New Classic Stage ‘Casino Forest’ Revealed for Sonic Forces

A new zone for the upcoming Sonic Forces has been revealed today by the official Sonic the Hedgehog YouTube channel.

Casino Forest seems to boast a mish mash of Casino Night Zone and Silent Forest Zone as main inspirations, as Classic Sonic ricochets off bumpers and pinball flippers to reach the end goal. You can catch the footage below:

Interestingly, in extended gameplay released by IGN, Tails provides mission commentary, insinuating that Classic Sonic is searching for Modern Sonic in this stage. You can see that footage here.

Casino Park is the first new zone revealed for the game since April this year, where a remixed Green Hill Zone was shown for Classic Sonic. The playable Avatar character was shown shortly after, sporting their own versions of Park Avenue and Green Hill, including a tag team stage with Modern Sonic in the latter.

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Watch the London Symphony Orchestra Perform Sonic Forces’ Soundtrack

In recent years, there has been a rather nice trend with ‘Modern’ era Sonic games to include an atmospheric instrumental soundtrack, performed by a big-band orchestra. Sonic Forces will be no exception, following in the footsteps of Sonic Unleashed and Sonic Colours by getting a symphony involved in the game’s recording. Enter the talented musical ‘force’ (geddit?) of the London Symphony Orchestra!
Continue reading Watch the London Symphony Orchestra Perform Sonic Forces’ Soundtrack

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Sonic Forces @EGX 2017 Hands On Impressions

This week was the Eurogamer Expo (EGX), I attended the convention over two days and I was able to play Sonic Forces several times across all platforms (PC was not available).

I tried and tested every Avatar weapon and power up, each stage was played multiple times and I ended up discovering all the pathways on each stage.

This will be a long read because if I were in your position, I would want a very detailed impression on this game so I have a very clear idea as to what I can currently expect.

Music

[This applies only to the tracks in the demo, not tracks released on YouTube]

Every time I listen to Forces’ soundtrack on YouTube, I really don’t like it. So why did I really enjoy the music when actually listening to it in the game? Even the Green Hill Boss fight was quite catchy.

Even after I finished the Avatar stage I found myself humming the tune and singing the lyrics for a few hours after it, it’s that addictive.

It’s down to the simple reason that the music compliments the action quite well, even the silly sounding synths during the Green Hill fight work as Eggman slowly advances towards you.

I’m as shocked as anyone, I actually like the music in Forces.

Performance & Visuals

[This does not apply to the Switch version; I will talk about that separately at the end of the article.]

Aside from the fact the colour scheme is dark and moody, graphically it’s ok. Textures are high quality; the frame rate appears to be a constant 60fps. I didn’t notice any slowdowns or issues on the PS4/Xbox One versions of the game; it’s a nice game to look at in motion.

Tiny details are scattered around, like a blurry reflection of Sonic and the surrounding scene in a puddle, grass blades blowing in the wind during Green Hill and there’s a huge level of detail on the ending models when you beat a stage.

Sadly though, if you stop in Sunset Heights and try to look at some of the ruined buildings, their textures are lower than they probably should be, shop names appear to be blurred and some details outside the boundary of the path are also low quality. Which is a shame since this is detail you can see from the playable area.

Loading times were also very fast on the PS4 and Xbox One versions; don’t have a time, but they were fast, 2 or 3 seconds at most.

Sonic Forces was running off the systems HDD, unsure if the consoles were pro or standard systems.

Controlling Modern Sonic

Modern Sonic still cannot perform a spin attack, he cannot roll and he still has the same control problems which have plagued the boost era since Unleashed.

At times the gravity in Sonic Forces seems to switch from low to high depending on the situation. For example, quite often I ended up leaving a ramp, went flying through the air only to find the falling arc is not what you expect, as if gravity is much lower or Sonic is somehow floating away, this also happened when attempting to jump across platforms too.

Other times it feels like gravity is higher than it should be. For example; in Sunset Heights after the rail grinding section if you turn back the other way, there are 3 platforms to reach a red ring. The jumps here do not feel natural, Sonic feels heavy at this section and failing what appears to be a set of simple platforms is quite common occurrence.

It does not feel natural to land jumps at all, most of the time you cheer when you make a difficult landing not because you estimated the jumps naturally, but because you finally figured out what kind of auto motion was being put on your character or natural circumstances have been put into place to create an artificial sense of difficulty instead of designing a naturally challenging level in which the physics remain constant throughout.

Sonic’s acceleration also has a problem… the following diagram illustrates Sonic’s acceleration speed if you just hold the ‘left/right button’ in Sonic Mania.

See how there is a constant acceleration until top speed is reached? Unless you go down a hill or get a power up, it’s a constant rate.

Here is how it works in Forces.

For some reason, and this is very noticeable at the start of Sunset Heights since you cannot boost at the start of that stage, Sonic begins to gain speed at a rate you expect, but the moment his animation changes there is a sudden and dramatic increased in speed, not a natural acceleration speed, this happens on two different occasions until max speed is reached.

It doesn’t feel right, it makes Sonic harder to control and it feels as if Sonic is on ice as he lurches to the left or right from the sudden acceleration. The moment you hit the higher speed bands, you suddenly lose control of Sonic and he weirs off to the left or right.

The issue of scripting and automated segments come into play here too, there is a lot of automated and scripted segments which force Sonic along a specific part of the route, otherwise when these are not enabled, Sonic hugs the left or right wall even when boosting no matter how hard you try to make him move towards the centre.

The only time this doesn’t happen and Sonic remains in the centre is during scripted or automated segments where the game itself is keeping you in the centre (The start of the Tag-Team stage does this), or if the game has a cut scene or something which puts you in the centre and you remain there unless you move (the Double Boost sequence).

Modern Level Design

Sunset Heights level design is as basic as you can possibly get. The stage is incredibly linear with absolutely no real alternative pathways and very little in terms of exploration.

You may have seen that moment where Sonic grabs a zip-line and swings through a building and grabs a red ring, below him is the section you take if you if you don’t take that zip-line? That’s about it for alternative pathways.

The only other instance of an alternative pathway comes during the camera switch to the 2D perspective section, this depends if you boost or not after you leave a ramp, do so and Sonic reaches a higher path, meaning you skip out a few badniks and a spring, it’s only a few seconds difference before the paths merge again, not a big change nor does it make for creative or inspiring level design.

