Covers and Solicitations for Sonic #266, Sonic Universe #69, SSD #9 and Sonic Boom #1 Revealed

Smash! Boom! Shazaam! All comic titles, not all of them Sonic-related as we delve into onomatopoeias aplenty.

Midtown Comics has released new solicits for the comics coming out in November, and it is literally more jam-packed than ever before! Sonic the Hedgehog #266 sees Sonic look for help with his hairy anger issues from Mighty’s mentor, but can he help him? Meanwhile, Sally and the other Freedom Fighters get into a less literally hairy situation with the possibility that the new Chaos Emerald hunt might have led them right into a trap. All of this is in “Ambushed”: part 1.

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‘Ambushed,’ Part 1. Sonic’s in need of some inner peace, but it’s going to take more than yoga and meditation! He seeks the guidance of Mighty the Armadillo’s mentor, Moss the Sloth. Can the sage sage help Sonic tame the savage Werehog within? Meanwhile, Sally leads the Freedom Fighters in recovering a Chaos Emerald – but could she be leading them right into a trap? Featuring all-new cover art from Lamar Wells, and part 3 of a 3-part connecting ‘SUPER SMASH’ collector cover set!

Sonic Universe #69 sees Shadow and Knuckles still duking it out over the fate of the Master Emerald and the Island it sits on. Not helping is Eclipse attacking the other members of team Dark, and this time he’s brought the Dark Arms with him! This is “Total Eclipse”: part 3.

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The first-ever Sonic Universe trilogy rolls on in ‘Total Eclipse,’ Part 3! As the Dark Trilogy inches closer to its shocking conclusion, it’s a no holds barred battle between Knuckles and Shadow for the fate of Angel Island and the Master Emerald! As Sonic’s top rivals clash, the rest of Team Dark and Relic are attacked by Eclipse and the terrifying power of the Dark Arms! Featuring all-new cover art from Tracy Yardley, Jim Amash and Ben Hunzeker, and part 1 of a 3-part connecting ‘SUPER SMASH’ collector cover set!

Next, Sonic Super Digest #9 collects more classic Sonic stories for easy reading. Amongst the reprints is a new installment of Sonic Comic Origins, this time focusing on Bunnie Rabbot and how she managed to become a Freedom Fighter even in the wake of her traumatic injuries!

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Get ready for a super special edition of the Sonic Super Digest! Featuring an all-new story continuing the hit Sonic Comic Origins mini-feature blasts into your hands as that boisterous southern belle, Bunnie Rabbot, takes center stage! Learn how everyone’s favorite bunny bomber overcame her tragic disability to grow into the freedom fighting powerhouse she is today! Then, continue the fun with more classic adventures from the Sonic comic library as well as special features focusing on the brand new Sonic Comic Universe only Archie Comics and Sonic Super Digest can bring!

And finally, Sonic Boom #1 makes it’s debut into the line-up in the wake of the news brought earlier today. Not much has been revealed on the plot, but expect plenty of comedy and robot-smashing action!

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Here comes the BOOM! Based on the new hit TV and video game comes Sonic Boom, a new ongoing Sonic the Hedgehog comic book series from Archie Comics! Sonic the Hedgehog and his friends are back and ready to do battle with the evil Dr. Eggman and his diabolical death-machines! This ground-breaking new chapter in the Sonic the Hedgehog franchise puts a new ‘spin’ on all your favorite heroes and villains – plus new faces and hilarious new stories chock-full of action! Featuring a stunning first issue cover by Sonic art legend Patrick ‘SPAZ’ Spaziante, and 4-part ‘Here Comes the Boom’ collector covers from series artists Evan Stanley, Rick Bryant, and Matt Herms!

We will have more information on these issues closer to the time of their release. The Sonic Boom variants can be seen in detail in our earlier article on the comic.

Source: Midtown Comics

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New Sonic Boom: RoL Details Revealed, Chaos Crystals, Time Travel & More

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An E3 2014 demo and interview with Big Red Button’s Mark Vernon has revealed some new details on Sonic Boom: Rise of Lyric for Wii U. The previously seen crystals are called ‘Chaos Crystals’ and there are nine of them to collect through the game’s story. Vernon also goes into more detail about the game’s time travel element and reveals that players will go to the past and the future, seeing areas in both times.

The name of the underwater base level played is ‘Ancient Template’ and in this demonstration we get to see some of the hidden areas of the level. Vernon gives us a look at the collectibles menu and a ‘Freeze Rod’ weapon that, as you guessed, freezes enemies in ice. It’s clarified that while these weapons are obtained from enemies, the enemies can’t actually use them and they are one-time limited use only. You can’t store them.

Vernon also explains that collectibles will earn you upgrades, which aren’t just for making your characters stronger, but also unlock new abilities. When asked about a release date, Vernon says he can’t remember the exact date, but it’ll probably be the first half of November. Finally, merchandise fans will want to stick around until the end to have a close look at some of the upcoming Sonic Boom action figures.

Source: The Family Gaming Team

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SEGAbits Interviews the Voice of Sonic, Roger Craig Smith

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We don’t often post about other website’s podcasts, but this is something I’m confident you guys will want to hear. SEGAbits interviewed Roger Craig Smith just a few hours ago, asking some stellar questions about his time as his role as Sonic, in both the games and in the upcoming Sonic Boom TV series.

They do spend some time asking him about his role as Batman (as they were originally contacted by his PR for a Batman centered interview), but the vast majority of the interview is spent talking about his time as Sonic. They asked him some great questions, including the differences between Boom Sonic and SEGA Sonic, his debut as Sonic at Alton Towers, his thoughts on past Sonic VAs, and his history as a voice actor among other things.

So check it out and enjoy! In case you don’t want to listen to it yon Youtube, I’ve included the download links below.

[Download] [RSS] [iTunes] [Archive]

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Sonic Boom TV Show Storyboards Depict a Hoverboard Race

boomstoryboard4It seems everybody missed one hell of a leak!

One of the people behind Sonic Boom’s TV adaptation has posted a number of storyboards from the upcoming show on his website. Only the crazy thing… they’ve been on his website for over a year!

That’s right, for over a year several storyboards for Sonic Boom have been fully available to view. And what do they show? Not very much, don’t get excited, they don’t detail any huge spoilers, most of the sequences are from already released material.

The storyboard depicts a sequence between Sonic and Tails discovering Sticks’ house following a hoverboard race. Interestingly, the file name on the original website hints that this is from the 11th episode of the show, if this is indeed how Sticks is introduced, for the first 11 episodes she’ll likely be absent.

Thanks to Indigo Rush for the tip.

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#Sonic23on23 Celebration Round-up

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A golden birthday only happens once and we at Sonic Stadium wanted to make sure there was some fanfare! That’s why we teamed up with SEGAbits and Sonic Retro for an entire week of articles, features and videos, with the intent of looking back at Sonic’s past, analyzing the present and looking forward to the future. For those of you who may have missed some of it, we thought we’d post a run-down of all the content the awesome staff of our three sites created.

