which wouldn't have been needed if it was on any other controller in existance.

Extended tutorial = Tilt left to GO LEFT. Tilt right to GO RIGHT. Tilt back to SLOW DOWN.

Shit dude, theres some uber micro right there.
 
Chris Remo said:
I was blasting through, using the boost at the right times, it felt great.
Exactly.
If you get to know the levels, you'll speeding through at full speed, dodging falling pillars, jumping at the right times... Certainly looks cool.

Although I don't think I'll buy it.
 
Random thoughts about the video:

The game lacks a sense of speed, mostly because of the laughable running animations. doesn't seem to have any sense of weight.

It looks really bland, and the simple gameplay will probably get old fast. also, it doesn't take advantage of the motion sensors in any way that couldn't be replicated on a regular controller.

Just kill this franchise already.
 
The Sonic Adventure games are all about running in a straight line, but there's still the opportunity for (shitty) exploring. I guess this just removes the shitty exploring and leaves it at that. Whether or not that's good...
 
Sho Nuff said:
The Sonic Adventure games are all about running in a straight line, but there's still the opportunity for (shitty) exploring. I guess this just removes the shitty exploring and leaves it at that. Whether or not that's good...

That's more like 2D Sonic though isn't it? Those weren't about exploring they were about getting from the beginning to the end of the stage as fast as you can and this is what this Sonic does. But for people that don't like this style there's still the PS3/360 Sonic that does seem to be in the Adventure style, including all those extra playable characters that people love to play with instead of Sonic. :P

I do hope Sega includes a online ranking system with this Sonic. It'd add alot of replay value to the game.
 
Blackcherry said:
yes, it remind me of f-zero as well. actually, there's a path in the end of the "fire torch" corridor, the door close rapidly. anyway, I have high exceptation for this game, more than any Wii game

Sonic on rails with branching paths? Alright I'm in again. Only if there's a lot. I understand Sonic is about speed, but it's exploration too. Sonic 2 was my favorite because of the speed and all it's hidden/multiple paths

Edit: SolidSnakeX what the hell is going on in your avatar?
 
Ash Housewares said:
yea interesting to hear you say so, my first impression was that it resembled Sonic2 bonus levels

They were smart enough to restrict the half pipes to bonus levels in Sonic 2.

Zen said:
An element of Sonic has always been exploration, especially with Sonic CD, you literally can't stop in Sonic Wii, or explore the environments. To me that is taking something away in the transition from 2D to 3D.

Bingo. Sonic 2 and especially 3 excelled in that.

ethelred said:
I think folks are way too down on the idea of rails in a Sonic game. Frankly, they've tried the non-linear, open-ended exploratory approach to 3D environments for prior Sonics, and it just has not worked.

It didn't 'work' because you had to play with other characters with different play mechanics. Some shitty level design didn't help either. You can't blame that on the transition to 3D, it's the designers and the dumb customers who make those subpar Sonic games as best-sellers.

Sonic Wii is a dumbed down Sonic, pretty much like Sonic Heroes was. I'm sure it will sell well. *sighs*
 
It amazes me how hard Sega finds it to make a good Sonic game in 3d. Its bad enough that Sonic 2k6 looks just like a prettier SA1 with the same flaws and even more shitty characters, but this is how Sega steps up to the Wii control scheme?

An on rails game where you tilt to go in certain directions? What is the point! Mario Galaxy seems more like a Sonic game, with its springing from planet to planet.

I appreciate the more fantasy based setting (although it'll just be the one since the whole game is set in Arabia), but gameplay wise this is a lame duck. Its like an extended version of the old Sonic DS game, and the old half-pipe special stages being turned into a whole game.

I havent seen ANY footage of the PSP game yet either. This E3 has been utterly appallingly covered by all 'gaming journalists'. So much stuff that quite simply hasnt been captured in any timely manner whatsoever.
 
Sonic Cult has the only footage of Sonic Rivals I've seen anywhere, and that's only because Saz was there filming it!

It looks pretty crap, unfortunately. The whole rivals thing seems stupid since the characters have a difficult time passing each other. The game constantly gets stoppe because you run into a.. log thing which Sonic / Shadow use to push off of to either A) get a boost, or B) go to another path. Any extra paths in the game seem to only ever last for 5 seconds - when you then get stuck back onto the same path again.

Graphics are poor - just low poly all around, and lots of fog. However, seeing another part of the course in the background does look great. Other than that, not interested.
 
Biohazard said:
eh I perfer the adventures style of sonic gameplay.

Have fun with Shadow and his SUV.

This game looks like fucking gold. First real footage I have seen. I have been overly dissapointed since the first Sonic Adventure, which wasn't even that great anyway. Can't wait for this one. Did they say launch for it? Or do we still have no idea?
 
Spencerr said:
Edit: SolidSnakeX what the hell is going on in your avatar?

She's drinking some kind of strange juice.

BudokaiMR2 said:
Have fun with Shadow and his SUV.

What? You don't think this screams Sonic?

sonic-the-hedgehog-20060510003740756.jpg
 
Electrii said:
st. also, it doesn't take advantage of the motion sensors in any way that couldn't be replicated on a regular controller.