Otherwise exploration in this stage is literally ‘there is a platform above me, I’ll jump on it, now the platform above that… oh there’s a red ring here.’ It’s so basic and the rewards are just red rings, no power ups, no extra lives, no rings, no destroyed statue of Fang, it’s just for red rings.

In many ways, the game feels like it was designed for an absolute basic player, someone new to games, or a child who has just got their first gaming system. There is nothing challenging or insightful here, the game forces you to go forward at all times, be it through boost pads, automated segments or being practically forced to use the boost in order to progress.

The level design also employs automated and scripted sections to guarantee a player ends up where the developers want you to go, over where you want to go or where your ability should take you.

For instance, use the boost as you approach a ramp, even for a split second and you’ll definitely make it to a higher platform. Don’t use it and you’ll fail each time regardless as to if you were at top non boost speed or not. They key to making it is if you were at ‘boost speed’ or not.

On other occasions, control is completely taken out of your hands to ensure you go in the right direction or to complete difficult jumps for those cinematic like moments where you fly over a huge chasm. Other times it’s just bizarre choices; during both the modern and avatar stages, control is completely taken away to ensure you actually finish a stage. Yes the game will actually finish the levels for you.

Level design is also poor when you factor in enemies; they are simply not a threat or an obstacle. You know how in Mania you sometimes have to time your attacks or attack an enemy in a specific way to defeat it? Here you just press the boost button; you’ll just go through them.

There is no challenge, no difficulty, no tactics and no options. It’s just ‘see the enemy, boost at the enemy’ it feels like a Fisher Price my first video game at times.

You constantly feel like you are being made to go forward, no exploration and no thought into how you do it, just hold down the boost and away you go, congratulations you just won the game.

The Homing Attack May Have Changed…

Something about the homing attack in this game feels off and I cannot place my finger on exactly what it is.

In Sonic Forces, say you have this enemy set up.

You approach enemy A and homing attack it, you then lock onto enemy C, the game will not allow you to attack enemy B. Even if you can still see it and aim for it, the moment you pass it you have to go forward.

Same if you attack B first, you must go onto C.

Now can you do A, B, C? Possibly… but I couldn’t get this to work, I tried several times in different areas of Sunset Heights and Tag Team, chaining homing attacks in Forces seems to have a problem.

Previously, if you just pushed the attack button, Sonic would auto move to the closest enemy and defeat them, or if you held the analogue stick, you could ‘aim’ Sonic at the target.

In Forces, when you jump, you must aim at an enemy using the analogue stick, or else you cannot lock onto it and perform a homing attack.

But something is off about it. It’s as if, not only do you have to be in range, but the target icon has such a high margin of failure that you must be so precise with your aim or it won’t lock onto your target. For quick chaining attacks in succession this presents a problem unless the target is almost directly in front of you so the game can auto lock, hence why I’ve never been able to perform a homing attack behind me, even if I can see the target.

In Sunset Heights, the initial enemies leading up-to the Zip-Line like segment don’t have this problem, but when you reach that wider area after the boost hill going down into the park square, it’s very noticeable and very easy to miss a target.

If this was the case in Generations, feel free to discard this section since I genially cannot remember it being there, certainly not this bad, but the homing attack definitely felt off, it felt much harder to aim and chain attacks, I can see enemies I want to target, sometimes being right next to them but I’m unable to do so. Something is wrong with it.

Controlling Classic Sonic

It’s very hard to judge this, it’s the Green Hill Zone boss fight again with a twist. There is very little to do here, but for the most part, Classic Sonic pretty much controls as he did in Generations with one key difference.

You how have to hold ‘down’ and mash the jump button to perform a super spin attack.

That’s about it, Classic Sonic has all the benefits and problems from Generations otherwise, he still feels a bit floaty at times when you jump at speed. But otherwise, it’s very hard to judge since this is a highly restricted boss fight.

He controls as you should expect him to, but it’s way too hard to judge in a level with a flat surface in which you cannot move for long periods of time and are fighting a boss which barely requires you to actually jump at him.

Classic Level Design

Again just judging the boss here… there’s nothing that can be said, it’s a flat plane for the majority of the fight. There are issues though when the level design meets the interface.

Aside from constantly being yelled at by Sonic’s friends, the radio obstructs both the boss and the player in the GHZ fight, meaning you have to guess where you are if you perform an attack at that moment.

Enter the Avatar

Sega had a number of randomly generated Avatars for you to play as, all had exactly the same abilities despite being different species, all moved the same and played the same.

The only difference in gameplay is based on the weapon you pick.

So, armed with a gun and a grapple hook, what’s the avatar like?

Controlling the Avatar

It’s pretty bad.

Considering how much has gone into marketing the Avatar as being the big thing of this game, controlling him is horrendous. He suffers from feeling sluggish, his jump distance at times feels random as does his jump height, he is not a fun character to play as and just begs the question as to why this was implemented?

There are moments where you have to jump on a platform or over a series of platforms over a bottomless pit, above you is the Giant Spider foot waiting to stomp on you, meaning you have to use precision platforming and speed to navigate this section.

The problem is the same as modern Sonic, at times the gravity feels either too strong or too weak, it’s almost dynamic depending on the section of the level, what worked in an earlier part of the stage will not work later on, even if the platform is exactly the same and the distance to it is exactly the same.

Often the Avatar will either float too far or seemingly drop like a brick despite what you do, often your momentum comes crashing to a halt as you have no choice but to stop at an edge and before basic jumps just to ensure you make it, you constantly feel like you’re fighting the physics instead of using them.

Avatar Gameplay

I feel that I have been very much mislead when it comes to the gameplay for the Avatar character, this character is nowhere near as cool or interesting as the trailers make him out to be. The main issue here is with the weapon you use and the Wisp power ability the accompanies it, your fun mileage varies greatly depending on the weapon you pick since it feels that stages have been designed with specific weapons in mind over others.

The options available to you in terms of how you progress through a level are also dictated by the weapon you use. There is a standard non power pathway, but there is also a specific one to each weapon type.

However, for the Cube Hammer power, I could not find a single use for this one. Even it’s standard attack special is completely useless, yes it takes out enemies faster than the homing attack and it gives you rings for doing so. But there’s no point to them, the levels are flooded with rings so it’s very unlikely that you will ever be pressed for finding rings.

You can only attack enemies by using weapons, you cannot jump onto them, you cannot roll/spin to attack enemies, despite the fact the avatar can roll down S-Tubes. You must use weapons or the grapple/homing attack.

