TSS Review: Sonic Boom: Rise of Lyric (Wii U)

SBROL

Developer: Big Red Button Release Date: NA/EU/AUS: Out now, JP as Sonic Toon: Dec 18th, 2014

So here we are, the game that was supposed to mark a new chapter in Sonic’s long and treasured history as a new side-series running in parallel to the current Modern Sonic series. Sega entrusted this new series to a not-so-new developer named Big Red Button, I say not-so-new as they’ve been around since 2008! Big Red Button is a team formed by veterans from Naughty Dog, however, that’s where seemingly that relation ends. For a further look into Big Red Button and the folks who worked on the game during the last few years (note that some have departed from the company in the past few months), check out Part 1 and Part 2 of my articles about Big Red Button.

Now before I get to the main review, I want to make clear that sadly I have NOT completed the story for the game as I originally intended, so I want to make sure you know that fact to judge my thoughts on the game more fairly, my deepest apologies.

Also note that this is my very first professional review, so this is a new experience and I hope you’ll enjoy what I have to say.

So I will make the following into a few categories, rather than just put the whole thing in one, as in, I will speak about the game’s Gameplay, Story, Graphics, Audio, and the overall conclusion. I will also do something a lot don’t; I will provide an additional opinion based on the current price, and a bargain price in the conclusion, as a lot of people judge games based on price and can be more willing to pick a game up if they find it for like $10 or $20, also a lot of reviews pan a game for being too short for $50, that sort of thing.

Let’s begin!

WiiU_screenshot_TV_0175B

Gameplay:

So the gist of the gameplay is; it’s a beat-em-up with a decent amount of platforming, why can’t I call it vice-versa? Because I kind of find it’s more focused on the combat than the platforming though there’s quite a bit of it as well. You have your punches and your ground pound moves. All characters function basically the same but have some special touches to them, such as Sonic having his homing attack, Tails can glide and use long-ranged weapons like what appears to be a fire cracker shooter, Knuckles is obviously the strongest but I also find Amy with her hammer to be not far behind Knuckles. Amy is able to kill the snake enemies with a single swing which is pretty handy.

Combat is relatively simple, I never felt I needed to go beyond just mashing X or Y to attack, there’s no real strategy, I also find using the enerbeam in fights to be very clunky and they just don’t seem to work, even when I grab, swing, and throw them. Maybe I’m doing it wrong. It’s certainly not as elaborate as in Sonic Unleashed. You are able to unlock things such as upgrades and acquire items to help, but I didn’t really get to experience those fully yet. You also once in awhile find these tiny robots that run from you, and when you kill them, they drop a weapon. Only one I got to try out was a wind gun that shoots a tornado. It was cool, but it has a limited amount of uses. Fun gimmicks I guess.

As far as exploration is concerned, I don’t find any of them to be that fast, only Sonic is when you spam the Spin Dash move, and that’s a stretch since it’s only a bit faster and is absolutely nothing like in Sonic Adventure or Sonic Lost World. Outside of the auto-run sections, Sonic is not his Gotta Go Fast self, so get that out of your head if you came in for speed. And as far as the number of said sections, there aren’t that many and they’re over after a minute or two. You’re slowly running around and fighting a lot more. It’s a side dish. I did find the running on water sections to be pretty fun, at least I wasn’t bumping into obstacles every 2 seconds.

Boom-WiiU-H

Story:

Now we get to what is arguably my favorite part of the game. Yeah the cutscenes are very unpolished so you see jerking objects here and uber low-res textures there and you wonder why they had the camera up close in clean sight of then. But the character animation and writing is a true highlight, especially the former. The animation is very high quality and the animators should be given high praise. Buuuut I would not say the same thing for the in-game “cutscenes” where you see the characters just stand there like zombies flapping their gums, Amy is not a pretty sight in these. As for the story, the plot is interesting if not the most original (guy stumbles upon an ancient evil, lets it loose, he done goofs, he tries to undo it), but I really like the characterization. Knuckles is probably my fav of the group, but I also really like Lyric and how he animates, I wouldn’t call him intimidating, but he works, still it would’ve been cooler is he was an Owl (Owlyric?), but what can you do? The humor is part of the highlight. From the subtle facial expressions to the one liners, I certainly laughed and I love anything that can make me laugh.

I will say some of the story so far is really out of place, such as Shadow’s appearance is so far unexplained and feels very shoehorned and that is NOT a good thing. I like to know why things are the way they are unless they let the audience figure it out as a mystery. This is not one of those times. Will there be some big reveal that explains everything? From what I’ve read, that’s not likely.

Eggman

Graphics:

It’s a double-edged sword. At times it can look really nice, but the severe lack of polish hurts it so badly. It’s got a very lovely style, especially when you’re outdoors. But the graphical issues such as really bad shadow pop-in, the horrifically low-res textures, especially in cutscenes. Not to mention the game only runs in 720p and 30fps, so they don’t even make up for the short comings with trying to be more ambitious with the technical specs. The game was made using Cry Engine 3, and is the very first Wii U game to support it that’s been released, and honestly I feel that was a huge mistake. The engine very likely not only was not optimized properly for the console, but also they had to exclusively try to work in a function that the engine never used before; split-screen. I’ve not used the mode myself, but as I’ve seen in footage, when you use split-screen/co-op via the TV and GamePad, most shadow and lighting detail vanishes, and apparently the framerate can be even worse, which by the way can get a bit sluggish at points, even in cutscenes.

Lighting is another visual highlight, but again, it’s hard to overlook the flaws. However, I also want to bring to attention some of the geometry and effects of the outdoor sections. When you’re up-close to plants, they do have subtle animation and you see some particles floating in the air, I really, REALLY liked those details.

sonic-boom-rise-of-lyric-wii-u-wiiu-1401974567-014

Audio:

The voice acting is REALLY good in this game. No one really stood out as being bad, they all really delivered and were really fun to listen to. The music which was composed by Richard Jacques of Sonic R and Sonic 3D Blast Saturn fame, which to me is nothing like the aforementioned games, it does set the mood and some of the outdoor areas had a really nice tune to listen to. Personally the soundtrack could’ve been less orchestral and more upbeat like previous games, but it’s not a big deal. I personally hoped they would’ve brought in someone familiar with classic western platformers like Crash, Spyro, Jak, Ratchet, and Sly (Rocket gets no love…), but I guess they wanted someone familiar with Sonic to do it, even if the music isn’t anything like the series ever had before. Also, Jun Senoue was in the US for a long time as part of the now closed Sonic Team USA, wouldn’t he have been a way more appropriate pick?

Boom-WiiU-B

Conclusion:

So in conclusion, it was not at all what I was really hyped for, I mean I was hoping it’d be a gorgeous adventure though big expansive open worlds, like that infamous Cry Engine 3 demo showed. What’s that, they took that out? *sigh*

The game in a word is… okay. It’s not the worst thing ever, but it’s really hard to recommend it, especially at $50. What really needs to happen is after like 6 months, is that they release a patch that fixes so much in the game, that could give it a much needed and deserved second wind. If you find it for $20, I would say check it out. Compared to Sonic Lost World, if you want exploration, go with Sonic Boom, it’s got that, even if some environments like the desert level are really boring and some of the indoor ones also don’t feel all that exciting to look at or explore. I really hope we see a patch, I truly do. It needed many more months, like at least 6 more months in the oven to polish what they had. Why do so many not follow the wise words of Shigeru Miyamoto?; “A delayed game is eventually a good game, a bad game is bad forever” or something along those lines.

Also, click here to check out Jason Berry’s review of Sonic Boom: Shattered Crystal for 3DS!

So that’s it! What did you think?

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.

The 1994 Sonic Super Hedgehog Russian TV Quiz

I don’t know all the details on this one. But back in 1994, there was a Russian TV Quiz show about Sonic the Hedgehog, no idea if it was a special one off or a regular thing, but one thing is clear… it’s hilarious.

For starters, it begins with this very dodgy animation in which Sonic is seen escaping a road traffic accident, before hitching a ride on a helicopter whilst escaping gunfire from a futuristic fighter jet. The jet is able to shoot down the helicopter and Sonic somehow crashes out of a TV screen.

