Summer Of Sonic Documentary now released!

httpv://www.youtube.com/watch?v=kDDsOf1H2Hk

Every year since 2008, the Sonic community have come together to bring it’s fellow Sonic fans a place where they can play new games, meet their idols and finally meet people face to face.

This is an event that means so much to the staff here and we are always looking at ways to share that with a wider and wider audience. This leads us to this years Summer Of Sonic Retrospective. Our annual documentary celebrating the years festivities.

Featuring interviews with Jun Senoue, Kerry Rizzo (of Sega Europe), The Megadrive Band, Sonic himself plus many others (including you guys who came!)

We hope it sheds some light to those around the world, why we love Summer Of Sonic so much, and acts as a memorable souvenir for this years attendees.

Edit: Some people have said the video isn’t showing. Please click here if thats the case.

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Sonic & All Stars Racing Transformed Nominated for a Golden Joystick Award

S&ASRT Gamescom Wii U screenshots 4

Sumo Digitals absolutely brilliant Sonic & All Stars Racing Transformed managed to win the hearts of many fans as well as critics. If you’ve read our review of the game, or played it, you’ll probably know that it’s quite an exceptional racing game that will find the weak and crush them!

Anyway.

CVG have announced their nominations for this years Golden Joystick awards and ASRT has been nominated. Oh my! What category you may ask? Multiplayer! But I think it’s got a chance to win, it’s only up against. Battlefield 3, Halo 4, Black Ops 2, StarCraft 2, Fifa 13 and… Borderlands 2… as well as a few other popular games.

Hmmm, you know, I like it’s chances of winning /blind faith.

And win it shall! *Puts on the music from the Golden Axe stage* The winner is decided by public vote, come on you lot, get on there and vote, we shall crush the other games, see them driven before us and hear the lamentations of their women!

You can vote for the game here.

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Free Sonic Lost World Comic This Halloween

SLWcomic

This Halloween, many comic shops across America will be participating in a second “Free Comic Book Day” event. While they’ve been doing this every year for a little while, this year we’re getting an all-new Sonic Comic Book! Well, slightly new as it will also be printed in Sonic Super Special #9, but it’s great for those who want a stand alone version. Head on over to the Halloween Comic Fest site for a free, six-page preview. Usually, these comics are what’s known as “ashcan” size (think just slightly bigger than digest). I’m not 100% sure it’s the same case this time around as the shape of the pages would suggest comic book size.

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Brotherhoods, Werehogs, and Paradoxes – The Animations of Summer of Sonic 2013

httpv://www.youtube.com/watch?v=Gpkal5PplVU

“Aha!” is right!

We’ve managed to provide a steady stream of content coming from Summer of Sonic 2013. Be it the interviews we’ve held with Takashi Iizuka and Metal Sonic creator Kazuyuki Hoshino, the exclusive Lost World trailer or the Special Effects auction, there’s still one crucial piece we have yet to cover – the fan-made animations!

Presented throughout the day, these four works were showcased on the main stage, starting off with the Sonic the Comic-themed intro Boozerman and The Sonic Show provided above.

In order of appearance!

First up is one of two projects the folks at Sonic Paradox put together for the occasion, this one being a follow-up to last year’s Sonic Heroes music video-slash-parody-slash-tribute, Seaside Denied! With Eggman’s forces scattered throughout Grand Metropolis, join Teams Sonic (792Ashman), Dark (Whitesonic), Rose (RGX), and Chaotix (TheWax) once more as they tear through the HEXAeco city in their latest musical romp, Metropolis Mayhem!

httpv://www.youtube.com/watch?v=bSj7yRyPWaQ

Lyrics by Recorderdude, Dr. Mack Foxx, and Aaraboga. Credits scene animated by KaDoYuu!

As Eggman pulls a fast one on the Blue Blur and unleashes yet another monster of the week, it’s up to a lycanthropic Sonic and his amnesiac best friend to save the world! Featuring the voice works of GameBuddy, Psyguy, CrikeyDave, Kirbopher, Euan Kennedy and Mana the Dark Magician Girl, second in line is the newest entry to Frobman‘s In Brief series – Sonic Unleashed in Brief!

httpv://www.youtube.com/watch?v=XsAKCsWawl0

And now, the motherload, and this one was a long time coming. Now online in its entirety, featuring a slew of shorts not shown at Summer of Sonic (as well as the final short in all of its uncensored glory), is a project many thought would never see the light of day. Wait no longer, for the animation community at Sonic Paradox has finally unveiled the fruits of their labour after almost three years in the making! Without further ado, here’s the latest entry to their trademark short compilations – Sonic Shorts Volume 8!

httpv://www.youtube.com/watch?v=co4IsJG12AU

After 5 years of gut-busting hilarity, it’s been a damn good run for the Sonic Shorts series, to which I can now say “Good night, sweet prince” – for the time being. All the best to Sonic Paradox with their future projects.

Bring on the SEGA Shorts!

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Sonic Lost World: Deadly Six Bonus Edition Coming to North America

For the last 24 hours, people living outside of North America have been yelling EUROPE GETS EVERYTHING” when yesterdays news broke that a collectors edition of Sonic Lost World would be coming to Europe .

deadly six edition

But rejoice, bravo, champagne! The North American region of the world shall not be denied! rejoice my friends from accross the pond! Today is a great day! LET THE BELLS RING!

North America is getting a collectors edition of the game! Sonic Lost World: Deadly Six Bonus Edition will be available for a limited time and contains the exact same content as yesterdays Deadly Six Edition which was announced for Europe. Thats right! You’re also going to get the chance to play in ‘Sonic’s Nightmare,’ those Deadly Six won’t get away! Not with the EU/NA alliance! WE CAN SAVE THE WORLD! TOGETHER!

We shall fight them in the Windy Hill! We shall fight them in the Frozen Factories and in the Silent Forests and in their dreams! I am ready… FOLLOW ME!

… … …. ….

No price details or retailers were announced… keep it at TSS for more info as and when we get it. More images of the bonus content in our gallery.

Source: Sega Blog

P.S.

In North America, it’s called “Sonic Lost World: Deadly Six Bonus Edition.

In Europe, it’s called “Sonic Lost World: Deadly Six Edition”. They have the exact same bonus content.

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

“Mario & Sonic Have a Bobsleigh Team”

httpv://www.youtube.com/watch?v=Xpf-tn5xEIw

*stands on the street corner and starts to sing*

Some people say ya know they can’t believe…

Mario & Sonic they have a bobsleigh team!

We got the one Sonic!

And the one Mario!

Robotni….

Bowser!

httpv://www.youtube.com/watch?v=J_5xUw5R-R8

….anyone know any olympic snowboarding songs?

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Sonic Lost World: Silent Forest & Frozen Factory Gameplay

httpv://www.youtube.com/watch?v=cW_Kq1nXvFg

httpv://www.youtube.com/watch?v=1F2n-Hw5DP4

Sega have released a short selection of gameplay videos from Sonic Lost World. The segments show off both Silent Forest and Frozen Factory. Whilst a lot of it has appeared in previous trailers, some of it has not.

However, unlike previous trailer footage, this video does not have a song playing over the top, all the audio comes from in the level. There is one exception in that there isn’t any stage music which is odd, but you do get a much better idea how these stages play, look and sound.

Source: Sega Press.