Grapple Hook Gameplay

This is a contender for most pointless grapple hook in any game of all time. This is how you use it.

  • Scripted sequences which you have no control aside from QTE events.
  • Very rare occasions when there is a specific point that you can use to access a higher path or in some cases, continue with the stage, you push one button when the target indicator blinks.
  • Homing attack enemies.

That’s it. There is no free use of the grapple hook, you cannot use it to swing over pits, you cannot use it to reach higher platforms, climb vertical surfaces, or do anything interesting or fun.

Do you want to swing over those enemies? You can’t.

Do you want to climb up that wall? You can’t.

Do you want to swing through the stage? You can’t.

Do you want to use the hook to pull items towards you? You can’t.

Do you want to do anything remotely fun with it like you can do in any game that has a grapple hook? You can’t.

Early on in the stage I was running down a hill, hit a ramp and right at the peak of the jump I pressed the button to use the hook, it felt like exactly the right moment to do that and feel amazing except…! Nothing… I just fell to where the game wanted me to be.

I then find a section with a platform above a pit… can I use the grapple hook to swing over this? No… Nothing.

I can only think of one grapple hook in gaming which is even less fun to use is the grapple gun from Resident Evil 0 because it takes two inventory slots and usually requires a player to backtrack through the entire mansion to pick it up because most people discarded it after the train!

You can use the grapple hook to attack enemies, but this is completely pointless and boring. The Avatar can only destroy one enemy at a time doing, yes it can chain attack like Sonic’s homing attack, but this move is far slower and you will not want to do this as it ruins the pace of the game.

This is how Sonic’s homing attack works.

  • Jump into the air.
  • Lock onto enemy.
  • Attack enemy (zoom into it).
  • Recover/Lock onto 2nd enemy, repeat.

This process is less than a half a second long. Here is how it works for the Avatar.

  • Jump into the air
  • Lock onto enemy
  • Fire grapple hook at enemy.
  • Zoom toward enemy.
  • Kick enemy/defeat it.
  • Recover/Lock onto 2nd enemy, repeat.

This is at least half a second long, whilst that may not seem like much, when you take into account there are normally 4-5 enemies in a row, this is a slower attack by a few seconds vs just 1 which would be what happens if Sonic were in the same situation.

Whilst you press the same buttons for the Avatar as Sonic, the process to defeat just one enemy is so slow, you will eventually resort to using the guns since the pace of the game collapses and the gameplay becomes amazingly boring by using the grapple hook to attack since it’s so slow and there is no ammo/cool down for the weapons.

When the grapple hook does lock onto an enemy, the distance on it is also broken. I was able to lock onto enemies not even on the screen yet and zoom to them, even if I didn’t know they were there, it felt at times like I wasn’t playing the game but just watching stuff happen.

How to make this grapple attack more fun: Do it like Sonic 06 where if you grapple attack an enemy and kick it, it could fly into another enemy and blow it up.

Weapon Types

The game practically forces you to use weapons and there is absolutely no consequence for doing so which basically turns the game into boost 2.0 or turns on a pseudo invincibility mode.

Lightning Whip

The lightning whip attack launches the avatar forward and whips the enemies, it’s range is huge, it can easily take out 10+ enemies together on a 2D plane, in a 3D setting it’s arc is well near 180 degrees if you wiggle the analogue stick at the right time.

It’s also very broken, in 2D view mode, you can clip through enemies using this attack, but the whip won’t have impacted them as you pass through, yet they will still blow up with the others. This also happens in 3D view mode.

Flame Thrower

The flame thrower is also broken. You can hold down the attack for the entire level, there is no consequence to doing so, the range on this thing is somewhere between 1 quarter to half the screen and every enemies dies the moment they get struck by it.

There is no fuel for this gun or cool down time, so holding it down you effectively turn on an endless boost mode that only turns off if you jump and you can then activate it again.

Cube Hammer

This weapon isn’t broken… just boring. There is absolutely no reason at all to use this unless you are going for a 100% stage completion.

This was the last weapon I used when testing the characters, so after beating this stage with the fire and lightning weapon I was very familiar with the stage.

I was forced to take the standard path in the pyramid section; the attack from the hammer was so boring and repetitive that I quit the stage because it was that dull. It’s by far the most dull weapon, in the Avatar stage I could not find it’s accompanying wisp power nor a unique use for it. In the Tag Team section, there was one Wisp power up for it, but I couldn’t find where I was to use it.

Wisp Powers

Each Avatar can be equipped with a weapon, a Lightning Whip, a Flame Thrower, a Cube Hammer (turns enemies into an Ice Cube).

Each weapon can be super charged with a specific Wisp.

But here is the catch; if you have the Lightning Whip and you pick up a Red Wisp… it does nothing. You need to find a Yellow Wisp. Same goes for the other weapons.

How much fun you have on a stage radically differs to the weapon type you use. Here is what they do.

Flame/Burst: Launches your character up into the air, in 3D mode you can move in all directions.

Lightning: It becomes the Light Speed Dash or Light Speed Attack, only you must hold down the activation button to maintain it.

Cube: Creates blocks that you can climb on.

Personally, I found the burst the most fun, the reason being is that you at least feel like you are playing the game and making some progress. You choose when to activate it, you choose the direction you want to go in, you need to time the bursts in order to reach your target.

The light dash is cool to look at, until you realise it’s another automated attack which can go on for several seconds in some stages. In the Tag Team stage, you can clear the entire pyramid by doing only this attack and one homing attack section.

The Cube, if the demo had any moments that you could actually use this I’d be more than willing to comment on it. Right now it’s completely useless.

Artificial Replay Value

So you might now be thinking… why not just use the one you find the most fun? Well… there’s a catch to that.

If you want to get 100% of the collectables, you must replay the Avatar & Tag Team stages using different weapons! Even if you master a stage with one weapon, the game forces you to replay using another weapon.

Take the Avatar Green Hill Zone. Using the burst enables you to get to the very top of the stage and you can find a red ring, but from what I can see, it’s impossible to do this as the Lightning or Cube, they cannot make that distance and the level design doesn’t allow you to get there through any normal means.

Later in the stage a bridge collapses over a bottomless pit. There is a number of rings here and a red ring. I was only able to get this ring if I used the Lightning Wisp power. It might be possible with the burst if you save it and the cube… if they add cube wisps to this stage!

