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Full Sonic Wii demo level footage (WOW)

A game like this seems like it would be fun for me - just not with the wiimote.

Does anyone know if this game and other wii titles allow you to use the retro and/or gamecube controller?
 
Krowley said:
Heh i went and looked up your comments on this game.. (from this very thread BTW)



So a semi positive reaction... That's mostly what i've seen from the gaming media, which is why i'm pretty excited about this. It may end up losing some aspects of 2d sonic, but it sounds like a decent compromise to me.

Yea, I mean, you can walk backwards. You can stop walking. So it's not like we're talking total lack of control - it's just limited, but not all-together-gone. It really is fast, so if you are into that, you'll get something out of it. It was one damn level, I can't judge a game based on a 5 minute run. I didn't do any branching paths, but whose to say there aren't any? They have to add variety, I will say the game would get boring if thats all it is, but it was very good on the eyes, and nice blur motions when you shake for a Wild Fire boost.

Hell, I like the Aladdin theme and the music too. I'd say pay attention to it, but don't expect the Next Coming, ya know? I'm telling you - as of now, its better than Sonic PS3, heh
 
This game is looking great!

I hated the Sonic Adventures, but this one seems to be going back to Sonic's roots.

Besides, this game is probably no where near final form. Can't wait!:)
 
This is ONE FUCKING STAGE people. For all we know there could be assloads of variety to the levels in terms of switching up the gameplay, providing alternating paths, or even making them interactive. Imagine the demo level but with an upper tier you could leap to, much in the vein of higher paths in a 2D platformer. Or maybe a level that loops back on itself? There's tons of possibilities that could be explored that the linearity of the movement would not restrict any more than 2D platformers are restricted. But hey, 6 or 7 years ago, everyone hated 2D platformers too, so I guess I shouldn't be suprised to see the criticism..

Anyway..we don't know that Wild Fire is going to be as cut and dried as the demo, but we DO know the shite that was the Adventure series, and as others have mentioned, this game already seems truer to Sonic's roots in terms of gameplay than all but a few portions of the Adventure line of Sonic titles. Seems like a good thing to me. If you think the Wii controller would be counterintuitive for this kind of game, then I think you won't like most applications of the controller.
 
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Platformers were definitely not on rails.
 
exquisite pwnage Rlan. I commend you.

This is why all Sonic games since have just not been as good. Look at that route variation. The exploration and yet keeping the sense of blistering speed.

Now we must put up with a game that is on rails, or an adventure where you just hold up and homing attack shit? Talentless hacks disgracing the works and efforts of the original Sonic Team who strived to make Sonic the Hedgehog a fast, deep and enjoyable action platformer.
 
In response to rlan...

you can get that same effect just from having branching paths in the final game. The rails thing works because sonic was always about going from right to left... it's not like metroid where you backtrack or really explore... You could, but the point of the game was finishing levels as quickly as possible without taking many hits. Level memorization and jump timing where the key aspects of sonic in 2d.

Rails works because it lets you have speed without camera problems and it takes the gameplay back to the simple timing and memorization.

If this game ends up having branching paths, it will be equivelant to the old sonics. If it doesn't it might end up sucking.

All you've shown is that these old games have multiple set paths, something that is easily mimicked in an on-rails environment.
 
Anyway..we don't know that Wild Fire is going to be as cut and dried as the demo, but we DO know the shite that was the Adventure series, and as others have mentioned, this game already seems truer to Sonic's roots in terms of gameplay than all but a few portions of the Adventure line of Sonic titles. Seems like a good thing to me. If you think the Wii controller would be counterintuitive for this kind of game, then I think you won't like most applications of the controller.

No this game is not like Sonic's roots, every time a new fucking game comes out it's like "sonic's roots" please stop, that gameplay died in 1996. Sonic Adventure was a great Sonic game, and is highly nitpicked by critics so everyone else does the same, however I can pick it up at any time and have fun with...except for Big's levels ack.
 
As a HUGE Sonic fan, I'm appalled at some of the comments.

1) Sonic Adventure games were average, they "sucked" because they didn't control like Sonic on the Genesis (physics were hacked in SA, whereas what made the Genesis games fun were that the physics were "real" and predictable).

2) 2D Sonics were about speed, but also about platforming and taking multiple paths. The later levels always got more complicated and required more platforming skill. Secondly Sonic was also about using gadgets (also for the most part using a realistic physics system) to get through the level. SA titles missed that as well.

3) This game is not Sonic. It's Blue Dude's Running Adventure. Part of the whole physics thing was the ability for Sonic to spin into a ball, allowing you to break his terminal velocity and become a pinball (to put it simply). A Sonic game where he can't roll...is not a Sonic game. Secondly, he can't jump like he usually does. Thirdly, he can't go back, just forward.

