30 May, 2011

Game review XV: "Sonic Colors"

Sonic Colors perhaps maybe the closest thing to a game done right, according to fans of the franchise. While I tend to agree a little, there was something significantly different about this one. Either way, this game had good feedback from what I understand.

The plot this time around deals with the release of an amusement park up in space. Of all people, this park was Eggman's idea. Suspecting something sinister behind it, Sonic, as well as his right hand buddy Tails, goes to investigate. Much to his suspicion, Eggman was indeed plotting something, involving an alien race called Wisps, and their hyper-go-lucky energy. The heroic duo, alongside the unique Wisp, Yacker, set off to foil his plan, and free every last Wisp.

The game was released for both Wii and the Nintendo DS, with each version taking after their respective predecessors:
Sonic Colors Wii
  • WII: Sonic Colors featured 2D to 3D gameplay seen in the preceding Sonic Unleasehed, even though its gameplay relates more to the PS3/X360 version of it. The game could be played with 4 different controls: The Wii Remote (with/without the Nunchuk) the Classic Controller, or the Gamecube Controller. It had more acts compared to the DS version, each stage bring vibrant visuals.There are 8 Wisps in this version, but here's four you'll see in both versions: The White Wisp can fill your boost gauge, Cyan Lazer can give Sonic the ability to zip through power lines and bounce off surfaces in quick speed. Orange Rocket can make Sonic launch straight upward to different areas, and the Yellow Drill can let you dig underground, and effectively swim. Be wary, though that if you revert while still underground, you will lose a life.

    There are 4 exclusive Wisps in this version. Pink Spike transforms Sonic into a spiky creature that can cling to even the ceilings, while also accessing a spiky variation to the signature Spin Dash. Green Hover allows you to temporarily hover to higher areas, which is highly needed for some stages. Blue Cube can crush nearby enemies upon impact to the ground, and can switch blocks to access different areas. Purple Frenzy is a Wisp unlike the rest. Already tainted with negative energy by Eggman, these Nega-Wisps are destructive. By contacting one, Sonic transforms into a beast that munches anything in his path, growing bigger in size until the gauge is depleted.
Sonic Colors DS
  •  DS: The DS version of the game is reminiscent to the Sonic Rush games. While he still uses the Spin Dash at will, there are fewer wisps, and each park only has 3 key acts. The controls are more or less akin to the set up from Sonic Rush, with transforming being the Y Button. Also, like Sonic Rush, it has the special stages that utilize the stylus and the bottom screen. To add, while this isn't true for the Wii version, the DS version hosts missions that include cameos from other characters. Adding to the few differences were the reduction of animated cutscenes.

    While Green Hover, Purple Frenzy, Blue Cube, and Pink Spike are absent, the DS versions do have their own exclusives. Red Burst gives Sonic endless double jumping ability as long as there's energy in the gauge. Burst can also power certain gimmicks to get to different areas. Lastly, Violet Void works in the same fashion as the Purple Frenzy: being a Nega-Wisp, it allows Sonic to swallow everything in it's path, and expand its size.
Interesting to note that the Wii version allows Sonic to access his super form during the stages, something rarely done in the next gen titles. DS, on the other hand, has an extra boss that uses Super Sonic's form, further relating its gameplay to Sonic Rush. Another noteworthy trait was the change in cast, as all the characters (save for Eggman) feature a new voice, no longer done by the casting crew of 4Kids (Mike Pollock, however, retains his role as Eggman). All in all, Sonic Colors is a grand title indeed, with expectations running high for the upcoming Sonic Generations game. Sonic Colors, BOTH versions, gain a respectable 7.9 of 10.

Game Review XIV: "Sonic Unleashed"

Ah, yes. Sonic Unleashed was made originally as the 3rd Sonic Adventure title, hence being called before Sonic World Adventure. However, it doesn't succeed the Sonic Adventure games, therefore being an entirely different title.

Made with the Hedgehog Engine, Sonic travels through areas around the world, which if you look close enough at them, resembles that of our own. The premise this time is that Sonic is foiling Dr. Eggman's schemes once again, this time bringing the hurt as he transforms into Super Sonic during the opening at some point. Just when he thought he had the deranged doctor beaten, Eggman pulled a fast move, and Sonic, even in super form, gets caught. Extracting the energy from the Chaos Emeralds (cancelling Super Sonic in the process), Eggman fires a laser towards Earth, which awakens the sleeping beast of destruction Dark Gaia, therefore breaking pieces of the Earth apart. While this is going on, Sonic experiences an unwelcome change. He becomes more beastly, perhaps under Dark Gaia's influence, turning him into the slow, but powerful Werehog. After being ejected by Eggman, along with the now power-drained Emeralds, Sonic is sent flying to Earth, which he encounters a small animal named Chip, who suffers amnesia after nearly being crushed by Sonic. The adventure begins as soon as the sun rises.

