Tails’ Adventure Concludes In Sonic Universe #20, Now In Comic Shops

The conclusion to Archie’s “Tails Adventure” story arc, which acts as an adaption to the Game Gear game of the same name, has just hit comic shops today. This issue will also be revealing the winners of the “Tails Fan Art Contest”. Tails fans might want to take a look at this!

SONIC UNIVERSE #20
“Trouble in Paradise” Part Four of Four
Deep in the enemy base, Tails and his friends fight to survive the assault from the terrible Mole Mech! But even if they come out on top, do they stand a chance of escaping with their lives? Don’t miss the thrilling conclusion!
SCRIPT: Ian Flynn.
ART: Tracy Yardley!, Jim Amash, Phil Felix, and Jason Jensen
On Sale at Comic Shops: 9/8/2010
Newsstands: Week of 9/21/2010
32-page, 40 lb glossy stock, full-color comic
2.99 US

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Aaron Webber: “Sonic 4’s Physics Not to Have Too Many Massive Changes”

Aaron Webber just wrote a post over at the Sonic Retro forums regarding the amount of changes that will be made to Sonic the Hedgehog 4’s physics for the final game.

There are some minor changes to music, most notably being one act that has actually had its music revamped completely. We’ll reveal which act this is as part of our S4 Update Blogs.

Physics in general are not going to see too many massive changes, though know that I did push months ago to see how much would be possible. The biggest hurdle here was the level design, and the many ways that even small physics changes require updating almost every stage. It is never as easy as many might think, but I did ask and made sure it was brought to certain people’s attention.

Our biggest focus with the updates has been to make a game that people can have fun playing. When you play Sonic 4, whether you’re an old fan or a new fan, that you can enjoy the levels and not have any moments that are too frustrating or difficult, or that make you want to stop playing. No moments where a random gimmick forces you to lose the fun factor that the game had. This is why Lost Lab Act II saw major updates from the original design, and why other parts of the game are also being polished, including another big level update I think you guys will be glad to hear of.

In addition to the big stuff, and though physics won’t be changed to the extent I know some people here would like, we have thrown in a number of small but important updates to other minor parts of the game. They are things that I doubt most reviewers will ever take note of, but that you guys as fans will hopefully appreciate. Some of these will also be revealed in our next S4 Update blog coming this month.

Though it’s impossible to fulfill every request,I hope that the changes we have made will prove that our claims to have been listening are founded solidly, and that while we can’t make every single person happy, we are doing what we can to make the game more enjoyable for everyone.

Aaron Webber is a member of SEGA’s Community Team and has been their main liaison between Sonic 4 and the fans for awhile.


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PAX 2010 Preview: Sonic Free Riders, Part 1

We’ve got three Sonic games coming out at the end of the year, and between the three, the one SEGA’s kept closest to its chest has been Sonic Free Riders. Unplayable at E3, the game was only made available to the press about a month ago and made its first public appearance at Gamescom a few weeks ago.

The Penny Arcade Expo marks Free Riders’ first public appearance in America… sort of. Despite SEGA’s intention of bringing it to the show floor, those plans were cancelled at the last minute. So, how am I writing this preview? During the last 45 minutes of the Sunday show, some of the good people over at SEGA closed the Sonic 4 booth and set up a Sonic Free Riders demo. Only a few people, aside from myself, were able to play it and I’ve compiled their opinions for the second part of this preview.

So, how does it play? Well, allow me to start by saying that despite this game being on a “casual gamer focused” peripheral, it’s probably the least user-friendly game I’ve played for the peripheral so far. There is a certain way you need to stand, a certain way you need to move to activate certain attacks, and if you don’t do it right, the game won’t control properly.

When you do, though, Free Riders is probably one the best titles on Kinect’s holiday line up, but that’s not really saying much. It’s also looking like being the best game in the Riders series, though again this isn’t really saying much. In order to play the game properly, you need to stand as if you where on a skateboard. If you stand with your body facing the screen, you will have absolutely no control over your character. You also need to throw the different weapons in different ways, with a certain amount of exaggeration in your movements.

So with this game, much like Sonic Riders and Zero Gravity, there may be a lot of early frustration depending on the user. While I was watching others play, I noticed some of them picked it immediately, while others needed some time to get used to how the game played. Once you do get it though, Sonic Free Riders can actually be rather exhilarating. For the users who do get it right away, they’re in for a pretty neat motion game. It cuts out a lot of the fat that held down its predecessors; you no longer need to refill your air, turning is a lot easier to pull off then it was in past titles – at least once you figure out how to stand – and the difficulty is more forgiving.

However, with the removal of many of these elements, the game itself has become simpler, which may have its drawbacks in the long run. Even compared to arcade racers likes like Sonic and SEGA All Stars Racing and Outrun 2, the game feels a little shallow. The handful of weapons that were shown in the demo – the rocket and the bowling ball – aren’t anything we haven’t seen before.

Of course, this is all based on a single race; about 3 minutes of playtime, and at the end of the day the experience was definitely a positive one. Sonic Free Riders is fast and it stands as a testament to just how immersive the Kinect peripheral can be when it’s applied to the right game. While you play the game, you physically throw the weapons, scoot your back foot across the ground to activate the boost (as you would on a real skateboard), jump in the air to jump, swim with your arms to move through water segments, and twist your body left and right to make the turns. All of this makes for a great – although somewhat exhausting – racing experience.

So, will Sonic Free Riders turn out to be a great game? I’ve played too little to say. As I said earlier, the game is a little shallow and there is no telling whether the final product will offer enough to keep you playing for a long time. It is most certainly not a bad game, though.

While I am personally expecting more from Sonic Free Riders when it’s released than I was before, it still didn’t excite me enough to actually buy the Kinect. If you’re planning on buying Kinect for this game alone, I’d advise you to try before you buy, if you can. While it was fun, I’m not sure it’s worth Kinect’s $150 price tag.

We’ll bring you our thoughts on the full game once it comes out this holiday season. Stay tuned for part 2 of this preview, which is a video compilation of what other players thought of the game.

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Sonic 4 Wii Footage, Preview from PAX

Well, I’m finally getting around to uploading the stuff I got from PAX. This is the first piece I’m putting up: footage for the Wii version of Sonic 4. Jason tells me there hasn’t been much footage of this version, so he told me to get some. Not sure if you’ll notice the differences, but the only real changes are more noticeable jaggies and darker colors, the most notable of which being the darker color of Sonic himself. The Wii’s D-pad was a really nice change in control from the crappy D-pad on the Xbox 360, so unless I can get my hands on a good 360 retro controller before the game comes out, I might find myself buying this version instead.

[youtube]http://www.youtube.com/watch?v=qCjxMmZg3QI[/youtube]

As you can see, I screwed around in the demo a bit. Mostly, I was experimenting with the game and trying to find things I didn’t see last time. The game was, of course, fun. As I’ve said before, the game focuses primarily on momentum, with many of the boosters only acting to keep you moving along, or help you up steeper areas that don’t give you much room to build up speed. I skipped a couple, some by accident and some on purpose, but that didn’t impede my progress much.