I consider it like a diversion game, like Sonic Riders, or Sonic R. That's not a bad thing, and it may turn out to be fun. I'll definately buy it for the Wii.

But it's nothing like the 2D Sonics. Anyone says that again and I'll rape their virginity.
 
Fight for Freeform said:
As a HUGE Sonic fan, I'm appalled at some of the comments.

1) Sonic Adventure games were average, they "sucked" because they didn't control like Sonic on the Genesis (physics were hacked in SA, whereas what made the Genesis games fun were that the physics were "real" and predictable).

2) 2D Sonics were about speed, but also about platforming and taking multiple paths. The later levels always got more complicated and required more platforming skill. Secondly Sonic was also about using gadgets (also for the most part using a realistic physics system) to get through the level. SA titles missed that as well.

3) This game is not Sonic. It's Blue Dude's Running Adventure. Part of the whole physics thing was the ability for Sonic to spin into a ball, allowing you to break his terminal velocity and become a pinball (to put it simply). A Sonic game where he can't roll...is not a Sonic game. Secondly, he can't jump like he usually does. Thirdly, he can't go back, just forward.

I consider it like a diversion game, like Sonic Riders, or Sonic R. That's not a bad thing, and it may turn out to be fun. I'll definately buy it for the Wii.

But it's nothing like the 2D Sonics. Anyone says that again and I'll rape their virginity.

You can go back. I've already said that. You can stop too.
Who said he couldn't walk backwards?

Damn, I'm getting tired of people ignoring my posts, especially when I talk about directly what is being discussed. That's it, no more E3 impressions for anyone!!!! heh
 
It doesn't matter what people think from seeing the video. The people who've actually PLAYED IT it have said it's fantastic and the best Sonic game in years. It's got amazingly positive impressions from all the major gaming sites.

Playing is believing.
 
I don't know what everyone's problem is about this game. I played it at E3 and I absolutely loved it. This is the Sonic game I've been waiting for years to play... it has speed, simplicity, and most importantly JUST SONIC. I was so sick of seeing the Sonic Adventure games with a half-dozen characters and the overall slow gameplay.

Sonic Wild Fire brings the speed and fun back to the series. Not only that, there is a lot of skill and memorization required, just like the original Genesis games. I'd say that branching levels and stuff like running upside down are pretty much givens at this point, as the gameplay would support those with no problems and would add more variety.

It also helps that the game looks really, really good on what is supposedly such a weak system. Sega bled the Sonic Adventure engine to death, and it's really just nice to see them not only doing something different with the series, but using a new engine with it to boot.

All that said, the jumping mechanic could use a bit of work, and I wouldn't mind being able to turn around and run the other way, but neither of those issues would stop me from buying the game.

On rails or not, this is the only Sonic game in recent memory that actually feels like Sonic. This was easily one of my most favorite E3 games.
 
I think it looks great, a promising title. And the game has some serious speed, which I love. But to pull of the on-rails part successfully, they have to pull back (and up) the camera behind Sonic a bit. It's too close which makes it's hard to see what's going on in front of you IMO, especially at crazy speeds. Also, it's kinda hard to see exactly where the level is going at times, especially when there are sharp turns. I noticed how the camera zoomed out in some of the more twisting paths on the stage, but at a few other ones it was still locked behind Sonic which sounds like it could mean trouble on more complex levels.

I liked how it wasn't all about running, but a few platform parts as well.

Anyway, if they develop this concept further I think it could turn out great.
 
John Harker said:
You can go back. I've already said that. You can stop too.
Who said he couldn't walk backwards?

Damn, I'm getting tired of people ignoring my posts, especially when I talk about directly what is being discussed. That's it, no more E3 impressions for anyone!!!! heh

SONIC HAS NEVER WALKED BACKWARDS. Heh. No, really, he's never. I was saying that he couldn't travel back through the level. Which, is something that was important in the 2D games.

I'm not hating on the game, I look forward to it.

But to say that "it's back to how the 2D Sonics played", or "this just feels like Sonic" is talking out of their ass and has never played a Sonic title in it's entirety (sp?).
 
Scullibundo said:
DEFINITIVE SONIC ANALYSIS/APPRECIATION/RANT THREAD HERE:

http://www.playnow.com.au/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=3;t=012266

There was no way I was going to type it all out again on this forum.

Excellent post!

I too, believe that the key is physics. I'm trying to program it in UnrealScript as I'm trying to make a Sonic 3D game that plays like the 2D ones in UT 2004. It's a bit hard though, and I'm not good at math. My first crack back when I had UT 2003 was pretty hacked. I messed up on my vector math and made Sonic accelerate up a hill and slow down when going down a hill. :lol Anyways, it was still bonky as when I tried to get him to go through loops but he would stick to any surface and not fall as a result of gravity.

