ComicVine Interviews Ian Flynn on Archie’s Countdown To Chaos Story Arc

With the recent crossover of Sonic the Hedgehog and Megman from thier respective Archie comics over with, what’s next for the our blue hero? (Sonic not Megaman).

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Writer of the Archie Sonic the Hedgehog comics Ian Flynn recently took some time to talk to Comic Vine to about the next saga, ‘Countdown to Chaos.

The interview goes into detail about the repercussions from the crossover with Megaman and what to expect in the next few issues.

CV: Where did the decision come to have actual repercussions after the crossover instead of just starting a new adventure?

IF: In our last major event, Sonic: Genesis, we did a temporary rewrite of the world. When we returned to the status quo, the main complaint from fans was a lack of repercussions. After the major shake-up that was the Worlds Collide crossover, we knew we couldn’t play it safe this second time around.

Something that will please long time Freedom fighter fans is the return of Bunnie Rabbot and who knows we may finally get some answers as to where she disappeared to.

CV: We’ll be seeing the debut of Bunnie Rabbot as well. How much of a role will these characters play in future issues?

IF: Bunnie’s a mainstay, but you could also argue this entire story arc is about “debuting” the Freedom Fighters all over again. When last we left her, she was stripped of her robotic powers and went missing – So when we see her again in Countdown to Chaos there will be changes!

Oh and of course the return of someone else who has been missing from the Freedom Fighters for sometime now, but I would think everyone would know who that is by now.

Check out the full interview here, (spoiler warning).

 

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Iizuka: Lost World is a “Must-Buy” Title

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Ahead of Sonic Lost World’s release,  Nintendo Life have sat down with the one and only Takashi Iizuka to talk exclusivity, hardware limitations and the current reputation of the franchise among other interesting morsels for you to get your hedgehog-hungry teeth into!

Continue reading Iizuka: Lost World is a “Must-Buy” Title

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Roger Craig Smith to attend MCM London October Expo

Roger_Craig_SmithWell, this is a nice surprise! It’s just been revealed via the MCM Expo Twitter page that Roger Craig Smith – the current voice actor for Sonic the Hedgehog – will be attending the London Comic-Con later this month. Though Roger will be in attendance primarily to promote his role as the titular character in Batman: Arkham Origins, his appearance will also come hot on the heels of the UK release of Sonic Lost World.

According to Gamasutra, Roger will be signing autographs, making personal appearances and taking part in a panel to answer fan questions throughout the weekend at MCM. You’ll be able to find him at the WB Games stand on both Saturday 26th October and Sunday 27th October, as confirmed via the MCM website.

If you can’t make it to the MCM Expo, Roger will also be appearing at GAME’s Stratford store on Friday 25th October from 9:00-11:00am to meet fans and sign copies of Batman: Arkham Origins.

Are you going to the MCM Expo this month? And if so, do you plan on saying hi to Roger? Let us know in the comments!

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Sonic Lost World eShop File Sizes Revealed

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Thanks to Nintendo Life, the file sizes to the digital editions of Sonic Lost World have been revealed, and I’m warning you right away: this game’s been dreaming of pounding your sorry storage device. Those hoping to go digital for either the 3DS or Wii U versions, take note of the following!

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For 3DS owners, Sonic Lost World will be clocking in at around 1.25GB. To those curious, standard Nintendo 3DSes come with 2GB SD cards, and XLs already have 4GB ones loaded into the system, so if you’re hoping to go digital, now would be the time to invest in a bigger memory card.

Not that the Wii U version is any better, with the file size going for a massive 8.37GB. Owners of the Basic Edition might as well go for the retail disc or get an external hard drive, while those with the Deluxe Edition might not be better off what with a decent chunk of their console’s memory used up. Another downside, the Deadly Six Edition appears to be retail-only (thank you Parax for the heads-up!)!

What do you plan to go for? Are you picking up your game in the shops or waiting for the midnight digital release? Let us know down below!

Special thanks to YoshiUnity of the SSMB for the tip.

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Sonic Lost World Delayed to October 29th in North America

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Above you, we have the North American version of the extended Deadly Six Trailer, showing off the Sonic Lost World antagonists in action… but there’s bad news bears for some.