The Tag Team level has the same problem, the lightning special allows you to collect one red ring, but you have to go through the slower/normal route to get at least an additional two.

Tag-Team Gameplay

The above video is of myself playing through the Tag-Team section, it includes an analysis which helps compliment the issues I raise in this section.

Changing things up from tradition, Sonic and the Avatar team up to take on a level, that’s the idea, here is how it works.

You start off as Sonic locked into a scripted/automated section in which your options are to either use the boost button or the slower homing attack to defeat a few enemies… you hit a ramp, the Avatar then has the option to grapple swing to a higher platform.

That is the extent of the complexity of tag-team.

  • There is no switch in/switch out.
  • There is no choice to make a character active or primary.
  • The game auto decides which character is the primary character.

For example, outside the pyramid, the player is practically forced to use, long straight corridors, boost wisps and speed ramps practically force you to use his abilities. Only once does the Avatar have the option to use his grapple attack, this move is tied to the jump button, meaning Sonic could have and has done a similar move using his homing attack and has done this exact ranged jump before (Generations/Chemical Plant Zone).

Inside the pyramid, it’s another story, you are practically forced to use the Avatars powers, grapple hook jumps to move to the next cog, to then instantly become surrounded by enemies, use the weapon (it’s faster than the homing attack by a long way) to defeat enemies or else you cannot progress through the stage.

Given how you cannot set a character as being active or primary results in some strange behaviour. Despite being on very restrictive circular platforms, Sonic can still use the boost meaning you can fly off the stage even though you’re under the impression that you are using the Avatar as a primary character.

There is nothing that suggests a symbiotic relationship in the tag team mode, not even a partial one, it’s literally “Here is the Sonic part, here is the Avatar part, here is the Sonic part.”

What’s the difference? One is boost to win; the other is use the weapon and wiggle the analogue stick to aim.

The following video is of myself playing through the tag team section of the game, I used the lightning wisp to show you the fastest way through, you can see in the video most of the issues I wrote about here.

When you watch it, it looks cool. But to play; it’s amazingly simplistic and dull.

Edit: Just as I was going to press, according to the Tokyo Game Show livestream, you can switch in and switch out Sonic/Avatar as the ‘leader’ but based on the stage I played there is no point in doing so, the stages seem to be clearly designed for ‘this is the Sonic part, this is the Avatar part.

Tag-Team Level Design

As I said before… it’s literally ‘This is the Sonic Segment, this is the Avatar Segment’ there is nothing clever here which means you’ll use both their abilities in harmony, it’s essentially two levels stuck together with tape.

The design is so basic it’s hardly worth reporting on, the initial Sonic section has a few higher paths, but they’re simple to get to, your options are literally ‘use the boost, or the slower homing attack’.

If you have seen official playthroughs of the interior of the pyramid, the impression you get is that there are loads of pathways, that you can jump on different cogs to progress… You cannot.

If you take the basic non wisp power pathway, you follow a strict route, each instance is the same dull gameplay.

  • Jump on a cog.
  • Defeat enemies
  • Jump on next cog
  • Repeat

The Lightning Wisp power allows you to bypass this, but again, you are effectively holding down one button to do so, it looks cool, but it’s boring to play.

The Burst Wisp power allows you to bypass the cogs, it’s much more enjoyable than the lightning, but only because you actually feel like you’re finally doing something and having control over your game in a non scripted or automated segment.

The Pyramid section is full of automated sections through the use of the grapple hook, you do not decide where it takes you, the second ends with a boost pad sequence and loads of rings, so even if you did badly you’ll still get a ring bonus.

Another really odd design choice was the very end, when you fall into the bomb room, I took my hands off the controller because I wanted to see what was behind me when I landed, but Sonic and the Avatar automatically ran forward and finished the level without my input.

Double Boost Is Pointless

This Double Boost move… You hammer the button to do a fist bump within a time limit and off you go!

Ever wonder what happens if you don’t do that? Do you get less boost power? Do you fail the segment?

What happens? …Virtually nothing.

My partner tried this before me and she mashed the button, succeeded and the double boost section began.

When it was my turn I said “I’m going to deliberately fail this, I want to see what happens!”

What happened made us both laugh, Sonic and the avatar fist bumped, Sonic yelled ‘Double Boost’ they stumbled a little, but that was it. I got the exact same double boost power and the segment played out exactly as it did for someone who bothers to do it.

You do not even need to move the characters or touch the controller in order to complete the stage, predating this section is a scripted section which lasts for 5 seconds, you then enter the double boost section which lasts for another 25 seconds before you regain control in the pyramid free fall.

So for 30 seconds you are not playing the stage, it’s virtually completely automated.

The only difference I could see was that you don’t get a point bonus if you fail the fist bump, but it’s still possible to get an S rank even if you fail this section!

During the double boost even though you have the ability to move left and right during it, there is no point in doing so since the game immediately centres you on the pathway, you might as well stay there since you’ll still hit all but maybe 3 enemies only this time you’ll collect all the rings at the end of the segment.

You are literally rewarded for doing nothing!

Overall Gameplay Thoughts

This is one of the most scripted and automated Sonic games I’ve seen. I want to actually be able to play a Sonic game, not watch an automated or scripted section. I want a Sonic game where I’m not just sat there waiting to turn off the boost button or push jump at the right time and that’s the extent of my decisions.

Modern Sonic still has all the problems he previously did; it’s still boost to win, only now the homing attack seems to be a little broken.

Classic Sonic controls exactly like he did and you’d expect, nothing else to really report until we can finally get a level to play instead of an easy boss fight.

The biggest disappointment comes from the Avatar. Aside from being sluggish to control, his one unique selling point is barely used, all the weapons are fantastically over powered, the Wisp special attacks are either boring or appear to do nothing.

Other universal issues are just baffling, there seems to be a lack of shadows under the characters at times, which means that it’s very hard to see if you are directly over a platform or not during platforming segments, this is basic game design for 3D games which has been around since the days of the N64, why is it not here in Forces?

Characters jumps can either be floaty or their arcs cut shorter than you feel they should be.

Overall Level Design Thoughts

The level design is poor, it feels like it’s just recycled parts from previous games masquerading as something new.

It’s like running through a movie back lot and seeing all the old scenes that we’ve seen before in movies past, here is that platforming segment, here is that free fall segment, here is that boost segment, here is the chase segment. Done it all before, it’s boring now.