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Sonic Lost World Deadly Six Edition Revealed, New Screenshots

[youtube]http://www.youtube.com/watch?v=tjbyJIr6buA[/youtube]

The European version of yesterday’s new trailer has been released and at the end it reveals a special edition of Sonic Lost World for Wii U called the Sonic Lost World Deadly Six Edition. This version of the game includes DLC that adds NiGHTS into Dreams boss battles with The Deadly Six for those that pre-order the game. We’ve not found any retailers listing this edition of the game yet, but if you find it, please give us links in the comments or send them to news@sonicstadium.org.

SEGA has also released twenty eight new screenshots of the Wii U version of the game showcasing the Miiverse hub and a new Black Wisp that seemingly turns Sonic into a bomb. We also get to see more of the various levels currently revealed, like Frozen Factory and Desert Ruins. The file names for the screenshots reveal the water level’s name to be Tropical Coast. You can check out all of the screenshots below in our gallery.

Source: SEGA Press

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

New Sonic Lost World Gamescom Trailer

httpv://www.youtube.com/watch?v=Y5uNXffVR4A

Germany’s Gamescom convention opened today and before you could say ‘Golly!’ Sega released a new trailer for Sonic Lost World. The trailer mainly focuses on the co-op and multiplayer features of the game. 2 player vs is confirmed and players will see themselves racing a green and red hedgehog. Anyone who played Sonic Colours will recognise this idea. During the time Sonic Colours was coming out, a few of us decided to nickname the red hedgehog Barry, Barry the Redhog, who gets his super speed from boozing it up.

Anyone want to offer nickanme suggestions for the green Sonic go right ahead. I vote Shrek Sonic, or Shreknic the Ogrehog.

In addition to the multiplayer we also see several new zones and sections of gameplay as well as one of the pieces of dialogue that has caused some slight controversy in recent weeks.

And no, it’s not a big deal at all when you see it in game.

Due to how big Gamescom is, odds are there will be more news regarding Sonic Lost World this week, so keep checking TSS as we’ll be updating with more news as and when we get it.

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Sonic Dash Update Brings New Characters, Features & Improvements

SonicDash

Popular mobile game Sonic Dash has recieved quite a hefty update today which has brought in a ton of new features as well as assets which suggest additional characters are on the way.

The update details are as follows.

Daily Spin
Test your luck with the new Daily Spin. Visit every day for a free spin and win all-new boosters and jackpot prizes including ring bundles and playable characters. Feeling lucky? Then spin again with Red Star Rings.

Boosters:

Equip new boosters before each run to give your score a massive boost. There are 5 different boosters available and up to three can be equipped per run. Visit every day to get more Boosters in the Daily Spin and Daily Challenge or spend those well-earned Rings.5 different boosters are available

Spring Bonus
Hitting a spring gives a score bonus that increases with every successive spring reached – reach the next spring and watch your score soar!

Enemy Combo
Get smashing enemies for more points. Enemy Combo gives a bonus for every Enemy Combo achieved.

Ring Streak
Collect all the Rings in a sequence to get an additional score bonus.

Final Score Bonus
The final score gets a large bonus at the end of a run.

Golden Badnik
Defeat special golden Badniks for a massive score bonus.

Facebook Invites
You can now invite your Facebook friends to play Sonic Dash, can they beat your top score?

Performance improvements across all devices and bug fixes.

According to comments on our forums, the game plays remarkably better with improved framerates and textues.

In addition to all the new features and improvements, fansite ‘The Sonic Scene’ was able to find assets which suggest that Cream, Rouge and Silver are going to be added to the game at a later date.

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Summer of Sonic 2013: Kazuyuki Hoshino Interview

Kazuyuki HoshinoIn the second part of our Summer of Sonic interviews, I sat down to talk robots and character design with Metal Sonic and Amy Rose’s creator – Kazuyuki Hoshino!

TSS: First of all, what does it mean to you to be here at Summer of Sonic?

Kazuyuki Hoshino: It’s great to be here and meet the fans who have continued to love the characters that I have created!

TSS: How do you go about the process of creating the Badniks and other enemies for Sonic games?

Kazuyuki Hoshino: Other than creating some of the key central characters I’ve also created lots of sub-characters. Whenever I create a main character, someone that’s central to the story or series, I always fully immerse myself in that character to really put myself in their shoes. When I was younger I always dreamed of my creations being sold as figurines in shops so people could buy some of the things that I had created. I’ve always kept this in mind when creating characters so I can design them to look great not only for their purpose, but so they would look good as figurines too.

TSS: Out of all the enemy characters you have created, which would you say is your favourite (Metal Sonic excluded!).

Kazuyuki Hoshino: Although he’s not as much of an enemy anymore, I’d definitely have to say Shadow the Hedgehog.

TSS: How did designing for NiGHTS differ to designing for Sonic games?

Kazuyuki Hoshino: When I’m creating characters for Sonic, I always have in mind that it needs to be appealing to millions of people. Sonic has such a big mass audience so I try and design to meet that taste. With NiGHTS, it has a very particular theme with quite a specific and niche market so I can push the boat out a little further to make designs that are more dream-like and psychological.

TSS: What were your biggest challenges in terms of design when making the transition from 2D to 3D games?

Kazuyuki Hoshino: When designing in 3D, you have to make sure that you create everything so that even the parts that weren’t visible before in 2D are now visible in 3D and they look good. You have to figure out how every part of the design would look from different angles and make it work. In the classic Sonic games he only had to be shown from the perspective that made him look best, now that everything is in 3D, you see Sonic from behind a lot more than you ever would have in 2D so now you have to make sure he and all of the other characters look good from all angles. Shadow has a red stripe going down his back and this is because we wanted to make him look both cool from behind and distinctively different from Sonic.

TSS: If you were to re-design Metal Sonic today, what new features would you give him, if any?

Kazuyuki Hoshino: When we originally created Metal Sonic, the thing I really had a focus on was making him look metallic because he is, of course, called Metal Sonic. If I were to re-design him, I would potentially challenge this and try to give him a different feel and texture that you would pick up just from looking at him. For example, a new feature I would perhaps give him is the ability to become invisible. You know in Sci-Fi films where they have the light-reflection technology that camouflages  the user? I’d love to experiment with things like that and incorporate that technology into not only his skillset, but his visual design too.

TSS: You’ve created many iconic and memorable characters over the years. Do you think that we might see an art book dedicated to your works one day?

Kazuyuki Hoshino: I’m honoured that this question has been asked several times already today! I don’t have any plans at the moment to create a compilation of all the art that I’ve created so far. It would be great to have though and my Mother actually looks at art books quite often so she would be incredibly proud!

TSS: Thank you very much for your time, Hoshino-san!

Thanks again to Bobby Wertheim for translations!

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Special Effect Holding An Auction for An Epic Piece of Sonic Merchandise

Special Effect

As some of you know, between posting updates here on TSS and feeding my cat, I also do stuff for this little event called Summer of Sonic. You might have heard of it, we hire out a place and invite a bunch of people, sit back, talk about whats the best Eggman robot and have a jolly good time.

Well at this years event, we had a space for the charity Special Effect to show off the amazing work they do in order to make gaming accessible to everyone. As well as informing everyone as to who they are and what they do, they held a few fund raising events on the day such as an auction, and a raffle.

I was fortnate enough to help out Nick (Special Effect staff member) on the day. At around 3PM we retreated to the VIP’s room and started the task of counting up the donations. We were both blown away by how much Sonic fans had donated, would you like to know how much money was raised?

£1397.62

You guys are incredible!

But, the donations didn’t just come in the form of money, Special Effect also recieved a rather nice donation from Sonic the Hedgehog Merchandise, in the form of a very special book. It was a copy of the Collectors Edition of The History of Sonic the Hedgehog book. The english version.