The first video then begins with this guy dressed up like a spaceman complete with a fake laser rifle who opens the show with all the emotion and enthusiasm of a 1970′s Dalek.

Throughout the show, a random Sonic cartoon animation appears in the corner of the screen and talks to the audience, sometimes showing his teeth and doing little gestures

The show also includes what appears to be Russian Sega MegaDrive adverts in which we see Ecto one driving through the streets of Russia to cure a sick boy by giving him a Sega MegaDrive

Theres prizes which are given out which include Sonic 2 themed watches and even a Sega MegaDrive 2.

They also consider the “Nissyo Iwai Corporation” to be Sonic’s creator, in English this means The Nissyo Potato Corporation.

Thanks to SSMB member Crystallize who sent this in.

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.

The Spin: Sonic Boom What the Heck Happened Part 2

spin

Disclaimer: The views in this piece may not reflect the views of TSS or other writers on the staff team. The intention of The Spin is to promote debate and discussion of an issue or something that’s happening in the fandom or the world of Sonic.

I have to admit, I was quite surprised at how many people responded to the last article, I guess this game and the whole mess around it has really struck a nerve? Well, I said I’d be coming back to this issue since it really does need looking at from an outside fan perspective and since many fans seem to be asking “Who is to blame for this,” from what I’ve looked into, it really isn’t as clear an answer as many think, so lets look into the reasons why.

Part 2: Big Red Panic Button

The first part talked about cut content, this part will be looking into Big Red Button’s role in all this as well as Sega’s. I’ll also be bringing up a bunch of ‘new information’ which not many people are talking about yet without a doubt must have had an impact on the game’s development.

So shall we get started? As previously, this article will contain spoilers for Boom, can’t say for absolute certain that the conclusions are 100% accurate, for that we actually need someone in an official line to come out and explain what’s happened, but based on the evidence at hand these are the conclusions I’ve been able to draw.

For starters, let’s ask a question which should have a really obvious answer but based on the evidence, there is a lot of dispute surrounding it. That question is…

When Did Development Start On Sonic Boom?

Let’s see, according to Sega’s official word, when the entire Boom franchise was announced back in February, it was 2011.

That is not true.

Because based on evidence uncovered, it was being worked on during June 2010, nearly a year before Sega said so, here is that evidence.

boomfacebookchat

Mr Villarreal is a concept artist for Big Red Button who posted a bunch of early concept art images on his Facebook profile before they got mysteriously pulled. What’s interesting though is this post, particularly with regards to Eytan Zana. Mr Zana does not work at Big Red Button any more, however he was an employee there, during June 2010 according to his LinkedIn profile. What did he do? “Concept artist for several unannounced projects.”

Here we have a guy who clearly worked on Boom thanking another guy who was on his ‘amazing team’ that was only at BRB in June 2010. It doesn’t take a parliamentary investigation to put two and two together here does it?

However, it may in fact be even longer than that. TSS staffer Shadzter managed to find another concept artist who worked at Big Red Button from 2009, whilst the page has been pulled from his website, it was full of concept art for Sonic Boom Rise of Lyric.

So how do you classify development? Actual overall work on the game such as the planning and design? Or hard coding on the game itself? Because if you discount the coding, it might have been 2011, but the actual start of the project in terms of work being done, long before that date.

Boom Started Development in 2009?

To be honest, I’m not sure, because we also have some evidence to suggest Boom actually started development back in 2007!

SegaBits staffer Barry, managed to find soem very interesting interviews from former head of Sega of America Simon Jeffery, which now sound a lot like what’s happened with regards to both Sonic & Boom in the last 3 years.

We will come back to this because you need to know some other bits of information in order for this information to make sense.

Who Are/Is Big Red Button?

bigredbutton

Big Red Button has been around since 2009 and finding out exactly what they have done is not an easy task. However based on personal websites of former staff and LinkedIn profiles we do have an idea.

Big Red Button were a small development studio, how small? About 14 people. According to a former producer and project manager at Big Red Button who worked on delivering Nintendo software during his time, there were only 14 members of it, this manager expanded that number to 65 during his time there. But think about this, if the information found regarding when work on Boom started, there were only 14 people working on Rise of Lyric!

Whilst in terms of total people who reported to him ended up being over 2000, in house staff at BRB for a number of years was only 14 people before expanding to 65.

What Have Big Red Button produced? 

Virtually nothing, well that’s not true, based on a number of personal websites and LinkedIn profiles, there have been some unannounced projects that they have worked on, however none of them have seen a release. Boom is their first completed project.

The Big Red Button Exodus

The story here comes from multiple sources, the claim is that at some point around June/July, there was a mass ‘exodus’ from Big Red Button in which staff were either let go or left. The biggest piece of evidence comes from Christian Senn, who stated he did not leave willingly…

boomchrissenn

I’m not going to speculate as how or why he was let go, but needless to say, someone at BRB let go a bunch of staff.

Now, according to a developer who posted at NeoGaf, Boom went gold in July of this year and a lot of staff left/were let go. However we have found evidence to suggest not only the claim of an exodus, but that there were major problems at BRB spanning back a period of months.

Where is this evidence? It’s on Big Red Buttons own website. Job listings were posted which we’ve been able to view thanks to the wayback machine show that as late as February 2014 Big Red Button were looking to fill a position for a ‘senior combat designer’, however they were still looking for one as late as July 2014. Alarm bells should be ringing, for three reasons.

  1. This matches up to the time period of the so called exodus.
  2. They didn’t have a senior combat designer in July of this year, for a game which main focus is combat
  3. Based on the job listing, for a period of 6 months, there was no senior combat designer working on Boom.

You might be thinking ‘it could be another game,’ that’s unlikely, because we found someone who potentially got this job, Mark Vernon, in his LinkedIn profile he lists a role at BRB from February of this year as combat designer. This strongly suggests that BRB not only didn’t have a senior combat designer, but also lacked combat designers in general.

This is crazy, you have a game which is mainly combat, yet you have one senior role and an unknown number of minor roles which are for designing the combat vacant with less than a year to go? Might explain why the combat has been heavily criticised.

However it doesn’t end there. Because we were also able to find the job advert for Senior Level Designer too, as late as February 2014. You might be thinking ‘are you sure this is for Boom?’ Look at the job details.

  • Develop missions and levels according to the global vision of the game, the characters’ type and the games’ objective
  • experience creating levels; with a strong preference for 3rd person action or character platformer titles
  • Passion for knowledge of co-op gaming

It certainly sounds like they’re describing Boom doesn’t it? Also look at the other listings, all of them mention the CryEngine, and various future job listings put strong emphasis on experience with that engine, the same one Boom uses.

To summarise, Big Red Button had mass layoffs and walkouts, this much is more or less confirmed by former employees, however, evidence on BRB’s own website also points to the fact that BRB did not have senior positions filled during Booms development, there is no question this will have a significant impact on the game and its final quality.

The CryEngine 3 & The Wii U

Boom1

*For the next two sections, my knowledge is limited, there might be gaps and therefore errors here so please don’t take my word alone on this*

Something that keeps getting brought up is the issue of the CryEngine 3 and The Wii U. This is how the conversation usually goes.

Guy 1: CryEngine 3 is too powerful for the Wii U!

Guy 2: No it’s not!

Guy 1: Yes it is!

Guy 2: No it’s not!

*Half an hour later the argument is still going on*

The truth is… you know, I have no idea. I don’t have enough technical knowledge to know if the Wii U can either in practical or theory, run the CryEngine 3 (in it’s most recent build), in a successful, stable and impressive way.

What I do however know is a bit about getting engines or operating systems to run on hardware, especially when it comes to getting game engines to run. As well as requiring talent to do the task in hand, you need documentation and “the knowledge” in order to know how to use the software with the hardware.

This is where one of BRB’s main problems came into effect.

Previously, the developers of CryEngine 3 did get a build of it running ‘successfully’ on the Wii U, however due to speculative reasons around the whole EA thing, nothing has come of it.

But let’s put this into perspective, no other development studio has released a game on the Wii U using this particular engine that’s in Boom. Think about that for a moment and everything it means.