I will say this, though: upon repeated play, the different physics have become glaringly apparent. They don’t do anything to actually hurt the fun, but really, if the fans figured out the equations to Sonic physics years ago, would it really be that hard for you to realize them in Sonic 4, Dimps? It almost feels like the game is “faking” the physics at times. Yes, Sonic could go through loops, but he couldn’t horizontally on them! That said, Dimps has successfully made the closest thing we’ve had to a classic Sonic game in 11 years in this demo.

Naturally, this is the E3 demo. Aaron Webber confirmed this for us before the show even started.  It’s still a really fun game all around and I’m looking forward to the final product, which will hopefully change the physics enough to please those who want something even closer to what the classic games where.

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In Honor of Ben Hurst: The SatAM Sea3on Comic

One of the things Mr. Hurst pursued for years was a third season for SatAM. In fact, one of the biggest things he disliked about Sonic Underground was the fact that it could have been the finale that SatAM lacked.

Leave it to the fans to take a step to finally realize his vision. Enter: Sonic the Hedgehog Sea3on. Meant to act as a third season for the classic cartoon, Sea3on is a surprisingly awesome fan made comic from the good people of FUS, not to be confused with a similar take on the story that the same website had attempted to realize many years earlier.

The best thing about this comic is that it feels like SatAM. The comic features strong writing and art, and has managed to achieve a constant weekly release since it started last year.  I would like to extend my kudos to the creative team, as I am sure Mr. Hurst would be really happy with what you’ve accomplished. Please keep the comic going in his memory.

This comic is being written by FUS member Gojira007, with art for these first bunch of pages by Salamander.

Now, to start you all off on this comic, I have included the first five pages of the series below. If you want to read the rest, please visit the site here.

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Sonic Colours Figurine Bundle Listed On Dutch Website

Not long ago, Amazon.de began listing “Special Edition” bundles for the upcoming game Sonic Colours. Now, it seems, we may know what these bundles will come with. The Dutch video game retailer “Nedgame”, has now listed its own Sonic Colours bundle on its website, “Sonic Colours + Figurine (Bundel)”. Forum member Kjeldo posted this on our message boards, took the screen cap which I have included below:

At the moment, nothing is officially confirmed by SEGA in regards to a “special edition” bundle. Some kind of Sonic Colours related figurine? I’d get one!

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Sonic Free Riders to Be at PAX

It may not have been on SEGA’s list, but apparently, Sonic Free Riders will be at the Penny Arcade Expo this weekend. It will be available at Microsoft’s Kinect booth, #682. The Penny Arcade Expo is an event open to the public and will run from Friday to Sunday of this week. As with most major gaming events, you can expect Sonic Stadium to be there to get you videos, interviews, and previews from the show.

This will mark the first time Free Riders will be playable to the public in the US.  Now, we can all look like this:

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Knuckles Is a Smooth Criminal

Archie’s Sonic creators Ian Flynn and Tracy Yardley! both made an appearance at Toronto’s FanExpo con. Naturally, their presence attracted some Sonic fans to the show, including the person pictured below. The Archie people got a picture of one of them and posted it up on their facebook wall.

Prepare yourself for the most epic cosplay ever!

Knuckles Jackson

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Archie Comics Now Shipping Internationally

If there is one common complaint I’ve heard from my chums over in the UK, it’s the difficulty in finding the Sonic Archie comics. I’ve often heard stories of people struggling to get issues months after they’ve come out, usually from a store called “Forbidden Planet.”

Well, while they may still not be available on your newsstands, Archie is now finally offering everyone overseas something even better: they’ll mail it straight to your door. That’s right!  Archie Comics now provides international shipping for subscriptions of all of their comics series, including Sonic the Hedgehog and Sonic Universe.

International subscriptions will be going for $35.50 for 13 issues, $13 over normal subscriptions. You can buy your subscriptions over at Archie Comics’ Sonic Store.

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Tracy Yardley! Does Sonic Eggs, Part 3

ECC’s Summer of Yardley continues this week with another page. This page is a perfect example of why Tracy Yardley! is one of my favorite people on the Archie Sonic book: the character interaction. For a single page, a lot is conveyed here, through facial expressions, movement, and stuff happening in the background. Despite Tracy’s simple style, he’s able to put a lot into his pages. He is probably one of the few comic book artists I know of who understand how much plot and story can be conveyed through how the characters act and move, not just what they say.

This  page was colored by Kichi, and lettered by the Illustrious Q. Sonic Eggs is an Emerald Coast Comics series.

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Tracy Yardley! Does Sonic Eggs, Part 2

Last week, we showed you the first in a series of pages being drawn by Archie Sonic artist Tracy Yardley!, for the Sonic fan comic Sonic Eggs, a fan comic from Emerald Coast Comics, which updates every Saturday.

This comic is, apparently, the perfect example of what you can do wrong when writing a script: putting in too much detail and dialogue for an artist to put on a single page. You may notice this page is larger than the last one, and that’s because this was actually done on one and a half pages. So remember, whenever you are writing a comic script, take the space an artist has to work with into account. After all, not all of them are as cool and understanding as Tracy is!

This page was written by Jason Berry, and colored by Kichi.

This series starts in the middle of an ongoing storyline, which can be read from the beginning here.

MANNERS

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The Creation of Metal Sonic

When we think of Metal Sonic’s creation, we think of Robotnik working in a dark, dank lab right? Well, in reality, it happened like this!

Picture by Nerkin. Click his name to visit his lovely DA page, and download a bigger version of the art below.

And So Eggman Begat Metal Sonic

I hope and pray you all know what piece of Renaissance art this is referencing.

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Sonic “Tastes the Rainbow” in Not for Resale

Not For Resale is one of the most satirical, most wrong, and yet most right Sonic related things in existence. You remember that colorful, beautiful, wholesome CGI trailer we got for this game? Well, this comic reveals what’s really going on…

Now, if only NFR would update a little more often…

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*UPDATE* Green Wisp Revealed at Gamescom?

UPDATE: Apparently, no video of the new wisp was taken, and since it was not meant to be used on a public demo, the people over at Spindash likely won’t be able to get another chance. However, the description of the wisp does match it’s appearance on the Sonic Colors box art, and Spark’s description of the new title screen has been confirmed with video. All in all, I believe this to be credible./UPDATE

Seems something more than a new level is on display for Sonic Colours at this year’s Gamescom. Sonic Stadium forum member and Spindash.de writer, Spark, says a  new wisp was also on display: the green hovercraft wisp. Here is what he had to say:

– the new Sweet Mountain Act introduces the green wisp, the hovercraft wisp. (We also got some videos, we’ll upload them soon)
– the green wisp changes Sonic’s form to a green Kirby with spikes, sonic heroes-shiny effect included!
– when Sonic is in hovercraft mode, he can use the light dash to grab some ring-chains
– bottemless pits are still there, but only a few. An exclamation mark will appear if you get to close to one.
– the “new” title screen is old school! After the Sega and Sonic Team logos appeared, you get to see the space (Metroid Other M-like) and Sonic is running from one side to the other just like in the old Sega Mega Drive title screens (but no iconic “Seeeeeegaaaa!” shout out). Seems like this will be the new standard for all future games, which is pretty cool

Of course, until he sends in the video, we’ll have to consider this a rumor. We’ll have the video for you as soon as SpinDash puts it up!

