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Sonic Unleashed First Cutscene & Hub World Revealed!

mountain_duwe said:
SONIC! He can really mooove!
SONIC! He's got attituuuude!
SONIC! He's the fasting thing allliiiiive!


Does anyone remember this?!
2wrn2u0.jpg


Fastest thing alive huh? Some of us want momentum and platforming, not just SPEED!

Also, SatAM was not bad, but it has NOTHING to do with the games!
 
Release date change to Nov 20th for the 360 on Amazon and Gamestop

Updated release dates:

Wii & PS2: Nov 18th
XBOX 360: Nov 20th
PlayStation 3: Dec 12th
 
Aaron Strife said:
To be fair though, they didn't really have much to go off of back then. There was Sonic 1 and Sonic 2.

Who's in-game manuals consisted of like, a single paragraph that basically said "DR. ROBOTNIK IS A BAD MAN, AND SONIC WANTS TO STOP HIM FROM BEING A BAD MAN BECAUSE SONIC IS A GOOD GUY."
 
HUELEN10 said:
Thank you, I need it. Since it is DiMPS vs Sonic Team essentially, it is classic Sonic Team whatnot VS speed. Regardless, it will be a shitfest. I am almost done prepping the thread. Expect it this weekend, as some of us will have the game as soon as monday or tuesday.
HUELEN10 said:
Since it is DiMPS vs Sonic Team essentially, it is classic Sonic Team whatnot VS speed. Regardless, it will be a shitfest.
HUELEN10 said:
Since it is DiMPS vs Sonic Team essentially, it is classic Sonic Team whatnot VS speed.
HUELEN10 said:
classic Sonic Team whatnot VS speed
eahb9i.gif
 
The world adventure theme? Nah thats completely original. Some people thought it was an Angel Island remix (which one...I have no idea).
 
HUELEN10 said:
Blackarms from =TSS= says....





Now the shitstorm is really gonna begin. For those new to GAF, I remind you to NOT talk about piracy or post links. I do not support this in the least, but I am letting you know as you can expect to see new vids on YouTube in the coming hours.



DO NOT POST LINKS.

Apparently that was a big ass hoax.

AwakenedCloud said:
nah, just like the first 5 seconds of the video. It sounds so familiar...

Kinda reminds me of something from the Saturn era...but other than that, not sure what.
 
Man I actually have 5 bucks down on the 360 version. Even some of the guys from Destructoid (ok one person) says the werehog sections play out just fine, and feel like a kid friendly God of War.
 
Glad to hear about the release date being bumped up. Just got my hands on a TRU Werehog fig. I have three days off next week (Wed, Thurs Fri). Just happens to be on the date that the Wii/PS2 and 360 versions come out! Awesome.
 
New stage names revealed:

Spagonia day time stages = Rooftop Run
Holoska day time stages = Cool Edge


Glad they've still got that nack for Sonic zone names.

So far thats: Windmill Isle, Dragon Road, Savannah Citadel, Rooftop Run, and Cool Edge.

Oh and apparently at some point, you'll be able to just go to whatever stage you want, out of order (meaning skipping stages if you arent interested in them atm.

Probably going to have something to do with Tails.
 
The World of Sonic
Hello. My name is Sachiko Kawamura, and I am the Art Director for “Sonic Unleashed.”

For this installment of the Developer Diary, I’d like to talk about the background art for the game.

World Travel in 5 Minutes a Day
When designing the stages and the environmental backgrounds for “Sonic Unleashed,” the key point we really wanted to get across was, “Let’s offer gamers a world-spanning travel experience right from their own homes.”

We wanted playing “Sonic Unleashed” to feel like, each day, the player could head to any country in the world, and really get the feeling for these locations and the sights they had in store.

When building the world, we tried to make it so that all the places the player could go would be like someplace the player had never been to but had always wanted to. We looked at thousands of pictures and through hundreds of books, deciding which locations to design thematically and how we’d need to capture that, so that someone could look at an image we’d created and think, “I’ve never seen that before, but it feels like someplace I know.” We all exchanged ideas internally, and it was really exciting and quite fun.

In the end, we decided on nine different locales. We choose a wide assortment: places scorched by the sun, places that were bone-chillingly cold, humid places, dry places, tiny villages and vast cities. We really wanted to strike a balance and try to represent places for all over the earth and really vary things up.

PIC
sonic-unleashed-20081114112548281.jpg


Our goal when designing the actual backgrounds and environment was to come up with something that would make players go, “I want to come here again. I want to see that again.” Sort of like the feeling that people get after going on vacation, and even before they’ve gone back home are already hoping they’ll get to come back in the future.

Of course, we always want the game itself to be fun, but we also hope that maybe players might stop for a moment and look around and really feel like they’re in that place we’ve created for them. For example, the dazzling sun pouring down on them, or with those torrential waterfalls that lead into rivers that then lead into streams; with smoke pouring out of chimneys as they look out over the city, as they venture through rural backroads, ancient ruins, and so many other places that might feel real to them.

