The Sonic List: My Guilty Pleasures

"....You like what?!"
“….You like what?!”

Given that this is the Sonic fanbase, it should surprise no one that there is a lot of product out there that many feel is…..below average. The mid-2,000s is still an era that Sonic is recovering from in terms of brand image. Basically, there’s a lot of “crap” out there and to be honest, many of us enjoy some of that crap. Many things that are downright hated by most in the fanbase. There are Sonic Underground fans, Shadow the Hedgehog (game) fans, Sonic Rivals fans…..even people who like Sonic ’06! They do exist.

And hey, I’m not gonna bash on someone for what they like or tell you that you have poor taste. This is the Sonic fanbase, a little poor taste comes with the territory. (I’m just kidding! Don’t hurt me!) Even I got some choices that tend to be frowned upon that I genuinely enjoy. Here’s my list of guilty pleasures in the Sonic franchise.

The Adventures of Sonic the Hedgehog

Sonic's love of drag goes too far.
Sonic’s love of drag goes too far.

Okay, this one’s low on the list because there’s still a good chunk of the fanbase who’ve enjoyed it . That said, you gotta admit that for the most part, it’s still pretty awful. The comedy is almost strictly for young children and the characters and stories are just too goofy even for someone like me who really enjoyed Sonic Colors. Sonic and Tails come off as bad Looney Tunes wannabes and tend to be bland. So why do I still enjoy the show? Two Words. Doctor Robotnik.

Truly the only way to really enjoy the show is NOT through Sonic and Tails, but by enjoying the ridiculousness of Dr. Robotnik himself. He comes off as the worst, most ineffectual villain, but the way he’s designed and the constant abuse he takes from both his stupid lackeys and his hilarious, overbearing mother (who has the same moustache as him) make Dr. Robotnik the reason to watch the show. This is punctuated by the late Long Jon Baldry’s voice which was perfect for the role. I’ll even admit that there are some episodes that are actually genuinely good. The main one being the four part time travel story which also had the best animation of the whole series.

The Adventures of Sonic the Hedgehog. Not good enough to be considered a quality show, but just barely bad enough to be a guilty pleasure.

Sonic 4: Episodes 1 and 2

"....WHY DID I THINK THIS WOULD WORK A SECOND TIME?!!"
“….WHY DID I THINK THIS WOULD WORK A SECOND TIME?!!”

I know what you’re thinking. “Wait a minute Jason! Wasn’t this in your list of WORST Sonic games in the past generation?!!” Well yeah, as a game that dares to call itself SONIC 4, it comes nowhere near living up to that lofty goal. However, let’s look past the title. What if this game was called…I dunno “Sonic’s digital arcade adventure” or “Sonic the Portable” as some background images have hinted at and it was just a simple, arcade downloadable without having to live up to that huge legacy? Well then, it’s actually a pretty good set of games. There I said it.

Even a fair amount of critics looked past the number and had fun with the title. IGN stated “Sonic is back, baby!” while the very critical Jim Sterling actually lambasted against the Sonic fans who were hating on it. Episode 1 may have had poor, robot-like physics and had its levels clearly based on classic Sonic games. But I thought the level design was decent and it had a good pace and flow to the game that I hadn’t really seen since Sonic 2. What I mean by “flow” is that the game keeps you moving along and giving you platform and enemy challenges without the need to constantly stop you and slow you down (except for that damn torch puzzle).

Torch Puzzle
“Why am I carrying a torch? The Olympics are over!”

This “flow” however, wasn’t quite there for Episode 2. While the physics were redefined and made a whole lot better and the graphics were improved greatly, to me, it didn’t quite have the proper pacing and flow in the level design that the first one did. I mean really, a water level in the first zone? That said, I’d say it’s still about equal to Episode 1 and some levels are pretty dang good. I’ll even go as far as to say this. I…..like Sonic 4 episodes 1 and 2 better than Sonic 1. Don’t kill me!

Sonic R

"Got places to go. Gonna follow my rainbow!"
“Got places to go. Gonna follow my rainbow!”

Let’s just put it out there, Sonic R is a bad racing game. It only has five tracks plus five more mirrored, the drifting is horrible and takes forever to get used to and you can probably beat and unlock everything in under 3 hours. So why is it so appealing to me? This is why.

[youtube]http://www.youtube.com/watch?v=w8Tid2htBlE&list=PL9F64DA808270DC84[/youtube]

The soundtrack by the brilliant Richard Jacques and singing by the lovely TJ Davis is just wonderful and just puts me in such a mellow and happy mood that I could give a crap how short the main game is and I just sit back and play. I get a handle on the drifting and the game becomes easier and easier. I just sit back and start unlocking stuff while my ears are being gently caressed by these smooth tunes. By the time I’m done, I’m just totally chill. Sonic R. It’s like the gaming equivalent of weed. Ah man, that hit the spot. I need more Richard Jacques, so here’s the next on my list.

Sonic 3-D Blast

"I'm having a blast! Heh, heh. Get it? Cuz.....nevermind."
“I’m having a blast! Heh, heh. Get it? Cuz…..nevermind.”

I don’t think anyone disagrees that Sonic 3-D Blast was far superior on Saturn than on Genesis. However, many would disagree whether it’s a good game or not and that’s understandable.  It’s not a great game by any means but that doesn’t mean it’s without its charm. The game is on an isometric plane in which you have to bop badniks to free the flickies only this time, the flickies follow you to a warp ring of safety. Only problem is that they will scatter in several directions if Sonic is hit by anything. Then, it becomes an annoying fetch quest of grabbing them all again. The other problem is that the isometric angle makes it hard to get you precise location to hit an enemy. I will say that it does have a decent exploration aspect due to its “3-D-ness” and it’s at least something different from what was the usual norm of Sonic game at the time.

The main reason I enjoy this game is due to both the Saturn’s major upgrade in the visuals, but once again we get a smooth-jazz soundtrack from the great Richard Jacques.  No disrespect to Jun Sunoue who did a great job himself on the Genesis version, but I always loved Jacques Saturn compositions and this one is no exception. The best one and the biggest difference between the two games is in the bonus levels. Click here to see the Saturn version. Now click here to see the Genesis version. The Genesis version just has some bland, rickety bridge while the Saturn version not only does a great job bringing back the Sonic 2 style bonus stages, but has such awesome music that I go out of my way to collect enough coins just to go back to those stages.

Sonic 3-D Blast on Saturn may be just an okay game to some, but its improvements over its Genesis brother makes it seem sooo much better than it actually is that I can’t help but enjoy it.

Sonic Unleashed (HD)

"It's either me or Big the Cat in Sonic Adventure 1. Take your pick."
“It’s either me or Big the Cat in Sonic Adventure 1. Take your pick.”