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Off-Screen Video of New Sonic Colors Level

Though SEGA is not present at this year’s Gamescom, its games sure are! Sonic Colors is among them, featured on Nextplay.de’s Youtube channel. The featured video shows off gameplay from the newest level, Wisp World:

[youtube]http://www.youtube.com/watch?v=XYRVPT2RBIo[/youtube]

If you look closely, you can see the ring counter pass 99 rings at one point in the video, dispelling the rumor that you can only collect up to 99 rings in this game.

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Tracy Yardley! Does Sonic Eggs

Sonic Eggs is probably one of my favorite web comics running. Acting as a fan continuation of Archie’s “Sonic X” comic book (which in and of itself was a strictly in continuity Sonic X storyline), Sonic Eggs is a weekly strip written by occasional Sonic Stadium contributor Jason Berry, and posted on the website Emerald Coast Comics. It both satirizes and pays homage to all things Sonic, while also making an effort to be (almost) as kid friendly as its source material.

So why is this being featured in the community blog? Well, renowned Archie Sonic artist Tracy Yardley!* has actually done a series of pages for it, which will be running in the comic over the next six weeks!  In addition to Tracy, Eggs also got another Archie talent, Ben Hunzeker. He did the shading for this page, as well another upcoming page. The flats for this page where done by Deebs.

Unlike many pages in the comic, this page does not have an individual gag, though it is building to something later. For the thousands of you who don’t follow the series, Sonic Eggs’ current plot centers around “Shades”, and unfinished, sissy version of the dark brooding ball of emo! For those of you interested in catching up to the current plot, you can find the rest of the comic here.

*The exclamation mark isn’t a typ-o, it’s part of Tracy’s name.

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It’s Sonic Month at FirstComicNews!

The comic book website “FirstComicNews” is devoting an entire month to Sonic the Hedgehog! The event includes a variety of features, including character bios, best of lists, and interviews with the creators. For those of you still unfamiliar with the comics, this could be a good way to learn more about them!

If you want to check out all of their articles for Sonic Month, check out their columns section. One that some of you may find particularly interesting highlights some awesome looking Sonic tattoos.

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GiantBomb: Hands-On Preview of Sonic Free Riders

Seems that SEGA’s finally comfortable enough about the progress of Sonic Free Riders to allow the press to play it and give their thoughts. We’ve already heard from 1UP, but what about some other members of the press? GiantBomb was able to get some time with the game, complete with video, which we have posted below.

[youtube]http://www.youtube.com/watch?v=tqy73efhKCE[/youtube]

What do you think?

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Interview: New Sonic Editor, Paul Kaminski

This year was my first Comic Con and it certainly was a sight to behold. It’s the only place you can see Darth Maul feeding his kids Cheerios. It’s the only place where you can see grown, hairy men dressed as a blue hedgehog. Most importantly, it’s the only place where you can find every single awesome comic book creator ever to exist in the same place, with some celebrities like William Shatner and Natalie Portman sprinkled in for good measure.

We had the titans of the comic book industry, DC and Marvel, there. Though really, a true comic book fan doesn’t come to Comic Con just for the big two. They also come to visit the small guys, like Slave Labor Graphics and Red 5 Entertainment. Among the little guys present at the show, nestled in a small corner of the convention behind Antarctic Press , was Archie Comics, the publishing company responsible for one of my favorite reads: Sonic the Hedgehog.

Paul Kaminski really is a great guy. Though I do stutter and pause quite a bit through this article, Paul Kaminski is thankfully very accommodating and nice, allowing this interview to go a bit better than it might have otherwise! Hope you all enjoy the sweet bits of new info Mr. Kaminski spilled for us!

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

[youtube]http://www.youtube.com/watch?v=z3WACJItxz0[/youtube]

As you can see from my introduction, I was going a little out of my way to name drop the publishers of some of my favorite comics! Hope you all don’t mind if I name drop one more publisher, who created a very different animal based blue super hero you all should know and love: New England Comics.

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Ken Penders Interview Transcript

This transcript was transcribed by RemiRemi of the Bumbleking forums! So for those of you who couldn’t make out what Penders was saying, or don’t have access to YouTube, here’s the entire interview in it’s written form:

Jason: Hey, it’s Jason Berry here from Sonic Stadium. I’m here with former Sonic writer Ken Penders. He’s got a few new projects in the works. Uh, one of them is “The Republic.” Can you tell us a little bit about that one?

Ken: “The Republic” is an online webseries starring Marc Singer and Sean Young and it’s going to premier in four fifteen-minute episodes, and we’re looking to go beyond that once we get past that sort of stage of production there.

Jason: Alright, now uh, on “The Lost Ones: The Movie,” how’s that coming along?

Ken: Uh, “The Lost Ones Movie” is coming along really well. We’ve done a number of test shootings and various special effects. We have — as you can see by our board there — we have several actors already cast. The costumes are made by Mike Philpott, the same gentleman who made costumes for “Spiderman 3,” and uh, mostly we’ll be working on one of the costumes for one of Marvel’s upcoming movies as well. He also did costumes for “Night at the Museum” and several other features, so…we got some really high-quality talent working with us on “The Lost Ones.”

Jason: Great, now um, you started on the Sonic books back in, say, around issue eleven, correct?

Ken: I started submitting stories back in October of 1993, and the first of which saw print in issue eleven, correct.

Jason: Now, when you first come on it was when Mike Gallagher was writing it, and it was a little sillier back then, full of cheesy puns, and I guess you wanted it more like the “SatAM” cartoon?

Ken: Well actually…actually, no. What really happened was, editor Paul Castiglia had contacted Mike Kanterovich, ’cause he and Mike had been hanging around various comic conventions together, where they knew each other from…and Mike didn’t have a clue what Sonic was. But he knew I did, so he came over and we started batting around some ideas. And we submitted them, and we were told to orient our stories into eleven, six, or five page format, so along the lines of what Mike Gallagher was doing. And it wasn’t until editor Scott Fulop came on board that I made the suggestion to him, having discovered the Saturday morning cartoons, that we should make the comic more adventure-oriented – you know, more in-tune with the Saturday morning series than the weekday series, and he was very agreeable with that, so…

Jason: Well, was it very hard getting around a lot of the Sega mandates? Like I imagine they wanted a certain place for their characters to act or behave?

Ken: Uhm, I was never really given that much direction with regards to any of the characters. The only thing that we were told was Sonic is Sonic, he had to be cool, he had — you know — he had to be fast, just like with, you know – he had to have attitude, okay. That was probably the only direction we got with Sega. For example, when we – Mike and I – submitted our initial story ideas, we submitted like four story synopses, and only one was rejected. And the one that was rejected was because, we did “Sonic versus the Mario Brothers” type of scenario – and instead of plumbers they were dentists. And Sega said, “Nah, let’s not go there.” But beyond that, uh, they never really told me what stories to do or how to treat the characters.

Jason: One of the ones that surprised me was Knuckles. I mean, his official game canon is, he was the last of his kind, he’s, you know, alone on Angel Island…and when you came along you introduced, eventually, a whole hidden city, tons of echidnas, all the other Guardians…Sega didn’t have any problems on that one?