Enjoy!

SEGAbits & Sonic Retro:

SEGA Channel Retro, Sonic Birthday Livestream: Sonic Retro kicked off their week with an hour long livestream of Sonic Jam, Sonic 2 on the Retro Engine and the entirety of Sonic’s story in Sonic Adventure.

Shadow the Hedgehog Review: SEGAbits kicked off their week with a review from Ben Burnham that took a look back at one of the most infamous games in the franchise’s history. One interesting spin this review took was offering a look at how the game was perceived when it was first released back in 2005, before Sonic 2006 one upped it a year later and became the most infamous game in Sonic’s history.

Visual Memories, Digging through Sonic Adventure & Sonic Adventure 2’s DLC: SEGABits’s TrackerTD takes a look at one of the more obscure features of SEGA’s old Sonic games, the free downloadable content. Take a look at what DLC was like back in the days of the Dreamcast when files had to fit within 100KB of storage.

SEGAbits Plays Episode #2, featuring Sonic, Tails and Donald Duck SEGA Pico games: Barry The Nomad livestreams a couple of SEGA Pico Sonic games. If you’ve never seen these obscure entries into the Sonic franchise, there’s no better time to take a look.

Presented Without Commentary, My 1997 Sonic Fan Comic “Sonic The Hedgehog vs. The Bots”: That same day, Barry also posted an old fan comic he drew on Sonic Retro. As someone who’s worked in fan comics, I can say that this is without doubt the most well drawn and artistically crafted fan comic ever made. I bow to your prowess, lil Barry!

The Weekly Five, Sonic Video Game Moments that Make Us Smile: George takes a look at five smile inducing Sonic moments in SEGAbits’s Weekly Five feature.

A Retrospective of Sonic’s Classic Trilogy: A Sonic Stadium guest article written for SEGAbits by Brad. This incredibly well crafted piece takes a look at the original Sonic trilogy. I would highly suggest you take a look.

23 Sonic facts to know on Sonic’s 23rd Birthday: SEGAbits ended its celebration by going over 23 facts every Sonic fan ought to know on Sonic’s birthday.

Editorial: False Positive: Sonic, the Media, and Wrongly Diagnosing the Problem: Though this technically fell outside of the week long celebration, it was meant for it. SEGAbits contributor GX takes a look at some of the most common criticisms of the Sonic franchise and whether or not those criticisms are viable.

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TSS/SEGAbits Review, Sonic Pocket Adventure: We at Sonic Stadium kicked off the celebration with a look back at a great, obscure little Sonic game for the Neo Geo Pocket, in a review originally meant for Sonic Stadium, before it was instead posted on SEGAbit, which eventually made its way back to Sonic Stadium several years later!

TSS Discuss, Sonic Boom…after E3: The Sonic Stadium staff give their thoughts on the Sonic Boom multimedia franchise after SEGA finally showed the game off to the wider gaming press and released a trailer that gave us a greater idea of what to expect.

SEGA Games for the Sonic Gamer, Part 1: SEGA makes more than just Sonic, and this little guide suggests some SEGA games that might tickle your fancy in the same way Sonic does.

The Anatomy of a Bad Sonic Game: SEGAbits guest writer Ben Burnham gives his thoughts on what he thinks makes for a bad Sonic game, and how these issues could be avoided in future games.

In Defense of Sonic Boom Rise of Lyric: I take a stab at defending this divisive game.

TSS Review, Sonic Bricks by Paladone: JonoD takes a look at these recently released LEGO-styled collectibles.

Sonic List, My Favorite Sonic Related Moments: Jason Berry relates some of his most memorable moments with the Sonic franchise. Neat pictures reside within!

Sonic on the Go, Sonic Game for the Game.com: The third part in my Sonic on the Go series (take a look at past entries here), which takes a look back at Sonic’s portable adventures To cap off the celebration on Sonic Stadium, I played and wrote about what is objectively the worse Sonic game ever made. The things I do for you people…

Be sure to look up #Sonic23on23 on twitter to check out some cool Sonic birthday tweets!

There was also some big news this week. First, Sonic 2 HD is back on, with a new engine and staff. On a much more bittersweet note, Aaron Webber announced he was leaving SEGA. We’ll miss you, Aaron!

With this post, #Sonic23on23 is officially over! I hope you enjoyed the content we created for you this week, and I hope you will keep tabs on the other two awesome sites that participated in this as we plow through another year of Sonic.

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The Sonic List: My favorite Sonic related moments

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Iizuka – “Why does that scary fat man keep following me?!” Jason “Hhhhiiiiiiiiiiiii.”

To be honest, if it wasn’t for Barry’s Weekly five list on Segabits, I probably wouldn’t have been inspired to do my own Sonic List column. Seeing how people comment and react to my opinions gives me a great feeling of pride (and sometimes shame). The first time I did one of these columns and saw all the replies, good or bad, it was one of my favorite Sonic related moments. That’s what today’s column is all about. My favorite moments in Sonic-dom. Weather it’s from a game, a cartoon or just part of my life. These are the moments that I remember back with great fondness. Click below and enjoy! Continue reading The Sonic List: My favorite Sonic related moments

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Sega Looking at Sonic Boom Trading Cards & Archie Comic adaptation?

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Following the Vegas Licensing Expo, Sega have held an interview with License! Global magazine in which they go into detail about Sonic Boom including a few new details regarding their plans with the Boom franchise. From what was said, it sounds like the plans for Boom run much deeper than the initially announced game, toyline and tv-show adaptation.

According to the interview Sega intends to license out boom along the following categories.

  •  Toys & Games.
  • Clothing.
  • Publishing.
  • Accessories.
  • Food and Drink.
  • Temporary tattoos.
  • Sticker collections.
  • Party goods.
  • Cakes.
  • Boutiques within stores.
  • Trading cards.

In addition to this, Sega are also looking to work with Archie Comics to ‘explore publishing’ which would suggest a comic book adaptation.

Other details from the interview were suggestions that Knuckles is now comic relief, that Sonic has been split into a two tier franchise, with Boom being aimed at younger audiences, but a retro/classic look and style for older fans.

It sounds a lot like Sega really are putting everything into Boom, what do you think, excited for the plans or think it’s a bad idea? That’s why we have the comments.

Source: License! Global June issue.

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Sonic Boom is “a unified design and vision”, says Frost

A new interview with Sonic Boom producer Stephen Frost over at Gamasutra has gone into detail about the vision of the new extension of the Sonic franchise, giving some insight into how the collaborative efforts come together. Frost talks about a wealth of things from the creation of Sticks, the audience they’re aiming for and how he wants the whole of Boom to have a connected feeling to it.

Talking about the game itself, Frost touches on how Boom won’t be all existing Sonic fan’s cup of tea –

“We wanted a new kind of direction or branch of Sonic,” Frost says. “There are a lot of people who are familiar with Sonic, or fans of Sonic, who might be intimidated, or don’t play the traditional speed-based gameplay.”