Screw all the critics, I LOVED this game! Yes, the Werehog is a silly concept (as is a super-fast blue hedgehog), the Werehog levels are WAY too long and the medal collecting gets REAL annoying later in the game not to mention Eggmanla-OKAY! OKAY! This game has its problems but not really any more than the other 3-D Sonics did. Frankly, I’d still rather play through a Werehog level than one of those horrible Rouge/Knuckles levels from Sonic Adventure 2.

What I love about the game is not only those breathtaking, high-speed Sonic daytime levels, but the atmosphere it brings. While others scoff at the hub worlds and find them boring, I loved looking around the villages with their beautiful backgrounds and great detail. I even enjoyed talking to the local townsfolk who FINALLY looked like they fit in a Sonic game for the first time in history. This is mainly thanks to the designs by the Gurihiru duo who also still work on Marvel Comics including Power Pack. I think Japan had it right by calling it “Sonic World Adventure” because that’s what it really felt like to me, a world tour.

You can disagree that the Sonic Unleashed opening is the greatest thing ever, but you'd be disagreeing with fact.
You can disagree that the Sonic Unleashed opening is the greatest thing ever, but you’d be disagreeing with fact.

Then there’s that AWESOME opening animation! Easily the most impressive piece of Sonic animation ever shown and still gives me goosebumps just watching it. Plus, it just had such a quality feel to it. Even if you didn’t like it’s design at times, it felt polished. While I think Unleashed is Far from perfect, I don’t believe it’s the disaster some make it out to be.

So what Sonic game, cartoon or whatever do you love that’s not exactly popular? Let us know in the comments. I might do another one of these “guilty pleasure” lists sometime in the future.

Jason’s guiltiest pleasure is being the president of the Tommy Turtle fan club.

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Sonic Lost World’s Zelda DLC Revealed, Out Tomorrow

zdlc03011395789310jpg-0a58bc

If you thought Sonic Boom was going to be the only redesign of the speedy blue hedgehog this year… think again! Following on from the Yoshi’s Island Zone DLC last year, the much anticipated DLC for Sonic Lost World based on Nintendo’s The Legend of Zelda series is finally making its way to the Wii U eShop tomorrow (for free!) – and Sonic’s been taking a few fashion tips from Link himself, it seems!

IGN have posted a video preview of the new zone, which plays very differently to most other stages in Sonic Lost World – it borrows very heavily from its source material, in fact, seeing you exploring Hyrule Field before traversing an eerie and fiery dungeon. Along the way you’ll collect rupees – which are converted into rescued animals upon completion – and face off against iconic enemies including Stalfos, Gorons… and even Cuccos!

With tons of nods to the Zelda series all the way through (including an appearance or two from Link on his trusty Loftwing), this is looking like a very extensive piece of DLC that should give you more than enough reason to dust off your Wii U and boot up Sonic’s most recent outing at least one more time. It’s got to be worth it just to see Sonic running around in that classic green tunic, surely!

Sonic Lost World: The Legend of Zelda Zone will be available to download from the Wii U eShop tomorrow (27th March) absolutely free. Be sure to give it a whirl!

Source: IGN

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Who’s at Big Red Button? Part 2 – SuperBots are invading, we need reinforcements!

Big Red Button Entertainment Logo

For Part 1, look here!

It’s that time again! I’ve been busy doing more research on who’s at Big Red Button and working on the Wii U version of Sonic Boom.

Well my findings sort of come in almost two categories; the most common is the mass amount of former SuperBot Entertainment folks, the team behind PlayStation All-Stars Battle Royale, aka, Sony Smash Bros. Which by the way while it was never going to dethrone Smash, it looked like a very polished game from what I’ve seen, and Metacritic is pretty kind to it (only one reviewer gave it a horrendous 20/100 as the only score below 50, the game clearly is not shit).

The second category is held by one person, and it’s actually most deserving to be the highlight, more on that in a bit. 😉

Let’s start with a brief look at SuperBot. The team was formed in 2009 by a former Sony Santa Monica person (creators of God of War), and they were in fact, a 1st-Party developer of Sony, just as Naughty Dog, Sucker Punch, Sony Santa Monica, etc, are.

Well that changed, after All-Stars didn’t sell well (I don’t remember the numbers), Sony cut ties with them, and they were hit HARD, many thought they had closed but they confirmed in April 2013 that they were still active.

Well it seems a lot of them went to Big Red Button, now let’s see who’s there!

Let’s start with Niles Tucker, who was an Environment Artist at SuperBot, is now the same at Big Red Button.

Next is Kevin Hsu, who was a Senior Level Designer at SuperBot, is now a Combat Designer at Big Red Button.

Then we have Johnathan Nielsen, who was a UI (User Interface) Programmer at SuperBot, is now a Programmer at Big Red Button.

Fourth is  Carl-Henrik Skårstedt, who was Lead Software Engineer at, you guessed it, SuperBot, is now a Senior Programmer at, right again, Big Red Button!

Yet again, we have Daniel Ramirez, who was a Senior Character Artist at SuperBot, is now a Lead Character Artist at Big Red Button.

Here we have Mark Vernon, Combat AI Designer at SuperBot, is now Combat Designer at Big Red Button.

Next is Lisa Kapitsas, who was a Producer at SuperBot. Now she’s a Producer at Big Red Button.

What’s that? No more? Wow, I thought this wouldn’t end! XD Seven SuperBot folks, holy cow. This is looking more like a SuperBot-based company than a Naughty Dog or Insomniac one don’t it?

There are a few extras before we get to the big bit, they are the following:

First is Greg Prior, who worked at Sony Santa Monica as a Junior Environment Artist, specifically on God of War: Ascension. He’s now an Environment Artist at Big Red Button.

Second is Dannie Carlone, who also worked at Sony Santa Monica, this time as an Environment Artist, again on God of War: Ascension, is now also an Environment Artist at Big Red Button.

Next is Ben Strickland, this time having been a Junior Designer at High Impact Games (I covered a few HIG folks in the first part), is now a Game Designer at Big Red Button.

Finally we have David Nam, who was an Animator at High Impact Games (but only for a few months, he actually was an Animator for a few years at Wayforward, who makes Shantae, Mighty Switch Force, etc), is now Junior Animator at Big Red Button.

But wait, this person also worked at Disney, as he says specifically:

Created hand drawn animations under the mentorship of Anthony DeRosa, and animated on several scenes for “Winnie the Pooh”

This is leading up to my favorite of the pack, saving the best for last, allow me to introduce Todd Ammons, this guys’ resume will blow your mind. He worked at Disney for many years during the 90’s and early 2000’s as Assistant Animator on MANY Disney Renaissance Era films like Beauty and the Beast, Hercules, Tarzan, Hunchback of Notre Dame, etc as he shows on his site! He also worked on animating in the film Barnyard, and actually worked at Insomniac for a year and a half as Senior Animator, animating in Ratchet Deadlocked and Resistance: Fall of Man. He worked on numerous games at Heavy Iron Studios including Ratatouille, Wall-E, and Spongebob: Truth or Square.