Ken: Well, you see, the thing was with Knuckles – the history with Knuckles in the comic books was this: Mike and I were directed to do an adaptation of the “Sonic and Knuckles” game, uh, for a story introducing Knuckles which saw print in Sonic thirteen. Actually, it nearly didn’t see print because just as we were going to press with that issue, Sega started having second thoughts, ’cause they really weren’t certain what to do with the character. And it was only because we were right there on the presses, and said “Lookit, we’re gonna miss an issue if you don’t go along with this.” They backed off, let us go to press with it, and then they wanted to sit and think what they wanted to do with Knuckles. And because originally, the first miniseries Mike and I were supposed to work on was a Knuckles miniseries, but they decided they wanted to go with Princess Sally. So shortly after we did the Princess Sally miniseries, editor Scott Fulop called me up and he said, “Start coming up with some ideas what to do with Knuckles as a series,” you know, “Sega has no idea what they want to do with the character. Let’s see what we can do with this.” So I started developing several concepts – what to do with the series. The problems with the games were, okay, there was not enough material whatsoever to base a series on, okay, and I decided that I wanted to set up a scenario where we get to explore the character and his environment and his history – how did this character come to be, okay, to be the last of his kind? And in setting up the elements to explain how he was supposedly the last of his kind, it turned out he really wasn’t. And they pretty much let me run with it, you know, as they saw the stories starting to progress and develop. Nobody told me what to do whatsoever with Knuckles, never. That was purely my concoction. And it worked. You know, people seemed to gravitate to it and it became a strong seller for Archie.

Jason: Alright, uhm…who is your favorite character of the Sonic series?

Ken: (Laughs) That’s like asking a parent, you know, who’s his favorite child? You know. There are so many! I mean, I love Geoffrey St. John, I love Julie-Su, I love Locke! I would have to say those are my three favorites but I could easily just as much gravitate towards Archimedes or Lara-Su or Dimitri or Lien-Da or Kragok or…you know, it all depends, but…there’s just so many!

Jason: Okay, things have certainly changed around this year. I know, like, in the past five years after you left Archie, you just kept – you hid it to yourself, you didn’t wanna kick anybody else’s stuff and everything, but…this year, along with a few other things, you decided to let your points be known. One thing you said was, “At this point if I were to go back to working on something like Sonic, I’d pretty much pick up where I left off, ignoring everything that came after since…” Now are you saying you’d ignore the past five years of continuity, or you would start where the other writer left off, and continue from there?

Ken: Okay, first off, my comments are not meant as a sleight to the creative team on the book. It’s just that I’m at a point in my life where I only want to work on my own material. I’m not interested in anybody else’s, in terms of storytelling, okay. It’s why I wouldn’t pursue something with Marvel or DC, because they have their own established mythology, okay, so…

Jason: So you’re not interested anymore in working on somebody else’s franchise?

Ken: Nah, not, not really, no. I mean, if I – if they said, “Here, we’d like you to come back and do Sonic” – it’s hardly likely at this point, but – but if that were to happen, um, I would be so inclined to pick up right where I left off, because whatever direction anybody else took the characters in, it’s not the direction I would have done. But it’s just a difference in opinion.

Jason: What is your favorite story that you wrote yourself?

Ken: That I wrote myself? Wow, uhm…that’s a real tossup because I – “Brave New World” would have to be up there…I would have to say “Knuckles – The Dark Legion” was definitely up there…I would say “The Forbidden Zone” was another one…”Father’s Day.” I would have to say “Father’s Day.” That was an intensely personal story for me to write. Uh…yes.

Jason: Okay, what would be your favorite story that someone else other than you wrote?

Ken: (Laughs) You know, that is really tough because Karl wrote some good stuff, Mike Gallagher wrote some fun stuff…and to be fair to Ian, I haven’t read ANY of his stuff – I really haven’t followed the book at all, since I got off it. As a matter of fact, the only reason I followed Mike’s or Karl’s stuff primarily is more a matter of, I had to know some of the things, working on my own stories. Otherwise, I tended to stay away from being too close to anybody else’s material. Uh, if you noticed, Mike Gallagher really didn’t rely on my stuff, you know, any more than I relied on his…you know, as well as Karl. Karl didn’t really…you know, he had his own thoughts how he wanted to do things as well, so…

Jason: Yeah, it’s kind of with the comic trait that when you’re dealing with a franchise, a lot of times you have to pick up where somebody left off on a story. I mean usually a story will end but, as far as the canon and continuity goes, it usually still goes in that direction.

Ken: Well, yeah, but the thing was, I was establishing a lot of the canon and continuity. For example, Prince Elias. Yeah, he was strictly my character. I started him up in “Tales of the Freedom Fighters,” where – establishing the lead-up to the Knuckles story “The Forbidden Zone,” where I actually bring the character on stage. And thus I set him up for Karl, to run with him in the pages of Sonic. So that’s pretty much where I was in the continuity. Hand in it? I was DEVELOPING most of it. Like “Brave New World,” okay. That was a result of “Endgame.” “Endgame” came about primarily because around when I was writing the script for issue 36 or so, editor Scott Fulop gave me a call, told me that the Saturday AM series had just been canceled. And he anticipated, based on his previous track histories of other comic series, based off of a TV show or toy or any other, you know, medium, that the Sonic title was probably gonna be canceled within six to eight months once the cartoon went off the air. So, I was essentially hoping for the series to run at least to issue fifty, and “Endgame” was essentially designed to be the final battle – the ultimate battle between Sonic and Robotnik, if we close out the series with issue fifty. Funny thing happened on the way to issue fifty however, is once the cartoons went away and the video games were coming out very irregularly, that the comic book became the only game in town…and the sales went up, and people took a second look, they said “Whoah, this is really selling,” you know. “We’re not going to cancel it!” So here I had submitted the “Endgame” storyline, and Princess Sally was killed off, in the storyline, and all of a sudden there became this big debate: what’s going to happen now that we’re going to continue the book? And so, it was agreed that Sally would still be kept alive. I was going to do “Brave New World” to set up the storylines that would introduce the next era for the book, where the Sonic stories were gonna go, because we were essentially…at that point we were considering going beyond, you know, beyond season two. This was like our season three. Could you hold for a second, please?

Jason: Sure.

Ken: (Runs off briefly) Kay. So, I was doing the assignment to “Brave New World,” to essentially take Sonic in a new direction, and it was at that point that they also decided they wanted to do Knuckles as a series. And I decided at that point, I would rather take something like Knuckles and build it from the ground up rather than work round-robin on the Sonic book with other writers like as had been done up to that point…you know, every now and then. It was just, they didn’t want to rely on a single writer on the Sonic book whereas Knuckles I would have complete freedom so I said, “Gimme that book!”

Jason: Okay, I wanted to talk a little bit about artists — a few different ones. One of the things that’s most mentioned on your site is uh…you were saying that, oh, “One (aspect) of the criticism of Ian’s run I find highly disturbing is laying the blame for the book’s current weak sales solely at his feet. Artist Tracy Yardley is due for his fair share of commentary as is cover artist Sanford Greene, based on the criticisms relayed to me by various retailers and readers. As this is a comic book, art plays an important part in attracting a readership, and I don’t believe neither measures up to the standards of many of the artists who previously worked on this book. Neither would be my choice of artist if I were working on the book today.” Now, I’m all for you on the Sanford Greene. I do not care for his covers. But, personally myself, I love Tracy Yardley’s work since he’s been on it, and I just want to know, what is it about Tracy Yardley’s art you don’t really care for yourself?