In fact, there are even Sonic fans who have lost access to the franchise, says Frost: “We have this fan base who loves the character, but this is not their type of game.”

He then goes onto explain how he was initially worried about how Rise of Lyric seemed to have no core elements of Sonic, but development has improved on this with some signature speed –

Changing the Sonic formula too much can be a bit dangerous, though: “We had a point early in the early prototype phase where we’re sitting back and we were like, ‘You know, if we remove Sonic and the team from this… it could be anything,'” Frost recalls.

That’s changed, he says: Now, “there’s enough speed, enough core elements that make Sonic, Sonic in the game.”

It’s a team effort, guys.

Another interesting part to the article is where Frost goes into detail about how the synergy works across Sonic Team, the animation department, and Big Red Button when creating the identity for Boom. He specifically goes into detail about the newcomer Sticks, which he believes represents the “unified vision” despite there being multiple teams behind the character look and personality –

He told me this story about the creation of Boom’s new character, Sticks: “Sticks’ personality and core being was established by the animation team, but there was no design for her, so we took her core personality, and Sonic Team started doing sketches and ideas after that, and then based off of that, Big Red Button took that and fleshed it out into a 3D design.”

That kind of interaction leads to “a unified design and vision” for the franchise, moving forward, Frost says.

I’ve included the link to the interview below. It’s much more behind the scenes, but an interesting read nonetheless. Give it a look, and let us know what you think about what Frost expressed here in our comments below. Remember, this week is our collaboration with Sonic Retro and SEGAbits for Sonic’s 23rd birthday – keep tagging with #Sonic23on23 to keep the party going!

Source: Gamasutra

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SEGA Japan to Demo Sonic Boom: Rise of Lyric in Livestream Event June 30th

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SEGA Japan has announced that they will be demoing some of their upcoming games via a livestream event over at NicoVideo Monday June 30th at 9pm JST (1pm BST). Among the games present will be Sonic Boom: Rise of Lyric for Wii U for its first public demonstration in Japan. Sonic Team’s Takashi Iizuka will also be on hand for a Q&A with viewers, so we may see some new details come to light. We’ll pass along any new media and information that comes out of the presentation.

Source: NicoVideo

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TSS Discuss: Sonic Boom… After E3

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Following E3, tons of new information regarding Sonic Boom was released in all areas of this franchise launch, with that in mind, we here at TSS decided to share our thoughts on what got shown.

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Hogfather – Boom Wii U: (Primarilly based on the E3 B-Roll video). Now… it hasn’t gone unnoticed by a lot of people that if anyone has a negative criticism of the game, regardless as to how well justified it is, they’re then subject to a barrage of “Well you shouldn’t” or “Well it’s just early” or in some laughable cases “You call yourself a fan!?” So let me deal with a few of these as I go on.

“You shouldn’t judge a game at this early stage.” Why not? This is a product, Sega want people to buy. They want people to pre-order the product, if the product put out does not look very good, give me one reason why anyone should stay silent on problems with it? You put out something which people don’t consider to be up to scratch… you can bet people will respond to it.

So with that out of the way let’s talk about the problems it has right now.

“This isn’t like other Sonic games! It’s different! You should expect a different type of game” NO!? Really!? You mean when they announced that this would focus on combat and co-op, it was actually going to focus on combat and co-op!? This excuse is really wearing thin, and it’s not an excuse, it’s desperation, take out the characters, slap in random new IP’s in place of Sonic, you still have lifeless speed sections with no enemies, traps or anything inspiring other than boosters and jump pads followed by automated sections everywhere. Gone are the homing attack chains, now we have ener-beam swing, so once again we’ll get homing attack esq segments of gameplay.  You still have button mashing fight sequences confined to arenas which open up once all enemies are defeating, combat so far has shown nothing interesting other than hammer the button an point the stick in said direction.

This was becoming a tiresome trend in the middle of the last gen, now, we should expect more and be demanding more from games which have a form of combat within them.

Here is how every boss fight shown currently works. Use the beam to grab something, throw it at the boss. Then use a finish move. I’m playing as Sonic why am I not using a spin attack to weaken the boss? Oh wait not normal Sonic game. All right switch to Knuckles punch that boss to weaken, oh wait, not a normal… Amy! She has a hammer go on smack that… oh wait… Tails! Use your… beam to throw a robot/missile/object at Eggman/Giant drill thing/other boss… you see the problem? Why should I get excited when the boss fights we’ve seen are all dealt with in the same manner?

Dialogue is great, but it needs toning down, every 5 seconds someone feels the need to say something. Go play Puppeteer on the PS3 and see how long you can cope before you are rolling your eyes at the sun fairy who constantly comments on your actions and you’ll see how quickly it becomes annoying.

With regards to the ‘new footage’ which shows textures and lighting effects in place, and I agree, this makes the game ‘look’ a lot better. You certainly can’t dismiss it as ‘looking’ like a PS2 game when it ‘looks’ fine.

However, there is a problem with this footage, it’s from the same build, or at least it’s from a very similar build, you can tell by several elements within it. This means that all what Big Red Button did was the following… ‘they change the value of the effects within the code from 0 to 1.’ Do not be under some illusions that this game will somehow undergo a transformation in the next 3 months, this is what we’re getting, and based on what’s been shown so far, it feels like it was designed as every stereotype movie license game.

Finally… there is this….

“Call yourself a fan!?” Grow up. Fans are not nor should they be mindless drones who must support every product or decision made by the owners of the IP. This mindset is degrading to your non argument and a pathetic attempt to try and hide or re-direct criticism. You should not instantly rush out and buy or support anything just because you are a fan of something, you are free to criticise something so long as there is grounds to support what you are saying, just as you would if you wish to praise something.  Otherwise, we can apply that criticism to the movie. Since the majority don’t like the sound of a live action Sonic movie made by the people who brought you The Smurfs 2!? But who knows it’s early and it’s not like any other Sonic game so… oh… Yeah exactly, doesn’t exactly work when it’s something you’re not looking forward to does it?

TlDr: I like the character designs, I like the idea behind what Boom is (to a point), and I like the world that they’re trying to create… however, it all comes down to gameplay. Boom looks like it’s a painfully average game. If stuff comes out between now and release date which really shows it off, or if Sega wants to send me a preview copy and it’s amazing, I will gladly change my stance on it. But right now, based on that disastrous E3 B-Roll footage and the fact the gameplay looks so generic and dull, just looks painfully average, and this angers me, because I really wanted to like it.

Boom 3DS: Looks great, full of action, lots of variety in the gameplay modes, looks far more engaging than the Wii U version. Would like to see a lot more from it, we’ve seen how the different characters can be used in each stage, really want to see more of the game.