And he has an animation demo!

httpv://www.youtube.com/watch?v=WE1–ka5_BE

Here you’ll find clips of Ratchet, Barnyard, Ratatouille, Spongebob (oh my god this is my fav bit), a tiny clip of Home on the Range with Alameda Slim (the villain), among others.Guys, I think we’re in for a TREAT! He’s now Senior Animator at Big Red Button, and here’s his description of the position:

Responsible for development of Cinematic,Character,Camera and Game Animation for the main actors and enemies. Influential in creating a Combat style and adding personality to the heros

That wraps it up. I hope you enjoyed this, as I certainly have!

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Tommy Tallarico To Be Special Guest At Sonic Revolution

Tommy-T

 

This just in! Video game composer and co-creator of Video Games LIVE!, Tommy Tallarico has just been announced as a special guest for Sonic Revolution in Anaheim on June 15. Tommy is famous for composing many video game soundtracks including Earthworm Jim, MDK and even worked on Sonic and the Black Knight. Sonic Revolution’s announcement is below.

We are proud to announce another special guest to Sonic Revolution: Tommy Tallarico from Video Games Live! Tommy will be present on stage during the convention to talk about his work with Sonic music, as well as a Q&A about creating Sonic music.

Most known for being the co-creator of the concert series Video Games Live, Tommy Tallarico is also known for composing music for many major video games such as Bloodrayne, Earthworm Jim, and Pac-Man World. In the Sonic Community, he is known as a composer for the music of Sonic and the Black Knight.

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Freak-Out Friday: Sonic 06 – The Musical

I just don’t understand why people like Sonic 06

How could a game that gives you so many horrible experiences…

…be good?

Like a Disney film itself, these were the words which began something special over on the SSMB forums. As a debate rages on in our Sonic 06 topic, member Indigo Rush appeared to spin a musical tale of just why he couldn’t understand anybody who would enjoy the game. Then, it escalated further as another member, Discoid, decided he would sing the song… and now, the world has this wonderful creation. Open your ears and listen well. Lyrics are below the video.

[youtube]https://www.youtube.com/watch?v=eht54FIcCdM[/youtube]

Look at this game
Doesn’t it suck?
Wouldn’t you rather be hit by a truck?
What would you think of a game
A game that just
Really stinks

Look at this game
Glitches untold
How many problems can one game disc hold?
Looking around and you think
Sure
This game really stinks

It’s got glitches and plot holes aplenty
It’s got lame villains and bad design galore
You want loading screens? They’ve got 20
But who cares, no big deal
They’ve got moooooooore

I wanna see
Wanna see Silver fight
I wanna see
Sonic get trapped by a wall
Slamming back into his – what do you call ’em?
Oh – rings!

Touching your controller you don’t get too far
Automated segments are required for moving quickly
Running along down a – what’s that word again?
…Mach speed section!

Up where they crash, up where they fall
Up where they glitch all day with those balls
Loading a screen, for eternity,
In Sonic o’siiiiiiiiix

What would I give, if I could drown in 1 feet waters…
What would I pay to spend a day, stuck on a wall…
Bet’cha in 4, can’t fall through floors
But you can
Stand up on the ceiling
Scripted loops here
Tails is poop here
Ready to gliiiiiiiitch

I’m ready to know what the people know
Ask them some questions and get some missions
What’s an Iblis Trigger, and why does it – what’s the word
Buuuuuuuuuurn

When’s it my turn?
Wouldn’t I love, love to explore the empty hub worlds up above?
Out of this plot
Wish I could rot
In Sonic O’siiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiix

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Covers and Solicitations for Sonic the Hedgehog #262, Sonic Universe #65 and SSSM #12 Revealed

Water, water, everywhere in June’s selection of Sonic comics!

Midtown Comics has the latest solicitations in, and there’s danger from drowning for everyone to kick off the summer months. In Sonic the Hedgehog #262, we continue exploring underwater as the submerged city comes under attack from Dark Gaia’s minions. Sonic not being able to swim won’t help, but maybe Amy can? This is “Waves of Change”: part 3.

sth 262

(W) Ian Flynn, Aleah Baker (A) Evan Stanley & Various (CA) Ben Bates

Catch some sun and ride the wave as the aquatic adventure continues in ‘Waves of Change,’ Part 3! Sonic faces a city invasion by the ominous Dark Gaia Monsters! To make it even worse, the invasion is underwater – and Sonic can’t swim! As the struggle turns desperate, will it be Amy’s mission to find the key to saving them all, or will Sonic be left to drown? Then, in ‘The Light in the Dark,’ Part 2, the Freedom Fighters find what they’re looking for – but will their own divisions bring them down? Featuring new cover art from Ben Bates and an extra-special ‘monster movie’ variant from artist T.REX!

Meanwhile, in Sonic Universe #65, Knuckles and the Chaotix venture deeper into the mystery as they head to the Aquatic Mines. There’s no rap to greet them, but there’s the risk of being caved in still present. And they have to track down the Emerald thief before Team Hooligan do, to boot! This is “The Great Chaos Caper”: part 3.

su65

(W) Ian Flynn (A) Jim Amash & Various (CA) Tracy Yardley & Various

Bust out your detective hats and hop on the case in ‘The Great Chaos Caper,’ Part 3. Knuckles and the Chaotix are in the heart of the Aquatic Mines-where their only two options are to get crushed by a cave-in, or to drown! How on earth (and below earth!) can they make it out alive? And once they do, they’ve got to chase down the unlikely Chaos Emerald thief before Nack’s team of Hooligans beat them to it! Add in ravenous Dark Gaia Monsters, and there may be too much for our heroes to handle! Featuring new cover art from Sonic comic guru Tracy Yardley and an awesome SEGA game art variant starring the Chaotix!

Finally, we take some time from the water to look back in retrospect. The Mega Drive turns 25 and Sonic Super Special Magazine #12 is taking time to reflect on its history, including the origins of other beloved game classics of its time, new art and new interviews.

sssm12

(W) Ian Flynn (A) Patrick Spaz Spaziante & Various (CA) Ben Bates

Celebrate 25 years of the SEGA Genesis with this extra-special anniversary edition of Sonic Super Special Magazine! Take a look back at the SEGA system that started a revolution with this anniversary issue featuring the origins of such hit games as Golden Axe, Altered Beast, Streets of Rage, and more, alongside awesome new pin-up art from the Archie team! Plus, an interview with Sonic inker supreme Terry Austin and an all-new foil-enhanced cover from the incomparable Ben Bates! This issue is jam-packed with awesomeness!

We will have more on Sonic the Hedgehog #262 and Sonic Universe #65 closer to release.

Source: Midtown Comics

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Preview: Sonic the Hedgehog #258

It’s time to save valuables from the loose caboose in this month’s issue of Sonic the Hedgehog!