Ken: Well, first of all, you have to understand, okay, I come at this from a very different perspective, say, than Sonic fans. I have seen Sonic fans tear apart EVERY artist who has worked on the book. I mean, I’ve seen – I’ve even seen Spaz come in for criticism.

Jason: Yeah, Spaz is absolutely my favorite.

Ken: But he has coming for – there have been fans who’ve said, you know, “He’s terrible!” They were making it sound like J. Axer was better than he was! And, knowing how the book is produced, I greatly differ with those sentiments, you know, as well. So, from my perspective, there were – I had two favorite artists that I worked with for a long time: one was Spaz, and one was Art Mawhinney. And, this is not to denigrate any of the other artists I worked with, like Jim Valentino, Jim Fry, or Steven Butler, ’cause I thought all three were top-notch artists.

Jason: Steve is still on the book, too.

Ken: Steve was a lot of fun to work with. Steve and I were supposed to do Knuckles together, had it gone beyond issue thirty-two. So I really regret we never got to that chance. But, the thing is, given the demands of production, okay, when I wrote certain stories I usually had them with either Spaz in mind or Art in mind, and then once it went beyond that I would gravitate to either Steven or James Fry. And, because these guys deliver what I wanted for specific stories. For example, when I did “Sonic – The Director’s Cut,” and we had that round-robin of artists there, okay? When it came time to insert the page of Sonic kissing Sally, the only artist I wanted for that shot there was Art, simply because I knew he was going to give me the emotion that shot needed. And this is not to take away from, again, from any of the other artists, it’s just that each artist has their own strengths and weaknesses, and I would tend to play to the artist’s strengths. Uh, Tracy…this is not to say I think he’s a bad artist, okay, it’s just that having worked with the other artists…I – just, I have a preference, simple as that! The other thing too, is, back when I was working on the book with the early issues, Sega had more of a say. You know, you had to actually submit samples to Sega for their approval before you could even become an artist on the book. And then…oh, I’d say about the time James Fry’s work came on, nobody was submitting samples to work on the book.

Jason: Yeah, I still find just that, uh, Fry’s is – where I think it’s the closest to SegaSonic next to Spaz. And it looks like they’re trying to keep it that way, like Bunnie Rabbot looks almost like Cream the Rabbit in the… (points to ears) sort of way. Speaking of artists, uh…well I guess you already said which one, who your favorite was, is Art Mawhinney and Spaz. And least favorite, you’re not gonna make any mention of that…?

Ken: Ehh, you know, everybody has a bad day.

Jason: (Whispers something about Ron Lim)

Both: (Laughing)

Ken: I am not saying, you know, no…no, that wouldn’t be fair. Actually, it would surprise you to be somebody else, but no.

Jason: Now, beyond the fact that people like to visit your site and other Sonic sites, how do you feel about people who are inspired by your work and do, like, fan fiction or fan copies?

Ken: I’m still…not used to — it’s been so many years. I have people coming up to me all the time, “I was inspired by you,” “I got into Nickelodeon because you inspired me as a kid” or that sort of thing, and I’m still having a little bit of a problem dealing with that because…to me, I was just doing the story and I never thought about, you know, who was reading them or how it was affecting them or anything like that. I just hoped that they were having a good time, you know, getting their money’s worth going to the stores.

Jason: Alright. One more thing: what happened to your little mustache there? (Laughs) It’s disappeared now!

Ken: (Laughs) That was more a personal thing for my mother, more or less. She absolutely hated it, and…I said “Fine, you know, whatever,” and this was shortly before she passed away, so…

Jason: I had the same thing with my aunt (Pat?). Before she passed away, she couldn’t stand my little goatee, so when we went to the funeral I just shaved it off for her.

Ken: And the thing was, you know, once I got into producing and directing “The Republic” I just kept it off and now it seems to be my new “image,” you know, quote unquote.

Jason: Speaking of, how soon do you think we’ll be seeing “The Lost Ones”?

Ken: Right now, uh, we’re putting together footage showing both story and special effects, how it all pulls together, because we’re gonna need a considerable budget to really pull off directing. You know, I’m not talking a hundred million dollars by any stretch of the imagination, but we’re gonna need SOME bucks, you know, especially when you consider the budget that we filmed “The Republic” from. And we have nowhere near the amount of special effects that we’re gonna need for “The Lost Ones” – nowhere near the stunts, number of costumes and everything, so…it’s gonna need a considerable budget. And so, we’re hoping that with “The Republic” out there, and we see the reel that we’re putting together for “The Lost Ones” that we should be able to fund the – uh, to go on to make the finished feature film.

Jason: Alright, well thank you so much for your time!

Ken: It was a pleasure, Jason.

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Sonic Colors Gameplay Length, Details Revealed

Until today, we’ve only been given vague hints of how long Sonic Colors will be. The good folks over at WiiNintendo have finally gotten us an answer! According to their exclusive interview with Takashi Iizuka, the game is going to be 20+ hours long! Sounds like a sizable chunk of platforming action, no?  In addition to this news, Sonic Team has revealed their reasoning behind Colors’ exclusivity to the Nintendo Wii:

“Sonic is most successful on Nintendo platforms, and it is better for the developers to focus on one console. That makes for a better game.”

The interview has some other additional details, but given that this is their interview, I’d like to encourage you all to visit their site and see for yourself!

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Ask Ian: July 2010

It has been a long time coming, but “Ask Ian” has finally returned (and in a new format, which you can learn about here).

Without further ado, here they are:

[youtube]http://www.youtube.com/watch?v=UHSlS8MuOsg[/youtube]

[youtube]http://www.youtube.com/watch?v=omzRL0HY0Es[/youtube]

[youtube]http://www.youtube.com/watch?v=sNJO6WSTHlM[/youtube]

[youtube]http://www.youtube.com/watch?v=e3Ew7Jg83_Y[/youtube]

If you want to ask Ian questions yourself, head over to Bumbleking and ask!  Though, be sure to read the rules!

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SDCC ’10: Sonic Gets New Editor *UPDATE*

Here’s some news straight from Comic-Con: Archie Comics’ Sonic the Hedgehog and Sonic Universe series have a new editor and a new producer! Paul Kaminski, formerly the assistant editor of the Sonic books at Archie Comics, is the new Editor and Chief of both Sonic books.

In addition to him, fan favorite artist Jonathan Gray has been brought onto Archie’s in-house art production staff, we’re he’ll be making corrections on the in-book art and helping with Sonic related art production.

What does this mean for Sonic comic fans? We’re not sure at the moment. This change is all the news we currently know, but we will be conducting an interview with Kaminski tomorrow.  It will be going up on Sunday.

Also, stay tuned for our Ken Penders video interview (which should be going up tomorrow), as well as some giveaways of books signed by Penders himself.  Perhaps even some Spaz prints, if you guys are interested.

Correction: For all of you wondering why Gray would be on board as a producer, he’s not. Apparently, he is actually on Archie’s in-house production team. The article has been corrected accordingly.