Cartoon: Main attraction for me. Looks absolutely fantastic, verbal and visual humour, the animation actually looks really good for a TV Show.  Roll on Winter season so we can see more of it.

d039243d0917679ed9762e415af2f9e8Brad – I wanna start off this with saying that unlike the majority (and completely shockingly for me personally), I think Sonic Boom: Rise of Lyric is still looking like it’s going to a be an enjoyable, completely new take on the franchise. I went into Boom expecting a completely different gameplay experience, and that expectation is true. A mix of puzzle solving, platforming and combat are all key elements to RoL, and especially the latter has surprised me with how fast paced and enjoyable it looks. What I fear most is that RoL is trying so hard to depart from the conventions of Sonic they’re afraid to dip into his identity – springs lack their signature star design and are instead replaced with boring, glowing blue circles without even a hint of the classic noise there. Jumping has no classic sound to it, and the spin dash lacks its famous rev. These little touches would just add a little injection of Sonic identity into RoL which I think it could really use, since the character dynamic and dialogue is all on point. Even if it’s sounding a tad repetitive at times.

And I share the unpopular opinion on Shattered Crystal. I think the game looks dreadfully boring. Absolutely nothing about the title stands out for me. It feels like it’s poorly imitating the classic games while trying to inject the floaty, boosty ideals of the Rush games. The visuals are nothing special and while the focus on exploration may be nice, there’s no sense of challenge in the platforming footage I’ve seen and the speed is nothing like Sonic Rush or the classic titles. Also, Amy being a damsel in distress? After Rise of Lyric so brilliantly defines her as a confident new woman who don’t need no Sonic? It’s a little frustrating to say the least. I have no interest in picking up this version in the slightest.

The TV show stands as a highlight amongst all three however. Though we haven’t seen much footage yet, I can already see the top notch production values there. Character models are spot on and the animation is stellar and smooth, almost like actual top quality CG cutscenes from the Sonic games themselves. The characters, like in RoL, seem to be written perfectly in line with their characters, and the humour genuinely made me chuckle at times. We can’t really get a real grasp of the plots themselves being interesting or not (though we know each episode is stand alone) but it’s looking like a fun, uplifting romp. This is the one I really have my eye on and I can’t wait to see how it turns out.

doctormkDoctor MK – It’s been a few months now since Sonic Boom’s initial reveal and, while the uproar over the new character designs has significantly quietened down, this new branch of the franchise still remains a controversial one – and E3 only really added to that notion.

Sonic Boom: Rise of Lyric for Wii U is a game that I simply cannot decide how I feel about. On the one hand, I’m thrilled that we’re going to be seeing a return to a more story-driven Sonic title after the wafer-thin plots of Colours, Generations and Lost World, and the characterization on show for the main cast is far beyond what we’ve seen from Sonic Team’s efforts in recent years. Plus, the talented voice cast working on the series at the moment finally get a real chance to shine with plenty of dialogue and some genuinely well-written lines – however, it’s something that will need to be handled with care. In just the couple of levels shown in the E3 demo alone, voice clips were heavily repeated and recycled – hearing the same old grunts and “nice kill, Sonic!” every few seconds over the span of the entire game could grow tiresome, no doubt about it. But it’s the gameplay that is arguably holding Rise of Lyric back the most. Speed has been thrown out of the window (aside from in specific, often automated sections of levels) in favour of exploration and combat, making this a mish-mash of the Sonic we know and love and something not unlike Sonic Unleashed’s Werehog stages, all at the same time. It has potential and I’m by no means writing it off yet, but I need to see more before I can truly get on board with it.

Sonic Boom: Shattered Crystal for 3DS, on the other hand, looks more initially promising on face value. The characters are still slower and the focus still remains on exploration, but the level design is much more familiar to what we’re used to from a traditional Sonic game, and that ultimately might be the deal-breaker for many fans. Again, it’s difficult to form a solid opinion on it just yet, but it’s one to watch for now at least.

And finally, the cartoon. Unless the games seriously impress upon release, I’m certain that Sonic Boom’s TV series will unanimously be the best part of this new approach to Sonic. The animation is smooth, the voice cast are in full force, and there’s some brilliantly memorable scripting (even if it is somewhat random at times!). So all in all then, Sonic Boom as a whole is shaping up to be interesting, that’s for sure – it just appears to be a question of how far you’re willing to accept “this is not a normal Sonic title” if you are to get the most out of the tie-in games.

jbJason the Jackass – As one of the few on staff who has played both games, I can honestly say that the Wii U version is not looking the best right now. Not like, Shadow  or “06 bad, but I’d put it up there with Sonic Chronicles. A game with a pretty good story and easy to get through, but very bland gameplay in the middle. There were some fun spots such as traversing as Amy with her gymnastic moves and her Hammer that can clear away a ton of robots, but playing as Knuckles and pushing a mine cart around for a puzzle was tedious. But as Stephen Frost has stated before, these are small chunks of the game that don’t quite represent the overall product. Hopefully, before November, we can get a better idea of what the full game is like.

That said, there’s something about the 3DS version I really liked. Yeah , the traditional gameplay is so-so. Feeling closer to Sonic 4 than Sonic Rush and the speed isn’t super fast. However, I did like the exploration aspects and the extra levels were pretty fun, especially the rivals race. You’re gonna think I’m nuts, but the game has a bit of a “Sonic Colors” vibe to it what with the overhead map and returning to older levels with new characters who have different abilities. It almost makes the other cast feel like Wisps in a way. I mean, Knuckles is definitely like the Drill Wisp what with his burrowing. This is the most excited I’ve been for a Sonic 3DS game yet.

 nucklesisannoyed Nuckles87 – I think the new Sonic Boom franchise is looking decidedly average, which considering how awful Sonic games and cartoons can be, is almost something of a relief for me. The new trailer for the cartoon that they were playing ad museum at E3 actually looks cool, and I was digging the character centric humor it was hitting at. I will also confess that I couldn’t help but chuckle a little every time I heard Eggman talk about building a new, superior robot that will bring him “evil ham”. Maybe my sense of humor is just lousy? Either way, rather than taking a neutral attitude towards it I’m actually starting to look forward to it now.

As for the games, well, I wrote two whole previews for them at E3. You can find my impressions of the Wii U version here and my impressions of the 3DS version here. Long story short, I found Boom Wii U to be a decent Sonic themed brawler, free of many of the graphical issues the pre-E3 demo apparently had. I will admit, after being blown away by Lost World’s creative level design last year, Boom is disappointing in comparison, but where Lost World’s final game had high highs and low lows, maybe Boom Wii U will at least provide a more even experience. The 3DS version, on the other hand, seems to be a good game hampered by a poor interface.

For the games, I continue to take a wait and see approach. Will they be awful games? I really don’t think so. They probably won’t be great games, though. I think that, at the very least, they will probably both be decent. By the way, as a quick last minute plug, go check out my interview with Sonic Boom producer Stephen Frost over at SEGAbits.