How does this happen? Especially with the debut of a ‘new’ character with ‘new’ gameplay. Here we go playing the Avatar stage, a new idea with a new gameplay mechanic; instead it’s just pound shop Modern Sonic. The first boss for this character is literally a QTE chase sequence which involves the quick step.

You know, I think we’ve played this boss before… wasn’t this done in Unleashed, Generations, 06 and Rise of Lyric?

Hang on, we have a character here with a grapple hook fighting a giant spider, why is this boss not an open area in which you have to use the hook to grapple onto the Spider Bossswing between its legs as it tries to grab at you, climb onto the top of it and use your weapon to try and break parts off it or open it’s head to rip out its circuits. The boss battle ends with the robot crashing down, you leap off it as it explodes and pull a victory pose.

That would be fun!

That would be giving me something to do! Instead I’m watching a chase sequence which is feels lifted and recycled from Sonic Unleashed that ends with a QTE. And at the time I forgot to check if failing that sequence results in a death or if it’s just a point bonus since you still win if you fail the double boost so why not here too?

Here is our Modern Sonic stage, it’s another linear corridor/path like level, here are our enemies which do not present a challenge, your options are boost through them or use the slower homing attack. You don’t need to think, you don’t need to react, just hold the boost button and you’ll do it, maybe press jump on occasion.

If you are wondering about the length of the stages? Based on the fact the demo levels let you find all the red star rings, they really are between 60 and 90 seconds long, with up-to 30 seconds of automated segments in some stages.

You want to explore the stage? You want to go back, tough, there’s boosters everywhere to force you in one direction, only now we don’t even allow you to go back to attack enemies with a homing attack.

There is something wrong with a level when you can hold down 1 button and either boost or fly over the entire thing and still come out with an S Rank. It’s catastrophically wrong when on my estimation when you can beat the Tag-Team stage in under 1:30 get away with only 10 presses of the controller buttons, collect nearly 700 rings and still get an S rank after only two playthrough’s of the stage!

There are also some perspective problems with some objects, take a look at this part of the Avatar Green Hill.

At this section of the stage, below you is a bottomless pit, you have to use these platforms to get past it (unless you have a yellow wisp power). Due to the positioning of this platform, it lines up perfectly with that checkered wall. It looks like it’s a wall preventing you from progressing… but it’s not!

I saw other players get very confused here, even I made an error the first time I encountered this part of the stage. Some players tried to use the weapon to break through the wall, I saw others trying to jump left (blue arrow) to what looks like a ledge, others just stopped and were killed by the spiders foot because they had no idea that you can just walk right off the block, because it looks like a solid barrier when you actually sit down and play it.

The Nintendo Switch Version…

…Is absolutely atrocious in it’s current state.

The Switch version was so poor when critiqued both as a stand alone product and directly to the PS4 and Xbox One version I question why it has been let out into the public demo space in it’s current state.

It was not just the worst of performing Sonic title, out of all the Switch games I played at the entire convention, it was the worst performing game of the lot.

The loading times on the Switch version are long, much longer than all other counterparts, which is to be expected since it’s running off a cart and not a hard drive but still, the difference in time is not just the odd one or two seconds, we’re talking around 5-10 seconds of extra time waiting at loading screens in some cases.

Technically, the Switch version is ugly, both graphically and in terms of performance. Graphically, the low res textures are poor, the comments from E3 and Gamescom are not an exaggeration, it really does look like an early PS2 era game, it’s an ugly horse. Blurry low quality textures in a ruined city blur together in a brown bury mess add onto of that a blur filter when boosting, it’s hideous to look at.

Even when not using the boost, it’s hideous.

Frame rate is also a problem, whilst there is no way I can accurately measure it in a demo pod, it’s certainly no better than 30fps, I was also sure that I saw some drops during Sunset Heights.

This might explain one of the worst offenders in the Switch version, the controls are much poorer across all characters compared to their rival system counterparts.

Platforming becomes much harder, precision jumping is much harder and frustrating, even basic things like the homing attack become a problem. Remember how I mentioned that the homing attack seems to have altered slightly? Combine that with the lower performance of the Switch and homing attacks become an utter mess.

There was also some noticeable input lag during certain levels which becomes a nightmare for avoiding hazards and bottomless pits and chaining the homing attack.

Based on what I have played, there is absolutely nothing positive to say about the Switch version of Forces at all, it’s not fit for purpose in any respect.

There was no portable version available to play anywhere in the convention, Nintendo had a booth but I did not see Forces anywhere in it. They did however have Mania.

The Switch version also lacked the Tag Team stages, which adds more questions as to the Switch versions current quality and performance.

It’s extremely concerning to be nearly 2 months away from release and seeing the Switch version at a public demo in the state its currently in missing an entire level/gameplay mode and yet it’s currently at a much higher price point worldwide.

Final Thoughts

Based on the demo I played…

If you have already played any Sonic game since Sonic 06, you have already played this game, there is nothing new or interesting here, it’s the same old level design which if you can believe it feels even more tired than it previously did.

If this is your first Sonic game, it’s going to feel amazing and new because to you it is new.

It’s a highly automated game which results in dull automated and scripted gameplay, the player is limited in what they can do and is forced to proceed in one direction through automated moments and deliberate design choices.

I’ve been waiting since 2011 to play a new 3D Sonic game on a system that I own, I think I’m still waiting.

Positives:
+ Music is pretty good.
+ PS4/Xbox One versions are technically fine.
+ Sonic’s animations when you S Rank a stage are really good.
+ Very accessible experience, no high difficulty/experience level required.
+ Low price point.

Negatives:
– Level Design is poor, feels recycled from previous games, stages are painfully short.
– Avatar gameplay lacks ambition & potential.
– Modern Sonic still suffers from decade old problems.
– Switch version is currently abysmal.
– The most automated/scripted Sonic game in years, makes the gameplay feel boring.

Fun Fact I Learnt: The Green Wolf Avatar is actually female. You can tell by the noise it makes when you perform the stomp move.

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Sonic Forces on Steam has Denuvo, may be co-developed by Hardlight Studios

Sonic Forces has popped up for pre-order on Steam, and with that came some new info regarding this version of the game. Like the PC version of Sonic Mania, Sonic Forces will have Denuvo, a controversial anti-piracy program that is unpopular within PC gaming circles.