Nick asked me what I thought of it and being under the paw of Merch Kitty, I told him what it was and gave him some insight into it. So Nick had an idea, and I thought it was brilliant. You see, the room we were in, also contained three other people…

  • Takashi Iizuka: The Head of Sonic Team.
  • Kazuyuki Hoshino: The Creator of Metal Sonic & Amy Rose.
  • Jun Senoue: Composer & Crush 40 guitarist.

So we asked them all if they would sign the book, and they did. The book, is now up for auction. All the money raised will go to Special Effect and help make gaming more accessible to people with life changing disabilities.

special effect2

The book alone is a great item to have, but to also have been signed by the head of Sonic Team, creator of Metal Sonic and a member of Crush 40, this is all sorts of awesome! Also included in the auction is a Special Effect sash which is also signed by this years Summer of Sonic guests.

Please dig deep for this one, it’s an absolute must have, but more importantly, it’s going to a very good cause.

A few details on the book.

  • Language: English.
  • Edition: Collectors Edition.
  • Number: 589 out of 1,000

You can find the auction here. It ends in just over 9 days.

Nick/Special Effect would like to give thanks to: Sega, Sonic the Hedgehog Merchandise, everyone involved with Summer of Sonic and the attendees of Summer of Sonic for their amazing donations so far.

For more information on Special Effect and the work they do, please visit their website.

Click here for the auction.

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Ken Pontac on Lost World’s Story

Ken Pontac

Sonic Lost World Writer Ken Pontac left some rather interesting comments on TSS with regards to the story and development of the previous titles. It’s only a few small pieces of information, but it’s interesting if you have an interest in game development.

Actually, this WAS the first time that Warren and I were asked to come up with the story. On Colors and Generations the stories were already in place.

AustinOnSugar, I appreciate your comment, which is (almost) absolutely accurate. Nobody EVER gets to write a story EXACTLY how they want unless they own the project and have total control of the edit. That being said, I’m very happy in the way that Warren and I were allowed to inject so much of our vision into the project.

Eggman is EPIC in this. He’s SO MUCH FUN to write!

One mistake doesn’t make someone an idiot. It’s how they DEAL with the mistake that makes them a hero.

Source: TSS comments.

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

New Sonic Lost World 3DS Screenshots Appear Online, New Wisps Revealed

Sonic Lost World 3DS Screenshots 22

Via Japanese magazine Famitsu, we have lots of new screenshots of the Nintendo 3DS version of Sonic Lost World. In this latest batch we see the Red Burst Wisp returns and we also are introduced to two new Wisp powers Grey Quake and Ivory Lightning. The Grey Quake Wisp sees Sonic transform into an iron ball which you move around with the gyro sensor of the 3DS. According to a rough Google translation, you can infinitely climb walls in this state and dive off of them to destroy enemies with the shock on landing, thus the name Grey Quake.

The Ivory Lightning Wisp gives Sonic the power to quickly ram enemies and obstacles in succession. A rough Google translation says Sonic will also be able to pass through wires in this state.

The Red Burst Wisp gives Sonic the same powers as in Sonic Colours for Nintendo DS. In this form, Sonic can fly/hop around in the air and charge blasts of energy to destroy surrounding enemies.

Check out all of the new screenshots below in our gallery.

Source: Famitsu (via Nintendo Insider)

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Sonic Show Live Highlights: Distractions & Deaths

A final collection of clips from The Sonic Show’s live let’s play of Sonic Unleashed. Including a bunch of curious deaths, discussions about cake, robo-threesomes, Jamie blames Kevin for EVERYTHING and some awkward knee licking…

[youtube]http://youtu.be/oSCWpkIdF6w[/youtube]

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

TSS Preview: Sonic Lost World

soniclostworld_guardians2

At this years Summer of Sonic, I managed to get some hands on time with Sonic Lost World. I have to be honest, I’ve been looking forward to trying this one out, if only because ‘it looks so different’ and… it’s the first next gen Sonic game, why wouldn’t I want to try it out?

Fellow TSS staffer Doctor MK also got some time with the game, you can find his impressions in this article too. Our views are based on the Wii U version of the game, running on the SDCC/SOS/Sonic Boom build.

How many times have you seen someone complain about a Sonic game or any long running franchise? How many times have you seen them start their complaint as if they’re standing on a block yelling in a bombastic voice “I’ve been playing games for *insert a year here* and I have managed to complete them all!” You know the kind, and you’ve all seen it before in some degree.

Following my experience with Sonic Lost World, I can see this being said by a great many people. If you don’t include spinoff titles, Sonic Lost World is unlike any Sonic game I have ever played, and the moment I’d finished with it I took a breath and said ‘this game is going to divide a lot of fans.’

I should probably say, I do not own a Wii U, I have never ever played on a Wii U until I touched Lost World, so my experience with using this system is completely fresh. If I were to buy a Wii U, Sonic Lost World is my launch title. But… According to a recent interview with Sega, they see this game as being something that can help save the Wii U, we’ll come back to this later, but it’s something worth keeping in mind, especially when we get onto the part about ‘how easy is this game to pick up and play?’

The day before SOS I was with someone who also hadn’t played on a Wii U before, but also, hadn’t played a Sonic game for a number of years, she’d played Sonic Adventure through to Heroes, but not played Generations or Colours. I have played every main 3D Sonic game, so we had quite the range of expertise, our only common factor was, neither of us owned a Wii U.

28020SONIC_LOST_WORLD_Wii_U_Screenshots_720p_1280x720_v1_4

So she has the first go and picks Windy Hill, after a few moments of play she calls me over and asks me a question I never thought I would hear from someone who plays a Sonic game “How do I go fast?” followed by another question I never thought I would hear…. “How do I attack the badniks?”

Before you all mock… If you have to ask that, something is very wrong. Is it with the player or the game? Offering to help her out I quickly discovered why she was having problems.

She wasn’t aware about the whole ‘hold down the trigger to run’ so I showed her that, and sure enough Sonic was running, but there was a new problem, how to attack enemies. Watching this girl play it was near random, she would sometimes do a homing attack, other times it was almost random. Sometimes Sonic would attack multiple targets, other times one. So about halfway through the level, she turned to me and said ‘Do you want to play? I think I’ve had enough.’

I want you to remember this line. ‘Do you want to play? I think I’ve had enough.’ Remember it well. So I took the controller… and instantly, I could see and feel the problems she was having.

Holding down a trigger to make Sonic run feels for lack of a better word, weird, as well as being overly complicated, here’s an example. I want to ‘run’ forward. I hold ‘up’ on the analogue stick (as usual), I start to walk, and I only walk. I want to go as fast as I would do in Generations, Unleashed and most other games without boosting. The only way I can do that is to hold up on the analogue stick, then hold down a trigger button and I can ‘run’ not at boost speed, but at normal running speed similar to Generations and Unleashed, it’s actually a lot slower than normal running speed in past games.

So say I then want to go at ‘boosting speed’ which happens to be the spin attack… I then have to keep those buttons held down and now press and hold another button to do the spin dash/boost.

I am now holding down 3 buttons down just to go at max speed in my desired direction.

Sonic Lost World July screenshots 10

in previous games, I only had to hold up on the analogue stick, and then press and hold the boost button if I wanted to use it… here I have to hold down 3 buttons for the boost, and 2 just to run.

This might not seem like much, but after so many years, this is one hell of a control change, and it’s not user friendly. It makes doing something as simple as running much more complicated than previous. We’ve all heard the joke ‘hold right to win?’ Well here we have to hold ‘up’ a ‘trigger button’ and sometimes a boost button just to get moving.