To further enhance that feeling of the player really being there, we’ve tried to realistically recreate everything about the atmosphere, from heat to cold, dryness and greenery, the difference in air temperature and humidity, sunlight and moonlight and streetlights...

This was the focus we kept in mind when creating both the action stages and the town stages for “Sonic Unleashed.” And even for us, while we were making it, we got to enjoy a little bit of our own travel spirit.

I hope that the rest of you out there get to enjoy our little world travel in just five minutes a day, too!

Realistic Components for Cartoon-like Models
When we were designing the backgrounds for the game, we kept reminding ourselves that our goal wasn’t to recreate anything from real life. We wanted to capture the feel of famous sights and monuments from different countries around the world, not simply make copies of them.

PIC
sonic-unleashed-20081114112544109.jpg


One of our goals was to meet—or even surpass—the visual quality of CG animated films.

Capturing that tangible feeling was something we really sought to do. Each texture needed to feel realistic. The lighting had to be realistic; realistic in a way that we could proudly compare to a hardcore First-Person Shooter. At the same time, though, the models and colors we were using were for cartoon-like designs. So, our challenge was to convey this realism and atmosphere while remaining true to the visual style and already-familiar worldview of Sonic the Hedgehog.

You might say that we wanted the player to feel like they’d entered some kind of theme park.

In the next Developer Diary, we’ll get into the Hedgehog Engine and its Global Illumination Technology, and how we used that along with our artistic efforts to create the cutscenes, village stages and all the friendly people you get to meet all around the world!

Grandiose 15km Backgrounds
You probably already know by know that “Sonic Unleashed” is a dual-structured game, where you get to play as Sonic the Hedgehog during the day and Sonic the Werehog at night. One of the big points of consternation for the artists who had to make the background models were the daytime action stages.

Again, as you probably already know, Sonic has always been a character whose design has been based on being able to run really fast, but Hashimoto-san, the director of “Sonic Unleashed,” wanted to make Sonic faster than ever before. What this translates to in gameplay terms is that sometimes, Sonic is moving upwards of 100 to 150 meters per second, which is magnitudes faster than we’ve ever had to take into account.

Now that Sonic is this unbelievably fast, it meant that we needed to create action stages that were well over 10 miles long in some cases. At the same time, the image quality needed to be good enough for those times when Sonic wasn’t going to just be rushing past things too fast for the player to see them. Creating a 12 mile stretch of background environment is a nightmare, let me tell you. But we had to press on!

This is an action game, and it’s also a Sonic the Hedgehog game. You’re in control of a super-fast blue hedgehog who runs side to side, backwards and forwards, and every which way. He can run along walls and ceilings just as easily as on floors. There are impossible loops and dips and turns that don’t even slow him down. The level designers didn’t hold back in the least in coming up with exciting, acrobatic terrain for the little blue guy to run around. Getting our backgrounds to fit naturally with these tricked-out stages was a big challenge for our artists.

PIC
sonic-unleashed-20081114112546297.jpg


Actually, that was kind of a nightmare, too.

Still, we artists don’t back down from challenges like that. We wanted our stages to look great, so that if you took a screenshot at any point along that 12-mile stretch, it’d look great—and at the same time, that along that 12-mile stretch, the background wouldn’t just look the same. Everywhere you stopped, we wanted the player to be able to spot something new.

And this is with Sonic moving at 150 meters per second!

If you look closely at the environment, you’ll see all sorts of things, like butterflies amidst the flowers, fish swimming just under the surface of the water, windmills spinning around... you can even hear old men singing in the shower if you get close enough to the window. There’s a ton of little things to find, so we hope that gamers take the time to take things slow, every now and again, and see what’s there in this world we’ve built.

In the end, though, for a developer, it’s the greatest feeling in the world to see that we overcame all of these difficulties and created really amazing stages for our very own Sonic the Hedgehog that we love so much. I really do think we succeeded in creating a great action game as well as an experience to really get across that “world travel” feeling that we were shooting for.

Speaking of which, we really put our all into both the Wii and PS2 versions and the Xbox 360 and PS3 versions, so whichever version you end up playing, I hope you like what you see!

In the next Developer Diary, we’ll talk about characters.
Until next time!

http://blogs.ign.com/SEGA_SonicUnleashed/2008/11/14/105898/


REALLY GOOD READ! The pictures are amazingly beautiful.
 
Kulock said:
Damn that's awesome. I mean really, really entertaining.

If you like it, that guy has made other games similar to that - if you've ever heard of Fancy Pants Adventure, it's basically the same engine he used for Mirror's Edge 2D.

http://www.bornegames.com/?page_id=66
http://www.bornegames.com/?page_id=67

The Mirror's Edge 2D engine is a little bit different (on order to make it fit with the theme of the game, obviously), but FPA is still remarkably entertaining and I can't help but wonder if Sonic Rush didn't come along, if that's the sort of game 2D Sonic could have become - big, smooth slopes and lots of cool acrobatic flair. Not necessarily 300mph, but still fast feeling, regardless.
 
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