Sonic Forces on PC also appears to be co-developed by Hardlight Studios, which shares a development credit with Sonic Team on the game’s listing page. Hardlight Studio is a UK developer that specializes in mobile games. It has developed a variety of Sonic mobile games, including the recently released Sonic Forces: Speed Battle.

Like the PS4 and Xbox One versions, pre-ordering the game will net you a Shadow avatar costume and the SEGA pack, which includes avatar costumes for a variety of SEGA characters including NiGHTS and Beat.

The PC version of Sonic Forces is scheduled for release on the same day as the console version of the game, November 7.

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Playable Shadow the Hedgehog Returns as Free Sonic Forces DLC

It is no secret by now that Shadow the Hedgehog will be playing an important role in the upcoming Sonic Forces. The E3 trailer revealed that the ARK-born and raised Ultimate Life Form is revealed to be joining the all-star lineup of longtime Sonic villains standing in the Resistance’s way, but fans and theorists alike are still wondering why the long-reformed Shadow would possibly side with Team Eggman.

Some suspect foul play like mind control while I initially believed Eggman sprang for a rather impressive embossed invitation, but it wouldn’t be long now until we find out the truth for ourselves.

Continue reading Playable Shadow the Hedgehog Returns as Free Sonic Forces DLC

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Digital Preorders for Sonic Forces’ Bonus Edition Are Now Going Live

Hope you’ve readied your wallets, folks. Sonic Forces is less than two months away from launch now, and there’s a lot about the game to get psyched about. The ability to live out your dream of having your own original character star in an official Sonic game, a notably much more ambitious and serious story compared to recent entries, a cool new villain, and now Shadow the Hedgehog returning as a playable character for the first time in over a decade, longtime fans of the series might have little reason to sit this game out.

That said, if you’re the type of gamer who prefers the convenience of owning a game digitally and playing it the moment it’s officially released, we bring good news! Preorders for the digital versions of Sonic Forces on PlayStation 4 and Xbox One are going live today, with the PC version going live on Thursday, September 21.
(Unfortunately this does not apply to the Nintendo Switch iteration, as the console’s eShop is not currently enabling early purchases and preloads.)

Those who purchase the game early digitally will automatically receive the previously announced SEGA/Atlus costume pack Add-on, and the Shadow Costume, for the Custom Hero character. All owners of the game regardless of medium will also be receiving the newly revealed Episode Shadow Add-on as well.

Sonic Forces launches on November 7 for PS4, Xbox One, PC, and Nintendo Switch.

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Sonic Talk 47: Sonic Mania is Runnin’ Wild!

Well let me tell ya somethin’ brother!! I was at Venice beach pumpin’ iron when I heard someone listenin’ to a podcast! It had these three nerds, Jason, Alex and GX, all talking about that new Sonic game, Sonic Mania and heapin’ a bunch of praise on it! Jason was reviewing that new Sega game, Yakuza Kiwami and giving his hands on impressions about Mario + Rabbids: Kingdom Battle. They also talked a bunch about all the news on Sonic Forces and reviewed some of the latest episodes of Sonic Boom! Continue reading Sonic Talk 47: Sonic Mania is Runnin’ Wild!

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Sonic Forces: Japanese Story Trailer Released

httpv://www.youtube.com/watch?v=bHQ3sm82Hw0

Sega of Japan have uploaded a new Sonic Forces trailer, unlike previous trailers, this one focuses on the story of the game.

For those looking for new gameplay footage, you’ll have to wait a bit longer, the trailer showcases several cut scenes from the game depicting a few new locations such as the Resistance HQ and Eggmans HQ.

There are a number of story spoilers here, nothing too big, but several previously unannounced characters make an appearance and details about Infinite’s origin are also mentioned. If you are avoiding spoilers you might not want to watch.

Oh and, some very nice Sonic fans were able to provide a subtitled version of the trailer, be sure to thank them after the beep.

httpv://www.youtube.com/watch?v=XW4kjZqtY4A

So if you dont care about a few minor spoilers. Let us know what you think in the comments.

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Sonic Forces: Speed Battle on iOS Mobile Store

A new mobile game to tie into Sonic Forces has been added to the iPhone/iPad app store out of the blue! Continue reading Sonic Forces: Speed Battle on iOS Mobile Store

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Amazing Sonic Merchandise Up For Grabs at Tokyo Game Show

If you’re heading to Japan this year for Tokyo Game Show, then you’ll be happy to know that SEGA has prepared a metric tonne of incredible merchandise for you to buy on the show floor. Not only will there be interesting new Sonic Mania and Sonic Forces-themed items on sale, but a number of fresh items in a brand new ‘With Sonic’ range. Continue reading Amazing Sonic Merchandise Up For Grabs at Tokyo Game Show

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EB Games Australia Offers Shadow DLC Skin With Sonic Forces Pre-Order

Looks like we’re not done with pre-order news yet! EB Games Australia has just put up a pre-order offer on top of Sega’s. If you pre-order from their stores, you will get a Shadow the Hedgehog costume for your avatar. It looks just like him! Albeit a bit skinny. Before everyone gets outraged at possible exclusive content, it should be noted that no where does it say that it’s exclusive. This means that there’s a good chance the costume is available in-game, so I wouldn’t worry just yet Shadow fans.

There’s some other things of note. It says it also includes “13 more in-game outfits and items and accessories” and “four Sonic Forces Art Cards”. These extra bonuses may be replacing the controller skins in Australia as there is no mention of them on the page.

Now since EB Games is an offshoot of Gamestop, chances are we may be seeing a similar offer in the US or UK. Time will tell.

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Sonic Forces Releases on Nov 7. US Price and Pre-Order Bonuses Detailed

 

Looks like the rumors are true! Sega has announced on the Sonic the Hedgehog Twitter account that Sonic Forces will be arriving on November 7th along with a US price tag of $39.99. On top of that, folks who pre-order the game will receive a controller skin for their system of choice. Along with the controller skin comes five different skins for the avatar based on several Sega/Atlus game properties including Jet Set Radio, Persona, Puyo-Puyo, Super Monkey Ball and NiGHTS. Looks like a great price and bonus for those interested in the upcoming game.

Sonic Forces will be available for Switch, PS4, X-Box One and PC November 7th.

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Sonic Forces: Tag Team Gameplay Released

Well, we told you that there would be Forces news today! Sega have released 30 seconds of gameplay footage from the newly announced tag team gameplay mode.

httpv://www.youtube.com/watch?v=o4UwxxN5v94

The footage doesn’t show too much, just Sonic and an Avatar running through Green Hill Zone and using a new Wisp Power.