I'm planning the new one for the UT 2004 engine, and this time I'm thinking of making Sonic much like a vehicle, but the problem is mapping animations to what he's doing. Anyways if we have any modellers in the house interested PM me! :)
 
Fight for Freeform said:
But it's the very essense of Sonic. What's wrong in explaining it?

That goes beyond explaining things, for gods sake he broke out physics charts, he is ready to give a college lecture on Sonic.
 
Shard said:
That goes beyond explaining things, for gods sake he broke out physics charts, he is ready to give a college lecture on Sonic.

So on one hand you call it "irrational GAF hatred" and when you're shown evidence you cry "Waah! It's too much for me!".

:P
 
Fight for Freeform said:
But to say that "it's back to how the 2D Sonics played", or "this just feels like Sonic" is talking out of their ass and has never played a Sonic title in it's entirety (sp?).

I actually played the demo (I don't think you have). I also loved and played the hell out of all the 2D Sonic games on the Genesis. And yes, this felt like Sonic to me. So suck it.
 
This game, whether it is good or not, is 1000000000000000000000000000000000000000000000000000000000000000.000000000000000000000000000x

better than the one that was on X360/PS3. Seriously that "next-gen" one was such a PoS and every 10 secs Sonic would fall off a ledge due to bad detection/controls/camera. It felt even WORSE than all the 3D Sonics since adventure.

I think I actually enjoyed the GC one mainly because after how horribly bad the next-gen one was, it seemed like "hey, this isn't horrible! YAY YAY YAY"
 
I watched the video for this last night and I thought "Hell, that looks like fun" - the first time I've said that about a Sonic game since '94. The control mechanism reminded me of the special stage in Sonic 2, but with a lot more depth. Also there's no sidekicks? WTF... FUN x 1000000000000!
 
wow, i never wodul have expected this much hate towards Sonic's ultimate (and correct) transition to 3D. All they need to do is make several converging pathwats per level (several overlaps) and it'll be true 3D sonic.
 
Jonnyram said:
I watched the video for this last night and I thought "Hell, that looks like fun" - the first time I've said that about a Sonic game since '94. The control mechanism reminded me of the special stage in Sonic 2, but with a lot more depth. Also there's no sidekicks? WTF... FUN x 1000000000000!


Indeed, it looks like they took those special stages and made them fun (yeah i hated them). In the end i can see myself playing stages over and over to get better and better times, just like in nights!
 
VultureDude said:
All they need to do is make several converging pathwats per level (several overlaps) and it'll be true 3D sonic.
which they are going to do.

people are judging an entire game because of a demo (that looks great I admit).

but not a launch title ftl :(
 
ethelred said:
I actually played the demo (I don't think you have). I also loved and played the hell out of all the 2D Sonic games on the Genesis. And yes, this felt like Sonic to me. So suck it.

Fight for Freedom afiak was never big on Revolution and his comments are expected. I wouldn't take it too seriously. In fact, until we know more about this game I wouldn't take anything said here too seriously.

The demo at E3 showed a lot of promise and everyone knows it, even the usually clueless analysts. Sega has got a winner if they pull off the other elements correctly. And it comes down to level design, variety and polish.
 
John Harker said:
You can go back. I've already said that. You can stop too.
Who said he couldn't walk backwards?

Damn, I'm getting tired of people ignoring my posts, especially when I talk about directly what is being discussed. That's it, no more E3 impressions for anyone!!!! heh

Hey , i care for impressions, the more impressions the better, just ignore those people that don't care about your impressions because they're positive, they ignore it just because they're haters or trolls and want to hate on the game just for the sake of it, just like peole hate on NSMB, Mario Galaxy, Zelda:TP, Yoshi's Island 2 , MP3, etc,etc.
 
ethelred said:
I actually played the demo (I don't think you have). I also loved and played the hell out of all the 2D Sonic games on the Genesis. And yes, this felt like Sonic to me. So suck it.

Hey, if you're able to "play the hell out of all the 2D Sonic games" without spinning...props to you.

j/k
I know you're lying. :D
 
Scalemail Ted said:
A big step up considering many of the sonic games from this gen have looked like dreamcast games. :-p
No shit. I'm convinced Sega has been using the Dreamcast Sonic Adventure Engine for the last 7 or 8 years, which is absurd.
 
AndoCalrissian said:
No shit. I'm convinced Sega has been using the Dreamcast Sonic Adventure Engine for the last 7 or 8 years, which is absurd.

Sonic Heroes was done on Renderware, which allowed for easy portability between all platforms.
 
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