When you eventually do get moving, a new problem presents itself, that being, why is Sonic moving so slowly? With the run button held down, Sonic feels like he’s running against a force-field, it’s just not fast enough, please increase the speed cap.

Attacking enemies is also much harder than before, and it feels close to random as to how it works. I played both Windy Hill and Desert Ruins 2 (the honey comb level). In both these stages, the homing attack feels like it operates differently. It’s not a universal method of attacking and I still can’t figure it out.

Example, in Windy Hill, there are 3 enemies ahead of me; I jump towards them. Suddenly there’s a lock on target on all three, I push what I think is the homing attack, Sonic attacks only 1, so I try again, this time Sonic doesn’t attack any of them. I try again, he attacks 1, I try again, he attacks all three. It was the same with every cluster of enemies, it was close to random as to if Sonic would attack them all or none at all, there was nothing in the games hints as to what to do either.

Sonic Lost World July screenshots 27

Then you get to Desert Ruins 2. You’ve seen those videos of people doing huge homing attack chains on multiple targets? Yeah… that’s random.  I could perform the huge chains, but I couldn’t figure out how I was doing it, sometimes it just didn’t work at all. At one point I thought, ‘if I jump and hold up at the same time he’ll do the chain attacks?’  But this wouldn’t work every time. There was no clear instruction or method as to how you attack enemies in the mach speed levels or the 3D platforming levels. It felt completely random at times.

And when you do connect a full badnik chain successfully, you don’t feel like you’ve done anything, bringing us back to the age old problem of ‘Am I actually playing this game?’ It feels so automated that which it looks nice, as a player, you don’t get any satisfaction since you didn’t actually do anything, especially when the success rate of performing an attack seems to be completely random.

I’m still not sure as to what you have to do, it’s not a case of ‘double jumping’ and Sonic will auto lock on enemies any more. You do something else, but the game never explains what. At times it felt like in Metal Gear Rising where you have to master the perfect parry. Jump and hold the analogue stick in the direction of the enemies then push jump again at just the right time? Is that how you do it? I don’t know, because it seems to have a random effect each time and there’s nothing in the game that explains what you have to do.

I’m not surprised that the girl who started the game before me had enough, it was so  random and complicated just doing the most basic of actions, actions which have been so easy for years are now drastically different and the game in its present state offers so little to help you.

Like I said at the start, I am not a Wii U owner, this was one of the main reasons I would get one, and according to Sega, they hope this game will help turn around the outlook of the system, but how do you hope to do that if you have made your controls this difficult for new players to both the system and the franchise? It puts you off from continuing because it feels so random, with no ingame help for such a radical change in control I can’t help but wonder why I would continue playing?

You can’t just pick up and play this game; the learning curve is so high I suspect many people will give up on it since it feels far more complicated than it needs to be. Even the werehog combos were not as complicated as this game is. Just something as basic as ‘Why not hold a trigger to walk instead of run?’ would improve this game so much, over holding it to run at a speed expected when one plays a Sonic game.

The control issues don’t stop there either… there’s another very annoying problem in the form of the Wisps.

Sonic Lost World July screenshots 3

I for one don’t particularly mind the Wisps that much, what I do have a problem with is how you use them in Lost World. Who thought it would be a good idea to aim/activate/control the Laser Wisp using the gamepad? This is ridiculous, I have to take my eyes off the screen just to use a wisp, I have to activate it using the gamepad as opposed to a button on the controller itself, (and it’s not like there aren’t any it could be mapped too), I have to aim it using the gamepad screen, and this is not an easy thing to do at all. I saw people flying off in the wrong direction and it took me a while to aim it at the desired target. When I used the power I had no idea if I’d done it right or if Sonic just happened to blast off in a direction which happened to avoid any hazards which meant my time trying to pull off a laser wisp was completely pointless.

It’s not an easy thing to do either, aiming the wisp feels like trying to stack a house of cards on a bouncy castle full of kids going ape after eating all the ice-cream, it’s really difficult, you feel like you’re righting against the game at times just to aim it right and then launch it.

I am becoming really sick of developers trying to convince me of problems that touch pads, motion controllers, kinect’s, touch screens and all these other control schemes are solving, which don’t exist in the first place. Why is such a fundamental part of the game forced onto us by the use of the game pad? What problem exists with the control scheme which means I cannot push a button to trigger the wisp, then use the analogue stick to aim followed by the jump button to activate? The game locks you into using the Wisp once you touch the second screen anyway so why force this onto the player? It solves a problem that doesn’t exist!

The use of the game pad is so badly designed that when a Wisp is ‘activated’ the action of the television freezes in such a way that I thought the game had crashed and was just about to call one of the reps over before I noticed that action had changed to the second screen on the gamepad. But the ‘lock up’ on the main screen is such a mess first time players who had no idea whats going on might easilly mistake this for a system crash. There isn’t even a message informing the player that the action has now gone to the game pad. I could go through an entire thesaurus as to how bad the Wisp activation and useage in this game is.

I don’t know if there’s some kind of Nintendo conspiracy which means all games have to use the game pad in a way, but the way you use Wisps in this game is terrible. This should not be tied to the game pad at all. But hey at least the game tells you how to use them right…? Oh wait… IT DOESN’T! Yeah, the only way I knew how to use a Wisp power is because I happened to watch a random live stream a few weeks prior in which a Sega rep told the player how to use it. Nowhere in the game does it tell you how to use the powers or control them!

It was such a bad experience trying to use the Wisps afterwards I thought ‘it has to be me, theres no way it’s this bad, it’s got to be my inexperience with the Wii U?’ I asked several people, both Wii U and non Wii U owners, every one of them said the same thing ‘The Wisp activation/control scheme is awful.’

There have in the past been complaints about the ‘tutorials’ and Omachao, but if you are going to change a control scheme which has been in place for the past 10 years that has had barely any changes and then radically alter it, might be an idea to tell players what they’re supposed to do?

Continuing with the control problem, though this might actually be a camera issue, wasn’t quite sure. This game sees the return of ‘mach speed’ levels, before people panic, they control so much better than Sonic 06. But they have problems.

You’ve seen how you have to run into the honeycombs that are hollow? Well, think back to a game like Unleashed where you use ‘the quick step’ you know how when you used this, Sonic would jump/move to a left or right ‘path’ and both the camera and Sonic would ‘lock’ to that spot unless you moved the analogue stick or pressed the quick step button? Here you have more freedom… but it brings with it problems.

28022SONIC_LOST_WORLD_Wii_U_Screenshots_720p_1280x720_v1_6

Sonic is constantly moving forward in these stages, and when it came to aligning up with a tunnel, I held left on the analogue stick, found myself perfectly aligned and then let go of the stick… Sonic kept moving to the left, and I went crashing into the wall, even though everything from the last 10 years has told me Sonic wouldn’t do that. He would stick and lock to the fixed path I’d just sent him on.

Eventually I imagine you can master this camera ‘drift’ but when you start these stages, you WILL be frustrated. I just cannot understand why there’s this drift, especially when hitting the walls is a 1 hit kill.

There is another huge problem with the game that I admit might just be how I was playing, but when I realised what was going on, I realised that there was nothing in the game to suggest I could do this.  As a fan of Sonic, as someone who watches the live streams and the video demos and the trailers… I know, this game has multiple paths… I know that you can explore the stages. I know this, because I’ve looked it up.