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Sum-Up Sunday: The Week That Was E3 2014

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E3 2014 has come to a close, and what a week it was for our blue hedgehog. In case you missed anything, Sum-Up Sunday is here to catch you up on all the big headlines that you might have missed.  Tons of new footage from Sonic Boom, plenty of interviews, a trio of new trailers, and even a movie announcement. Check it all out below:

Monday

Tuesday

Wednesday

Thursday

Friday

Saturday

And that’s all for this week – so much stuff happened! Phew. Tell us what you thought was the most exciting development of the week in the comments, and what you’re looking forward to most now you’ve seen more from Sonic Boom – the Wii U version, the 3DS version, or the TV show. Until next year and a new Sonic title, E3!

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TSS@E3 – Interview With Stephen Frost

[youtube width=”600″ height=”355″]https://www.youtube.com/watch?v=EU3neKGNktA[/youtube]

While on the E3 show floor, I got a chance to interview the producer on Sonic Boom: Rise of Lyric, Stephen Frost. We talked about the game, some fans concerns and Sticks. I was originally going to do a transcript of the interview, but it’s 16 minutes long and that’s a lot to transcribe and it’s been a long week and I’m lazy. Besides, this way you get to hear it straight from the man himself and reading is overrated anyway. Enjoy!

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TSS@E3 – Hands-on: Sonic Boom Shattered Crystal

Boom-3DS-20For a second opinion, please head over to SEGAbits to check out Shigs’s thoughts.

It’s felt like years since I’ve played a new handheld Sonic title that I’ve really enjoyed. Sonic Colors, Generations and Lost World have all had stages I’ve liked, but as a complete package none of them seem to be able to reach the level of the Sonic Rush titles. Unfortunately, I’m not sure if Sonic Boom: Shattered Crystal is going to change that trend, if my time with the E3 demo is any indication.

Shattered Crystal brings some really interesting ideas to the table. Instead of focusing on the typical multilayered super-fast platforming Sonic is known for, Shattered Crystal’s primary focus is exploration, with some brief speed areas in between large, expansive, almost labyrinthine areas. These stages are huge. As I was playing I constantly tried to go off the beaten path to find every nook and cranny, which often resulted in me uncovering small hidden areas. Sometimes however, I found myself on a completely new path that took me further into the game. The exploration is facilitated by the diverse cast of Sonic characters at your disposal in the game.

At the start of the game you will only have access to Sonic, with Knuckles, Tails and Sticks being made available later on. Each of these characters have their own moves that allow them to access specific parts of a given stage: Sonic can blast through these large blue blocks that block certain areas, Tails can glide on air currents that allow him to access high places and get over gaps, Knuckles can dig through specially marked areas to get around walls and access hidden areas, and Sticks can hit faraway switches with her boomerang. Between these different abilities you can solve a variety of simple environmental puzzles and explore an expansive level design that is the very antithesis of “hold right to win”. Doing that here will rarely get you anywhere, except maybe dead.

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Compared to The Rise of Lyric, Shattered Crystal is much closer to a typical Sonic experience. All of the characters have a homing attack, are able to boost anywhere in the game, there are loop-de-loops, booster pads and checkpoint posts, and the overall game just feels a lot more familiar. That isn’t to say there aren’t some serious differences though. Much like the Wii U game, lives have been removed and rings now act as a life bar. It’s now possible to switch between characters on the fly, allowing you to easily choose the right character to bypass certain obstacles. Though this game feels more familiar, it is still quite distinctive in its own right.

Really, for all intents and purposes, this should be an amazing Sonic game, because it tries to correct so many complaints people have with Sonic’s side scrolling handheld affairs. In addition to being extremely non-linear, pitfalls are easy to spot in the opening stage and the game rarely moves with any serious speed. Even with the boost button the game never approaches the speed of the Rush games, which could often move too fast. So what’s my problem with this game?Unfortunately, it’s the level design and the interface.

Both the level map and character selection share the touchscreen, and players have to switch between them in order to access the different functions. In the demo, which starts with all the characters unlocked, this was a problem. In order to move smoothly through a level you need constant access to all four characters so you can quickly switch to them on the fly, but in order to make your way around the complex level design without getting lost you need access to the map screen. This game isn’t slow and methodical like other Metroidvania type games: there is constant movement and action here, and this game is at its best when you’re able to move through stages seamlessly. This interface results in awkward pacing and frustrating stop and go gameplay.

Boom-3DS-14

When I first played the demo I preferred to keep the lower screen on the character selection screen, but I quickly found myself becoming lost and going in circles to the point where I was growing increasingly frustrated. So I switched to the map screen and thought my problems were solved….until I began to run into a constant flow of obstacles that required different characters, a few of which I didn’t realize were there until it was too late, causing me to fall to a lower area and forcing me to make my way back up. So I found myself constant having to switch between screens twice with many of the obstacles I encountered in order to ensure I always had access to the map screen and didn’t become lost again.

As an experiment, on the final day of E3 I attempted to run through the demo with just Sonic as my character. Since Sonic is the only character available at the start of the game, I thought that perhaps I might be able to blast through the whole demo as Sonic and enjoy a more seemless experience. Unfortunately, I couldn’t find a Sonic only path, so it seems that all of the characters will be needed to traverse through at least some stages in the game.

As a huge fan of Metroid, I would love to see a Sonic game like this actually work. The most painful part about this is that I feel it almost does. I feel like there is a great game here, hidden behind a frustrating interface that makes exploration and puzzle solving more of a chore then it should be. Interface aside, there are so many parts of this game that work! The level design feels like it could yield endless possibilities and I found myself constantly torn between which way I should go since I wanted to see as much as I could in the small amount of time I would have with it. I love that feeling, and the great thing is that after three playthroughs I know I haven’t seen everything in that one single stage.

The rivals race with Sticks is also a lot of fun. It’s probably the closest this game comes go traditional Sonic, with loads of ramps, loops, Mobius strips and straight-aways. You can go nuts with the boost button here, and let me tell you that in terms of physics this is probably the best handheld Sonic has felt in a long time. The characters feel like they have weight again, rather than hollow plastic action figures come to life. It feels like momentum kind of means something here, too. Finally, there’s also a 3D tube level, which adds a nice bit of behind the back 3d excitement to the proceedings. It’s nothing spectacular, but it was fun.

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After five years worth of E3s, there are three things that can usually be fixed between the demo and the final product: interface, controls, and minor graphical issues like frame rate and texture pop-in. These demos are always examples and works in progress, and I’ve seen these issues be fixed before. This game’s two major problems are its interface and framerate (which fell well below 30 frames for a sizeable portion of the demo), so this game could certainly still be a lot of fun. Personally, I’d like to see the character screen either integrated with the map screen, or mapped to the d-pad like it is on the Wii U version. I found myself preferring to control the game with the analog stick, since the game feels like it was made to work well with analog control. Alternatively, character selection icons could be relegated to one side of the map screen, so they can be accessed quickly there.

Provided Sanzaru finds a solution to this issue, this could be one of the best side scrolling Sonic games in years. If they don’t, this may unfortunately continue the string of mediocre handheld titles that the Sonic series has been left with since they were tied into the console releases. Either way, we’ll find out when the game is released in November.