While this doesn’t affect the October 18th release for eager European fans, SEGA of America has pushed the North American version of the game by another week, widening the gap between both regional releases. This purportedly makes it the last version of the game to be sold on retail, with Australia still getting their mits on Sonic’s Nintendo-exclusive adventure on the 19th Japan still receiving it on the 24th.

That clocks the North American street date of Sonic Lost World to October 29th instead of the previous October 22nd date. Just a quick heads-up before you head into Gamestop to pick up your Deadly Six Edition of the game!

Special thanks to Carbo of the SSMB for the tip.

P.S.: “Bad news is actually the one thing I enjoy…!” Hogfather called it!

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Tropical Coast Ashore at Sonic Lost World TGS 2013

Hear ye, hear ye! Freshly baked Sonic Lost World footage straight from the Tokyo Game Show! Watch it while it’s hot!

As we have reported last week,  Sonic’s upcoming Nintendo-exclusive venture was to receive a 45 minute presentation during SEGA’s TGS 2013 showcase earlier today. With viewers from all over gathering at the Nico Nico-based livestream, Sonic fans everywhere were ready for the extensive preview held by representatives of SEGA of Japan, including Lost World producer Takashi Iizuka and the game’s Sound Director, Tomoya Ohtani.

The showcase, to the dismay of some, comprised mostly of pre-existing information and video, but one juicy tidbit did satisfy many others, and that is previously unseen video footage of the Tropical Coast stage, featuring the Yellow Drill, a controllable mech, and more! Sea for yourself!

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

Source: NintendoEverything

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My Trip to The Sonic Boom US West Chapter

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Like many of us, I was disappointed to hear that Sonic Boom was heading to St. Louis. I can totally understand though. Many Sonic fans back East miss out on these things. As a Southern California native, I’m lucky enough to go to events like E3, Comic Con and have an annual pass to Disneyland. So I was happy that people in the mid-US got a chance to enjoy some Sonic fandom, but still, many in other US regions feel left out. So now, Sonic meet ups are starting to spring up in a few states. The first of them is the Sonic Boom US West Chapter (to be called Sonic Revolution next year). Was it a homing attack hit or a Death-Egg disaster? Read on.

Continue reading My Trip to The Sonic Boom US West Chapter

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Sonic Dash Coming to Android Devices

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Sonic Paradise reports that SEGA Europe representative Megan Davis has informed them that popular iOS title Sonic Dash will soon be making its way onto Android devices. According to Davis, we can expect an official announcement soon once SEGA has decided on a release date in their upcoming software schedule.

“There will be an Android version of Sonic Dash, we’re just reviewing our release schedule to accommodate it, but you can expect an announcement very soon”

When the official announcement is made, we’ll be sure to bring you all of the information here.

Are you excited to finally hear this news? Let us know in the comments.

Source: Sonic Paradise

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Sonic Lost World Playable at Eurogamer Expo

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Nintendo has announced its line-up for the annual Eurogamer Expo. Sonic fans attending the sold out event will be pleased to hear that they will be able to go hands-on with both the Wii U and Nintendo 3DS editions of Sonic Lost World at Nintendo’s stand. Sonic, among Mario, Pikachu and others, will also be on-hand to pose for photos.

The Eurogamer Expo will be held at Earls Court, London, from 26th-29th September.

Source: Eurogamer

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Summer Of Sonic Documentary now released!

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

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

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

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

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

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Free Sonic Lost World Comic This Halloween

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

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Sonic Lost World Deadly Six Edition Revealed, New Screenshots

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

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

Source: SEGA Press

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

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

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

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

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

Source: Famitsu (via Nintendo Insider)

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TSS Preview: Sonic Lost World

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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So is this a bad game?

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

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

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

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

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

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

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

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

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

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

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

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

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

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Sonic Boom Lost World Trailer, New Stage Surfaces

Double-time!

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

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

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

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

Special thanks to SSF1991 for the tip!

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Extended Lost World Cutscene Emerges at Sonic Boom

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

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

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

Hedgehog, you dun goof’d royal.

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

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Sonic Lost World Has Some… Interesting Dialogue…

Sonic_Lost_World_Featured_Square

Not too long ago, a number of people pointed out how Sonic Lost World had been given a higher age rating than previous titles, which seemed a little confusing given how all footage shown shows a very cartoony Sonic game. Even the CG sequences in the trailers give the impression of a harmles cartoon.