Sonic_258-0

 

The Archie comic blog gives a heads-up on the latest stop in the heroes’ escapadaes, and even the ground they stand on is moving at breakneck speed! In this issue, the Freedom Fighters take on one of Eggman’s dreaded bullet trains when they find out that it’s carrying two very important hostages; Professor Chuck and Professor Pickle. They’ll have to work as a team if they want to put the brakes on this nefarious scheme, but tricks and traps lay in wait for them on board, including a new threat who won’t ask for their tickets nicely. Grab your luggage and all aboard for “The Chase”: part 1.

SONIC THE HEDGEHOG #258
The SHATTERED WORLD CRISIS continues! “The Chase” Part One: Uncle Chuck and Professor Pickle–CAPTURED by the nefarious Dr. Eggman! It’s up to Sonic and the Freedom Fighters to secure the precious kidnapped cargo from the Egg Train! But they’re going to be in for the surprise of their lives when they discover that there are more than just badniks guarding it! Featuring a special CGI “Return of Princess Sally” variant cover by Rafa Knight!
SCRIPT: Ian Flynn
ART: Evan Stanley, Terry Austin, John Workman and Steve Downer
Cover: Tyson Hesse
Return of Princess Sally Variant cover: Rafa Knight
Shipping Date: 2/26
On Sale at Comic Specialty Shops: 3/12
32-page, full color comic
$2.99 US

Sonic the Hedgehog #258 is out now on digital formats and in comic stores. You have no excuse to miss the ride!

Source: Archie Comics

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Sonic Stadium Interview: Sega’s Stephen Frost

Sonic Boom Logo

Here it is! The interview I promised and gathered some fan questions for! I’d like give huge thanks to Stephen Frost and Kellie Parker for working with me and answering the questions. 🙂

And now, let’s get started!

Hero of Legend: So Stephen Frost, as I already listened to the SEGABits interview just published about you, you’ve already said a lot about yourself, but just for readers here who haven’t heard that interview (and should right now!), would you like to give a brief introduction about yourself and talk about past experiences and such? I’d also like to hear about you as well Kellie Parker. I haven’t heard much about you, so take this opportunity to talk about yourself and your experiences at and prior to Sega.

Stephen Frost: Well, for those who haven’t heard about me, and I assume that most have not; I’ve been a producer at SEGA for almost eight years now. I’ve worked on a variety of titles ranging from the Sega Genesis Collection to Universe at War to some of the Marvel titles and Shinobi on 3DS.

I started in game development at a studio called Dynamix in Eugene, Oregon and eventually moved to California to work at Imagine Media. There, as Webmaster, I helped to build the foundation of what would eventually become The Imagine Games Network (IGN) before eventually jumping over to launch PSM: 100% Independent PlayStation Magazine.

Around seven years later, the desire to return to game development was too strong, so I jumped at the chance to join the team at Electronic Arts, where I worked on such titles as Armies of Exigo, Ty the Tasmanian Tiger 2 and Oddworld: Stranger’s Wrath. From there, I had a brief stint at an Activision studio (Z-Axis), working on some Marvel superhero properties before hanging my production hat at my current home at SEGA, where I’m now fully focused on Sonic Boom.

Kellie Parker: I’ve been working in online community for 15 years. I got my start on the IRC network TalkCity, which became a company called LiveWorld. While at LiveWorld, I worked on message boards and live online chats for many companies, including HBO, Showtime, Food Network, A&E, Intel, eBay, Slim-Fast, and MSNBC. I left LiveWorld to become the community manager for PC World and Macworld magazines, and after a few years there, I joined SEGA where I am the Senior Community Manager. I’ve been at SEGA for 5 and a half years now, and it’s been an amazing experience.

HoL: I’ve been very curious about who exactly is the exact character design of Sonic and company here? I have my beliefs it’s Bob Rafei as he’s had a history of character design work at Naughty Dog (I believe he worked on designing Jak and Daxter themselves, please correct me if I’m mistaken) and he has indeed addressed himself as one in the recent interviews about Sonic Boom.

SF: The development of the main characters in Sonic Boom was a joint collaboration between Big Red Button, OuiDo Productions, Sega and Sonic Team. We definitely pulled a lot from Bob’s past experience as a character designer but a lot of people had input into the final designs you see today. Given all the different mediums that the characters will appear in (games, cartoon, toys, etc.), it was important to make sure that the character designs met the needs of each of those.

HoL: You (Stephen) spoke about the composers not being set in stone, but I am curious if perhaps you’ll lean towards Sonic Team veterans like Jun Senoue, or maybe perhaps work with composers who are familiar to the people at BRB who worked at Naughty Dog and Insomniac prior, such as Mark Mothersbaugh and Josh Mancell who worked on Crash Bandicoot and Jak & Daxter, or perhaps David Bergeaud and others who worked on the Ratchet & Clank series?

SF: At this time, we are not talking about the soundtrack or the musicians involved in the game. We should have more details at E3, though.

HoL: I am actually also really interested in knowing more about the names of people at Big Red Button involved with the game, more specifically just how many people who worked at Naughty Dog and Insomniac because of the key folks from the companies are known to be working on this game. I’ve done my own research about this and have found some interesting results.

I’m a dedicated researcher, I love knowing who works on games and what they’ve done before.  Knowing just who’s behind a game can really generate a lot of anticipation and confidence that the game is in fantastic hands, in my opinion. And so far some really amazing people have been seen to be working on Sonic Boom.

SF: Well, I would like to be respectful of all the team members and not mention them by name, but there is definitely a lot of talent at Big Red Button. We’ll be sure to put as many of them in the spotlight as possible as we get further along with the project. However, at a management level, we have folks who have worked on such franchises as Crash Bandicoot, Jak & Daxter, Uncharted, True Crime, Shrek, God of War, PlayStation All-Stars Battle Royale, Ghostbusters and Simpsons, to name a few.

HoL: I’d like to ask about the 3DS version of the game. I understand Sanzaru Games is behind this version and they’re most well known to have carried the torch of the Sly Cooper series from Sucker Punch. I’d like to know if this version will be for example a 3D platformer as well, also if maybe it will have it’s own style, like maybe it could be cel-shaded like Sly Cooper: Thieves in Time as they made just prior, similar to how the Wii U version is very similar in style to Jak & Daxter.

SF: At this time, we aren’t talking about the 3DS version of the game. You are correct that Sanzaru were responsible for the most recent Sly Cooper title and I’m sure they will bring all their experience from that project over to Sonic Boom. All I can really say right now is that the 3DS game is its own experience with a separate storyline from the Wii U version. We have a few surprises to announce in relation to the 3DS game, but you’ll just have to wait and see what they are.

HoL: Again about the 3DS version, is it likely to feature some connectivity with the Wii U version? Sonic Lost World already did so I personally wouldn’t be surprised if it did.

SF: The 3DS game will have some connectivity with the Wii U but details of that have not yet been announced.