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TSS@E3: Check Out The Sonic Boom Blackboard

httpv://www.youtube.com/watch?v=tSeE3AQ0Ntw

One of the things I miseed while at the Sonic Boom booth yesterday was this huge blackboard which appears to be from Tails workshop where he appears to be studying some of the enemy robots and making a little robot buddy of his own. Also, Sonic, Knuckles and Amy leave some comments of their own on the board as well, with their chalk representing their color. I haven’t seen it around on the internet, so I thought you’d enjoy it in full form.

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New Sonic Boom Gameplay and Cutscene Footage

[youtube]https://www.youtube.com/watch?v=1Sp4HdRE3q4[/youtube]

As E3 continues through the week, more and more gameplay is coming forward from our two upcoming Sonic titles this year. Most notably, Gamespot decided to showcase Rise of Lyric (Wii U) in their livestream for an extended period and now are uploading the footage to their YouTube in HD glory with full audio. How nice of them! A total of three videos have been released so far for your viewing pleasure.

[youtube]https://www.youtube.com/watch?v=9LFjDlhTNGY[/youtube]

Most of these videos contains areas we’ve seen the team explore previously – however what we do get to see (and hear) in these videos are two of the cutscenes. It gives us a nice look at how the dynamic of the team is, and how they’re being characterised. There aren’t that many story hints but it’s always nice to see Sonic and Knuckles have their little banter. Amy Rose has gone through one of the biggest transformations in terms of character, having a confident approach to situations and is seemingly no longer fawning for Sonic’s love and attention. You go girl!

[youtube]https://www.youtube.com/watch?v=BoQtr7QFIy0[/youtube]

You can also sample some of the voice acting in the game. The whole cast is sounding a little better to me with seemingly better direction for all four voice actors. This goes especially for Amy who has dropped the infamous “Minnie Mouse” tone we heard in Sonic Lost World. That’s enough of what I think though – how about you? Let us know in the comments. Stay with TSS for the remainder of E3 so you don’t miss any news regarding our spiky blue hero. Also – did you see the new TV trailer yet? Because that’s looking pretty fantastic too amid all this gaming news.

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Metal Sonic is in Sonic Boom!

So yesterday, Sega released trailers for both the 3DS & Wii U versions of Sonic Boom. However hidden away in one of the trailers is a character yet to be confirmed, and it’s Metal Sonic.

httpv://www.youtube.com/watch?v=SHK0h__6qZ8

At around 0:34 seconds, Sonic blasts through a wall and theres a transition to another part of the gameplay. At this moment, for a split second you can clearly see Metal Sonic jumping on a spring pad as Sonic blasts through another wall.

See these screens for the exact moment. metalsonicboom metalsonicboom2

So, random cameo? Or is Metal Sonic going to play a major part in Sonic Boom? No official word yet from Sega, but take a look in the trailer and you can clearly see he’s right there.

Thanks to TSS commentator Neo Metal Sonic (how appropriate is that username?) for bringing this to my attention.

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Toying With Sonic Boom! UPDATED

"No, I have not had any plastic work done! Why do you ask?"
“No, I have not had any plastic work done! Why do you ask?”

First off, sorry for the quality of these pics as they were taken off my iPod. Second, I’ll have more high quality photos as soon as I can get the picture from Nuckles87. I knew you guys would want to see the new toys as soon as possible and I couldn’t wait to show them to you. There’s quite a lot of toys and vehicles that will be available including the entire known cast. Look out below for some more pics. UPDATE: Speaking of, I just got Alex’s pics from him.

IMG_0524[1]Some plushies of Amy and Tails

IMG_0510[1]This fuzzy picture really burns my bot!

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Now you can play “pick-up Sticks”…at the toy store.

IMG_0513[1]Tails and Knuckles

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Listen you swindlers. You expect me to buy Eggman in his Eggmobile and then buy him again with Orbot and Cubot?!! Okay.

IMG_0515[1]Tails plane includes Sonic instead of Tails. That makes sense…..somewhere.

IMG_0516[1]OH GOD! HE’S POSSESSED!

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A large, articulate Sonic.

IMG_0518[1]Plush Sonic and Knuckles

IMG_0526[1]IT’S THE LAUNCHY THING WHAT LAUNCHES THINGS!!

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Knuckles is a Free Rider.

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Order from Amazon, and you too can ship Sonic and Amy together.

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See Some New Sonic Boom Concept Art

TR_CliffsSite_Color3_1401481739

SEGA have revealed brand new (and some downright beautiful looking) concept art from both the Wii U and 3DS versions of Sonic Boom. You can see not only some interesting environmental concepts like a sprawling large forest and giant cliffs, but also a couple of enemy designs which you’ll see in the games. These are all available in our gallery below, so be sure to check it out and let us know what you think.

In case you missed it somehow, there’s been a plethora of new content revealed this E3 for all three versions of Sonic Boom. Check out the trailers for Rise of Lyric (Wii U), Shattered Crystal (3DS) and the TV Show.

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Sonic Boom E3 TV Trailer & New Character revealed

httpv://www.youtube.com/watch?v=vosaZoAeY84

So we had the games.. but something was missing… ah here we go! Sega have decided to make public a TV Trailer for Sonic Boom the TV show. And it’s incredible. The trailer shows a number of episodes and some rather comical lines of dialogue, animation looks really high quality and episode variety seems varied.

In addition to this, an image appeared on Sega’s Facebook page which also seems to show a clip from the show including what looks like a new character.

Sonicboomsquirrel

What do you think? Let us know in the comments.

Source: Sega’s YouTube & Facebook

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Sonic Boom: Rise of Lyric E3 Trailer

[youtube]https://www.youtube.com/watch?v=WNgS8yeDQzc[/youtube]

It’s E3, and you know what that means – games, games and more games! Best of all, we get brand new footage of existing titles and that extends to our very own blue blur. And as such, SEGA have released a brand new trailer for Sonic Boom: Rise of Lyric especially for E3. See your first hint at the story of Rise of Lyric and quite a bit of new footage of gameplay and cutscenes with some pretty comedic narration (poor Dr. Eggman!), including your first look at the villain himself – Lyric.

Check it out above and let us know what you think in the comments. We have two of our TSS staff at E3 as we speak, so we’ll be coming at you soon with some original content regarding Boom. Stay tuned!

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Sonic Boom: Shattered Crystal E3 Trailer

[youtube]https://www.youtube.com/watch?v=SHK0h__6qZ8[/youtube]

Incoming E3 content! Nintendo have just released a trailer for Sonic Boom: Shattered Crystal for Nintendo 3DS. Showing off a plethora of gameplay from our heroes traversing the environments with their unique abilities, you can certainly see the classic 2D Sonic game influence injected into the game with speedy sections and corkscrews abound. Check it out above and leave a comment below letting us know what you think. Will you be buying Sonic Boom: Shattered Crystal?