However, if you play this game without any prior knowledge… the game offers nothing to suggest that is the case. The way Windy Hill is presented, your natural sense is to run forward and not change direction. You can change and go down an alternative path quite early on, but the design of the stage means unless you know it’s there, or unless you know the game has multiple paths, there is no reason at all to explore the stage. Due to the design of the stage, you will naturally stick to the default path. There’s no reason at all to explore. Maybe this will change in a later build, but right now had I not known the game has multiple paths or I could explore, I wouldn’t have done as I had no reason to.

The parkour system, the big seller for this game, it’s a nice idea on paper, but in reality, it’s it feels like… I don’t want to say easy mode, but it feels like it was designed not to make platforming more a focus as much as it was made so that everyone has a chance to beat a stage. Even then, the Parkour system has it’s problems. There are apparently people who have complained that Sonic goes too fast so he crashes into walls. The parkour system is designed to keep Sonic moving as well as help him run on walls. Which in theory is a really good idea, we’ve all seen the trailers of it in action and it looks great.

28018SONIC_LOST_WORLD_Wii_U_Screenshots_720p_1280x720_v1_11

The reality however is different, imagine you are playing as Sonic and you walk upto a wall, you stop, you hold down the parkour button… you can now walk up this wall without building up any momentum… see that tree, you can just walk up it from a dead stop, that wall, not a problem. Parkour in this game should be renamed ‘Sonic the Hedgehog’s magical anti-gravity shoe mode’ it doesn’t break the game, nor does it make it easier, but it really is just ‘walk on walls mode’ as opposed to being what parkour actually is, using ones momentum to perform amazing stunts and skills.

That said, the parkour system isn’t bad, it’s really satisfying when you do actually use it to perform a stunt or difficult move. It gives the game much more platoforming focus, so if we’ve really been crying out for a slow platforming game, then I guess this one is for you. But for me, it just feels strange how it seems that for years we’ve wanted better momentum in Sonic games, yet now we’ve got parkour which requires next to no build up in speed or movement to be able to defy gravity, hence why I’m going to call this “Magical anti-gravity shoe mode.”

When you run as Sonic and you have ‘Magical anti-gravity shoe mode’ activated, you’re gonna get frustrated, I started off Windy Hill running at a great pace, when suddenly I started running up a tree because I had ‘Magical anti-gravity shoe mode’ activated, I don’t wish to climb this tree, yet due to the nature of the controls, you’re not pushed to the side and continue on, you start to climb up objects if you want to or not unless you release/hold specific buttons during your sprints, again, adds to the controls being very complicated.

There are a number of other annoying things that really need looking at, one such example would be the bells, you know that bell you hit a few times to get a reward? Well, say you knock the bell and it flies forward, you then catch up with it, if the bell hasn’t ‘rested’ even if you hit it, it will not register as a hit. So you are forced to stop and wait for this bell to rest before you can strike it again. It’s not like this is a difficult task, yet it forces the player to stop and wait until it’s ready to be hit again.

Sonic Lost World July screenshots 21

You might have noticed, I’ve not exactly praised the game so far. Before you wonder, yes there is praise to be had, quite a lot. Remember at the start when I told you about the girl who said ‘Do you want to play? I think I’ve had enough,‘ remember that? The problems I’ve talked about are all problems you will face early on in the game, high learning curve, dodgy control schemes, core abilities mapped to the game pad, no help to the player.

Now you might think ‘well I’ve played lots of Sonic games in the past I’ll be fine,’ this game is completely different to past Sonic games, you might be a master at Generations, Colours, Unleashed, but everything you know from that game will not help you here because the game plays so differently. Not just the fact its more platform focused, but basic controls are so different you are learning from scratch, and it’s far from easy.

‘Do you want to play? I think I’ve had enough?’ a quote from someone who Lost World should be appealing to, the first game on a ‘next gen console’ the first chance to win fans which Sega hopes will help save a floundering console. That is the first impression from someone semi new to the modern era of games. And I fully understand where they’re coming from.

This game is going to divide people. Some are going to hate it, others will like it. Some will stick with it because they want to beat it, but an equal number are going to give up due to how random, complicated and inaccessible the controls are to both veteran Sonic fans and new players. Nothing feels right, it feels wrong to hold down so many buttons just to make Sonic run at non boosting speeds.

Sonic Lost World July screenshots 26

So is this a bad game?

No… In fact there’s a lot here which makes this a very good game.

I have been concerned when this game was announced that the ‘tube’ stages would make me feel a tad dizzy from the motion sickness generated by how the camera and the terrain moves. However, playing this in person, it’s not a problem mainly because you’re the one controlling it and you know when the camera and the terrain is going to turn and change.

Another big piece of praise comes from the art direction. Now I’ve not been that big a fan of it. I don’t hate it, but I just don’t like it… but in motion, this game looks fantastic, the complaints about the art style don’t really have any merit when the game is in motion and you’re actually progressing through the stages.

But by far the biggest praise, sixty frames per second! In the PS3 version of Sonic Unleashed, there are parts of the game which do hit this mark, and it’s glorious, but it lasts for a few seconds at the most. But now, the full game, with only tiny drops, oh my… welcome to the future. It looks fantastic and all future Sonic games must hit this mark, it just looks too good not to aim for this mile stone.

Praise also needs to go into the appearance of the levels themselves, each stage looks radically different from the other but maintains a high level of beauty about them. If there’s one thing Sonic Team have been excellent at lately it’s making their stages stand out and look unique whilst maintaining a high level of quality.

The game still has a fair way to go, some of the problems might change for the better, but things like the forced use of the game pad, that’s here to stay. It’s annoying because, there really is an amazing Sonic game here, you can see it crying out for you to love it. But right now, the high learning curve, the frankly random and sometimes broken controls utterly destroy this and will end up causing many people to simply give up or avoid the game altogether.

Would I buy a Wii U just for this game as it stands right now? No, there are too many problems and issues with the controls to justify buying a console just for this game. Far too many problems with the controls, the Wisp system needs to be completely redesigned and Sonic is too slow.

28017SONIC_LOST_WORLD_Wii_U_Screenshots_720p_1280x720_v1_1

Second Opinion: But of course, thats just my opinion from what I played. Fellow TSS staffer Doctor MK was also able to try out the Wii U version of the game.

As a devoted Wii U owner as well as a huge fan of Sonic Colours, you’d think Sonic Lost World would be right up my street – and for the most part, you’d be right. I played Windy Hill Zone 1 and the first thing I noticed about the blue blur’s latest outing was just how good it looks. The colours are bright and vibrant, really capturing a classic Sonic feel that harkens back to the days of the Megadrive, yet still somehow managing to feel fresh and new. Not everyone will like the game’s more simplistic art style compared with the more detailed landscapes in Unleashed and Generations, but Lost World most definitely has a charm of its own and when you see it running in full motion, it’s hard not to be at least a little impressed.

The new control scheme for Sonic’s tweaked moveset also left me with a positive impression. If you’ve played the recent high velocity, boost-orientated games in the series then you’ll definitely need a moment to adjust to Sonic walking of all things, but holding down ZR to run and ZL to spin dash feels far more intuitive than it may initially sound. The twisty, tubular level design accommodates for Sonic’s new moves with plenty of opportunities for proper platforming (which the tight controls and double jump more than allow for), and pulling off a successful parkour trick is a very satisfying feat indeed. As far as gameplay is concerned I have faith that this is heading in the right direction, striking a balance between speed and precision that hasn’t truly been seen since the 16-bit era.