Playstation 3 / Xbox 360
Day Stage
Sonic Unleashed is a solo-player title, with the character only utilized being Sonic. Despite this, Tails and Amy appear as well, with Tails providing traveling across the broken world. As Sonic already has all 7 Emeralds in possession, his purpose is to go to the various temples in order to restore power to them, thus returning the continent back into place. Interesting to note that this is the 2nd time the Chaos Emeralds were drained of power, the first being Sonic Adventure, where despite Chaos taking the negative power (which gave them color), Sonic still manifested the powers to transform. This isn't true for Unleashed's case. Fitting to the trailers, the differences were between night and day, as you play differently between the two.

Playstation 2 / Nintendo Wii
Night Stage
In the day stages, you face Eggman's robots normally, using the boost function provided by the Hedgehog Engine, along with another new functions, Stomp and Wall Jumping. The returning arsenal of moves included the Homing Attack, Light Dash, and Grinding. Using the Boost granted faster speed, and can be further increased by leveling them up. The stages themselves were a mix of 2D and 3D visuals, giving a bit of variety. In contrast, the night stages were slower and more action oriented. Sonic, in Werehog form, has an arsenal of combos to throw down Eggman's robots, as well as Dark Gaia's minions, and can be further enhanced upon upgrades as well. To compensate for the severe reduction in Sonic's speed abilities, he utilizes combos with both left and right attack buttons, and can carry items. Certain gimmicks, like switches and polls, can be used in this form as well.

Playstation 2 / Nintendo Wii
Day Stage
Now for the version differences. This title was released for Playstation 2, it's successor, Playstation 3, the Nintendo Wii, and the Xbox 360. As usual, PS3 and 360 were more or less advanced than the other 2. They only had one save file, but the stages were vibrant, and a lot more moves were offered. In addition, the next-gen versions had overworld gameplay, where you can interact with people, something seen in both Sonic Adventure and Sonic The Hedgehog (2006). As it was for those two consoles, there were additional acts that were downloadable. When the player can decide to change it from day or night, there was a loading animation that showed his transformation. In contrast, PS2 and Wii had watered down gameplay. The boost gauge only went to 5 small bars, as opposed to being one large one, and the boost itself couldn't be held down for continuous use, something done on PS3 and 360. Adding to these changes were temples that utilized the sun and moon tokens. The 2D to 3D gameplay I mentioned before were broken up into separate acts. While it's still possible to interact with others, the overworld aspect was cut from the PS2 and Wii versions, despite them having more save files. Finally, in terms of moves, Sonic's was also watered down in that department, and there were stages that were non existent in the PS2 and Wii titles, even though there is a temple and cutscene from one of those omitted areas.

The Werehog function gained many dislikes, though I feel that Sega was trying to get back on track. The PS3/X360 versions gains 8 of 10, while a 6.5 of 10 goes to PS2 and Wii versions,

20 May, 2011

Game Review XIII: "Sonic the Hedgehog 4: Episode 1"

Okay, here's a brief rant before I go into the game in question. "I have heard a lot of bashing concerning this title, claiming that they didn't do it right. Well guess what: after years of making 3D titles for the franchise, I wouldn't think they would go back into the classic 2D graphics we remember so well. I'm not trying to blast the classic days, I'm just saying to quit being a b**ch, crying about going back to the classic days. They did, it's out, another is being planned, a mix of present and past is in the making, grow up, shut up, deal with it, and goodbye!"

If you had to read that, then I apologize. That was a rant meant for these Sonic the Hedgehog "fans" who cried about how Sonic the Hedgehog 4: Episode 1 turned out. For one thing, Sega and Sonic Team went back to the days of old, I'm guessing after numerous whines from purists who are die hard 2D Sonic fans, thinking awful about the modern day games of the same character. Now to the game itself. As stated, it's called Sonic 4, made as the long-awaited successor to Sonic 3 and Knuckles (Sonic the Hedgehog 3 + Sonic and Knuckles). Like the first 3 games, it's a 2D platformer, but immersed with 3D graphics, making it technically a 2.5D, I guess. The game pretty much features him going solo, like Sonic 1. In fact, in the beginning levels, some of the badniks, and even the first Eggman Boss are rehashed versions of  Sonic 1 and Sonic 2 enemies and boss. The story this time around is that Angel Island finally returns to the sky after Eggman's defeat on Death Egg. Seeing as how things are returned to normal, Sonic parts with Tails and Knuckles to roam new territories.