Should that matter though? It's more or less about making it more intuitive, natural and accessible. It certainly seems to achieve that. Still, I don't know what to think of this game. I just don't really like the 3D Sonic style much. None of the games feel truly polished.
 
I actually anticipate this game almost as much as I do Mario Galaxy.

It looks really good to me, gameplay and all. I do hope that there are more enemies to avoid and more alternative routes you can take.

And also, since this one is all action, let's step up the difficulty a bit. Or maybe the option of choosing your difficulty before you begin the game? That would be nice. :)
 
SolidSnakex said:
That's more like 2D Sonic though isn't it? Those weren't about exploring they were about getting from the beginning to the end of the stage as fast as you can and this is what this Sonic does.

Not really, Sonic 3 was too fast and pretty devoid of worthy exploration. But the first two Sonics, and specially the first(and best IMO) had a lot of secret passages and levels which weren't fast paced, but were still really good. Oddly enough, and this is gonna sound more of a general anwer, I actually disagree that Sonic should be strictly running, because if you look back, the beginning of the pseudo-demise of Sonic started precisely when speed became the sole purpose of the game. Sure, speed is a big part of what Sonic is but you have to remember from the first two Sonics that going fast felt better because you weren't doing it all the time, you still need to include some slow paced exploration bits.

To its credit though, it isn't the franchise's fault that the exploration in the Adventure games were bad, but actually the designers that made it that way, their line of thinking is very stuck with the Sonic 3 way of designing levels and gameplay, and that IMO has been the root of the problem. In 3D, if Sonic himself was slower and his jumping was less exagerated in range you would be able to get an item without falling over the sea or something, and then you would have moments in which he was pretty fast, but not all the time. In the first two Sonic games, even if you were at the other end of the level you could still backtrack to find some coins or look for secret passages, in the Adventure games(and Sonic 3) levels are designed so that once you reach a new terrain every 30 seconds the only way to go is foward. In order to make Sonic ganes good again they need to fix the exploration part, just ditching it will not fix the franchise.
 
BrandNew said:
You people confuse me. Everyone was gushing over this during E3, and now you aren't. Bipolarism? Or just jaded?

Stay tuned!
It's like sex... you feel the buildup, then you come.... it feels GREAT... and then right afterwards, you feel like shit and don't feel like doing it anymore. :D
 
I liked Sonic Adventure 1.. never cared for any of the adventures after that though.

This definitely looks better than the other adventures. And certainly better than sonic xxxtreme.
 
Matt C said it basically revived the Sonic series, so I'm optimistic until previews pointing to the contrary come out.i
 
Peru said:
Matt C said it basically revived the Sonic series, so I'm optimistic until previews pointing to the contrary come out.i
Similarly, I have a friend who has been a lifelong Sega fan and describes the 3D Sonic games as generally crap. He doesn't like the 360/PS3 one either. He also has traditionally been rather anti-Nintendo (goes along with the Sega bit, you know). Still, he really enjoys Wild Fire, and considers it the best Sonic has ever been in 3D.
 
Azelover said:
Not really, Sonic 3 was too fast and pretty devoid of worthy exploration. But the first two Sonics, and specially the first(and best IMO) had a lot of secret passages and levels which weren't fast paced, but were still really good.

I think they could do alot of different paths in this game, so while you're always moving forward you can still get through the level in different ways. I know some Sonic levels are slow paced, alot of it due to more platforming sections and that could still be the case with this game. I've seen videos where Sonic slows down alot so platforming is definetly possible. This 1 level in alot of ways could be seen as Green Hill Zone type level which was just a dash to the end of the level. But overall to me atleast Sonic has always been about speed, that's what seperated it from Mario and everything else. It was like ahybrid of a racing game and platformer.

Azelover said:
In 3D, if Sonic himself was slower and his jumping was less exagerated in range you would be able to get an item without falling over the sea or something, and then you would have moments in which he was pretty fast, but not all the time.

I think that had more to do with the jumps and less with the speed as you could control his speed pretty easily, his jumps are very floaty though (and that still seems to be the case with StH on the PS3/360).
 
I thought it was more fun to play than PS3 Sonic.

Damn, that game was just broken. The control was terrible.

Wild Fire was more limited, but the sense of speed and the reaction timing needed outweighed, to me, the terrible sensative control and the leatheal camera angle of the PS3 version. That damn game was off so much, it was nearly impossible to just stay on the track - at least Wild Fire didn't have bottomless pits :)
 
screw adventuring and RPGing up your character, I preffer games that are Core gameplay.

the cool thing I thought about Sonic Wildfire is that there is no inbetween BS,, get in and zip and play. The only thing that bothers me is that he doesn't ROLL anymore.. what's up with that. I personnaly thought Wildfire to be a Sonic game without side crap BS and thank god "no treasure hunting"

I'm still getting Sonic PS3 , but i'm not looing forward to the Town Area to explore (stupid RPGing up crap) and I'm afraid of Shadow (for obvious reasons).
But the Sonic platofrming looks awesome.
 
Does anyone have impressions/videos/new pictures of the 360/PS3 Sonic? It seems like everyone at E3 is just pretending that this one didnt exist
 
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