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TSS at Comic Con!

Hello, everyone! I am now speaking to you from a hotel in San Diego and am happy to tell you all that Jason and I will be bringing you some content from Comic Con this year.

If all goes well, we’ll be bringing you an exclusive video interview with Ken Penders on Saturday. Sadly, as reported by SEGAbits, SEGA won’t be attending the event, so we have no idea what else we’ll be able to get from the event from you guys.   Rest assured, we’ll be keeping an eye out!

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New Sonic Voice Actor Announced

Sega has announced that Jason Griffith will no longer be the voice actor for Sonic the Hedgehog. Roger Craig Smith is confirmed as his replacement. Continue reading New Sonic Voice Actor Announced

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Archie Editor Responds, Penders’ Claims Limited?

Mike Pellerito, the editor of both Sonic the Hedgehog and Sonic Universe, has recently issued a statement regarding the current situation with former Sonic comic writer Ken Penders, through the blog Robot6:

We have been in contact with our legal team and the claims by Ken Penders are completely false. We will be responding through proper legal channels.

Tristan Oliver of TSSZ has also done quite a bit of research on Penders’ claims, going over all of Penders’ 135 claims. To get a nice in depth look at the claims and what they are attempting to claim ownership of, take a gander at Tristan’s article. There is, however, one bit that should interest the current Archie readership:

In fact, while Penders claimed he outright owns many of the characters he created, the records in the Copyright Office mostly show him only claiming ownership to stories in which they star, and not the characters themselves. As an example, TSSZ News found four entries regarding Geoffrey St. John, as part of a 1998 series. But in all certificates, Penders only claims himself as the “author of story text.” We also couldn’t find in any of the claims he registered anything regarding a claim of ownership to Lien-Da, be it story text or otherwise. The same is also true for Rob O’ the Hedge, who Penders also singled out in his Wednesday announcement.

In fact, according to Tristan’s article, the only character that went uncontested through the copyright process was Hershey, Geoffrey St. John’s girl friend. For an in depth look at the claims, check out Tristan’s article. I’d also advice taking a look at the Robot6 article, as it gives another angle to this developing story.

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Fans Request SEGA Make NiGHTS 15th Anniversary Re-release

Despite its less then well received sequel, the original NiGHTS into Dreams remains ingrained in the memories of many nostalgic and retro gamers as one of the best, if not the best, Sonic Team games ever created. Many fans are now getting together and demanding that SEGA finally make the original game available on today’s game consoles as a downloadable game.

The campaign, which started a month ago, does not specify a service, so this includes Xbox Live, WiiWare, and PSN. To participate, you only need to do two things: go to the website and press the “Fans” button on the front s page and try to get others to do the same.  Include the website’s link in your forum signature, post it on your blog or twitter, or whatever you please.

It should be noted, for the doubters, that these are same people that got NiGHTS in ASR as a flagman.

OCRemix.org, known for their many Sonic song remixes, will be releasing a complete remix of NiGHTS’ stellar music track next year on July 5th, the 15-year anniversary. You can hear a track from the remix in NiD15’s promotional video (which, again, feel free to post around), posted below.

[youtube]http://www.youtube.com/watch?v=tH34mJsApWk[/youtube]

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Ian Flynn gives in depth response to Pender’s copyright claims

I’m sure all of you caught Ken Pender’s little announcement yesterday, regarding his newfound ownership of everything he created in the Archie book. It’s taken a little while, but Ian Flynn has finally delivered an in depth response to these claims, which you can find in full below. He posted this over at his forum, BumbleKing Comics:

I had wanted to let this ride out by itself and not mire BKC in paranoia and speculation, but given the amount of email, PMs and general broo-ha-ha around the net, I guess a little pat on the head and “everything will be fine” doesn’t quite cut it.

I still do not want this to blow itself out or proportion, so this is the go-to thread for info and news. There will be no discussion because there’s nothing to discuss, and all it will do is get everyone in a tizzy.

The Short Version

The Archie legal department is handling things. I’ve been told to keep writing as usual and to continue with our plans for the end of 2010/start of 2011. As I said before: no worries.

The Longer Version

Bear in mind that I don’t have all the information. All I’m going off of is my limited understanding of the ownership of things within the book and franchise. So unless Mr. Penders pulls a rabbit out of his hat, I feel fairly confident in my understanding of things.

1) Work-for-Hire – While I’m bound by my contract to not talk about my contract, I can say I’m work-for-hire. I’ve been on the book for five years (!!!) and I’m still freelance, part-time, on-the-side. All of my contributions to the book are for the book, and I’m paid for that.

All the stuff I came up with for “Young Salem” – Foreman Armstrong, Mortimer Destiny, the Lizarmyn, Horde Lord, concept, etc. – is Archie’s. I can’t do my own book under BKC about Mortimer and Felicia’s younger days.

Sonic-wise, I have a harder parallel to draw since I’ve spent more time using the content within the book and taking it in new directions. I suppose Thrash is the best example, lean as he is character-wise. He’s Archie’s. Plain and simple.

Everyone on staff (and I include us freelaners when I say this) has to sign that contract. So unless Mr. Penders’s contract was wildly different, he signed away those characters before he even created them.

2) SEGA – It is my understanding, as explained by Mr. Penders himself years ago on his forum – that ultimately SEGA owns everything in the book. If it’s associated with Sonic in the book, it is by extension SEGA’s. From my understanding, that is why BioWare could so freely emulate the Dark Legion for the Marauders.

I know there was some confusion elsewhere concerning rights to SatAM. As it was explained, SEGA owns the intellectual property – the characters and such – but DiC retains the rights to the animation. So you wouldn’t see SEGA reselling SatAM boxsets willy-nilly. Conversely, DiC wouldn’t be able to just up and make a new Sonic cartoon.

3) Reboot – Oh if I had a nickle for every time this word got tossed around. I’ve already begun material for 2011 and, as I said before, have been told there’s no need to change. Not that we’re blindly forging ahead, but that we have no reason to stop.

What would need a reboot, in the scenario that Mr. Penders somehow did win out in all this, is his plans. SEGA would not grant him the license to use Knuckles, I can flat-out tell you that with certainty. So right there the core component of the Echidna Lore – the main character – is gone.

He would not be able to use Angel Island, Mobius, or the Chaos Emeralds. Easy enough fix, though, right? It’s Skyhigh Island on Terra using the Magi-Gems for flight. (copyright, by the way. Double-tappsies, no take-backs).

But the entire Echidna cast is comprised of Knuckles knock-offs. Mr. Penders would be required to redesign the entire cast, unless he’s planning on trying to pass it off as parody (which I doubt).

By the time the property would be safe to touch, it would be unrecognizable. It’s not about Knuckles’s society or family. It’s not about echidnas (the kind we think of, at least). It would now be a sci-fi-lite story about some dudes on a flying island. That could be interesting in its own right, but it’s not the story I think Mr. Penders wants to tell, and it’s not the one the echidna fans want to read. So I’m not entirely sure what his greater thinking is here.

Again, take my words with a grain of salt. I’m not privy to absolutely everything going on. But from what I do know I am confident I – and you all – have nothing to worry about.