  • Only 1 team has produced any documentation about putting this engine on the Wii U, the developers of the engine.
  • There is little to no community support for using this engine on this particular hardware.
  • There are no case studies to look at in order to learn and predict problems with using the engine on this hardware.

Do I need to go on here? You have a team who are using someone else’s engine on someone else’s hardware with virtually no help or documentation to support them. That team ranges from 14-65 in house staff… There is no way you can do this without problems occurring.

So what does this mean with regards to the CryEngine 3 working on the Wii U? Can it run it? Probably, BRB have ironically proved it can run. But will it be any good? I don’t know, more developers need to use it and learn from it.

The problem here is that BRB were the first to use it with little to no support, there was no way there wouldn’t be problems, hoping for a flawless implementation and outcome was a doomed hope from the start.

In fact according to the LinkedIn Profile of the Senior Programmer Carl-Henrik Skårstedt he had to make major modifications from scratch just to get the game working, there was nothing pre-existing to assist with this work.

Is the CryEngine 3 Good for This Type of Game? 

This is something I can never get a clear answer on because of so many variables. In terms of ‘can it do this type of game.’ If you’re asking is the CryEngine 3 capable of doing a platformer like Rise of Lyric, then the answer is ‘It’s not designed to’ and that comes from Bob Rafei himself.

The issue comes from the Wii U itself, if you look at this video, specifically at 2:40

E3 2014 Challenges Faced Using CryEngine on Wii U Interview with Bob Rafei
  • SEGA pleasantly surprised by the CE3 capabilities
  • Not used for character platform, “but we were able to modify it”
  • Not designed for Wii U. “We optimised it because it’s actually suited to be a PC engine “CE3 not designed for split screen at all.

More details here.

There’s two big problems you can see, 1, it’s not designed for the Wii U due to the dual/split screen element provided by the gamepad. 2, it’s not designed for a character platform game.

Now, this doesn’t mean that in theory it can’t do it, the problem is that it’s never been done. Therefore the engine is unoptimized, untested and the theory work unproven.

The short answer, no it’s not suitable. The long answer “Well it might be but it needs a lot more testing and research.” But this is time and efforts which Big Red Button simply did not have, nobody had it, because nobody has tried to do it.

Why Use the CryEngine if This Was A Wii U Exclusive?

Now we’re getting into very ambiguous territory here. Based on what we’ve seen from Sega’s own production videos and from Big Red Buttons own released material. Boom was at one point running to a much higher standard in all areas.

Sonic Boom – Behind the Scenes

From what little we see of the development builds, aside from the improved graphical fidelity and performance, the builds are not running on Wii U hardware/dev kits, but Windows 7 PC’s.

To put this in as most basic terms as possible so everybody can understand, this is not that uncommon, even exclusive games start out life on PC, or a project might start on a PC, get a long way into development before a console is chosen, if at all.

BRB clearly had the tallent to make something that took advantage of the CryEngine, they clearly won Sega over to get that reported $20 million investment, heck they won fans over with their demo rheels.

So why would devs who clearly knew the engine, clearly had talent, who would have known the weaknesses of the engine put it on the Wii U as an exclusive when it makes much more sense to put it on another system or PC?

Because of this…

The Exclusive Deal

nintendo-logo

As we all know, Sega made a deal with Nintendo to put 3 Sonic games on their systems exclusively. Now, a lot of people assume that how this stuff works is as follows.

  • The deal is done quickly.
  • Everybody in the company knows about it.
  • Everybody in the company knows what everybody is doing including those at the top.

Ok lets think about this. One company which is potentially worth billions and another company who is potentially worth billions, want to do a deal together to release their most valuable commodity exclusively on the others hardware. Add on top of this, the deal is worldwide and Nintendo will publish and distribute the game across Europe.

That kind of deal, the negotiating, the details, the contract signings, that takes weeks if not months to fully sort out. But during this time, other parts of the company are doing deals and continuing to work on projects. It doesn’t just get paused or put on hold.

Now the second point. That kind of deal would have by people very high up the hierarchy chain and restricted to those people. Let me ask you, do you believe a lonely programmer working on a random game in Sega is privy to the details of a major deal like that? Absolutely not.

So how would a group of game developers be able to communicate problems they would have as a result of this deal when they would be kept in the dark about it? They wouldn’t, because they would never be consulted. Especially if they were external developers, like BRB was.

Now let me ask you another question, whilst I wouldn’t doubt that those at the top of the hierarchy chain are aware as to what’s going on within their own company (at least I sincerely hope so), but the finer technical details?

Do you believe that a CEO of a company knows the technical details of the most popular game engines? How about the board of directors? How about the lady in HR? I doubt very much that they do. So even if people are aware of projects, I doubt that major technical details are known by them, the people who made the deal were probably not aware of the problems of using CryEngine 3 on the Wii U, if they were even aware at all as to what engine was being used.

Lets look back on things

When was the exclusive deal announced? May 17th 2013.

When did Sega claim Boom started production? 2011 (though I suspect earlier).

BRB probably found out about the deal at some point between mid/late 2012 and the announcement date. How much development has already been done on the game?

You’re the leader of the development team, what do you do in this situation? What can you do? Can you do anything considering you have a contract with Sega to make a game to their specifications. The answer to all those is no.

Because someone high up in the company made a decision, you now have to make a product to specification, on the system you know isn’t suitable, you have to make it work, it may or may not be to standard. But you have no choice.

Let me put it another way… this guy is Big Red Button, and he’s just got the news that someone in Sega has made a decision that means his game is now much harder to develop and might not be anywhere near as good as it could be.

Worst Line Reading Ever

Is It All Down To The Engine? 

No, Big Red Button utterly failed in nearly every area with this game. The dull level design, the combat design, the camera work, the ring cap, the many many bugs, the repetative dialogue.

Even if the engine was optimised and working to standard, so many other problems exist, it makes me question if BRB had the talent to actually pull this off. Skip ahead to the ‘do they care’ section for a long reply to this point.

Did Other Problems Exist At Big Red Button?

I’ve already listed some of the turmoil involving the exodus, the fact they only had 14 staff at one point, as well as the real possibility that BRB didn’t know they’d have to make the game for the Wii U and shifted their development focus, as well as their staff shortages.

However, there are one or two things that suggest development was not smooth and that there might have been some problems internally, we have no way of verifying this, but there does exist some evidence to suggest all was not well.

If you take a look in the credits for the game, specifically the rather large ‘special thanks’ section, you can find a lot of now ex Big Red Button  staff, I’d like to highlight one in particular. Rob Flaska, Mr Flaska used to work as a producer at Big Red Button, he was there for just under 2 years and left the company around the time of the so called exodus.

On his LinkedIn profile, he lists a lot of jobs, he’s also quite professional about his roles at his other jobs too. But when it comes to Big Red Button, he lists his job details as “Working my tail off.” 

This stands out like a sore thumb, what happened at BRB to make this guy put that for his duties?

Did/Do Big Red Button Care About this game?

*looks around* There is no way to know for sure on this one, but if they did care about the game, they’re certainly doing nothing to suggest it.

Let’s put aside the small fact that… the game is broken and look at what BRB have actually done since Boom was announced and released.

According to BRB’s own website, in their announcements section, the last update is for the E3 trailer. Really? That’s your last update? No Gamescom? No Tokyo Game Show? No pre-order bonus info? E3 is your last announcement?

Not to mention that all the images used on the site are cut from the final game, the graphical representation is completely wrong too. Can you say false advertising? Their site is full of cut content and false images which they claim is in the game.

Boom2

 

Big Red Button still have this image on their website, they are still trying to claim that Sonic Boom looks like this!

Well how about their Facebook page. Oh… no update since E3

How about their twitter page? Well it’s a little better, they certainly promoted their product for a while after E3… however something is missing I can’t put my finger on… OH! Wait I know… They’ve not even acknowledged that the game is out!

This is pathetic. Even Ken Balough was still promoting Sonic 4 Episode 1 & 2 long after reviews had come out utterly slating the game. He was still tweeting about it, making blog posts, engaging in fan and official forums, even doing interviews with the fans about the game.

