E3 2008: Sonic Unleashed demonstration
Posted by Hudson. Filed under Microsoft Xbox 360, News, Sonic, Sony PlayStation 3. Tagged with E3, Sonic Unleashed.
Posted by Hudson. Filed under Microsoft Xbox 360, News, Sonic, Sony PlayStation 3. Tagged with E3, Sonic Unleashed.
Sega Nerds is copyright ©2006-2008 the Sega Nerds staff. The blog is powered by WordPress, and all times are CST.
Cheap Electricity - Renegade motorhomes - Mobile Phone - Credit Cards
Comments on this article
There have been 16 responses to this article.
Lots of Werehog footage in there, in fact most of the 25 minutes in there is Werehog gameplay.
I’m still not too psyched about the Werehog stages, but maybe I’ll get used to it… hopefully…
On another note, Sonic’s stages still suffers some of the same problems as previous titles (falling to your death, walls that stop you on your track, automated loop-de-loops that break when you try to do something you’re not supposed to on them). *sigh* the game at least looks good when it’s running propperly.
Anyone else think that they never should have introduced the Homing Attack when Sonic went into 3D gaming?
youcantcatchtheblue
Posted July 16th, 2008 at 11:50 pm.
I admit its not as bad as I was fearing, but its still an odd addition.
I think it would work, well, as a game by itself, not as a sonic game.
The day stages looked just plain great and I really think they shoulda kept that as the main thing and it woulda worked just fine.
They’re always trying to reinvent it somehow.
Its commendable how they try to seek out new things but the Sonic franchise shouldn’t be their ginnepig.
I agree it seems they didn’t seem to fix the usual problems.
Maybe it was cause they were looking for that new thing instead of just making a solid core game.
I do like the homing attack, though I agree they coulda worked it out without it just fine. Then it kinda turned into a gimmick and they just forgot all about spindashing.
ITs nice to see the were-hog stages. It does actually look alright, but it would be better in its own game.
I dont like how he has stretchy arms but its a nice idea for platforming inviroments.
Now if they just coulda done that with the hulk xD
shadow1w2
Posted July 17th, 2008 at 1:47 am.
I see too many rails and bottomless pits. Not good.
Orta
Posted July 17th, 2008 at 3:22 am.
I’m sold.
My only fear was that the Sonic stages would be constantly running forward - with like no proper platform sections.
I’m glad you have to stop and slow down at points - that’s what I liked about the originals - the platforming, not the running.
Were-hog doesn’t look too bad to me. He looks like a better-meaner version of Knuckles.
Graham
Posted July 17th, 2008 at 3:37 am.
youcan’tcatchtheblue: I noticed a few “drop to your death” moments in the China level, yeah. The first was the guy’s own fault (bad jump), which is fine - any Mario game is just as punishing. The second time shortly aftewards was a bit more troublesome - seemed like a glitch (understandable in an Alpha build, but brings back back memories).
The one improvement they’ve made to the homing attack - one so obvious it should ALWAYS have existed - is that there’s now a target showing you which enemy Sonic will hit when you press the button. In every other 3D game, you’d either end up hitting the wrong enemy, or just fly off the edge to your death.
It’s a similar fix to what they’ve done with the rails (i.e. that you use the bumpers to switch rails instead of jumping and hoping for the best): when you perform an action, you can be confident of the result. There’ll still be deaths, yes - but hopefully they won’t be CHEAP deaths.
My major concern at this point is the framerate, which is purportedly shocking in some cases. Not having 60 fps is one thing, but if we have to settle for 30, it better be a SOLID 30. Yeah, they’ve said they’re going to work on it, but we heard the same thing about NiGHTS JOD many times.
Resident nEvil
Posted July 17th, 2008 at 7:24 am.
Resident nEvil - I too hope the glitches and slowed is gone at launch.
After the travesty of Sonic 06 - I think Sega will be really careful and actually do some proper Quality Assurance.
And I think they will be able to get it up to a solid 30fps - I think if Sega can’t get a platform game like this running smoothly on the 360 or PS3, then they need a good beating.
NiGHTS JoD on the Wii had some excuse - as I think they were perhaps pushing the system too hard with the game (still easily one of the best looking games out there on the system by far)
Graham
Posted July 17th, 2008 at 10:05 am.
@youcantcatchtheblue,
the first 10 whole minutes is the Sonic stages, im gald they showed the werehog stages for what they were as that was the area of most concern to people.
“On another note, Sonic’s stages still suffers some of the same problems as previous titles (falling to your death, walls that stop you on your track, automated loop-de-loops that break when you try to do something you’re not supposed to on them)”
Well.. YEAH! There STILL needs to be a GAME behind it dude! Except for the loopdeloop thing, the guy was distracted and wasn’t going very fast, so i saw that one failing from the start.
If we didn’t have falling to your death, wed have a bajillion enemies getting in your way during the speed sections which would totally hinder what they’re trying to do in the first place.
If they didn’t have this crap, thered be no challenge, and wed just be flying through the level without any danger at all, talk about BORING.
As for the werehog stages, its a nice breakup and change of pace. If all we did was speed stages it’d eventually get tiresome, so this is a nice surprise to see a half decent combat system outside of simply homing in on dudes and running circles. I was more pleasantly surprised by the amount of flexibility weresonic has with those stretchy arms, really allowed the dev team to get creative with the moves.
Inf act, the Werehog stages remind me of God of War (minus the blood), and that in itself, is NOT a bad thing.
oh and the target showing up for what your gonna hit, omg, THERE is the missing element just like Resident nEvil said!