HoL: Back to the Wii U version. I am personally interested in knowing if at least in the main hub shown if there will be a real-time day/night cycle for ambiance and such? Because some sneaky folks managed to slip in footage of the game way back in March 2013 during Crytek’s CryEngine 3 demo:

httpv://www.youtube.com/watch?v=zAJE_twq4wE

Under our noses all along and before Sonic Lost World was unveiled, my mind is still blown!

Anyway I personally love touches like this, and I understand this was in fact planned for Sonic the Hedgehog for the PS3 and 360 (aka Sonic ’06) but was removed for one reason or another. I personally hope this is indeed in the game as shown here, and the moving shadows is such a beautiful sight.

SF: The footage shown in Crytek’s CryEngine 3 demo was of an early visual prototype. It does not necessarily reflect the current Sonic Boom game or its features. That also includes the day/night cycle showcased in the video.

HoL: Also, as a fan of platformers that allow you to just relax and look around to your heart’s content, I’ve always been a huge fan of freely movable cameras, whether it’s just to swing 360 degrees around a character, or even as a first-person view to look up into the sky or down to your feet, is there a camera system like this in place so fans can look at the pretty environments from anywhere? Sonic Lost World and also the three Sonic games prior at least (Unleashed, Colors, Generations) did not have this at all or extremely minimally, but the Sonic Adventure games, especially the first really used this very well, and it was sorely missed.

SF: I can confirm that exploration is an important part of this game, so I would expect that the camera system would be designed around that, as well.

HoL: Bob Rafei mentioned to The Guardian about there actually being 2D gameplay in the game. Is this more or less like Classic Sonic again, or is it actually more like the 2D sections in Crash Bandicoot? Also how much of them are there in the game? I would think the game is very much mostly 3D, hopefully with only a few 2D bits sprinkled in, just my personal opinion.

SF: As with most Sonic titles, where there is generally a mix of 3-D and 2-D-based gameplay. Sonic Boom will be no different. Given the focus on exploration of this new world for Sonic, we generally wanted to focus on 3-D. However, given our desire to deliver a “familiar but new” experience, you can bet that elements like the 2-D-based gameplay will certainly show up, but maybe with a few twists.

HoL: Are you able to give a detailed enough idea on what the characterizations of Sonic, Tails, Knuckles, and Amy will be? People are wondering if Knuckles will be on the less-than-intelligent side and if Amy will still go cuckoo for Sonic for instance? Tails is also in question as some are wondering if he’s going to be snarky as it were? (some point out his facial expressions art) Also curious if the brotherly bond between Tails and Sonic will be developed on.

SF: I am certainly aware that the characterizations for Sonic and team are a big discussion point amongst the fans out there. We know it’s important and we spent a lot of time working out how these characters should behave and act. It’s obviously key to be true to their original designs, but we also need to balance them out a bit, while accenting certain personality traits so that folks not too familiar with Sonic can quickly and easily understand who these characters are and what they’re like. This is the same philosophy that influenced the overall visual character designs for the characters. With Amy, for example, we aren’t really meaning that she is a strong, independent and acrobatic character only in Sonic Boom. She has been that way in other games. In Sonic Boom, though, these aspects of her character will really be emphasized in the story and gameplay in order to make it clear to everyone that this is how she is.

HoL: People are wondering where the idea of the Enerbeam came from? It’s certainly a new concept for the series.

SF: The original concept for the Enerbeam came from the general idea of us wanting a physical manifestation of the friendship between the main characters, something that connected them all together in a visual way. That was the genesis of the idea, at least, but the Enerbeam has evolved a fair bit since those early days and has been refined into something that is more of an extension of the characters, themselves. Once players see how the team gets this ability, they will definitely understand it a bit better.

It plays a role in all major aspects of the game, including navigation, combat, and interaction with the world, but is designed to enhance the gameplay, not detract from it. The uses for the Enerbeam are built to be fun and, again, build upon the character-specific abilities that each character has.

HoL: Is there teamwork in gameplay? How does this work? Something like in Sonic Heroes or Sonic Advance 3 perhaps?

SF: Yes, we have what I prefer to call “working as a team” but it isn’t really like either of those two games. Our teamwork dynamic is a bit more organic than what is found in Sonic Heroes or SA3. You aren’t hitting a button to have another character come over and perform a team-based attack, for example. Something like that doesn’t really work in a co-op setting since we wouldn’t want to take control away from the other player. It’s more like actually, physically working together. So, in combat, for example, maybe there is an opening that both characters would need to take advantage of at the same time to damage an enemy. Or, maybe there are navigational challenges that would require both players to work together in order to get past. Sonic is stronger with his friends in this game and that is something that reflects all core aspects of the experience, so “teamwork” is definitely important.

HoL: Speaking of the characters in-game, I read that in single player you always have two of them at once, and up to 4 people can play at once with each of the four? So is there online co-op or 2-4 player local split-screen? Or is it like where maybe one person uses the GamePad screen and the other person or up to three others use split screen on the TV? And as I said there’s always at least two of them in single-player? So you can’t just have Sonic all alone? He has to have at least Tails following him while being controlled by the AI?

SF: At this time, all we have announced is that the game will support up to two players in the main mode with parts of the overall game supporting up to four players. In minimum, there will always be two characters together, but that doesn’t necessarily mean that Sonic has to be one of them. I also want to confirm that there are no online co-op features currently planned for this game. We felt, given the design of the game, that local multiplayer and co-op would be the more appropriate things to focus on. When people actually get their hands on the game and see how it plays, I think they will more clearly understand why we focused on what we did.

HoL: This was glossed over in the SEGABits interview when asked as it was bundled with another question, but will there be any humans in the game and the show (not counting Eggman obviously)?

SF: We want this world to be a living, breathing place to explore and that wouldn’t be possible if it was completely deserted.

HoL: We’ve seen most of the characters show their trademark abilities, but so far we haven’t seen Sonic perform a Spin Dash or seen Knuckles Glide, will they have these abilities? Also in terms of combat could Tails perhaps use his tails to whack things again? They’ve been out of the combat field since Sonic Adventure 2, and that was in the Chao Garden!

SF: While we have not yet revealed all the character-based abilities, what you have seen in the announcement trailer does reflect a decent number of them. We definitely want to include as many classic abilities and attacks for each of the main characters, as possible, but some of them would not be useful or work properly in the game we are building. I feel, though, that there will be enough in there for fans to appreciate, along with several new abilities that will add to the overall game experience in Sonic Boom.

SF: As a final thought, I just want to thank all the fans out there who have gotten involved in forum discussions, created artwork and sent me comments. It’s great to read and see everything you all have been doing in relation to Sonic Boom. Please keep it up. I love the passion and excitement that everyone has and I can’t wait until I’m able to share more about these games. Just please continue to be patient and I promise that we’ll have some great stuff to show in the near future.