However, not all was well in the demo, by which I specifically refer to one very particular fly in the ointment. I may have loved Sonic Colours, but I am certainly not loving the way the Wisps work in Sonic Lost World so far. Put simply, trying to use the GamePad’s touch screen to activate the Cyan Laser Wisp was infuriatingly difficult. The aiming was imprecise and the quick flick used to activate the laser just would not register, however hard I tried. In the end I had to resort to the traditional stick and buttons combo – yes, you can actually use them, though you wouldn’t know it from the game’s instructions – but even then it was slower and more clunky than it was in Sonic Colours. It pains me to find fault with Lost World after it left me feeling so optimistic in every other aspect, but this is too big an issue to ignore. If the other Wisps control as poorly as this one does, the game could really suffer.

All in all though I had a blast with the one level I got to play, and I’m eager to get my hands on the finished product. If the few niggling issues that exist in the demo can be ironed out before release, then the future is looking bright for our plucky hedgehog hero. Roll on October!

Sonic Lost World is due for release this October for both the Wii U and 3DS.

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Sonic Boom Lost World Trailer, New Stage Surfaces

Double-time!

Along with the extended cutscene mere minutes ago, yet another bit of Lost World footage came ’round from Sonic Boom – a trailer, no less!

Paired with the Summer of Sonic trailer, fans attending the St. Louis event were treated with a new zone! With some focus on the Frozen Factory stage, an underwater mine-like level is revealed, and there appears to be much grinding in the Act showcased. Mind the dodgy stream quality, we will be sure to notify you via Twitter if a cleaner version surfaces.

Get it? Surfacing? Underwater? …ah forget it.

httpv://www.youtube.com/watch?v=lZpAVXKJ2r4

Special thanks to SSF1991 for the tip!

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Extended Lost World Cutscene Emerges at Sonic Boom

“Would anyone like to see that cutscene in English?” asked Aaron Webber to an eager crowd at Sonic Boom 2013 tonight.

The Sonic Lost World cutscene provided by the Japanese Nintendo Direct a few days ago was showcased in full at the St. Louis based event, providing a much clearer insight into the game’s story. Skip ahead to 0:50 for the scene itself.

httpv://www.youtube.com/watch?v=CdMbX2MKZ0g

Hedgehog, you dun goof’d royal.

Special thanks to Son1ctrainer on the SSMB for the heads up, and keep an eye on our Twitter should a cleaner version arise!

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Sonic Boom Livestream: Going Live, Right Now

sonicboom2013

If you’re not lucky enough to be at this years Sonic Boom event. Sega have provided a livestream of the event.

And it’s happening right now.

http://www.livealliance.tv/sonicboom/

Currently Crush 40 are rocking the stage. If you’re currently rocking the place in St. Louis right now, hope you’re having fun. If you’re having to watch the live stream. We’re currently having a bit of a ‘party’ down at SSMB right now. So turn on the stream, get on SSMB and come join us for the fun.

Live Stream Link: http://www.livealliance.tv/sonicboom/ (You do not need an account or need to register to watch. Stream is worldwide.

 

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Freak-Out Friday: S3&K.exe with ParadoxPowerPlays

We’ve had a few Sonic oddballs brought to us by ParadoxPowerPlays (Sonic Paradox’s gaming channel) for Freak-Out Friday. With the Kaizo Trap CelestOrion accidentally set upon himself in Metropolis Zone to playing All Blanks Racing Transformed, the fun doesn’t end there!

The gang recently attempted another playthrough of Sonic 3 & Knuckles… but accidentally got the game running with CPU at 100% usage. Complete with commentary and messed up sound beyond belief, we’ve got the first two parts for your viewing pleasure right here! Watch as CelestOrion, Cosmic_Eternity, WhiteSonic, Dr. Mack Foxx, SSF1991, ShadowRemix, Recorderdude and Duskye tackle the perils of Devil Island for this week’s Freak-Out Friday!

httpv://www.youtube.com/watch?v=7Xq-ESCscMA

httpv://www.youtube.com/watch?v=Xp0Xb4nFYV4

You can check out the rest of the ongoing Let’s Play (along with a regular S3&K run) in this playlist.

We’ve got more PPP goodness lined up for next week, and don’t forget to send in your Freak-Out tips at vizardjeffhog@sonicstadium.org!

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Summer of Sonic 2013: Takashi Iizuka Interview

SoS13-Iizuka

I once again had the amazing opportunity to sit down with the head honcho over at Sonic Team – Takashi Iizuka! In the interview we talk Summer of Sonic, Lost World, Colour Powers and Sonic’s future. It’s quite a read so you definitely don’t want to miss it!

Continue reading Summer of Sonic 2013: Takashi Iizuka Interview

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Sonic Lost World: First Cut Scene Now Online

Earlier today, the Western Nintendo Direct broadcast showed a small segment of what appeared to be a cut scene from Sonic Lost World. Well not to be outdone, the Japanese Nintendo YouTube Channel has posted the cutscene in full.

httpv://www.youtube.com/watch?v=VTu3nMtWePA

The segment shows the Deadly Six turning against Eggman and using his own badniks against both Eggman, Sonic & Tails. The sequence shows Tails being rescued by Sonic and some comedic moments with Orbot and Cubot.

Oh… according to Tomoki on SSMB. A rough translation of the Deadly Six’s dialogue is as follows.

Zavok: Fire!

Zavok: Kill the fat man! Show him what we’re really capable of!

Cubot: These guys mean business!

Sonic: These guys are tougher than I thought… Gonna need to think of a strategy to take them out before they do some serious damage.

Tails: I know you can do it, Sonic…

Eggman: Retreat! We have to retreat! Let’s get out of here before they get us!

Source: NintendoJPOfficial. & thanks to SSMB member Tomoki for the rough translation.

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Summer of Sonic: Sonic Lost World Exclusive Footage

httpv://www.youtube.com/watch?v=VNhGO_CRPLc

On Saturday, those who attended the Summer of Sonic convention were trearted to an exclusive Sonic Lost World trailer. The trailer showed some of the lesser shown levels and included a lot of new gameplay and showed off a few new badniks.

Well, thanks to The Sonic Show, it’s here. In it’s full 1080p HD glory. So… I dunno go watch it or something.

Source: Summer of sonic & The Sonic Show.

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Nintendo Direct Shows New Sonic Lost World Footage (Wii U & 3DS)

*Walks in and takes a bow*

httpv://www.youtube.com/watch?v=WzbD7KvHbRI

Todays Nintendo Direct just finished and it contained one or two suprises for fans of Sonic Lost World. The first big suprise was a look at the Wii U version of the game which also included a cut scene from the game showing the Deadly Six turning against Eggman and… well… I won’t spoil it for you. As well as some new segments of gameplay.

httpv://www.youtube.com/watch?v=uyBxxlsmcug

In addition to this, the 3DS version was also shown and more insight was given on how the two games will link up. Tails can created ‘toys’ which can be sent to the Wii U version of the game. The second player can then use them to help the player controlling Sonic on his way. In the example shown, an RC Helicopter was used to collect rings.

Thanks to Autosaver for handing me the vids.

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Sonic Adventure Generations Developer Commentary

With Summer Of Sonic this week just gone, it was easy for some to miss the latest release of Sonic Adventure Generations.

The Sonic Show crew sat down to have a play (badly) while chatting to the Lead Developer and Level Designer, Josh (Dude) and Steven.

[youtube]http://www.youtube.com/watch?v=3A2ZfB9YNaY[/youtube]

Download the mod yourself from http://www.moddb.com/mods/sonic-adventure-generations

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Has Sonic & All Stars Racing Transformed Been Censored?