Big Red Button are frankly cowards. You have made this game, this is your first game that your employees have worked on, at least tell people that it’s out! How bad does it get? Well, so far there’s been at least two cancelled interviews, reasons are for the lack of a better phrase, completely pathetic.

brbcancelledinterview2

A scheduling conflict? Just think, this wouldn’t have happened if someone at BRB had access to a diary, or post it notes… or the back of their hand. Maybe it was a one off?

brbcancelledinterview

It wasn’t.

What are you so afraid of? You don’t even want to say the game is out let alone answer for the mess you have made? You are an unknown studio and this is your first title, come out of the shadows and answer questions as hard as it might be if you want BRB to have any future.

Right now, you look like you don’t care, and with Stephen Frost still not answering questions or engaging with fans, it just looks like nobody on the project cares about it, so why should the fans?

Even if these people did care about their game, if that’s truly the case, then frankly they lack the talent to make the game to expectations. A fun put down amongst the gaming community has been ‘They’re Ex-Naughty Dog developers for a reason,’ I did once defend and dispute this, only it’s becoming increasing hard to do so when so much of this game is a failure when you take out the poorly optimisation.

You have Stephen Frost on record for promoting the game by saying “We have ex-Naughty Dog devs! People who worked on God of War, working on this game” as if to say ‘Naughty Dog & God of War are high quality games and studios’ (and they are) ‘And we’re got their staff working on this game! You know it’ll be good!’ That is what you are saying with this, else, why else would you say it? Don’t blame people for now turning this line back at you given the utter shambles that the game turned out to be.

And then you have something as basic as ‘can we get a subtitle right?’

boomsubtitle

“”

I’m going to hazard a guess that this caption was supposed to be “Do you think we should proof read these captions?”

Now I realise I’m going to open myself up to an open goal, however I would like to remind you I’m doing this as a hobby and not charging you £44 to read. How about grammar?

sonicboomgrammar

“Because ‘where’ Sonic Heroes!”

How about our ability to care enough to line up text correctly? Or make it easy to read a credits listing?

sonicboomcredits1

sonicboomcredits2

Nope.

How about spelling the name of a company who helped you out on the game correctly?

sonicboomcredits3

You mean Pencil Test Studios? Not Studio? Because from what I can tell, Pencil Test Studio doesn’t exist… Pencil Test Studios however do. Not 100% sure on this one since Pencil Test Studios doesn’t mention Boom, however they are still very much active and based on all my searches, Pencil Test Studio doesn’t exist.

Now let me just say right now before I get a ton of comments, yes this might be a typo, but come on, how many mistakes can you make in this game before that excuse no longer works? This is very low level basic stuff, add it with all the other major technical problems in the game, it just doesn’t look like they cared, it really doesn’t. If you did that kind of stuff even in a school level, you’d get called up on it, let alone a £45 game.

Let’s ask ourselves, at what point does it become a typo, or a simple mistake, to it becoming a sign that they either lacked the talent to do a good job, or simply did not care about the project to do a good job.

Case in point, we can access multiple test levels and assets in the final game without the need for a save file edit or any other kind of external hack.

boomtestlevel boomtestlevel2

This shouldn’t be happening in a modern game. In fact ask yourself, with the exception of looking into using an edited save file, how many games do you own in which it’s possible to access test levels and assets? Even with using a glitch, how many games do you own where you can do this as easily as you can in ROL?

Then you look at the game design around this game, it feels like the last 10-15 years of 3D game design theory has been ignored, there’s so much basic stuff here that’s wrong or which is done badly.

Then there’s the dialogue. What where you thinking? Especially since Stephen Frost promised us that it would be toned down.

boomdialoue

Did you just not care to fix this problem before release? No that option to turn off dialogue is not a fix. What you did with that turn off dialogue option is this “I have a leaky tap, I have cut off water to my house, the problem is fixed”

ROL’s Relationship With The SC & The TV Show

A criticism of my last article and probably with this one is the focus on Rise of Lyric… that’s probably fair point to bring up. However I would counter it with this, ROL is arguably the biggest pillar to the Boom franchise, the TV show is not out here in the UK for nearly a year, only two nations both the show and the games, and only one nation has the games, the show and the merchandise.

The rest of us, we only have the game, that’s the biggest way they’re going to sell the new franchise to us.

Lets now look at Rise of Lyric and it’s relationship with the other game and the TV show. Based on my research, I have to ask, what relationship? Because ROL, the Cartoon and Shattered Crystal didn’t exactly share a working environment and didn’t exactly start life at the same time.

To understand this, we need to break it down a lot.

Was Sonic Boom Always Sonic Boom & Did Everyone Collaborate?

Based on the art assets, we know that Sonic Boom at one point had two code names, they are Project Apollo & Sonic Origins.

projectapollo sonicorigins

However, there is also a third unknown name to this project too. Take a look at this image which was taken shortly after Boom was announced.

Bob Rafei

Hey look it’s Sticks & Lyric… but if we look in the background there is something more interesting.

boommysterylogo

What is that logo? It doesn’t look like it says Boom, Apollo or Origins. But it’s not something minor because Stephen Frost commented on it. Regardless as to what it is, it shows that something Boom related wasn’t called Boom at it got this late in development.

Now what’s the point of all this?

I direct you to this interview with Stephen Frost in which the following revelations are made.

Sonic Boom Exclusive Interview – Stephen Frost (Producer)
  • Cartoon has been in production for SEVERAL years. Didn’t start out as Sonic Boom.
  • Nobody was taking to one another before Boom started production. Licensing did their own thing, so did the cartoon, so did game staff. Boom has brought everyone together.

So we have ROL which is in production, a cartoon show in production, and they were not at one point the same thing? So what came first?

As best as we can tell, ROL did. Based on the interview, ROL was in development for a long time before the cartoon became Sonic Boom, the issue is that both the cartoon and ROL only share basic similarities if you really look at it.

Here are a few things which seem to ring true so far.

  • Eggman has no badniks in ROL, but tons in the show.
  • Lyrics minions do not appear in the show.
  • Lyric doesn’t appear in the show (already confirmed he won’t be in the first season).
  • Do any of ROL’s locations exist in the TV Show?
  • Sticks is a fully established character in the TV show and in Shattered Crystal but in ROL she’s barely a footnote NPC (We’ll come onto this soon).
  • The Enerbeam is a fully established concept in ROL, but in the TV Show? It’s never used? In fact it’s only been predominant in the pilot episode? Has it appeared in another episode? This may change later but for such a dominant concept, in the show it’s absent.
  • In the pilot episode, we see Tails Wii U designed plane, this is quickly destroyed and replaced with a second plane. Bit of an odd thing? Why not just fix the old plane instead of designing (from a show development view) a second one? Would save tons of time.

There’s probably more which will turn up over time. However, considering ROL takes place before the show, it seems to lack a lot of the core concepts of the show, and vice versa. It also looks like last minute additions to the game were made in a desperate way to link them, as well as the pilot episode of Boom to try and establish a link.

Here is the problem with this you have a game doing one thing, which is getting far in development, then you have a tv show doing it’s own thing, then the two try to match up their own universes with whatever assets they’ve already created? This isn’t going to work, it’s only going to have a very basic links and connections.

What collaboration was there?

Boom5

Not very much if this evidence is anything to go by. I’ve already talked about how the show and ROL started out as different projects and based on the concept art and dates doing the rounds, the game might have been very different.

But where does Shattered Crystal come into all this?

Shattered Crystal for the most part is a ‘what if’ story, it’s not a sequel, or a prequel, it can’t be, nothing in the game makes any reasonable links or connections to ROL. Then there’s also this point.

In an interview with SegaBits, Sanzaru games talked about the collaboration between them and Big Red Button. Sanzaru claim that they have virtually no collaboration with ROL, that most of their work was done with OuiDo (creators of the TV Show).

There’s two huge connections right off the bat.

  • Sticks is fully established, uses her weapon a lot.
  • Locations from the show appear in the game.
  • The cartoon’s action sequences incorporate speed into the combat instead of show sluggish combat.

These three things alone link the show much more to SC than ROL does.

at most of the collaboration came from the TV show and not BRB. In fact just look at the 3DS version compared to the Wii U version, the 3DS by far is closer to Boom.