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Sonic Boom Banner at E3

Every year SEGA usually has some Sonic promotional material inside the E3 building. Usually it’s in the form of large decals along the escalators, but this year it’s something different. Sonic Boom’s got a banner at the LA Convention Center entrance. Take a look!

sonicboombannerThough we’re at the show, we haven’t gotten our own photos of the banner yet. We’ll be sure to bring you some of our own photos of Sonic stuff at E3 over the coming days! This photo was posted on Twitter by NintenDaan!

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See the Clean E3 Footage of Sonic Boom: Rise of Lyric

[youtube]https://www.youtube.com/watch?v=WdaGYQIh0DE[/youtube]

That glorious sound! The gameplay footage recently released by SEGA of Sonic Boom for E3 has finally been released in its full glory. No voice overs or previews, just clean cut in-game audio in high definition. You can hear a little of the music available, and more importantly some of the quirky comments exchanged between our heroes whilst adventuring, some which genuinely gave me a little giggle. These also help to point out points of interest in the adventure field or how to progress. It’s a pretty effective (and entertaining) alternative to helping the player.

Be sure to check it out above and leave a comment below telling us what you think, and keep your eyes glued to TSS during E3 where we’ll have our own impressions to share with you regarding Sonic Boom, and who knows what else.

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32 New Screenshots from Sonic Boom Wii U & 3DS

Boom-WiiU-L

Hot off the new gameplay footage, written previews and the E3 Press Release, SEGA have unveiled a plentiful of new screenshots from both Sonic Boom: Rise of Lyric and Sonic Boom: Shattered Crystal for Wii U and 3DS. The screenshots show our main cast doing an assortment of actions in their game worlds, from boomerangs to Enerbeams. You can check all these screenshots out in our gallery below. Be sure to let us know what you’re most excited for in Sonic Boom in the comments below – they’ll be plenty more where this came from for sure when E3 rolls around next week.

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UPDATE 2: First Gameplay of Sonic Boom Appears, Multiple Previews Surface

[youtube]https://www.youtube.com/watch?v=zaY7XPc0VQA[/youtube]

UPDATE 2: Thanks to Jayko Reynolds on YouTube, we now have a montage of all existing gameplay footage released so far for both Rise of Lyric and Shattered Crystal. I’ve added them to the article below, thanks to Sonicrush1991 in the comments for the heads up!


UPDATE: Looks like the original Gamexplain previews have sadly gone private. Instead, I’ve replaced the above video with an interview with Stephen Frost which also contains gameplay footage.

Original article detailing the Gamexplain preview is as follows.


And then suddenly, out of nowhere! The first footage for both Sonic Boom: Rise of Lyric (Wii U) has just appeared under an exclusive first preview from Gamexplain, showing off direct gameplay and commentary preview which you can see above, and footage of Sonic Boom: Shattered Crystal (3DS) you can see below. Needless to say, this is pretty exciting – yet all the more surprising, considering the fact E3 is just a week away now and gameplay footage is showing up early. Gamexplain go into detail about what levels were available and there experiences, but what’s most important to us all is that gameplay.

[youtube]https://www.youtube.com/watch?v=PhDkFMtj0aQ[/youtube]

Combat is certainly a focus of the games as you can tell, with Sonic shooting off multiple hits and racking up a combo meter. The bulk of the game expected to carry out here. Punches, kicks and spin bounce attacks are seen as Sonic surprisingly more slowly moves around the field. Gamexplain details a scanning device on the gamepad to look around the environment and scan for points of interest. Rings also work differently in Boom, more akin to Unleashed where you only lose a partial amount of rings per hit. Certain characters also have unique abilities than allow them to traverse unique areas like Sonic’s spindash and Amy’s hammer acrobatics, and these characters will range from being just a duo to having all four on screen depending on the area you’re exploring. There’s a lot to take in which the preview goes into great detail in, so make sure you check it out. Also, check out those models! They look much better than their initial debut a few months back. Lovely.

[youtube]https://www.youtube.com/watch?v=–0dLu-dRWk[/youtube]

The 3DS plays a little differently however. Instead of 3D environments which debuted with Lost World 3DS, everything is back to 2D for Sonic Boom and takes advantage of a world map over a hub world for progression. It’s apparently far more similar to classic Sonic games with springs, platforming and jumping on your foes. These stages are non-linear however – you explore the areas freely and find your own way. The word “adventure” is stressed a lot, and there’s a “Metroid style map” you can bring up to see the areas you’ve explored. There’s also rival races and speedy levels available on the handheld version. Curiously, Amy is not a playable character here, the game instead opting for newcomer Sticks, using her boomerang to help solve puzzles in the game world.

Check out some other previews from gaming outlets here:

  • How Do The Two New Sonic Booms Compare? – Gamespot
  • The Different Faces Of Sonic Boom – Game Informer
  • Don’t call it a reboot: Sonic Boom is just a ‘different branch’ of the Sonic universe – VentureBeat
  • Sonic Boom Hands-On: Eggman Defeated By Sonic’s Electric Lasso – Siliconera
  • Sonic Boom: Shattered Crystal on 3DS is a throwback to classic 2D Sonic – Gamesradar

Needless to say, Boom is definitely a new direction for our speedy blue hero. But it’s looking pretty good so far. Be sure to check out both videos and let us know just how hyped you are in the comments!

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Sonic Boom Toys Launching in August?

ToyWiz have just opened pre-orders for some of the Sonic Boom toys. Whilst this isn’t as varied as the number of toys we saw from Toy Fair earlier this year, odds are this is the first of many which may come in the next few weeks.

Details of the initial toys are as follows,

 

sonicboomtoy1

The first toy is a burnbot playset which seems to include Burnbot and something which will launch that Sonic… you’ll probably have a better idea as to how it will look like when you see the next image.

sonicboomtoy2

The next toy is called the ‘Sonic Boom launcher.’ So it looks like the burnbot playset may also include a launcher, and it also seems that Egg-O-Matic Eggman is also on his way.

The third toy has no image, but it is described as a ‘Plane Launcher’ to me this suggests that we may also get a Tornado plane vehicle too.

The price is $28 each , however more interestingly is the release date of August 2014, however this is more than likely a placeholder and not the final date.

Source: ToyWiz

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Sticks the Badger Announced

I know what this fanbase needs! More crazy!

httpv://www.youtube.com/watch?v=EsIvZ0lcYDM

Following on from the character leak a few weeks ago, Sticks the Badger (Jungle Badger) has finally been officially confirmed. Yup that’s right people, it’s not Marine, though it didn’t look anything like her to begin with.

Sticks is described as having lived most of her life alone in the wilderness, and unlike Knuckles who found solace in his years guarding the master emerald, Sticks has gone barking mad. sticksthebadger

“You can doubt me, but I’ll protect you anyway! Because I’m a good friend! And because it distracts me from the Government agents who are replacing my plants with violins!”