Earlier today, the PC version of Sonic & All Stars Racing transformed recieved an update which added a new character… however, eagled eyed players have also discovered another really strange change.

generalwinter

It’s removed certain aspects of General Winters character. Specifically, the Hammer and Sickle and the star which was on his vehicle.

Check out the above image, now compare it with this one.

winters

See the star on his tank, completely different.

So whats going on? Well… theres no official word on this change right now, however the removal of these images would certainly indicate that someone somewhere has looked at this and said ‘thats offensive’ and demanded it’s removal.

The question is who and why?

My theory, and again, this is just my theory since nothing official has come out to explain this change would be this… There are certain marketplaces in the world which have various rating boards and censorship boards which can ban or limit the release of certain pieces of entertainment. Because videogames can be a constantly changing and evolving media, which ASRT has been, it can fall under the rating/censors light again.

My guess… ASRT’s inclusion of communist imagery has made one ratings board complain and ask for it’s removal, threatten to pull the game from sales, or it even threatten to increase the age rating which would greatly limit sales… you lot still wonder why Bayonetta isn’t in the game?

Recently news has come to light to suggest that Sony’s ‘The Last of Us‘ has had it’s mutiplayer mode slightly censored/toned down’ due to the ratings board. And people in America had to do without the jokers full fatality in Mortal Kombat Vs DC Universe.

From a business perspective I can understand it… however, as someone who doesn’t like censorship, I can’t say I’m too happy that he has been changed in this way.

So was anybody here offended by the General?

Source: Steam forums.

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Mash-Up Monday: You Rock My World’s Stardust Speedway

It’s been proven time and time again that Michael Jackson songs mash-up with Sonic tunes, and it’s not limited to Sonic 3. At this rate, it’s basically scientific fact!

So, for this week’s Mash-Up Monday, Ao Erizo, just like others before, has successfully applied this theory in the following mash-up combination. The vocals to the King of Pop’s You Rock My World gets thrown together with Sonic CD US’s Stardust Speedway – the Cash Cash vs. Jun Senoue edition, to be precise!

httpv://www.youtube.com/watch?v=b52xRu7QpNs

Got a mash-up of your own you’d like to see on the site? Or found one you think deserves the spotlight? Either way, send ‘er over at vizardjeffhog@sonicstadium.org!

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Start Ye Engines! Willemus Joins Sonic & All Stars Racing Transformed

Well this came out of nowhere!

willemus

A new update for Sonic & All Stars Racing Transformed just went live on the PC version of the game which includes a new character!

He’s called Willemus and he appears to be from Segas Rome 2: Total War, which is due for release later this year. It’s doubtful that this character will make it to the consoles since Rome 2 is a PC exclusive game, though it does make you wonder if any other Sega games will see inclusion into this game following so soon after Company Of Heroes’ General Winter.

[youtube]http://youtu.be/yLZE3myOHNE?t=22s[/youtube]

Image Source: Infamous’Cynic

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

LiVECAST: The Music Plant Zone 105 – Sound Check with The Blast Processors

Ya know, that tab is called “Videos and Podcasts” for a reason! Time to put the latter half of the title to good use!

Folks, welcome to The Music Plant Zone, SEGASonic:Radio’s remix-centric LiVECAST, taking up the mantle for BlitzChris’ Blitz n’ Pieces. Essentially integrating Sound Test Saturdays, and The Sound Check on occasion, into a one hour Saturday show, that time is spent highlighting various Sonic, SEGA, and other remixes and original tracks put together by the community.

cover

Last night, I’ve had the honour to interview the Toronto-based SEGA music cover band called The Blast Processors, who have recently released their first EP via Bandcamp. Claiming to have come from the year 2101 in the middle of a civil war (a ripple effect of the Nintendo vs. SEGA Console War), the band is composed of Master System, Game Gear, Mega Drive, Saturn, and The Menacer, and specializes in rock music.

You can check out The Sound Check with the Blast Processors for yourself in the Depository, where we spent most of the time discussing their EP, MAGFest hopes, an upcoming album possibly slated for release by the end of the year, the Worlds Collide Sonic and Mega Man comic crossover, and, as Team Reaverbot, their Mega Man 25th fan game, the interview sprinkled with lots and lots of Seaman.

Also included in this Sound Check are the four tunes of their EP: The Last Stand of Dr. Ivo Robotnik (Death Egg Robot of Sonic 2 fame), Sonic Boom, For Family Slain (played live as a tribute to Golden Axe), and Casualties of War (Flying Battery Zone with the Sonic & Knuckles mini-boss theme)!

Support the band by purchasing the EP (for only $3 CAD, mere pocket change!), following them on Twitter, and liking them on Facebook. To those in the area, The Blast Processors are planning some gigs not too far off in the future, so it’d be advisable to keep track!

On a related note, one of the band members also put together a free of charge Worlds Collide-themed album, where 6 select tunes from both Sonic and Mega Man franchises are redone in the opposite’s musical style! You can also download the OST of Mega Man 25th there.

Don’t forget to check out the new SEGASonic:Radio page for the station’s complete schedule. Expect a bigger SS:R presence on the site, to be phased out over the coming weeks!

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.

Summer of Sonic Schedule, Events, and Live Feeds

For travelling details to those attending, don’t forget to consult the travel page on the SoS’13 website.

httpv://www.youtube.com/watch?v=2ggFUMZYEGA

Tomorrow is the day the 2013 edition of Summer of Sonic is held, and fans on and offline are already feeling the hype! Be it meeting with Metal Sonic’s creator Kazuyuki Hoshino, watching community animation premieres by Frobman and Sonic Paradox, feeling the energy of the crowd during various performances, bagging some goodies, winning prizes, or simply enjoying time together with swathes of fellow fans, everyone has a reason to look forward to this day!

The complete schedule to the event can be read below, taken straight from the SoS’13 webpage, though keep note that it is in British Standard Time. Those unable to attend can keep track of the day’s events through either watching the YouTube live feed, courtesy of The Sonic Show, or tuning in to RadioSEGA. The live feed can be viewed from either here, RadioSEGA, or at Sonic Paradox, the latter featuring commentary by SSF1991.

 

========

Doors will open at 10:00, and the convention officially kicks off at 11:00 at the Main Stage area, giving you plenty of time to enter the venue and prepare for the day’s events. Summer of Sonic 2013 will finish at 19:00.

A programme of the main events will also appear on your official Summer of Sonic Programme Guide, given to all attendees upon entry, so you don’t need to print this page off.

Please be aware that, as this is a public and publicised event, you may be filmed and/or photographed during the day.

====MAIN STAGE====

NEVER MIND THE BUZZBOMBERS
Main Stage, 12:00 – 12:30

Never Mind the Buzzbombers once again returns to Summer of Sonic! Two lucky audience members will be given the chance to win prizes whilst hanging out with some of the Sonic scene’s coolest celebrities! Rory ‘Roareye’ Joscelyne and Adam ‘T-Bird’ Tuff will do across a universe of Sonic-themed challenges with special guests Jun Senoue from Sonic Team and Tim Spencer from Sumo Digital.

MORE DETAILS

THE MEGADRIVE BAND LIVE PERFORMANCE
Main Stage, 13:00 – 13:45

The Megadrive Band will be taking the main stage by storm this year as our midday musical act! Expect a repertoire of songs from yesteryear including an array of Sonic tunes we’ve come to know, along with many other Megadrive classics. If you’re into your retro, you’ll not want to miss this!