Fortunately someone at Gamescom managed to record a longer gameplay clip.

httpv://www.youtube.com/watch?v=djeBilaus7M

Starts at around 9:15. I won’t spoil it for you so check it out for yourself.

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Sonic Forces Release Date Confirmed

With Mania released Sega seems to be turning it’s attention to Sonic Forces, will Forces hit the critical high that Mania has? We’ll find out in November.

According to reports coming out of Gamescom, Sonic Forces will be released on November 7th 2017, this is supported by the newest issue of Famitsu, which quotes the game as being released  on November 9th in Japan.

We are also expecting a lot more Sonic news to drop tomorrow so don’t forget to check back then.

 

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Sonic Forces Set To Feature Tag Team Stages

With Gamescom having only just commenced, new information on Sonic Forces is already coming to light. Alongside the solo stages for modern Sonic, classic Sonic and the Avatar, there will also be a tag team option available.

From early information, it appears that this tag team mode involves the Avatar character teaming up with either Sonic, allowing their skills to be used in conjunction with each other for interesting gameplay combinations. In addition, there’s a unique feature to tag team mode called the double boost, which allows you to go even faster than the regular boost will allow.

As always, The Sonic Stadium will keep you up-to-date on all of the Sonic news coming out of Gamescom this week.

Source: Revue Multimedia (site is in French)

Image Sources: kitkatfox1 [Instagram]

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The Spin: The Notion of ‘A True Threat To Sonic’

[This article will contain some spoilers for Sonic Mania, so if you’re waiting for the PC version, see you next week]

You know how some people have these phrases that they use to try and articulate their feelings? Especially when it comes to Sonic games? Well today we’re going to look at one of them; this one:

“I want the villain to be ‘a true threat to Sonic”

Continue reading The Spin: The Notion of ‘A True Threat To Sonic’

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Sonic Talk 46: Comic Con Carne

In this month’s episode, Jason talks about his trip to the San Diego Comic Con and we discuss all of the big Sonic news that happened during the event along with recent news, including some Sonic Mania and Sonic Forces discussion, Archie’s Sonic cancellation, IDW’s Sonic acquisition and much, much more! Continue reading Sonic Talk 46: Comic Con Carne

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Sonic Forces Day One Edition Listed – Includes Avatar Costume DLC

So if you’re planning on buying Sonic Forces on the very first day, it seems you might get some extra bonuses with your copy. According to retail listings on Xtralife.es and GameMania.br, a Day One edition of Sonic Forces will be released later this year.

The Day One Edition includes 6 pieces of DLC, which are various costume accessories for the Avatar character which allow it to resemble classic Sega characters.

These include…

  • Jet Set Radio
  • NiGHTS into Dreams
  • Super Monkey Ball
  • Puyo-Puyo Tetris

Along with the digital bonus features, there are also a number of concept art cards included with the package.

Keep checking TSS, we’ll let you know if this appears elsewhere and if more editions pop up.

Source: Xtralife.es

 

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Of Manias, Forces, and Serials: A Sonic at SDCC 2017 Recap

San Diego Comic-Con has come and gone for 2017, and this year’s gave attendees the world over a lot to look forward to in forthcoming entertainment. Superhero movie aficionados got an early peek at a number of highly anticipated films for the upcoming year (Black Panther, Justice League, and Avengers: Infinity War to name a few), bitesized previews were shown off for new seasons to Stranger Things and Steven Universe among other hit shows to whet eager fans’ appetites, and in Sonic’s case?

Well, whether you’ve fallen out of the loop or just enjoy a quick summary of last week’s events, allow me to bring you all back up to speed!

Continue reading Of Manias, Forces, and Serials: A Sonic at SDCC 2017 Recap

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Meet Infinite in the Brand New Sonic Forces Trailer for SDCC 2017

Among the familiar faces fighting under Eggman’s name in Sonic Forces comes a brand new villain by the name “Infinite.” SEGA dropped some new music for the occasion with a dedicated theme song featuring vocals and lyrics by Dangerkids band members earlier today (and sounding so deliciously Shadow the Hedgehog-like, I might add), and now we have a trailer dedicated to this dangerous new evil as well.

Give it a watch above, and share your thoughts with us on Infinite in the comments below!

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New Sonic Forces Villain “Infinite” Gets his Own Dark Theme Music, Courtesy of Dangerkids

It’s only been two days since we were introduced to Tee Lopes’ “Hi Spec Robo Go!” for Sonic Mania‘s Hard Boiled Heavies, and today SEGA has come around with another new song just in time for San Diego Comic-Con, this time for the new villain starring in Sonic Forces.

Composed and arranged by Tomoya Ohtani, as well as guitar by the legendary Jun Senoue, the new track features vocals and lyrics by Tyler Smyth and Andy Bane from Dangerkids, aptly titled “Infinite.” Those who enjoyed the edgier and darker theme songs from Shadow the Hedgehog are bound to get a kick out of this tune, as well as better insight into the character of Infinite himself.

What are your thoughts on Infinite’s theme music, and how do you think the Sonic Forces OST is shaping up? Share your thoughts with us in the comments below!

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Sounds of Sonic Music Event Set For San Diego Comic Con

SEGA have announced today a wealth of events to be held at the San Diego Comic-Con! To complement the already announced “Behind the Scenes” Sonic Mania panel, the five day convention will also play host to the “Sounds of Sonic” music extravaganza, which will take place at the San Diego Hilton Bayfront, and include a suite of music performed by Shota Nakama, creator of the Video Game Orchestra, and Sonic Team composer and Crush 40 guitarist Jun Senoue. Continue reading Sounds of Sonic Music Event Set For San Diego Comic Con

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Sonic Talk 45: E3 Mania

Join Alex, Jason and GX as they discuss all the happenings at this year’s E3. Alex and Jason were at the show and they discuss their hands-on with Sonic Mania, Sonic Forces, their time at Sonic Revolution and Alex’s first trip to Disneyland. We also talk about ARMS, Sega Forever, Sonic Runners Adventure and more! It’s out most jam-packed podcast yet, so listen in and enjoy!