Following on from the ‘it was planned in 2007′ there is some evidence to support the theory and that Rise of Lyric has had some alterations made at the last moment and other items thrown in for continuity’s sake.

Think back to that interview with Stephen Frost in the last section, the one where we discover how long the cartoon was in production for and the fact that nobody was talking to one another.

This seems to suggest that Shattered Crystal is a more closer tie to the show, much more collaboration was done, the links to the show are stronger, there’s clear direct references between the show and the game. But in ROL? Very little exists.

It suggests to me that ROL might have started out as being a very different game as did the cartoon, when the idea of Boom started to take off, they tried desperately to link them… which brings me finally to something I commented on right at the start.

What happened in 2007?

Near the start I mentioned about how development on the game may have started as far back as 2007. Well, think about everything that’s been brought up so far, the dates of the concept art, the various project names, the lack of collaboration between BRB and the TV Show, then add this.

SegaBits staff member Barry The Nomad dug up some evidence which in hindsight sounds very much like Sonic Boom was originally conceived as an idea, if not started early planning as far back as 2007.

How many of you remember a gentleman called ‘Simon Jeffery.’ Simon Jeffery is the former Sega of America president who infamously said ‘Sonic isn’t cool if you are over 12 years old.’ He was in charge when Sega were doing something similar with a lot of their franchises at this time, but we’ll come onto that in a moment.

In 2007, Simon Jeffery said this during an interview with CVG.

“We are actually undergoing a fairly considerable refresh of Sonic as an intellectual property, as a character […] We’re not going to be bringing another game out on the other platforms for quite some time, because we feel that it is time to reinvent Sonic, to make Sonic contemporary again. At the same time, even the recent 360 and Playstation 3 games have sold extremely well. Sonic is still an extremely endearing character; there’s still a lot of love for Sonic out there in consumerland.

Source: CVG

 Let’s break that down.

  • Keeping Sonic exclusive to one platform.
  • It’s time to reinvent Sonic.
  • A considerable refresh of Sonic as an IP?

What does that remind you of?

Before you dismiss it, cast your mind back to the mid-late 2000’s what was happening? Sega were re-releasing a lot of games and rebooting franchises. Golden Axe: Beast Rider, Alien Syndrome, Shinobi and Altered Beast. No doubt there were also some cancelled projects, least we forget how evidence of a Streets of Rage reboot gets dug up every year.

Golden_Axe_Beast_Rider

Think back to the Sega Ages 2500 range which saw classic games given a bit of a remake and a refresh on the PS2, there are tons of games released under this lable, some of them their most well known and famous franchises.

So why would Sonic be off the table? During this time, Sega were obsessed with re-releasing and rebooting old franchises, why would Sonic not be an option?

Skip ahead to 2010, we get our second hint that Sega are working on Boom. Mike Hayes stated “Then you’ve got something we haven’t seen for a while, which is like Sonic Heroes, multiplay-type game.”

Source: CVG

A multiplay type game which is like Sonic Heroes, what does that sound like?

And then… nothing, we don’t hear anything for a long time. However, we know from the leaked art assets that things were being worked on as far back as 2010.

Here is a cut down version of Barry’s theory, I encourage you to read the original since there is some evidence to back it up, it’s speculation for the most part, but some evidence exists to support it, much of it discussed in this article.

From 2007-first indication of Boom in development, During this time, we got Sonic Unleashed, Colours, Generations & Lost World, as well as a few spinoffs. No sign of Boom at all, however, lets look back on some interviews during Booms announcement, the reactions to the character designs from Sonic Team suggested that they were heavily resistant to the idea…

10733421_10152492071891824_6928893364938080461_o

 “They couldn’t look at the screens.”

Project Apollo/2007-2008:

Project Apollo initially started out as something very different. In 2007 SEGA president Simon Jeffrey makes his comments regarding his vision for Sonic, as a single console entity and refreshing the brand.

However, in 2008 Sonic Unleashed is released on virtually every system at the time including the Playstation 2. This seems contradictory to Simon Jeffery’s vision. So what happened?

There has been a lot of evidence to say that SEGA of Japan and Sonic Team disagree on many things. Examples of such disagreements can be found in the recent publication of ‘Console Wars’ and the recent ‘MegaDrive/Genesis Collective Works’ books.

Basically, Sega of Japan disagreed and said no to the idea. Don’t forget, as we’ve seen with ‘The History of Sonic Book’ SOJ have to approve many of the Sonic products before they can go ahead.

That was that, SOJ said no, idea was shelved… but it didn’t go away, this is evidenced with Mike Hayes comments in 2010. The first indication that they want to make a Sonic Heroes esq game… think back to day 1 of when Boom was announced, what was one of the games that Boom was compared to? Sonic Heroes.

2009/Sonic Origins/Project Apollo is green lit.

At some point after the idea was initially turned down by SOJ, the idea didn’t go away, some people at SOA liked the idea and wanted to go ahead with it. They persisted with SOJ to give it the greenlight.

What happened during this period with regards to talks we can’t say. However, combine the concept art, the LinkedIn profile dates along with Mike Hayes comments, it’s obvious that something was in development or planning at SOA which was following a Sonic Heroes type game.

2009(?)-2011(?)/Enter OuiDo

It’s difficult to say when exactly the idea of a cartoon first came up. However, we know from interviews, the cartoon was in development for years and didn’t start out life as Sonic Boom. Nobody was working together and by all rights the projects were completely different.

Development on the cartoon must have been granted a bit of freedom to allow them to do something outside of the Boom universe for so long. However over time, somebody decided to bring all parties together and they decided to work on a single project.

Why did this happen? Maybe Sega didn’t feel that the game alone was a strong enough prospect to revitalise the Sonic franchise? Or vice-versa, so Sega decided they should both work together on a single universe and goal?

2011-2013/Sonic Boom

SONIC-BOOM-VIDEO-GAME-01

With Both teams now working on ‘Boom,’ the project is well underway. Some time passes and both teams are well into development. Both BRB and OuiDo are working on the same idea, however due to freedom being granted to OuiDo and the distances between BRB and OuiDo combined with the lack of collaboration. Major differences start to appear.

Later into 2013, BRB find out about Sega’s decision to make the game exclusive to the Wii U, development is now focuses on getting ROL to work on that system as best it can, little time is given to link ROL with the TV Show.

Enter Shattered Crystal

Boom-3DS-20

Realising that the two projects are in the same universe, but very different. Efforts are made to attempt to link the two. But it’s obvious it won’t be enough. So a second game is commissioned.

Shattered Crystal is green lit and due to it’s lack of development, it’s able to work much closer to the cartoon show, hence why Sticks is more dominant, locations match and other aspects of the TV show and the game match up. It’s a ‘what if’ story, but also the missing link between ROL and the TV Show.

Aside from the design of the characters, what really links Shattered Crystal to ROL, the Enerbeam & Lyric. That’s about it?

Also consider this, it took a long time before we found out much about Shattered Crystal, we didn’t get an announcement trailer at the same time as ROL or any media at all as it happens.

Shattered Crystal started development much later on, it was not ready for any kind of promotional material, which is why it was able to be so close to the TV Show compared to the game.

At least, that’s the theory anyway.

 End of Part 2

Sonic Boom Logo

Well that’s about all I have, I have considered doing a part 3 on this called ‘Lies of Lyric’ but not sure if it’s a good idea due to a multitude of reasons. Anyway, like I said at the start, the conclusions here have been based on found research, with BRB not answering questions regards to Boom, it’s hard to know for sure. But if anything is wrong, by all means BRB explain what really happened, don’t just say ‘that’s wrong’ or ‘this is inaccurate’ explain what happened, because there’s all this evidence and some of it is on official outlets which contradicts official word and understanding.

Some people deserve answers, some supported this game for months and gave those on the development team the benefit of the doubt, it would be nice if someone in an official position could explain exactly what happened during the development of this game.

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.