So relax, curl up with the latest SONIC book, and enjoy it while ignoring the storm outside. This too shall pass.

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A Sonic/Shadow birthday comic me and some buds made

Most of you probably don’t know this, but I’m the Editor in Chief at a little up and coming Sonic web comic site called “Emerald Coast Comics“. We’re probably best known for our Sonic Eggs weekly strip, if we’re known for anything at all, but we do other things too. This is a comic we’ve been working on for the better part of two years, from early script drafting to the final upload today!

This comic was written by new, and fully penciled, from the cover to the final page, by Jetstreamx. We’ve got a load of people on inks and colors, which you can see from the credits page. We REALLY hope you guys enjoy this birthday present from us, and whether you do or not, all of us from ECC would really appreciate some feedback.

Shadow and his team are ready to get to it!


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Our overall impressions of E3

This was my very first E3, and now will certainly not be the last. When I was young I often heard about how E3 was an “unbelievable experience”, and that most certainly held true this year. This year saw the debut of a lot of great things, both in software, and hardware. We got to meet all sorts of celebrities, from gaming legends like Yuji Naka and Takashi Iizuka, to internet celebrities like Ryan Cassidy (GoNintendo’s RMC) and Angry Joe, to renowned wrestlers. The people at the SEGA booth where great, welcoming us in a fun but proffesional manner, helping us get content and info that we could then deliver to you guys.
Almost as important as the people, however, where the games, and this year was unbelievable, even by my buddy Jason’s standards. And he’s been to a LOT of E3s. For one, this is the year we finally saw the grand return of Nintendo. After years of giving us underwhelming E3s and pandering to the casual market, Nintendo finally delivered in full force, from Zelda to Kirby, and debuted an absolutely spectacularly looking new handheld that drove me to buy new stock in the company. Not only was this the year of Nintendo, but also the year of the platformer. Beyond Sonic, Epic Mickey, Donkey Kong, Kirby, Bonk, and Lost in Shadow all left impressions on us. The platformer genre, a genre that our blue friend is a part of, has long been neglected, but this E3 the genre has come back in full force, and it was a wonderful thing to see.

But, more then all of this, this year has also marked the return of our little blue pal, Sonic the Hedgehog. This year we got to play not one, not two, but FOUR Sonic games, all of which where impressive, but stuck to the roots. Sonic Adventure, the release of Sonic’s first critically acclaimed 3D title, has been tightened and improved, with many of it’s niggling bugs removed. Sonic 4, while it still has some issues that keep it from being just like the classics, is a far cry from the “Sonic Rush 3” many screamed it was going to be, and is looking to be a very fun, physics driven platformer. Perhaps the biggest impression was left by the newest game, Sonic Colors, which looks to put the whole “Sonic can’t do 3D” nonsense to bed once and for all. Not to mention, it’s producing a very different, but equally as fun DS version.

When Jason can say he played Donkey Kong Country Returns with Takashi Iizuka, you should get an idea of just how much fun E3 was this year. I encourage you all to check out SEGAbits for our impressions on the SEGA side of things. We’re not quite done with E3 on TSS either. We’ve got some more write ups to do, which hold some exclusive (I think) info on a few games. So stay tuned ;).

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E3 2010: Sonic the Hedgehog 4 Second Opinion

Since it was taking me so long to get around to this, Jason offered to do the Sonic 4 preview first. Of course, then he ended up REDOING it, so be sure to check it out. But now, on the last day of the show, I think I’ve finally logged enough game play time on all versions of the game to tell you guys exactly what kind of game this is.

Sonic 4 is an evolution of the classics. For all the screaming of how this game was “Sonic Rush 3”, it really doesn’t feel like it. For one, this game is based around physics and momentum. There is no “press this button to go fast” mechanic here. If you don’t have enough speed to conquer a hill, you have to step back and try again. If you lose your momentum in the middle of a loop, you’ll find yourself rolling back the other way, if not coming to a complete halt. The spin dash will give you a lot of momentum, but will eventually peter out unless the level gives you additional momentum. There are booster pads in this game, but they are used sparingly, and don’t fill the levels like they do in the 3D games, kind of like they did in Sonic 2’s Chemical Plant Zone.

In short, Sonic 4 does a lot of what made the classics so great. But what about the new mechanics? Well, this is where the whole “evolution” aspect of the game comes in. This game isn’t like Megaman 9, which basically emulated the early NES titles in graphics, game play, and mechanics. Rather, this is a true sequel, with different mechanics that make for a different kind of game. The most pronounced and controversial additions in this game is the homing attack. How does that figure in?

I would like to get something out of the way right now: the homing attack, in and of itself, does not give Sonic any additional momentum. It doesn’t make him go “insta fast”. Rather, doing an un-targeted homing attack gives you the same amount of momentum that a normal jump would give you. Hitting enemies with a homing attack, meanwhile will completely kill your momentum. The homing attack feels like a natural addition in this game; many of the things you can use the homing attack to reach, such as springs or pulleys, you can access just as effectively without it. What the homing attack gives the game is a certain tempo, allowing you to quickly move from one object to another in quick succession in a way that wouldn’t really be possible without it. It doesn’t make the game any easier, though. It could prove to be an interesting exploit for speed runners as well.

Perhaps the only problem with the homing attack is that some of the enemy placement requires its usage. When Sonic rolls off of a ramp, Sonic does not remain in his spinball form, meaning you then after to use the homing attack on enemies. There are also enemies you will need to homing attack attack when bouncing off of a spring,  in order to access higher areas.It is, of course, fully possible to beat the levels on the showfloor without using the move, but I would love to see a mode that removed the homing attack, and change the placement of the enemies somewhat to allow for some good old fashioned bouncing. Of course, some sort of move that allows Sonic to turn into a ball in mid air would have to be added, which wouldn’t be unheard of since such of a move was used in Sonic Adventure 2 and Triple Trouble. But really, this “problem” is something I only present in the interest of informing the old school fans who say they refuse to use it.

All that said, the homing attack is actually a surprisingly fun addition to the game. It’s been fairly well implemented, and while classic fans may cry foul, it did nothing to detract from my enjoyment of the demo.

In addition to the physics, the old school level design is also back. The levels are multilayered, with several paths possible throughout all three acts. The upper path is the most difficult to get to, and not one I was really able to reach in my playthroughs, so I can’t tell you much about it. But all of you begging for branching paths in Sonic games, well…here it is.

Honestly, as I played through this demo, I had to keep asking myself…what where people complaining about? If this was basically the final product, Sonic 4 probably would have been the best 2D Sonic game since Sonic Pocket Adventure on the Neo Geo Pocket. The level design is superb, the physics, while not dead on exact to the original games, where pretty close, and homing attack is more like a fun addition to the formula rather than “spam to win”. My only real complaint with this game is that Sonic starts off a little too slow. No, this isn’t what Sonic 4 would have been like on the Genesis. No, this isn’t like Megaman 9. Rather than copying the old games beat to beat, it took what made the old games great and forged its own path with the formula.  This game is exactly what Sonic fans have been asking for for years. It’s just not quite what was expected from a Sonic the Hedgehog 4.

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Sonic Adventure XBLA/PSN will not have widescreen, or the Game Gear games

Well, like I promised you guys, I hunted down the person in charge of the Sonic Adventure booth, and asked him a few questions. Here are the details.

