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Sonic Generations
Topic Started: Friday Apr 8 2011, 10:42 AM (712 Views)
King Hiss
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All yesterday, Sega teased a new Sonic trailer that was to be unveiled on Facebook late last night. Many assumed we were finally going to get a glimps of Sonic 4: Episode 2. Not so...



Sonic Generations has been rumoured for some time. We've had plenty of Sonic collections before, but the best of these was the Mega Collection that had all Mega Drive and Game Gear games only. Sonic Gems Collection finally gave us Sonic CD, Sonic Fighters and Sonic R. There has been constant demand for a definitive compilation, and that is exactly what Sonic Generations is rumoured to be, just in time for Sonic's 20th birthday.

The other question is though, how far will it go? Will we finally get the Saturn version of Sonic 3D? It had analog control, absolutely stunning sound, and a bonus stage made by Sonic Team that was the same deal as Sonic 2's tube running but on crack. What about Sonic Shuffle without the poor load times? Maybe the Master System versions of the games instead of Game Gear so they use the screen better? Can we get both intro's for Sonic CD? Maybe incorporate it all into an updated version of Sonic Jam, with all it's brilliant extras?
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King Hiss
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Not what was rumoured at all.

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SEGA America, Inc. and SEGA Europe Ltd., today announced details of Sonic Generations, the highly anticipated video game title in development to celebrate Sonic the Hedgehog’s 20th Anniversary. Delivering the definitive gaming experience for Sonic fans old and new, Sonic Generations sees Sonic the Hedgehog playable as both the much loved classic 1991 character, and the modern day video game hero he has become in this exciting new fast paced adventure. Sonic Generations will speed into stores for the Xbox 360 video game and entertainment system from Microsoft and PlayStation3 computer entertainment system for Holiday 2011.

Set across three defining eras from 20 years of Sonic the Hedgehog video game history, the instantly recognizable environments of Sonic Generations have been re-built in stunning HD and are now playable in both classic side scrolling 2D from 1991, as well as modern 3D style found in Sonic’s most recent adventures. Each incarnation of Sonic in Sonic Generations comes complete with his trademark special move, Spin Dash and Spin Attack for Classic Sonic, and the Homing Attack and Sonic Boost for Modern Sonic. An innovative new interactive menu system allows for complete immersion in Sonic’s universe with favorite characters and hidden treasures gradually being revealed throughout the game.

“Sonic Generations will certainly be a fitting celebration for Sonic’s 20th Anniversary,” commented David Corless, Global Brand Director for Sonic. “By having the classic 1991 Sonic that many fans know and love team up with his modern day incarnation, we are bringing back the nostalgia of the early days of Sonic and combining it with the innovation and stunning HD technology of the modern gaming era. Sonic Generations will bring to life the last twenty years of Sonic’s universe in a truly unique and imaginative way.”

Sonic’s universe is thrown into chaos when a mysterious new power creates ‘time holes’ which pull him and his friends back through time. As a result, he encounters some surprises from his past history including Classic Sonic, Sonic as he was in 1991.

Modern Sonic and Classic Sonic must defeat this strange new enemy, save their friends, and find out who really is behind this diabolical deed…


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SSBLITZ BLACK
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Classic sonic levels look awesome
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King Hiss
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Yeah, they should have just stuck with them. As I was watching it I had that thought process again - "You were there, but you just couldn't stick to the one idea."
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There either too scared or too slack to stick to the one concept. Current gen sonic must look at classic sonic and think 'Damn!, I used to be fat!' :p
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Frosted Crown
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classic sonic looks awesome. If it is a whole game with lots of levels before it hits the other sonic i'll be happy :)

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For twenty years, Sega's beloved fleet-footed hedgehog has raced through consoles in a string of hits and bizarre missteps. However, despite how many times he's made love to human women or morphed into were-hogs, we still love Sonic no matter how many times we've sworn him off for good. Like an abusive relationship, we know there's some good in him. We know that deep down, there's a great Sonic game that will have us telling our friends they were so wrong about him. He's just misunderstood. He's changed. You don't know him like we do.

And it's happening again! Celebrating Sonic's 20th anniversary this Holiday 2011, Sega's re-re-inventing our blue friend with Sonic Generations, an action platformer that mixes the best of Sonic's history in both 2D and 3D stages. Here's the skinny: each stage is a redesigned/re-imaginging of Sonic's past levels from the Genesis, Dreamcast and modern era. The stages are broken down into acts – one where you'll get to play in 2D as they did in the halcyon Genesis days – and one that's 3D, reminiscent of Sonic Unleashed or Sonic Colors.