Sound of The Sonic Stadium 2014 Available Now

10672401_296361023903218_2687155033402296912_n“Sound of The Sonic Stadium”, a collaborative project lead by :: DJ EAR :: which we reported on a couple of weeks back, has finally arrived for your downloading pleasure. Featuring over two hours of fantastic remixes by the community at the SSMB, this hopefully won’t be the last we see of SoTSS, and next year we’ll see it grow even bigger and better! The track list is as follows:

01 Mesmerist – Out of the Ashes
02 Ample Renitence – Feel the Beat, Y’all!
03 Marvin Valentin – Bridge Zone (Modern RMX)
04 CelerinaTheJackrabbit – Out of the Frying Pan, Into the Blender
05 Faseeh – Evening Mist
06 JCWithTheRojoTee – Under a Blazing Sun
07 KyleAB5000 – Bumper Cars
08 Dizcrybe – Drum ‘n’ Space (Timesig Aggression!)
09 CelerinaTheJackrabbit – Meteor Merry-Go-Round
10 AzureHedgehog – Green Hill Zone
11 Master Jace – Travels of the Far East
12 Sir Spacebar – Time Crisis Averted
13 Mesmerist – Shadow Walker VIP (I Am… The Story is Over)
14 Mrsonic699 – Bouncy Competition
15 General Offensive (feat. Joshua Taipale) – Rhythm Rush
16 Urban Flow – Especially Y.O.U.
17 EAR – Hippity-Hoppity Bippity-Boppity Bosss Time!
18 Marvin Valentin – Wild SunBurn
19 mykono5 – Sonic Knuckles
20 LoboXero – Eggpire Strikes Back
21 Dizcrybe (feat. Joshua Taipale & Celerina Jackrabbit) – Supporting Me
22 Rexy – Pool Party
23 JCWithTheRojoTee – Nuclear Wasteland
24 AzureHedgehog – Puppet TRANCE Zone
25 Ample Renitence – Heartless Chrome
26 mykono5 – City Escape
27 SuperRiderTH – FrigidWinds …for Ice Cap
28 Mrsonic699 (feat. General Offensive) – Running Sky High
29 KyleAB5000 – White Washed …for White Park Act 2
30 S0LV0 (feat. Joshua Taipale & General Offensive) – Pyramid Cave
31 General Offensive (feat. Steven Page) – Beyond the Hills
32 Urban Flow – Ambient Essence
33 Master Jace – Options of the Past

If you’re unaware and want to catch up on some background into regarding SoTSS, check out our original news report here. Until then… what are you waiting for?! Get downloading now and let us know what you think. See you again in 2015, SoTSS!

Download now!

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 Commentaries: Episode 7 Double Doomsday

The Sonic Show does a show commentary every week, and since we are part of The Sonic Stadium, it seems silly we forgot to post them here! The Sonic Show’s Boom Commentaries are hosted by Kevin Eva of Last Minute Continue, Sonic Wrecks and of course the once Community Manager at SEGA Europe. He is joined by the staff of The Sonic Show and occasional special guests.

YouTube Preview Image

Want more Boom convo?! Well you can also listen to the commentary in it’s extended podcast form where we also do a review of the episode and the franchise so far.

You can check out the podcast version “here“, or search The Sonic Show on itunes.

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 Chronicles Once Had a Fully Animated Intro

YouTube Preview Image

The Sonic Stadium has discovered video of what appears to be a cut animated intro from the 2008 Nintendo DS exclusive Sonic Chronicles: The Dark Brotherhood. The footage, showcasing a fight between Sonic and Dr. Eggman, can be seen at the 1:12 mark of the above demo reel of the game’s Art Director Joel MacMillan. We have also found artwork from the game from a couple of the game’s artists’ websites, which you can view in our gallery below.

What do you think of the finds? Share your thoughts with us in the comments.

Sources: Joel MacMillan’s website, Into the Pixel, Joy Ang’s website

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.

4 new Sonic themes now out for 3DS in NA for $2 each, get all for $6!

That’s right! 3DS owners now have 4 more Sonic themes to stylize their home menus with in addition to the free Sonic Boom theme just recently released. Each theme stars a character; Sonic, Amy, Shadow, and Chao, each costing $2, but you can but them all for $6 together!

Have a look at the icons in the shop courtesy of a fan on twitter named NintendoTweet:

B3d46_9CYAAWn8t

As of right now there’s no word on availability in EU, I’ll update this if something comes up ASAP.

Are you buying one, or will you buy them all (buy them all… buy them all… *echo*)?

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.

Covers and Solicitations for Sonic the Hedgehog #270, Sonic Universe #73, Sonic Boom #5 and More Revealed

Bring on the…Zap, for this batch.

Midtown Comics brings us another dose of new covers and solicitations for the Sonic comic, and a holographic Freedom Fighter gets to shine in the side stories. In Sonic the Hedgehog #270, the tournament continues with heads butting heads. Not one to be passive, Eggman throws in Metal Sonic to spice things up, but what link does Breezie have to the machine? This is “Champions”: part 3.

sonic#270

(W) Ian Flynn (A/CA) Terry Austin & Various
‘Champions,’ Part 3. The battle for the Chaos Emerald is reaching a fevered pitch! Hero versus hero! Villain versus villain! Will Dr. Eggman be content to play by the rules? Will Metal Sonic come in and shake things up? And what exactly is the secret history between Metal Sonic and casino mogul Breezie? All of the answers await you in this thrilling, penultimate chapter! Featuring all-new cover art from one of the newest Sonic superstars Jennifer Hernandez, plus a special ‘Marvel at the Showdown’ variant cover by the incomparable Brent McCarthy!

Nicole’s story continues in Sonic Universe #73. Dr Ellidy reveals the origins of Nicole, and it’s not exactly a happy affair. What else isn’t happy is the emergence of new enemy Phage, an entity in the digital world who wants to cause terror across the real world as well, and Nicole is in its way! See if Tails and the gang can save her from this new threat in “Spark of Life”: part 3.

sonicu#73

(W) Aleah Baker (A) Jim Amash & Various (CA) Tracy Yardley
It starts with a spark! ‘Spark of Life,’ Part 3. Shocking truths are exposed as Dr. Ellidy reveals the tragic origin of the beloved A.I., Nicole! Meanwhile, Phage erupts from the shadows of the Digital World to sew chaos on the island! Can our heroes rally to save Nicole and drive off this new threat? Night is falling, and terrible monsters are closing in! Don’t miss this exciting next chapter in the latest Sonic Universe epic, featuring all-new cover art from Sonic artist supreme Tracy Yardley, and a special new ‘EXTREME BFFs’ variant cover from My Little Pony artist Agnes Garbowska!

 

Sonic Boom #5 has Eggman try to bolster his popularity by setting up a carnival called ‘Eggtoberfest’. The only problem is that there’s nobody around to help him run the place, but fortunately he has rescue from the predicament in the form of…Sonic? Let the mind quiz away until the release of “Eggtoberfest”.

sonic boom #5

(W) Bill Freiberger (A) Matt Herms & Various (CA) Patrick Spaz Spaziante
Sonic Boom is your antidote to comics that lack amaze-ma-tude! Eggtoberfest! Dr. Eggman’s sick and tired of no one trusting him! How on earth can he take advantage of people if they don’t trust him to begin with? The answer? Eggtoberfest! Just one small problem: the mechanical master forgot to hire ride operators for his carnivorous carnival creation! So it’s Sonic to the rescue! If a good guy helps a bad guy, is that ‘helping’ at all? Ponder this and other philosophical queries in the latest action-packed issue of Sonic Boom, written by Sonic Boom TV Series writer Bill Freiberger! Featuring cover art from Patrick ‘SPAZ’ Spaziante and an X-RAY variant from the newest superstar Diana Skelly!

Sonic Super Digest #11 brings up the AI Lynx again in a bit of fortuitous timing. Learn even more about her history, and get a selection of stories from previous Sonic comics.

ssd#11

(W) Ian Flynn (A/CA) Lamar Wells & Various
Featuring an all-new edition of Sonic Comic Origins spotlighting the heroic artificial intelligence known as Nicole! This new story serves as both an introduction to the character as well as a side story to the ‘Spark of Life’ arc concurrently occurring in Sonic Universe! But that’s not all! Don’t miss all the classic fun and adventure you love in stories from the comics’ 20+ year history as Sonic and his friends embark on daring adventures, face evil villains and save the day one chili dog at a time! Spin into the fun that only Archie Comics and Sonic Super Digest can bring! Plus new cover art from Sonic rising star Lamar Wells!