Of course, staple bad guy, and eternal foe Eggman survives the fall, with dreams of creating Eggmanland, as usual. Changing animals into robots once more, he searches for the Chaos Emeralds needed to make his plans a reality. As always, our blue, spiky friend is the only obstacle in his way, which is where we come in. Like the games before it, we have to clear stages, collect the emeralds, and crush Dr. Eggman for good.

Comparison:
Sonic 1 Green Hill Boss to
Sonic 4 Splash Hill Boss
Note that the title is Sonic 4: Episode 1. As it is a downloadable title, there wouldn't be very much in the game. There are 4 main Zones, a final boss level, and a special stage area to venture through, and each Zone consists of 3 acts and the Zone Boss making 4 different acts to play in. The special stage is reminiscent of Sonic 1, and is accessible when you bring at least 50 rings to the goal, jumping in the giant ring afterwards. Gameplay is like the norm(Jump attack, Spin Attack, Spin Dash), with the inclusion of the now-staple Homing Attack. Aside from the usual powerups and gimmicks, there are some new ones, such as a traveling deck of cards. And this makes the first Sonic game in a while to utilize Super Sonic at will during the stage, with the pressing of the transformation button, though obviously it's no use if you don't have all 7 emeralds.

Splash Hill Zone gameplay
My only complaint is the running, as Sonic would initially build up much more speed when he continues running. In Sonic 4, he has a slower start, and players sometimes relied on the Homing Attack to gain momentum. In a sense, Sonic Advance was also guilty of this, but it wasn't as big an issue as it is here. . The music is fine, as they went back to the beats used in the Genesis era, with a new melody to it. The boss fights are the same as we remember from Sonic 1 and Sonic 2, though they have something extra every now and then. Everything is nearly as good as the classics, but the game itself is rather short, so I doubt that everybody would enjoy much of it. An Episode 2 is in the works, but due to so many feedback on this one, it's future is uncertain.

Sonic 4: Episode 1 gets a 7 of 10. I applaud them for going retro, and am waiting to see what they do with this project onwards.

Game Review XII: "Sega Channel"

Okay, before I get into the topic of this post, I'm sure some of you are looking at me like: "Wolf, you're gonna talk about a game called Sega Channel?" If you don't know what that is, be patient for a sec. Now, have you ever dreamed of a game that had a lot of games packed in one cartridge or disc? Well, there was one of the sort for both the NES and the Sega Genesis called Action 52, which had 52 games packed in one cartridge. Sega Channel is sort of like that, but different. Let me explain...

Sega Channel Adapter
(Scientific Atlanta model)
Sega Channel kinda succeeded Action 52 in a sense. While Action 52 was unlicensed and multi-platform, Sega Channel was developed by Sega. Some fees had to be paid to use it, consisting of a one time activation fee of $25.00, and a monthly $14.95 to continue using it. With this, players had access to 50 games each month, with changes in the titles available. Of course, this was later reduced to 35 games in a two week cycle, which had nearly 70 games available each month. The access to these games were unlimited, as long as it was available in that period.This qualifies as an online service, though the external connection used both the Sega Channel Adapter and a cable cord, perhaps that of the TV. That said, it was obviously bigger than the standard Genesis Cartrige, something that the lock-on game Sonic and Knuckles couldn't compare to, in spite of its uniqueness.

Sega Channel Adapter
(General Instrument model)
Two versions of this was made. The original, which looked like an overly bulky adaption to the Genesis, was created by Scientific Atlanta. It was needlessly heavy that if you were to connect that to the other two adapters: the Sega CD and the Sega 32X, what was already a mess will look like even more of one. And with it's own AC adapter to connect to it, it's just one of those things that it's a pain to set up. There was another version made my General Instruments (no affiliation with General Electric, or GE) In any case, it was heavy, a bit pricey, but it was worth it. The service in general only lasted for about 5 years, which is a pretty good run on the Genesis.

Mega Man: The Wily Wars
(one of the 12 exclusives)
Aside from featuring games already released in the US, 12 games released in the PAL regions were put on here as exclusive titles for Sega Channel. Among which includes games such as Pulse Man, Golden Axe 3, and the 16-bit 3-in-1 game Mega Man: The Wily Wars. Of course, like many before it, the games (including the region exclusives debuting on Sega Channel) became emulated, both legal and not, on various platforms. Even so, I still believe that during it's 5-year run, Sega Channel did one hell of a job.

I can't exactly call it a game, as it was a hash of them in a bulky cartridge, but Sega Channel gets a 9 of 10 overall. Yeah, but to say that it's that good is an understatement for us nostalgic players.