However, eagle eye’d fans might have spotted the reason why the rating is higher than usual. According to the notes in the ESRB rating, the game has a few lines of questionable dialogue.

Now, before you all read these and ‘react’ bear in mind, these lines of dialogue are completely out of context… there is however… one which even I have to admit is a tad dark and a little questionable. See if you can guess which one it is. Below is the rating summary in full, I have highlighted the dialogue segments for you.

“Rating Summary: In this action platformer, players control Sonic the Hedgehog as he attempts to stop an evil villain’s plans. As players zoom through fantastical landscapes, they collect items (e.g., gold rings and power-ups), avoid hazards, and use spin attacks to defeat robotic enemies; enemies break apart amid colorful explosions. During gameplay, characters sometimes use aggressive language (e.g., “You’re going home in a box,” ‘I’m going to skin you alive,’ and ‘I long for death’s cold embrace.’). Cutscenes also depict laser fire and explosions, as well as dialogue that references violence (e.g., “I’ll get fat from eating your black hearts,” “One second you’re contemplating genocide,” and “As long as I can still strangle a Zeti, my hands are fine.”).”

Erm… thats a tad dark. What do you guys think? some of it can easilly come off as being joky and light hearted… except for, ‘that one.’

Source: ESRB’s website (Thanks to everybody who sent this one in).

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Sonic the Hedgehog 2014 Calendar Images Pop Up on Amazon

For the best part of a decade, Sonic fans have looked at their walls and yelled “SOMEONE MAKE A SONIC CALENDAR! I DON’T KNOW WHAT DAY IT IS!”

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Well good news! Pyramid International announced earlier this month that they were making a Sonic Calendar. The announcement only included a cover image and no examples of what artwork would be inside.

But thanks to an updated listing from Amazon, we now have an image of the reverse side of the calendar, which happens to show every image contained within it. As many predicted, it’s stock art. Although saying that, it’s not by any means a bad thing. Some of the images look pretty cool and dare I say slightly artistic? I really like the one of Sonic looking at the wall of rings.

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An Interview With Ian Flynn

[youtube]http://www.youtube.com/watch?v=muUTlZpNY-k[/youtube]

Last Sunday, I managed to catch popular Sonic the Hedgehog comic book writer Ian Flynn during the final hour of the Sand Diego Comic Con. Despite being dead tired from 4 days of signings, he generously shared his time with me and Nuckles87 on all things Sonic. From the redesigns to the future of the book and even his thoughts on Sonic Lost World. Sadly, during the interview we were attacked with a grenade! AAHH! Watch the interview to see what I’m talking about.

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An Interview With Aaron Webber

[youtube]http://www.youtube.com/watch?v=4BFc4KaYNcA[/youtube]

Last weekend at the Sega Arcade across from the San Diego Comic Con, Alex finally get some time in front of the camera to interview Aaron Webber on all things Lost World, the quality of Sonic games as of late and tried desperately to get some hints at the third Sonic title. Where in previous years, Aaron would spend most of his time showing off a Sonic game in front of the Archie booth, this year he was all over the place promoting Lost World at the Archie booth, Sega Arcade, Gamespot bar and elsewhere so it was lucky for us to get a few minutes of his time last weekend.

P.S. Sorry about the little droplet of water on the lens. Didn’t notice until we uploaded the video.

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The Q&A For The Archie Sonic/Megaman at Comic Con 2013

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

Get your headphones on boys and girls, cuz this one’s a bit hard to hear otherwise. Alex and I were in attendance at the Sonic/Megaman panel at the San Diego Comic Con Sunday and managed to get footage of the Q&A portion of the panel using Alex’s super nice HD video camera (somebody turn me into a sammich ‘cuz I’m jelly of that thing). There were tons of fans in attendance including some awesome cosplayers including an awesome Eggman and Sally. If anyone can hear this well enough to transcribe it, I’d gladly add it in later.

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An Interview With Ken Penders

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Near his friend Elliot S! Maggin’s booth in the artist alley at the San Diego Comic Con sits a man who is currently criticized, respected and envied. Criticized by some Sonic comic fans who feel that his recent copyright case with Archie Comics is taking away many of their favorite characters from the Sonic book. Respected because in his tenure on the Sonic comics, he created such a legacy of characters that the comic suffers a bit with them gone. And lastly, envied by other comic creators who would give their drawing arm to have the chance of owning their creations back. To them, Penders is living out a dream come true.