Finally, the Sonic Universe graphic novels get into a flap as the Babylon Rogues get to centre stage. Sonic Universe GN #9 revists Babylon Rising (SU#33-36), as Jet and his band of thieves not only have to go against Sonic for the treasure, but the entire Battlebird Armada!

sugn#9

(W) Tracy Yardley (A) Tracy Yardley & Various (CA) Tracy Yardley, Ben Hunzeker
Explore the characters, worlds and dimensions of Sonic’s comic book universe in the wildly successful Sonic The Hedgehog spin-off series! Sonic the Hedgehog is the fastest thing on land, but the ruthless Babylon Rogues are the fastest things in the air! And they need to be, with the sinister Battle Bird Armada close on their tail-feathers! An age-old feud leads to hidden treasure, a buried city, and a startling revelation from beyond the stars! Sonic and Jet race to the finish in this game-changing storyline! Babylon Rising collects issues #33-36 of the Sonic Universe comic book.

We will have more on these comics closer to their release.

Source: Midtown Comics

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.

The Spin: Sonic Boom – What The Heck Happened? Part 1

spin

Disclaimer: The views in this piece may not reflect the views of TSS or other writers on the staff team. The intention of The Spin is to promote debate and discussion of an issue or something that’s happening in the fandom or the world of Sonic.

Article contains spoilers for Boom, also this is not our review of Boom, that is being handled by another staff member. This is more looking into what happened during Booms development and what could have been, not reviewing the final product, that is coming later this week all being well.

Well now, this is going to be an odd one first entry into this feature. For a long time there was a regular feature on TSS called ‘The Spin’ which was a more ‘bloggy’ type thing in which we’d look at stuff with a more personal tone or insight into what was happening in the news or the Sonic fandom. For the past two month’s it’s been my intention to bring it back since it feels like every week for the past two months there has been a new ‘thing’ to talk about.

So, for our first episode of ‘The Spin’ what shall we talk about?

Continue reading The Spin: Sonic Boom – What The Heck Happened? Part 1

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 Takes A Selfie In This New Boom Parody

What happens when the biggest viral song of 2014 crosses paths with the biggest Sonic release this year? This apparently.

YouTube Preview Image

In a similar move to last year, The Sonic Show are celebrating their 8th anniversary by taking a Sonical spin on the years largest viral tune. The 2014 parody takes the animation route by featuring the talents of three different animators plus including the best #BADNIK smashing #SELFIES (that’s a lot of hashtags) submitted by their audience in a art contest run earlier this year.

Not only do they cover the expected ground of the most noticeable complaints from the community over the Boom redesigns, they also still find time to make a small dig at Sonic 06, quite fitting when some are calling Boom “Sonic 14″.

Happy Anniversary 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.

TSS Review: Sonic Boom: Shattered Crystal

Giving exploration incentives in a platformer can be a tricky business. It can be a fun aspect or make your game an absolute chore. Sonic Colors does it very succesfully by having you look for red rings to unlock bonus levels. Unleashed does it poorly as it forces you to look around for sun and moon medals to progress to new stages. Many times making you return to some boring, 30-minute Werehog level desperatley looking for sun medals so you can get a new, fun daytime level with Sonic. Sanzaru Games’ Sonic Boom: Shattered Crystal works both ways. At best, it can be a thrilling, fun platformer where you’re going a a full speed flow. Juggling homing attacks, enerbeam swings, springs and speed boosts into a beautiful blend that feels like a mesh of classic Sonic and Sonic Rush. At worst, you’re contantly stopping your character without pausing to scroll the bottom map and look for blueprints and crystal shards you need to progress further in the game like your on GameFAQs. Ironically, it’s usually on the exact same level. Continue reading TSS Review: Sonic Boom: Shattered Crystal

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.

Preview: Sonic Universe #70

A year’s worth of comic stories draws to an end in this shattering finale!

SonicUniverse-70-0-66a0a

This month’s Sonic Universe is out today, and Comic Book Resources has the preview pages for the end of the comic arc trilogy. In Sonic Universe #70, Knuckles and Shadow are still duking it out, and the rest of the team aren’t enough to keep Eclipse and his Dark Arms away from the Master Emerald! It’s time to focus on the imminent issue at hand, but despite the combined cunning of the two rivals, it may be too late to prevent drastic action that will bring said Master Emerald and Angel Island into broken peril. The Dark trilogy reaches its action-packed conclusion in “Total Eclipse”: part 4.

The FIRST EVER SONIC UNIVERSE TRILOGY reaches its stunning conclusion in “Total Eclipse” Part Four!
Knuckles and Shadow must end their duel—because Eclipse has escaped with the Master Emerald! Can the two chaos-fueled warriors stand up to the power of the Dark Arms? Knuckles may be forced into the one choice he doesn’t want to make! Don’t miss the sense-shattering finale that will change the shattered world crisis and the Sonic comic landscape as we know it!
Featuring stunning new cover art from Yardley, Amash and Hunzeker, plus an awesome SEGA art variant featuring two of the biggest “Total Eclipse” stars: Knuckles and Rouge!
STORY BY: Ian Flynn
ART BY: Tracy Yardley, Jim Amash
COLORS BY: Matt Herms
LETTERS BY: Jack Morelli
COVER BY: Tracy Yardley, Jim Amash, Ben Hunzeker
PUBLISHER: Archie Comics
COVER PRICE: $3.99
RELEASE DATE: Wed, November 19th, 2014

Sonic Universe #70 is out in comic stores and digital formats now. Make sure not to miss the end of this epic saga!

Source: Comic Book Resources

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.

UPDATE: “Sound Of The Sonic Stadium” Album Dropping November, Previews Available

YouTube Preview Image

A community project by SSMB to produce a powerhouse Sonic music album like no other. Sound familiar? Lead by :: DJ EAR :: with the blessing of our very own VizardJeffhog (leader of the popular TSSMA albums of the previous few years), “Sound of The Sonic Stadium” is releasing this month! Featuring twenty artists and over thirty tracks which equals to over two hours of wonderful music, SoTSS is no doubt an ambitious feat which will maintain the spirit of TSSMA.

:: DJ EAR :: says that the goal of the album was to “maintain the fun, creative, collaborative spirit of that project [TSSMA] – while building a stable & productive future for our community of fan musicians, producers, and listeners”. Members could submit up to two tracks over a three month period in terms of music, and the more arty members could supply album art, logos or any other visuals to aid the project as well. The album’s theme was centered around the phrase “out of the ashes”.

One minute previews for nine of the tracks on the album are now available via SoundCloud for your listening pleasure! Make sure that you give it a listen and follow the project on any of their official outlets to be the first to know when the album drops. And of course, we at TSS will be there to help you stay up to date on the project as well. Keep your eyes open for it later this month!

UPDATE: It’s been officially announced that #SoTSS14 will be releasing Friday, November 28th! The release will follow a listening party hosted by Rexy over on RadioSEGA. Make sure it’s marked in your calendars folks – we’ll be tweeting as we approach the date too!

SoTSS Links:

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 3DS Theme hits Europe on Friday

1743605_999495890080221_7236265466759085220_n

They’ve been out in the US for almost a week now, but this Friday will see Sonic Boom: Rise of Lyric and Sonic Boom: Shattered Crystal making their way to European shores – and that’s not all! Revealed via Nintendo’s UK 3DS Facebook page, the Sonic Boom 3DS theme (which has been available to American 3DS owners since last week) will also be hitting the handheld come 21st November… and best of all, it’ll be completely free to download!

The Sonic Boom 3DS theme initially displays only Sonic and Tails, but scroll it along and it’ll eventually showcase all five members of the main cast, including Knuckles, Amy and Sticks. You can get a better preview of the theme in the video below, alongside a sneak peek at a 3DS StreetPass puzzle – there’s no confirmation yet whether this will be arriving in Europe as well as the theme, but we’d place a good bet on it!

http://youtu.be/7IR35VRD7aU

Will you be downloading the Sonic Boom 3DS theme on Friday, be it in addition to the games or just to decorate your handheld menu with everyone’s favourite blue hedgehog? Let us know in the comments!