Also, Cantcatchtheblue, being as sonic is all about using his quills in his jumping attacks, as for speed he has to sacrifice upper body strength, and simply kicking enemies outside of sliding into them doesn’t seem viable either, can you please tell me what a better idea than a 3d homing attack would have been? :s Your statement made many an eyebrow of mine shoot up in question lol
Im super stoked for release date, i cannot wait to get my hands on this game :D
(and Chronicles!)
Kyle
Posted July 17th, 2008 at 12:11 pm.
The Homing Attack seems like it was getting worse and worse with every new Sonic game released… It’s really such an unnatural move for Sonic to change direction and velocity in mid-air. The old games were all about heavily realistic physics and so the Homing Attack feels so out of place. It was essentially a gimmick they put in Sonic Adventure to make 3D platforming easier, but imo it ruined a lot of good platforming which could have been done the right way. (Look at Mario Galaxy, Mario still has to jump on top of Goombas without any sort of homing gimmick, but it was SO satisfying to be able to judge the right jump that will kill the Goomba).
I keep thinking back to a really old trailer of Sonic Xtreme where in mid-jump Sonic’s quills expanded like rotating spikes (similar to pressing the jump button twice in Sonic 3). I keep thinking about “what if they had gone with this idea instead of the Homing Attack”, Sonic could still have the proper range to kill an enemy and it wouldn’t have affected the necessary platforming so much.
Also, the “drop of death” is a very unforgiving punishment for small mistakes in platforming. The old Sonic games hardly had any bottomless pits and this was what made the platforming fun because you could go anywhere you felt like without worrying about a “surprise death”.
youcantcatchtheblue
Posted July 17th, 2008 at 12:35 pm.
The Sonic Xtreme thing, if you’re wondering what I’m talking about:
http://www.youtube.com/watch?v=ftNgzZ3Ovig
It’s the move they show at the very end of the trailer.
Although, I doubt it even made it into the game, as the only build we’ve seen of Sonic Xtreme was really glitchy before it was cancelled.
youcantcatchtheblue
Posted July 17th, 2008 at 12:55 pm.
@youcan’tcatchtheblue.
Well technically the whole homing attacks started in the 2D games - with Sonic 3D and Sonic 3.
But to perform the homing attack you needed to pickup the gold-ish looking bubble, which gave you the power.
I have to admit - I miss the good old days of having bubbles - and relying on their powers.
Like normal bubble lets you breathe underwater, Fire Bubble lets you walk through fire (and does a cool attack) etc…
I know they had bubbles in the 3D games - but they just didn’t feel the same.
Graham
Posted July 17th, 2008 at 1:40 pm.
youcan’tcatchtheblue: Well, I think the homing attack has its place. Yes, Mario can get away with jumping on Goomba’s heads… because he’s barely moving in any direction when he jumps, whereas Sonic can clear 400m leaps with a single button press.
Enemies in Sonic, unlike other platformers, are often used more as a means to get to higher areas as opposed to an actual threat.
I know what you mean about the satisfaction of nailing an enemy, but it looks like the Weresonic sections are going to have that in spades - albeit with a different style of play (keeping fingers crossed for “God of War” and not “Generic Beat ‘em Up 7″)
Resident nEvil
Posted July 17th, 2008 at 3:46 pm.
Also, haven’t heard anyone make mention of the two big potential reveals in the interview.
Ryan: Speaking of old friends, what about the, uh, you know, you’ve got Knuckles, you’ve got Tails - are we gonna see those guys in here?
Ken: We’re definitely going to be able to see Tails, Knuckles, Shadow - they are part of the story. The game concentrates on making this a very fun and very enjoyable Sonic experience. So really what we’re focusing on in this particular iteration is making what we can do to really bring Sonic out.
Ryan: Do we get to play as anyone else besides Sonic and the Werehog?
Ken: Right now, we are not announcing anything on that. Definitely stay tuned.
Ryan: That sounds like a total yes, dude.
(Focused on Sonic, but possible unlockable characters? Maybe something along the lines of Tails in Sonic’s levels and Knuckles in Were-Sonic’s, etc?)
Email Question: Are there going to be any remakes of the old Sonic levels?
Ken: …That IS a good question. I think you’ll just have to stay tuned.
Ryan: That’s a total yes too!
(Holy s….)
Resident nEvil
Posted July 17th, 2008 at 4:24 pm.
I could see Knuckles and Sonic the Werehog getting along. (big hands)
Barry
Posted July 18th, 2008 at 6:10 am.
You know what they say about a man with big hands?…
…Hard to buy gloves for.
Graham
Posted July 18th, 2008 at 6:54 pm.
This is terrible. This is awful.
Sonic Team have ruined Sonic, once again.
What makes it so difficult for them to make a good game? Do they listen to complaints?
I agree completely with youcan’tcatchtheblue, he knows (like I do) what he’s talking about. I’ve still got my Sega Megadrive, the original Sonic 1 cartridge still works. This got bad when Sonic 3D Blast came out, and they’ve gotten worse ever since.
Although, saying that, I’m still going to buy this game. Silly, aint it? :P
DrMelon
Posted July 26th, 2008 at 3:44 am.
The linear sections of gameplay draw too far away from sonic; it feels too stiff.
It’s like, “YOU MUST PLAY THE GAME THIS WAY OR FAIL”. I remember all the branching paths of Marble Gardens; there were so many!
DrMelon
Posted July 26th, 2008 at 3:47 am.