With his famous mustache gone, replaced with long hair and a ponytail, also sits a man who some feel may be a bit too confident in his abilities than he realizes. His video and movie projects “The Republic” and “The Lost Ones” have still been unreleased for over five years and are still in production. Could the Lara-Su Chronicles (an upcoming series of graphic novels based on Knuckles daughter and relations set in an alternate future) suffer from the same fate? And what of his art? Many people have been very critical about his latest promotional pieces. How does he feel about that?

Read on to see Ken Penders side of the story.

Continue reading An Interview With Ken Penders

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Images from the Sonic/MegaMan panel

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The Sonic/Mega Man panel took place at the San Diego comic con today and it was one of the biggest and most interesting ones yet. We got a sneek peek at the future of the Sonic books, a Q & A with a Sally cosplayer having Ian free her bonds from both Eggman and Wily cosplayers (we may have video of that later in the week) and even Ken Penders was in attendance in the back of the audience (he did not say anything though and merely watched the panel). Those in attendance also got a goodie bag full of Sonic and Mega Man comics and the Sonic Super Special poster issue. While we only got a couple of pics, they are in good detail. Hit the comments section below to see the rest.

UPDATE: Bonus pics of the Sally and Eggman Cosplayers.

Continue reading Images from the Sonic/MegaMan panel

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SEGA Issues Sonic Dash Global Challenge for Shadow

A few days back, SEGA teased the appearance of Shadow the Hedgehog in the iOS endless runner Sonic Dash, but that players would need to get ready for the ultimate challenge.

That challenge has since been issued today.

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Issuing the first Global Challenge for Sonic Dash, SEGA and Hardlight Studios are giving players the chance to unlock Shadow as a playable character, but there’s a catch!

The challenge dares all players to collectively run the equivalent of 100 laps around the Earth in-game. If the 2.5 million mile target is reached by August 5th, participants will be rewarded with the ultimate life form as a playable character. All you need to do is boot up the game on your iOS device and run as far as possible.

It’s a team effort, so show those guys the real superpower of teamwork!

With the Global Challenge gone live earlier today, the current lap count is at 05 of 100.

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ONM Releases 30 Hi-res Sonic Lost World Screenshots

Sonic Lost World July screenshots 9

Following the recent Sonic Lost World screenshot leaks, Official Nintendo Magazine UK has released hi-res versions of those screenshots, a few old screenshots and a few new previously unseen ones. ONM also revealed that the forest stage is called Silent Forest.

Check out the full set of screenshots in our gallery after the jump.
Continue reading ONM Releases 30 Hi-res Sonic Lost World Screenshots

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Sonic Lost World Hits Europe October 18th

[youtube]http://www.youtube.com/watch?v=b26ePv7ecPE[/youtube]

Today, SEGA Europe has revealed via a localized version of yesterday’s trailer and their website that Sonic Lost World will launch in Europe October 18th. That’s four days before the game’s US launch, so our fellow fans in the US may want to stay clear of the online Sonic community for those four days if they want to avoid spoilers.

Sources: SEGA Europe YouTube channel & SEGA’s Sonic Lost World product page

Thanks to Theroonco for the heads up!

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SEGA Teases Shadow the Hedgehog Announcement for Sonic Dash

Shadow Sonic Dash teaser

SEGA has just shared the above image on their official SEGA and Sonic Facebook pages along with the message “Get ready for the ultimate challenge!”. The teaser suggests the publisher could soon be announcing that Shadow the Hedgehog will be appearing in iOS title Sonic Dash in some form. Whether he’ll be playable or not, though, is anyone’s guess. We’ll update you when more is revealed.

Sources: Official SEGA Facebook page & Official Sonic the Hedgehog Facebook page

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Summer Of Sonic 2012 Recap!

With a year gone by and a new day of events and memories right around the corner, why not look back at last year and remind ourselves what makes this event so awesome! In a brand new video using footage we shot last year, we hope this lets some of you reminiscence about the greatness that is our community!

[youtube]http://youtu.be/ruJlutB8ErE[/youtube]

It’s like a day full of awesomeness squeezed into two minutes and jet blasted back into our conscious. Are you pumped for this year’s big event?

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