She is voiced by Nikka Futterman, and Sticks is apparently finds a best friend with Amy, she’s also described as being fiercely loyal and will do anything to protect them. Sticks is also described by sega as being a predominant character across both all aspects of the Sonic Boom franchise.

sticksthebadger2

Source: Sega

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Sonic Boom 2014 Event Details Announced

Sonic Boom 2014 logo

SEGA of America has today announced Sonic Boom (the event, not the show and game with the blue armed hedgehog and buff echidna) will return this year. This time round the event is headed to New York City and more precisely the Great Ballroom at the Manhattan Centre. SEGA has set a date of Saturday, October 4th, 2014, and while there’s no solid time slot yet, the event will be held during the evening as usual.

Full details are below:
Sonic Boom 2014
Saturday, October 4th, 2014 (evening)
Grand Ballroom at the Manhattan Center
311 W. 34th Street (next to Penn Station)
New York City, NY

SEGA promises information about tickets, talent and more will be revealed in the coming months and we’ll relay the details here for you as they’re released.

Source: SEGA

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New Video Shows New Raccoon Character for Sonic Boom?

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

So earlier this week, we reported on a mysterious image which showed what appear to be a Raccoon character in a Sonic Boom poster. Shortly after this a series of other Sonic Boom posters appeared which appeared to show new Sonic Boom assets besides various Star Wars characters.

Well today a YouTube user has posted a video of the poster claiming “It’s my poster.” The image is perfectly clear (although a very low resolution), and shows the mystery character in full.

Here’s the million dollar question, is it a fan creation? The YouTube user doesn’t say, other than ‘it’s my poster.’ Meaning either the characters are recreations or someone has access to unreleased Sega assets and made the poster using it.

Judging from the quality of the renders, it certainly looks official, but given the talent of some artists these days I wouldn’t put it past a fan to create something like this.

Though regardless, the likely hood of this character being Marine is becoming less and less likely… for starters, her tail is gone, well at least compared to how it used to look.

Source: Jay Stroud YouTube

P.S. if you haven’t seen all the images found so far… here you go….

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Update: Marine The Raccoon is in Sonic Boom!?

Update: Despite the resemblance, a lot of people have noticed a number of differences between this character and Marine suggesting it’s not her, but a different character. Even Mike Pollock has hinted that it’s not Marine.

Crikey!

Sonicboom marine

I fully admit, this could be a hoax and if it is… you got me. But if it is, goodness, It’s one hell of a good one.

This image appeared on twitter a short while ago, but there was no confirmed source as to how it was obtained. However the significant inclusion appears to confirm what many suspected was the case when this image was posted in a behind the scenes article a few months ago.

Looks like Marine is back and might have a dominant role in the next game.

Keep checking TSS for more updates when we get them.

Source: Tom Skeys

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Stephen Frost speaks about why things have been quiet regarding Sonic Boom

Sonic Boom LogoStephen Frost kindly paid our forum a visit today to elaborate on why Sonic Boom hasn’t been booming over the past few months since the unveiling. Here’s his whole post:

I’ve been asked to chime in a bit here so I’ll do what I can to share some info with you all. I’ve said it a few times in the past, but there were key reasons why we announced the Sonic Boom initiative when we did. Along with that, there are a lot of partners involved with Sonic Boom so we have to be mindful of their timelines and requirements for their respective fields. It’s not just about a game anymore… This is a large group effort so any announcements and information shared publically needs to really be planned and organized carefully. We need to make sure that things we reveal don’t impact other parts and vice versa.

I completely appreciate the fact that you fans are hungry for info specific to the games, I really do. And that’s why we all work these endless late nights and weekends… It’s to get all the pieces in place for when the campaign does really kick off. We still have a ways until the cartoon and game launch, as well as the new toy line, so we need to pace all the info appropriately. And it all starts as we head into E3. You’ll learn more, for sure, but not everything. And the reveal of new assets and info should be more frequent from that point on. But trust me when I say there is no lack of effort by anyone involved with Sonic Boom. This is, by far, the biggest united effort I have personally ever seen Sega be involved in. We want to share everything with everyone because we are so excited… We just can’t… Yet.

So, please be a bit more patient. I’m working on screens and commenting on releases so stuff is coming. We will even have a bit of a surprise in there for you, as well as the first info and assets for the 3DS version. There is quite a bit of cool stuff ahead so hang in there.

So there you have it, it shouldn’t be much longer. I can’t wait to see what Sega brings to the table at E3!

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Chaos Emeralds COULD appear in the Boom Universe, says Stephen Frost

6232-18In case you thought you’d never get to see Super Sports Tape Sonic, Stephen Frost has taken to the SEGA Forums to clarify on earlier comments made by a SEGA representative in an interview regarding the appearance of Chaos Emeralds in the Boom Universe. While it was initially said the Chaos Emeralds were not to appear, Frost says this isn’t the case and the Emeralds are still open to an appearance.

Hi all,

I just wanted to clear something up about the Chaos Emeralds as I think there was some initial confusion based upon an answer that Bob gave during an earlier interview. I believe he just misunderstood the question. When he said that there were no Chaos Emeralds, he simply meant that they do not appear in the upcoming Sonic Boom games. And there are specific reasons for this. However, that is not to say that they couldn’t exist within the overall Sonic Boom universe. I can’t promise that they will be talked about or brought up anytime soon (or at all) in any aspect of Sonic Boom, but there is nothing that prevents their possible existence. Just wanted to clear that up for you all.

So to clarify – just because the Chaos Emeralds won’t appear in the upcoming two Sonic Boom titles, doesn’t mean they won’t ever appear. I’m for this news personally since the Emeralds hold a lot of story potential aside from a climatic final battle moments, but what about you? Do you want to see the Chaos Emeralds return? Sound off in the comments below.

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Very high-res off-screen development pic of Sonic Boom Wii U reveals HUD

Sonic Boom Crop

So what you see above is an in-development pic of Sonic Boom on Wii U, please keep in mind that anything you see in the debug data on the upper right is in no way an indication of the final product (so don’t panic over the 15FPS bit). Heck many bits aren’t even textured. I personally think it will be a night and day difference when we see the final version of the area. For now, we can have a look at the potential HUD, the general camera angle, and the layout of an area we’ll likely explore in the final game.

This was originally posted in a smaller resolution at AP, but was removed,  due to the appearance of a Wii U dev kit. We’ve decided to only share the main attraction, the actual screen and not the entire pic, we don’t want the Nintendo Ninjas to come after us next!

The large pic you see above was discovered by the user Finn from the Spindash.de forum (it’s best if we don’t link to it as it has the unaltered image), the exact origin of the pic however isn’t clear.

EDIT @ 3:20PM EST: Nevermind, it’s been decided we can link to the Spindash.de post, we just can’t put up the pic ourselves.

Here you go!

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

Big Red Button Entertainment Logo

For Part 1, look here!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

And he has an animation demo!

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

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

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

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

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Sonic Stadium Interview: Sega’s Stephen Frost

Sonic Boom Logo

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

And now, let’s get started!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Rafei discusses redesigns, Sonic Team, and sports tape

Sonic Boom Logo

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

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

Sonic the Speedy Reptile, perhaps?

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

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

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

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

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

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

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