In our demo version, we were only allowed to play a re-imagined Green Hill Zone, complete with remixed theme and pudgy Sonic from the early 90s. Gameplay is well...classic. Rings, enemies, speed boosts, tunnels, corkscrews, platforming... it felt like a 2D Sonic game. The stage we played felt a little longer than one we'd find in the recent Sonic 4: Episode 1. Also, the physics and platforming felt a little tighter than Sonic 4 as well. Players may remember the uncanny ability to stroll up a curved ledge defying all matters of gravity. None of that here!

Classic Sonic rewards speed and quick reflexes. There are different pathways for you to take like in the originals. However, it doesn't hurt to slow down and explore a bit of the other sections for secrets or extra rings. Just keep in mind that missing the corkscrew sections just plummet you to another way to beat the stage. In our case, we traversed more cave sections and collected far less rings than we would have if we stayed topside. At the end of each stage, you're awarded a score based on how well you did and how fast you make it through the section.

Act 2 brings about 3D – or Modern - Sonic, the skinnier version we've spent the last 10 plus years with. This Sonic is played from behind his back as he just barrels down the same stage, this time from a different viewpoint. Instead of spin attacks, you'll have speed boots and the usual homing attacks. The homing attacks can be chained together to enable you to reach higher areas. 3D Sonic also swings the camera around for times when Sonic just bounces into the foreground and off pillars. Sometimes it swings in front of you, like during a particularly grinding section that featured a giant robotic fish trying to chomp down on you.

If you've played any of the last few Sonic games, you'll know how this controls. Sometimes you'll have a split-second to tap Circle and dive under a rock or to tap L1 and dodge enemies. Usually these hazards come up too quickly to notice and the button prompt at the bottom of the screen was too small for us to pay any attention. You can replay these stages to better your score and rank, so all isn't lost.

Another element of the 3D section we want to mention are the portions that actually swing the camera around for a 2D look. Yes, sometimes in the “modern” Sonic levels, you'll do some 2D platforming. Besides the fact that this breaks the speedy momentum, Modern Sonic feels a little odd this way. Remember how Modern Sonic always felt a little “skate-y?” Almost certainly a product of the 3D engine, Modern Sonic controls a little floaty. Basically, it's a little jarring to play as Classic Sonic – which has more precise control - and then have that juxtaposed a level later with Modern Sonic platforming. The controls aren't cut from the same cloth and it feels like two engines were mashed together. It's not necessarily a bad thing, just odd feeling. Hopefully, Modern Sonic's controls can be adjusted a little before the final release. It's not a crazy-big deal, but it is noticeable.

And after 2D and 3D stages comes a boss stage, right? Sadly, Sega wasn't ready to spill the beans on any of the bosses or how they would play. We don't know if you get to choose either a 2D or 3D boss, or if both are available for any given stage. We also don't know just how many re-imagined levels are in the game. And if this is Sonic's 20th birthday party, shouldn't all of his friends return? Where's Shadow, Knuckles, Tails, Silver, that human chick he kissed, Big the Cat? There's nary a Cream the Rabbit on hand at press time. We should know once E3 is underway if that'll always be the case. Check back in the coming weeks for more on Sonic's birthday celebration.


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King Hiss
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That video of Classic Sonic makes almost makes me want to totally disregard Sonic 4. THAT is how they all should be! i can see me getting pissed off at having to switch to Modern Sonic every second Act. It's gonna be the werehog all over again.
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Lonely Wolf
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The 2d part of modern Sonic looked good, nut that back camera stuff was shit.
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King Hiss
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Last day today to try out the demo of Classic Sonic on Green Hill Zone.

Playing that demo made me feel very differently to Sonic 4. I may owe Kenji an apology. Sonic 4 is good, but Sonic Generations just blows it clean out of the water. How are they going to deliver Episode 2 after producing this???

There are more videos doing the rounds of the City Escape level, with Sonic ripping down the San Fransisco inspired streets on the snowboard being chased by the truck. The Classic Sonic version has him crack out a skateboard that couldn't help but bring back memories of some of the 'Sonic Attitude' art from the 90's.
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King Hiss
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Chemical Plant Zone with Metal Sonic!

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Looks fucking awesome
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Some shots of the 3DS version. Mushroom Hill Zone!

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Yay Tails! :p
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Tails's!!! :D
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Check out this guy getting owned in the comments! :lol:
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Dreamcast Era Trailer!
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Don't like the sounds of this...

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If we had to criticise anything from Generations, then, it certainly wouldn't come from the visual offering. We do have issue with one particular part of the control system at this point though; simply that Sonic jumps not when you press X/A down but when you release.

It's an odd decision and one that will be counter intuitive for most gamers' synapses. In a game where timing a jump in order to keep your speed up as a world of objects and enemies constantly throws itself at you, it can really trip you up at first.

We're hoping not to see it at all in the finished game, although we're afraid it's probably going to be more a case of something to get used to.


There has to be something, doesn't there? :-/
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