And that wraps it up! Thanks again to Stephen and Kellie for taking the time to do the interview. 🙂

What are your thoughts on what Stephen and Kellie said? Do the answers make you more or less excited for Sonic Boom?

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Rafei discusses redesigns, Sonic Team, and sports tape

Sonic Boom Logo

A new interview has surfaced with Bob Rafei, CEO of Big Red Button Entertainment, who says Sonic Team had some “discomfort” over some of the company’s more wacky redesign ideas. A lengthy article over on Gamespot goes into some details of the behind the scenes work of Sonic Boom, which Rafei explains about the freedom Sonic Team gave them, and where they simply had to cross the line.

“We went pretty wide with the designs at first, and by going too wide, we lost some of the spirit of the character and had to rein it in,” said Rafei. “Sonic Team and Sega were very open-minded about our approach, and accepting of a lot of things we were doing. Ultimately, because of some of our really wacky ideas, we did find the boundaries of things we could and couldn’t do[…] we experimented with different colors and surface features on the characters, such as fur or scales, and quickly Sonic Team came back with their discomfort of that. They were great guardrails for us to understand when we were deviating too far from the character. Without their input, the character would have been a lot more alien and different from what Sonic is known for.”

Sonic the Speedy Reptile, perhaps?

Rafei goes on to explain the time where Iizuka himself popped down the Big Red Button to have a chat about the new look characters – where they ended up having an adult conversation about the validity of pants on the cast.

“I felt sorry for the guy because sometimes he couldn’t actually look at the screen–it was too traumatic seeing all the crazy stuff we wanted to do. Over the course of that meeting, when we were coming up with new ideas, we had a very sincere–just two adults talking–conversation about why a character should or should not wear pants, and that was a very surreal moment in my life and my career,”

But that’s not all! Rafei also answers many other burning questions – such as, what is the deal with all that sports tape?!

“From my perspective, it was important the characters have a practical heroism to them and not vanity, which is more fitting for villains. The arm and leg wraps were inspired by fighters and American football players–two groups who don’t really care what they look like so long as the end result is that they kick ass at what they do. That was something I wanted associated with these characters. The sports tape is meant to show the characters are not vain; it’s just a part of their daily routine. When the world is in jeopardy, you don’t have time to worry about what you look like. It’s a more grounded approach for the characters.

This is in contrast to Eggman and his very formal, military-esque attire. That’s a very conscious design choice because his character is more vain and is very concerned with what his robots look like and what he looks like. Hopefully you can see the thought that went into this and not just something we threw out for the sake of it.”

Well, when you put it like that! You can read the full story over on Gamespot, where they also touch on other sweet details like the reason behind our brand new jacked up Knuckles, why Sonic is wearing a bandana, and how similar Sonic Boom will be to the classics we all know and love. Now excuse me while I go make a Sonic the Reptile with Pants picture…

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Cancelled Sonic Adventure Burger King Promotion Comes to Light

Sega are no strangers to doing promotions with fast food chains, I’m sure most Sonic fans out there are familiar with the many McDonalds or Burger King toys which accompanied kids meals back in the 90’s. Well… it seems that there was another line of toys planned for Burger King, however for whatever reason the line was cancelled.

burgerking40The documentation which came to light earlier this week shows that the toyline was going to be very extensive, the following toys were planned to be included.

  • * Walk em’ Sock Em Knuckles (No that’s not a typo, it’s really called ‘Walk’ and not Whack’)
  • Rip Roaring Robotnik
  • Twistin’ Twirlin’ Tails
  • Go Gamma Go
  • Somersaultin’ Snowboardin’ Sonic
  • Super Sonic Sled
  • Frog-Catchin’ Cat
  • Noisy Amy!
  • Knuckles Goes for a Spin
  • Turbo Prop Tails

Aside from the odd names, some of the toys look quite cool for meal toys, some however look… well… look…

burgerking34

I almost wanted to save this for Freak Out Friday, What’s going on with the artwork/look of Amy!? It looks like something you’d find in Demon’s Souls!

However there are one or two awesome looking toys in the documents, Gamma for instance looks great.

burgerking19

And who wouldn’t want a rocking action big the cat?

burgerking31

What I like about a number of these designs is that a few of them come with some smaller accessories or additional bits, for example, the Robotnik toy comes with a smaller Sonic figure, and the Knuckles spin toy also has Robotnik chasing him.

Sadly there are no models of these toys, it seems that these were scrapped at the design stage.

The full documentation can be found in our gallery and all images are at their full size.

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Mike Pollock and Roger Craig Smith nominated for Behind The Voice Actor Awards

itsamike

It’s seemingly not often that the vocal talents behind the Sonic the Hedgehog franchise receive any real recognition for their work on the series (and disappointingly so) – but rejoice, there is good news on this front at last! Two of the series’ principal cast members have been nominated for accolades in the latest Behind The Voice Actor Awards, and they’ll no doubt be looking for your votes and support to help them take home the gold.

Roger Craig Smith, known of course amongst the fanbase as the voice of the titular blue blur, has been nominated in the Best Male Vocal Performance in a Video Game in a Supporting Role category for portraying the wise-cracking Wonder Blue in the recent Wii U title from Platinum Games, The Wonderful 101. However, it’s Mike Pollock that should be getting special attention from the Sonic fandom, as he has been nominated in the Best Male Vocal Performance in a Video Game category for his role as none other than Dr. Eggman, specifically in last year’s Sonic Lost World.

The two vocal stars are in esteemed company in their respective categories, nominated alongside the likes of Troy Baker (the voice of Espio), Nolan North, and Alan Young (Scrooge McDuck himself!).

We here at The Sonic Stadium wish to congratulate both Mike and Roger on their nominations, and if you wish to cast your votes for them you can do so at the awards page (you’ll need to register for an account first though). The winners are scheduled to be announced next Wednesday (19th March), so you don’t have long to get your votes in!

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A not-so-little look at: First 4 Figures’ Shadow The Hedgehog

It’s been a long while since First 4 Figures’ Shadow statue was unveiled in May of last year, and after an appearance in Summer of Sonic’s merch cabinet in 2013, it seems like only yesterday that I was putting it together to go inside said cabinet…

Well, not really. The wait has still been a very long one. It’s finally over though, as First 4 Figures’ Shadow the Hedgehog statue has finally been finding its way into the hands of Shadow fans and collectors everywhere over the past couple of months or so. Here’s a little look at how much Shadow $230 will buy you. Brought to you with some absurd-resolution images:

Shadow shipping box

 You get a very big box with some basic details on the side. “Shadow Sonic”… Hmm. Have fun with that idea fan-fic writers! That’s not what you’re here to see though, so inside we have…

Shadow Statue Box

 Another box! This time with pictures! Inside this box we find…

A big brick of Polystyrene! Some writing on the top and a pretty, 3D picture on the reverse.