Sonic Adventure will not have widescreen OR the Game Gear games. He was not able to tell me what the DLC will be.

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E3 2010 Preview: Sonic Adventure XBLA

Really, what is there to say about Sonic Adventure? A lot of people love it. Some people hate it. A lot of people seem to forget just how good it was and call it crappy because a successor released in 2006 was utter tripe. This game will hopefully remind them of just how good the original was.

But, more than that, this game has actually made some technical improvements over the original as well. The game itself feels a bit tighter; it’s more difficult to get caught on environments, and I have yet to fall through the floor. The overall collision detection is noticeably better, and I was only able to push myself through one of the white picket fences once. That isn’t to say the game’s collision detection is completely FLAWLESS, of course, but the bugs remaining at this point don’t seem so consequential. I’m not even able to take my short cut near the end of the level, where I shoot myself up the white ramp, move over to the right, and fling myself over to the next island. The frame no longer misses a beat either. I threw myself at enemies a couple times when I was loaded with rings, and the frame rate remained smooth, unlike in past incarnations of the game, where it would often stutter.

Yes, this whale still hates blue hedgehogs with a passion!

The game’s visuals have also seen a noticeable HD upgrade. The colors are more vibrant then they were before, and the Sonic model definitely looks like it has more polys then it does in the Gamecube version.

Overall, SA plays like the original, with minor improvements. I (stupidly) forgot to ask about wide screen, but that’s something I’ll rectify tomorrow. I don’t really think this is worth the purchase for anyone who has already experienced, at least from what I’ve seen.  The changes are there, but aside from the minor HD upgrades, they may be hard to notice. We’ll see if there is anything about this game that’ll make it worth a repurchase when it comes out later this year.

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E3 2010 Preview: Sonic Colours

Let’s face It, Unleashed was not a perfect game, even in its daytime segments. It had annoying QTEs, which became huge, overbearing insta-death button mashing sessions in the later stages. It was easy to send yourself careening off an edge by doing a mid air boost by accident, because a homing attack was slightly out of reach. The game play was linear, with very little in the way of hidden secrets or multiple paths.

In Sonic Colors, Sonic’s latest outing, this has all changed. It takes the best of Unleashed, such as the fast paced game play, and huge, twisting levels, and adds layers to it. The QTEs are now gone, replaced with simple “press the A button to gain altitude”, and the mid air, target-less homing attack is gone, replaced with a simple double jump that you’ll need to get wisps that are slightly out of reach of the normal jump.  The linear level design is gone, replaced with large, multilayered levels that, according Takashi Iizuka “doesn’t have one or two paths, but several”. During my hands on preview I saw people accessing areas of the level that I still have not seen, so there is most definitely some truth to that.

Control wise, the game controls much more closely to next gen version of unleashed, except you now have more control over Sonic while he was boosting. You drift with the nunchuck, which works surprisingly  well.

The first level of Colors, the entrance to the Egg Park, is fairly barren, with a few enemies here and there. The main focus of the level is to ease you into the game. The first level is most definitely more easy then a lot of past “first levels” in Sonic games.  There were lots of secrets to explore, the yellow wisp drill especially opens up a lot of alternate paths.  The second level is where things get fun, though! The second level features a lot more platforming, and there are even more areas to explore. There are more enemies (my personal favorite being one with an Egg Beater…get it? XD).

The wisps, so far, are fun and unobtrusive. There are three available in the demo: one simply fills up your boost gauge, another, the laser, acts as both a super fast boost and a spin dash of sorts. The third one, the yellow drill, is by far my favorite. Yes, it lets you dig through levels. But it’s used far better then it was in Super Mario Galaxy 2. This level is your key to a lot of this game’s exploration. You can use it to not only find hidden items, but whole new LEVELS. I found several paths through this method alone, and it REALLY opens up the game’s levels.

I’ve often heard that “Sonic is back” or “this is the big return!”, but I will forgo these oft used phrases. Instead, all I’ve got to say is this: Sonic Colors is a genuinely FUN game. It’s got loads of high speed hijinks, and no excess gimmicks to slow it down. It’s like Unleashed in a lot of ways, but with more thoughtful design; the speed isn’t quite as fast, but it allows for better control. The homing attack is limited to targeted enemies and items, but this prevents you from throwing yourself off the edge. The wisps add an all new dimension to the game play, without slowing it down (unless, of course, the purple one turns you into Big). The levels are multilayered, offering more optional exploration than any other Sonic game I have ever played, 3D or 2D. Simply put, it’s the Sonic game I’ve wanted since Sonic Adventure 2. Whether it’s the Sonic game you want or not, that’s up for you to decide, but if you ever liked any of Sonic’s past 3D games, be excited; because this is one of the good ones.

This isn’t all of our Colors stuff. We also got to meet and briefly interview Takashi Iizuka after he demonstrated the game to us. You can expect a transcript and audio of the interview (which includes music from the Sweets level and menu music) which outlines some nice game play details I didn’t detail here, off screen movies, and a more in depth, analytic “second take” preview later in the week, after I’ve logged more time on it.

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Sonic Adventure Officially Announced for XBLA and PSN With Enhancements

Well, if the leaked Sony documents, various ratings from the different ratings boards, and leaked photos from Xbox Live’s BETA service weren’t proof enough, SEGA has finally announced that Sonic Adventure, along with Crazy Taxi, will be coming to Xbox Live and PSN. These games will be the first in a slew of Dreamcast games that will be hitting the service in the future. Continue reading Sonic Adventure Officially Announced for XBLA and PSN With Enhancements

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TSS and SEGABITS team up to bring you SEGA E3 coverage from the showfloor!

This is a bit of news we have been sitting on for awhile. But now that we have received the invite, we can now officially confirm to you all that Sonic Stadium will be going to E3! What does this mean for you guys? Well, we’ll be bringing you hands on previews, photos, and videos directly from the show floor! In addition to that, we’ve also scored interviews with several SEGA developers, including Sonic Team. So be sure to tune in during E3 to catch all the latest, including the kind in depth analysis of the upcoming Sonic games that only a Sonic website on the show floor can provide!

Of course, that’s not all, as SEGABITS will be hosting content for the rest of the SEGA related parts of the show, including hands on previews and videos of games like Phantasy Star Portable 2, Vanquish, and The Conduit 2! Also be sure to check the website for impressions on 3DS, Move, and Natal, as well as any other console surprises from the big three!

We would like to send out a huge thanks to SEGA of America’s community team for inviting us to this event. Without them, a fan site like us would lack the credentials to go to E3 in any other capacity. Because of this, TSS can exclusively provide the kind of coverage that Sonic fans crave for games that have not yet been released.  We would also like to thank AAUK for getting us a slot with Sonic Team. It’s awesome when a big company like SEGA reaches out to it’s fans, and it shows just how much SEGA values it’s fanbase.

Though, one thing I do need to stress regarding this event: I will be the only member of TSS attending, as SEGA had no slots left for invites. I have never been to an E3 before, so some minor problems may arise regarding the coverage. For example, I have no idea whether or not SEGA will actually allow me to take off screen footage. I will do my best to serve you guys well, though!

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