MORE DETAILS

KAZUYUKI HOSHINO Q&A
Main Stage, 14:15 – 14:45

Metal Sonic and Amy Rose creator Hoshino-san will be appearing on the main stage to answer some of your questions about his many years as a character designer at SEGA. Learn everything you wanted to know about the creation of the worlds and characters of the Sonic the Hedgehog and NiGHTS franchises!

MORE DETAILS [Question submissions are now closed]

TAKASHI IIZUKA Q&A
Main Stage, 15:15 – 15:45

The Head of Sonic Team Takashi Iizuka will be joining us again on stage to learn more about the franchise we all love. Fans can ask their most burning questions to Iizuka-san, as well as gain insight into past and future Sonic games.

MORE DETAILS [Question submissions are now closed]

COSPLAY CONTEST
ENTRY: Cosplay Desk, 11:30 – 14:30
FINALISTS ANNOUNCED: Main Stage, 16:00
FINAL: Main Stage, 16:30 – 17:00

Those who have a passion for cosplay will be able to show off their creations at the Summer of Sonic event! Not only will you have an opportunity to impress other event-goers, there are prizes to be won for the best costumes on the day! To enter, head to the Cosplay Desk where we can take your name down and take a photo of your costume. After entries close at 14:30, the judges will look at all entrants and select the final ten to be judged on stage!

MORE DETAILS

MAIN STAGE FAN ANIMATIONS
BoozermaN: ???
Sonic Paradox: 11:30
Frobman – In Brief: 13:45
?????: 15:45

The Summer of Sonic is once again proud to present a collection of fan animations at this year’s event! BoozermaN has once again returned to create a special animation to open our show, and Frobman, the creator of Sonic in Brief, will be bringing some new chapters in the saga. Sonic Paradox will be continuing their musical adventure through Sonic Heroes with Metropolis Mayhem. Look out for some surprise animations too!

MORE DETAILS

JAM WITH JUN LIVE!
Main Stage, 18:00 – 19:00

Closing the show this year will be legendary Sonic sound director Jun Senoue, who will be playing hits from Sonic’s huge back catalogue of catchy game music. Following the success of last year’s Jam with Jun, Senoue-san will once again be accompanied on stage by two of the community’s most talented singers, Susie Brown and Daniele Narducci, to perform a number of vocal tracks.

====ZONES====

COMICS ZONE
Meet Nigel Dobbyn, Nigel Kitching and Ferran Rodriguez
Experience Sonic the Comic: Online

Comic fans rejoice! We have an entire zone at Summer of Sonic where you can chill out and revisit the stories and art of Sonic the Comic! Nigel Kitching (writer, artist), Ferran Rodriguez (artist) and Nigel Dobbyn (artist) will be available at points throughout the day to meet for chatting to about the industry and their time with the series. You can also meet the guys behind the Sonic the Comic: Online and join in the 20th anniversary celebrations of STC.

GAMES ZONE
Sonic Lost World (WiiU, 3DS)

The latest Sonic the Hedgehog games are ready and waiting for you to play! An entire wall of our convention hall is dedicated to video games – the medium where it all began for the blue blur! We will have a number of consoles ready and waiting for eager attendees to try out Sonic Lost World, as well as a number of mobile devices to play some of the current portable Sonic titles.

[NOTE: Race the Developer – ASRT Challenge will pit you against Tim Spencer of Sumo Digital for a chance to win some neat-o prizes! Show the developers what you’re made of!]

SIGNING DESK ZONE
TAKASHI IIZUKA: 12:30 – 13:30 
JUN SENOUE: 14:00 – 15:00
KAZUYUKI HOSHINO: 16:00 – 17:00

Our special guests will be spending some time meeting and greeting fans throughout the day – if you want an unforgettable experience, come along and say hello to the men behind some of your favourite Sonic memories. To make the day as comfortable and enjoyable as possible for everyone, there will be some rules applied to the Signing Desk. Please make sure you read these, linked below, so you are not disappointed on the day!

ART AREA ZONE
ART CONTEST: 11:00 – 15:00
CONTEST RESULTS: Main Stage, 17:15
ARTIST ALLEY: Thalia Evans, Amy Jeffries, Amr El-Wakeel

Sonic fans love to draw the blue blur almost as much as they like to play as him! Luckily we have loads of tables at Summer of Sonic 2012 so that you can sit down and scribble your favourite characters to your heart’s content. Some pens, pencils and paper will be provided but if you want to bring your own material that is fine!

There will be a special seating area for parents to chill out while you do your thing, too. An art contest will run throughout the day, and prizes will be handed out on stage to the best pieces of art in an Under-15s and Over-15s category. To enter, your art piece must be drawn from scratch at the Summer of Sonic convention on Saturday, and not prepared in advance.

SUMMER OF SONIC ART MASTERCLASS
Downstairs Art Room, 12:00 – 13:00 / 16:00 – 17:00

Nigel Dobbyn will be hosting two Art Masterclass sessions throughout the day. Nigel will be sharing their knowledge with a small group of keen fans looking to build on their skills, using past works and live tutorials. Each Masterclass will run for 60 minutes, with each session accommodating a limited number of people. Entry into the Masterclass will be done on a first-come, first served basis, so if you are keen to join this session, make your way to the queue well in advance – when spaces are all filled up we will put out a sign so you’re aware of any full booking.

MORE DETAILS

MERCHANDISE STAND
Official Sonic Merchandise Stand
Insert Coin Clothing

You’ve enjoyed the convention, so why not take home a memento of the day so that you can treasure it forever? Official Sonic Merchandise will be available for purchase, including exclusive t-shirts, toys and other items. Some items will be things that you’ve always wanted but never had a chance to get until now; others will only be available at Summer of Sonic 2013. Be sure to also check out the new First4Figures prototype statues on display in the merchandise cabinet too!

SONIC APPEARANCES
09:45 / 11:00 / 12:30 / 14:00 / 16:00 / 17:00 / 18:15 
15-minute appearances

Always wanted to meet Sonic the Hedgehog in person but only dreamed about it? Well, you’re in luck – the blue blur is never one to miss a party, and the Summer of Sonic is no exception! Keep an eye out for the spiny hero around the Main Hall at the above times – be quick and you might just get a photo and a hug from Sonic!

FOOD & DRINK
Lower Floor Cafe

The venue in Westminster includes a café on the lower floors, catering for those of you who would prefer to remain in the building throughout the day. The café will be offering a selection of snacks and beverages, hot and cold, including sandwiches, baguettes and burgers, hot pies and pastries, crisps, confectionary and cakes. Soft drinks and hot drinks are available.

No alcohol is permitted within the venue.

DISCLAIMER:

By entering the event premises, you consent to interview(s), photography, audio recording, video recording and its/their release, publication, exhibition, or reproduction (the “Recording”) to be used for any purposes, including but not limited to news, web  casts, promotional purposes, telecasts, advertising, inclusion on web  sites, or any other purpose by Sega, its officers and employees,  its affiliates, and representatives (“Sega Entities”). You hereby release the Sega Entities from any liability connected with the taking, recording, digitizing, publication and exploitation (commercial or otherwise) of the Recording.

By entering the event premises, you waive all rights you may have to any claims for payment or  royalties, including but not limited to the benefits of any provision of law known as “moral rights” (including without limitation under Sections 77 to 85 inclusive of the UK Copyright Designs and Patents 1988 Act) or any similar laws of any jurisdiction, in connection with any use or exploitation of the Recording. You also waive any right to inspect or approve any photo, video, or audio recording taken by Sega Entities.

You have been fully informed of your consent, waiver of liability, and release before entering the event.

The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way.