Here’s a look at all the bits and pieces you get inside. The statue is split into multiple parts (base, Shadow’s body, both of his hands and batteries) to make the journey over from China a little easier on the fragile parts. Building the statue was a little bit fiddly, but everything went together easily enough once the main body was fitted into place.

The statue certainly isn’t one for people who don’t have a fair bit of space. At a solid 15 and a half inches in height, he’s certainly imposing. To give people a sense of scale, here’s a vanilla copy of Sonic Adventure 2 by comparison.

Shadow size

And so wraps up this not-so-little look at First 4 Figures’ Shadow the Hedgehog statue.

At the time of writing, The exclusive version of the statue has completely sold out in Europe, but not quite in the US and Australia. The regular statues are still having their wait lists sorted out.

Over to you: Were you lucky enough to pick one of these up for yourself? What were your thoughts?

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Very high-res capture of Sonic Boom concept art surfaces

Sonic Boom LogoThe following is a ginormous pic of Bob Rafei and the board full of concept art from Sonic Boom as seen in an earlier video, but this capture might be a proper photograph as it is way too high resolution to be a snippet from a video. At the moment we have no true source of the picture. But nevertheless, it’s here and for you all to see!

Bob RafeiClick the image for the full 3000×2000 version!

One of the most interesting characters shown is what appears to be Marine from Sonic Rush Adventure making her comeback.

Marine BoomMy boomerang’s a little Ty’d up at the moment…

Not only do the colors and the patterns match up, but she is also stereotypically carrying a boomerang and she did speak in an Australian accent before.

Another character, is what appears to be a robot that looks to have very similar features to Emerl, last (and only seen) in Sonic Battle (not counting Gemerl’s appearance in Sonic Advance 3).

Emerl BoomGod dammit Mad Doctor, we didn’t need to turn Emerl into a Beetleworx!

While we don’t have a definite source for the image, we have Eitarou and A Real Human Bean to thanks in our forum for finding (Eitarou) and posting the full image (A Real Human Bean). We also have an adjusted (albeit smaller) shot of the pic by Storme Prince so you don’t have to strain your eyes as much.

Sonic Boom Concept Artwork AdjustedWe had to cut corners to bring you this piece, we apologize.

So there you have it! Enjoy! 😀

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ASRT’s Soundtrack To Receive CD Release

Sonic-and-All-Stars-Racing-Transformed-Danica-Patrick

Come May, the Japanese version of Sonic & All-Stars Racing Transformed will be released, and if you happen to live in Japan and pre-order, you get a sound track CD.

However, a recent listing posted on HMV.jp would indicate that the OST is to also get a full retail release. In fact several Japanese retailers have recently posted a listing for an ASRT soundtrack on their websites. Details are that it’ll be a single disk release, and its due out on May 14th.

Despite a strong demand for a physical soundtrack release since the games début here in the west, there doesn’t appear to be any plans to bring this over to the US or Europe at this time, which isn’t unusual for Sonic OST releases. But if that changes we’ll be sure to let you know.

Source: HMV.jp

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The Sonic List: Why Sonic Boom Will Be Awesome (And Why There’s Still Room For Concern).

Sonic Boom Logo

 

I truly believe Sonic Boom will be great. While the game trailer left me more confused than excited, you cannot deny the legacy of the developers working on the game. While Knuckles design has been incredibly controversial, one look at a scene from the show or listening to the recording sessions convinced me that the show is not only going to be very funny, but heading in the right direction. Yes, Sonic Boom has left some fans divided about its quality, but I don’t think there’s no denying that it’s looking better than originally anticipated. That said, if there’s one thing you should ALWAYS have with any Sonic media (except the comics) is caution. If there’s one thing Sonic Lost World taught us, is just because something looks great, doesn’t mean it will be. (I’m not saying SLW was bad, just…disappointing.)

That said, here is my list of reasons why Sonic Boom will be awesome and why you might still need to be cautiously optimistic.

"We're surround by Playstation developers!........Cool!"
“We’re surround by Playstation developers!……..Cool!”

The Game Developer’s Background

Why it’s awesome! – You’ve got former developers and art directors from Naughty Dog, High Impact Games and Chris Sean (the cancelled Sonic X-Treme) all working together to make Sonic Boom happen. There’s some solid talent here including Bob Rafei who was with Naughty dog from its very beginnings such as the Crash series, all of Jak and Daxter and up to the first Uncharted. Not only that, but there are several other Naughty Dog founders here along with staff from High Impact who worked on Ratchet and Clank and J&D games on PSP. It’s like seeing Sonic if he was developed for Playstation! This is their first big break though game under this new company so they know they can’t afford to mess it up. Not only that, but you have the uber-talented guys at Sanzaru games (Sly Cooper 4) working on the 3DS version. I could go on all day, but if you want to know more about these guys, just look at this article.

Why you should be cautious – All that Jak and Daxter talent seems to be leaking into the game itself. Just looking at the trailer, if you removed Sonic and the gang and replaced them with Jak and Daxter, it would seem almost MORE fitting (that “desert-punk” look reminds me a bit of Jak 2). There’s no doubt this team has the talents to make a great game, but do they have the talent to make a great Sonic game? Outside of that, there are some mediocre games in their back catalog including the fairly weak Secret Agent Clank. Still, it’s GOLD compared to some of the stuff Sonic Team’s put out.

"Knuckles is right. That upper-body work really pays off!"
“Knuckles is right. That upper-body work really pays off!”

The Cartoon Show

Why it’s awesome! – There’s been plenty of Sonic Cartoons over the years, but very little of good quality. Sonic SATAM is almost universally loved for its strong dramatic storytelling, Adventures had it’s good moments and watching Robotnik act goofy was always a treat, Sonic X while not that great, was fairly faithful to the games and brought in a new generation of fans and Sonic Underground was liked by a few because………I have no clue.

So many were worried about how Sonic would be represented in an 11 minute comedy-based CGI cartoon. Thankfully, we not only got one 3–minute scene from the show, but a behind the scenes moment of their voice recordings and I’m very happy with what I’ve seen and heard so far. While the jokes aren’t hilarious, the delivery by such superb voice actors as Mike Pollock and Roger Craig Smith help to deliver a very funny performance. Just a few of those moments were funnier than almost all of Adventures of Sonic. As a fan of the very silly Sonic X comic and of the writing in Sonic Colors, I’m very happy with this direction for the show.

Why you should be cautious – Because you’re all into dark drama and hate fun. XP

Okay, kidding aside, there were a few small concerns. Knuckles looks like he’s going to be the big, goofy dumb brute again and his “funny” dialogue sounded like stuff you’d hear on a bad Disney Channel comedy. Also, just from the small sample shown it’s obvious Amy Rose is still channeling her inner Minnie Mouse. “SIGH!” Speaking of…

"C'mon, you Ratchet and Clank reject!"
“C’mon, you Ratchet and Clank reject!”