In the meantime, stay tuned for our TSS reviews of Rise of Lyric and Shattered Crystal, both coming your way soon!

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.

Preview: Sonic the Hedgehog #266

Moss Miyagi teaches us a valuable lesson; “Werehog on, Werehog off”.

Sonic_266-0

Sonic the Hedgehog #266 is out today, and Comicosity has a little look at the preview. In this month’s issue, Sonic is staying with Moss, Mighty and Ray following his outburst as the Werehog. He wants to control that fearsome beast, but what kind of help can his current allies provide for him when he’s already got abilities aplenty? A little bit of zen philosophy, it seems! Meanwhile, Sally takes her own little band of heroes to retrieve another Chaos Emerald, but something sure seems off around their parts. This is all part of “Ambushed”: part 1.

Brand new STORY ARC! “Ambushed!”
Part One: Sonic’s in need of some inner-peace…but it’s going to take more than yoga and meditation! He seeks the guidance of Mighty the Armadillo’s mentor, Moss the Sloth. Can the sage help Sonic tame the savage Werehog within? Meanwhile, Sally leads the Freedom Fighters in recovering a Chaos Emerald—but could she be leading them right into a trap? Featuring all-new cover art from Lamar Wells, Terry Austin and Ben Hunzeker, and part 3 of a 3-part connecting “SUPER SMASH” collector cover set! Collect all 3 covers with Mega Man #42 and Sonic Universe #69!
Script: Ian Flynn
Art: Tracy Yardley, Jim Amash, Jack Morelli and Matt Herms
Cover: Tracy Yardley, Jim Amash and Ben Hunzeker
“SUPER SMASH” Collector Cover: Rafa Knight
32-page, full color comic
$3.99 U.S.

The comic should be out in stores and on digital formats later in the day. Contemplate a purchase if you want.

Source: Comicosity

 

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 Fri… Uh Tuesday!: Party at Amy’s House *Boom Spoilers*

Warning: Spoilers ahead, do not click the video unless you want the final unlockable in Boom 3DS spoilt.

This is what happens when you get all the badges in Sonic Boom Shattered Crystal on the 3DS.

You get invited to a party at Amy’s house.

What is… why are they dancing like…  …Am I awake? Is this update actually happening?

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.

Internal Sonic Boom Heritage Reel Video Found

Update: Following a request from ichi-london, we have removed this video.

Original Story: Sometimes, while we’re searching the net for news, we stumble upon some cool finds, and today we’ve found an interesting internal SEGA video. The video was made in January of this year by freelance film editor & after effects artist Martin Hickford to be used internally by SEGA to showcase Sonic’s heritage in the run up to the announcement of the Sonic Boom brand.

The video’s description reads:

Edited at ICHI-London, this internal reel for Sega celebrates the heritage of Sonic The Hedgehog, in the lead up to the announcement of the new brand – Sonic Boom.

After viewing the video, I’d wager it would have likely been used to open that presentation SEGA gave to the press in February to announce the Sonic Boom brand.

What are your thoughts on the video? Did it bring back any memories? Speak out in the comments.

Sources:
Martin Hickford’s website, Martin Hickford’s Linkedin page

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 Review: Sonic Boom Episode 1 & 2

Can you believe it’s been over 10 years since Sonic X left the airways? We’ve had a long time to debate the good and bad of Sonic X , love it or hate it, it’s been 10 years since the last Sonic cartoon, unless you include Night of the Werehog. Continue reading TSS Review: Sonic Boom Episode 1 & 2

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 and Flash 2: This time with added Madness

Screen Shot 2014-11-07 at 12.22.27

After the response of my last little article on the subject of Sonic’s history with Flash movies, you guys made one thing abundantly clear. There’s way too many classics out there to be covered by just one post!

So here I am with ‘episode 2’ of the often insane world of Sonic the Hedgehog’s animated flash adventures. Let’s waste no time…

 

Sonic Breaks his Neck (Splapp-Me-Do 2006)

Screen Shot 2014-11-06 at 23.23.34

Who’s stupid idea was it to put items in TV screens?

In this rather grotesque little movie, we see Sonic out for a pleasant jog in Green Hill Zone. Things are just peachy until real-world logic starts to take effect, and Sonic’s pals come to learn and mourn (or… celebrate for the most part) the untimely death of Mobius’ greatest hero.

From a personal standpoint, I’m not the biggest fan of the presentation style and what happens as a whole, but the surrealist look and nature of the animation has won it a place in the hearts of Flash lovers everywhere.

Interesting tid-bit of trivia: Splapp-Me-Do was also responsible for that ‘impossible quiz’ that was showing up everywhere once upon a time, and actually featured a round based on this very flash!

Sonic Oddball Crackups (Big Papa Kitsune 2005-2011)

Part 1Part 2AdvancePrequel

 Screen Shot 2014-11-06 at 23.34.47

If you read my thoughts in the last article, you’ll know very well that I love a raw, unpolished flash movie. Right here, we have a whole collection of shorts that are gleefully crazy, and with a whole host of different characters. There’s a real Robot Chicken type feel to the comedy here.

The series spanned for several instalments, and then even transitioned into ‘Advance’ territory in later episodes, but still retaining that same sense of crude craziness.

Keep an eye out for MJ in the second episode… ;)

 

Tails and His GBA (RupeeClock 2005 – 2006)

Part 1Part 2Part 3

Screen Shot 2014-11-07 at 12.16.58

Here’s one of my favourites.

In this small series of 3 flash movies, Tails has invented a special Gameboy Advance that not only plays great games on the go, but can also transport the players directly into the game itself! The word gets out, and soon, everyone wants a look, often ending in catastrophic (but often hilarious) results!

This is probably one of my all time favourite flash films that are based around the animation of sprites. The Sonic Advance sprites have always been very expressive, and they naturally lend themselves well when utilised in smart comedy as seen in these films. Each instalment is short and very easy to watch, so go take a look!

 

Sonic Movie Madness (Roger van der Weide 2004 – 2005)

Ep 1Ep 2Ep 3.1.1Ep 3.1.2Ep 3.2Finale

 Screen Shot 2014-11-06 at 23.33.13

This one is very… Hard to explain.  Awesome, but hard to explain.

All the teams from Sonic Heroes all go on various movie themed adventures, from Star Wars to Harry Potter, with what could be the largest cast of characters ever assembled into a single Sonic the Hedgehog flash series.

As insane as this whole set up is, all the various storylines tie together really quite cleverly, ending in a very surreal, but awesome finale.

The drawing style in the animation could be seen as loose and unrefined, but everything in it is consistent, and gives the whole series a solid sense of identity that no other flash movie has tried (or probably ever will) match.

Creator Roger van-der Weide has gone on to do several works since this series, including multiple ‘Sonic Game in X minutes’ shorts, as well as a new Youtube Series known as ‘Sonic Dissected’.

 

Ultimate Flash Sonic (Dennis Gid 2004)

 Screen Shot 2014-11-06 at 23.31.02

Moving away from the movies, let’s look at the legendary Flash game ‘Ultimate Flash Sonic’, something I believe to still be a truly impressive example of what can be possible in Flash with enough dedication.

The game is a ground-up creation (with the exception of the artwork assets that are borrowed from Sonic Advance 2), featuring great action, speed, loops, grind rails and plenty more.

Remembering that this was released 10 years ago, this game features a truly staggering amount of features given when it was created. It featured 4 characters to choose from which all played differently, 4 playable action stages with two boss stages, a password system and even unlockable characters that also play in their own unique way.

The gameplay nowadays could be seen as unpolished and possibly clunky (especially given the huge debate about what constitutes ‘good’ 2D Sonic gameplay in recent years), but it’s still a great game at its core, and has been reposted to tons of flash game sites for a reason.

Go play it!

 

And with that, there’s the end of another instalment of Sonic and Flash. Again, this list is in no way exhaustive, so feel free to chat about more of your favourites in the comments below! If response is strong enough, expect a part 3!