Amy’s Character Change

Why it’s awesome! – For the longest time, Amy was just a one note character. Following and pining over Sonic with not enough development and growth. This changed over time and she became a little more strong and independent. This was in part thanks to having Cream the Rabbit as a sidekick (albeit that was really shown more in Sonic X and the comics).

With Sonic Boom, we no longer get a boy chaser in a frilly dress, but an athletic, gymnastic and stronger Amy Rose than before. Someone Sonic may be chasing after, rather than the other way around. Someone with less flaws, who’s smart, gymnastic and…..uh-oh. Uuuuhhhh-oooooh!

Because perfection is boring.
Because perfection is boring.

Why you should be cautious – This is part of the problem. Amy was already becoming tougher and more independent while still keeping her character flaws that made her a fun personality. What I definitely DON’T wanna see is Amy Rose become Sally “little miss perfect” Acorn. Sally has become the super-ultra, self-sacrificing, Christ-like Mary Sue of Mary Sues whose only flaw is caring too much and I really can’t stand her!! (Gee Jason, tell us how you really feel. Also, you covered this three weeks ago you idiot.)

In short, it’s cool for Amy to be tougher and more independent, as long as it doesn’t go overboard.

Go home Amy, you're drunk.
Go home Amy, you’re drunk.

“Finally, something interesting!” AKA The New World/Designs

Why it’s awesome! – By now, we’ve all seen the new designs and we all have our opinions on them. Buffles, the sports tape, blue arms, extra quills, you either love it or you hate it but you know what? At least it’s something different. We really haven’t had anything quite this unique and new in the Sonic franchise since “Sonic X” and even that was based mostly off the Sonic Adventure series of games. We’ve got a new design, new lands, new characters, new villains and more!  With all that newness on the horizon, what’s not be excited about? Plus if it doesn’t meet up to your expectations, you don’t have to worry about it replacing your favorite Sonic as it’s just its own thing. “A branch of the Sonic Franchise”.

Why you should be cautious – At best, Sonic Boom could re-ignite the Sonic franchise in a big way. At worst, we could have another Sonic ’06 that ruins the franchise further and we get more stupid “LOL Sonic-Cycle!” posts. Personally, I don’t believe it will go that way at all but you never know.

Also, just look at how ridiculous Knuckles looks. What with those tiny noodle arms attached to giant boxing gloves and don’t get me started on those Lego shoes. Wait, which Knuckles were we talking about?

Jason Berry wraps himself up every night in sports tape for……personal reasons.

 

 

 

 

 

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Freak-Out Friday: The True Origins of Sonic the Hedgehog

TRUEORIGIN

In this week’s Freak-Out Friday, we have the special treat for all Sonic fans out there. BEASTS have finally uncovered the true origins of Sonic the Hedgehog’s conception and have shared their findings for the world to see. I think you’ll agree that it’s pretty amazing to see first hand. Be warned, there’s a bit of language involved in such a passionate and heated moment!

[youtube]https://www.youtube.com/watch?v=Dtg_QHQxy9s[/youtube]

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So this happened in Rio the other night…

They’re coming to get you Barbra…! They’re coming for you!

massofsonic

LOOK! Here comes one of them now!

So over in Rio, the people there love to party! And, as part of this years Rio Carnival, one school group decided to party on mass as Sonic. From what little knowledge I know of the Rio Carnival, there seems to be a ‘theme’ each year, but there’s also various sub themes that carnival schools can chose to do.

Well one school decided it was going to go to the carnival as Sonic… … I don’t know why, but it’s awesome!

Why can’t this kind of thing happen near where I live?

Source: Folha De S.Paulo

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Paladone to release a LOAD of new Sonic items!

Pixel Bricks

Paladone, a gift supplier with a whole range of different products has recently unveiled a whole slew of new Sonic the Hedgehog inspired merchandise. Several new items have been made available for pre-order courtesy of the UK based retailer Forbidden Planet International.

The range, which covers a whole host of different items include:

Those Pixel Bricks… Somebody hold me!

Out of all of these though, there is still no sign of Paladone’s Sonic themed Doodle Jump figure, initially seen a few months back. Possibly something that will be seen later? Time will have to tell on that one.

Now, my wallet is due to become substantially lighter, so if you’ll excuse me…

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GameZone interviews Bob Rafei, CEO of Big Red Button

Sonic Boom Logo

 

A new interview with Big Red Button Entertainment CEO Bob Rafei has surfaced over on GameZone. Though Rafei told GameZone a lot of information you’ll have to wait for when they bring to E3 2014, he did go into detail about the inspiration for both how the combat is unique for each character in Boom, where the “Enerbeam” idea stemmed, and how it’s used to interact with the environment around you. Rafei mentions specifically Knuckles’ Chaotix, which is well know for its own use of a tether which links you to a secondary character whilst playing.

GZ: Combat appeared to be quite a bit more involved than previous Sonic games. What can we expect in terms of the combat gameplay?
BR: In combat, our goal was to allow player expression via character selection and ability to engage enemies. We wanted to enhance how players can engage enemies through different character abilities. These are some really fun characters! We’re excited to allow all four, not just Sonic, more center stage in combat and navigation.

GZ: What are the uses for the energy tether, and was Knuckles Chaotix an inspiration for that idea?
BR: We looked at a lot canon titles including Knuckles Chaotix as inspiration of what would work best to establish this action adventure experience. We ultimately decided to go in a different direction for Boom. The energy tether, or “Enerbeam”, can be used in quite a few ways. Some examples are, in locomotion, such as the zip lines, to pull things like shields off of enemies and to interact with elements of the game world. Basically, it is used to some degree in all major pillars of the game and is an important character ability. It will also show up in the animation when appropriate.

You can check out the full interview over on GameZone where they discuss the founding of Big Red Button Entertainment, the Naughty Dog influence seeping into the art direction and what they believe the modern Sonic audience is. Guess E3 is where we’re going to get our next big haul of details about Boom, folks. Only a few months to wait!

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SAGE Round Up Discussion

[youtube]http://www.youtube.com/watch?v=ESfrFleRwRA[/youtube]
or download the mp3 from here.

The Sonic Amateur Gaming Expo has once again come to a close, so what better time to discuss our favourite games. And who better to join the discussion than Lewis aka SonicYoda, reviewer and affiliate of this years SAGE event. Continue reading SAGE Round Up Discussion

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SEGA Nerds interview with Stephen Frost

[youtube]http://www.youtube.com/watch?v=joufovUM598[/youtube]

SEGA Nerds have put up a video webcam interview with Stephen Frost that explores more about Sonic Boom. There’s some more insight on the 3DS version, as well as more talk about the beginnings, the show, and what not.

There are also code giveaways in the video itself (Stephen shows them on a piece of paper) for 3D Classics Sonic the Hedgehog for 3DS, but I think it’s safe to say they’ve been long taken by now. 😛

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