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Sonic Forces: Soundtrack Style Is Character Dependent

During a recent interview with Playstation at E3, SEGA Community Manager Aaron Webber revealed that each character in Sonic Forces (Modern Sonic, Classic Sonic and “the Rookie”) will have their own unique soundtrack style. Continue reading Sonic Forces: Soundtrack Style Is Character Dependent

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Sonic Forces E3 Impressions: Jason’s Take

At the front of Sega’s booth at E3, there were two different lines; one queue was for Sonic Mania, while the other, about half the length, was Sonic Forces. The crowds definitely seemed more excited for one over the other. Have Sonic’s recent flops affected fan’s love for modern Sonic titles, or is there enough love for both the modern era and a fun romp through the golden age? More importantly, has Sonic Team learned from the mistakes of it’s past?

First off, it should be noted that this game doesn’t try to experiment with new game types – it’s a back-to-basics formula of what worked in Sonic Generations and Sonic Colors (the better received 3-D Sonic games since SA2) and building on that. For the first time in a long time, Sega is playing it safe. Do you want me to tell you how modern Sonic plays? He plays EXACTLY like modern Sonic. Do you want to hear how classic Sonic plays? He plays EXACTLY like classic Sonic. If there are any slight differences, I didn’t notice them myself.

The new game mode is played with the avatar, a character you create and referred to as “the rookie” throughout the game. You decide how the character looks and what species he/she is. I believe you buy extra gear for your character through both common gold and red star rings, thus giving a reason for you to replay levels and giving the game a whole “carrot on a stick” feel (although I’m guessing this seeing as how you can no longer regain any rings you lose). This makes some boss battles more challenging as me and Alex watched one poor soul who just couldn’t seem to beat Eggman during the classic Sonic boss fight.

During our play through of the demo, our avatar was generated completely at random; sometimes I’d get a purple cat, other times a black bunny, and there are videos on youtube of some playing as the red wolf from the trailer. Before you enter the level, you’re given the choice between two different “Wispons”, a wisp-powered weapon. A flamethrower Wispon allows you to use the burst wisps to project your character higher into the air, while the other weapon, a lightning whip, allows the player to execute the light speed dash and quickly follow a trail of rings. There were two different stages in the demo depending on the system: the Nintendo Switch got a level very similar to modern Sonic’s stage, in which you eventually travel a slightly different path, and I found this level to be the most fun level in the demo. He/she can use their grappling hook to swing up to higher paths or attack robots via a homing attack. Alternatively, you can also use your Wispon to bring down a whole group of robots all at once. The Switch level was fast, visceral and overall, fun. This was mainly due to going through the levels a breakneck speeds only stopping to attack your enemies, with no real emphasis on platforming.

…And that’s where the PS4 level comes in to play. Oh boy.

The level sees the player racing down the Green Hill zone as it appears to be undergoing industrialization, while being chased down by a giant robot crab while smaller robot crabs try to squash you along the way. This level is entire 2-D and requires precise platforming to get through – if you read Alex’s take on the avatar character, you’ll have some appreciation for why this is a bad thing. The physics while jumping with the avatar doesn’t feel right, and it is almost impossible to turn in mid air; small platforms throughout the stage make playing the level a bit of a chore rather than fun. However if this issue can be remedied for release, then the Avatar mode could be the best new gimmick yet avatar controls much like Sonic. Personally, I don’t want to fish, I don’t want to brawl, I don’t want to pilot a mech. I want my extra character to control like Sonic as I think that is what works best in a Sonic title! It seems that Sonic Team are really investing in the avatar stages, embellished with vocal songs that are only present in their stages. These stages have the potential to be the best stages on the Switch version of the game, and if they can nail the physics, this is looking like it could be a top-tier 3-D Sonic game.

I managed to play the demo on all 3 systems, and one thing I noticed was that PS4 version of the demon was playing on the PS4 Pro…and it showed. The 1080P graphics looked incredible, and were of similar caliber to Sonic Generations on the PC with ultra-high settings. The XBox One version looked to have been running at 720P as it seemed lower resolution; this might be due to anti-aliasing and as Alex mentioned in his article. The Switch version, while still very detailed, appeared to suffer the most graphically and seemed to be at 720 or sub-720P with jagged edges due to no anti-aliasing.

Physics aside, Sonic Forces is looking to be a solid, above average Sonic title. I think Sonic Team have made the right choice to stick to proven game styles, with the new gimmick being pretty much “Sonic with weapons”. I doubt it will beat Sonic Mania in reviews or sales, but still, it appears we are getting two great Sonic games in one year.

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E3 Video TSS Sonic Forces Discussion

Join Alex, Sven and myself  as we discuss Sonic Forces. Is it a hit or a miss and what do we think of the new Avatar gameplay? Are we actually getting TWO great Sonic games this year? Tune in!

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Sonic Forces on Nintendo Switch E3 Impressions


I’ve had one question in the back of my mind ever since the Nintendo Switch was unveiled: how the heck was Sonic Project 2017, which was going to be a full-on next generation Sonic title, going to run on this thing? Fairly well, as it turns out, albeit with some very noticeable compromises.

The most notable difference is that the game runs at 30 frames per second – half the rate of the competing systems. Texture and models are of lower quality, with certain effects either trimmed down or removed entirely. The lush, wavy grass from the PS4 version of Green Hill is less lush and wavy on the Switch, and far more jagged, with even shadows being effected. The shadows cast by Eggman’s Eggmobile were distinctly lower resolution, appearing jagged with inconsistent levels of darkness.

Most of these issues, outside of the frame rate, are borderline unnoticeable in portable mode. But in console mode, the flaws are very apparent.

My fellow Sonic Stadium staffer, Jason, also got to see the demo in action, and he had this to say:

Jason’s Take:

A few months back when the Switch version was announced, I’d guessed that the game would be at about half the frame rate of the HD versions and would probably suffer a little in the visual department as well – and I see this is the case.

That said, it’s not as bad as it sounds. There are still some nice effects in here that give it a next gen feel. The puddles of water are still reflective. There’s no real pop-in and you can see far out in the distance. The grass still waves around. The main difference is the lack of detail in some of the textures and the jaggy, 720P or possibly sub 720P resolution which may be due to no anti-aliasing. At least, it appears that way. 

All of this is almost invisible in portable mode outside of the locked 30 fps. I’m still considering this version and the PC version as the ports I have preference over, with the Switch offering portability and the PC for it’s eventual modding. If the Switch is your only option, it’s still a solid port – just think of it as a PC game in medium to low settings vs. ultra-high settings for the PS4 version.

E3 demos are of course usually technically inferior to the final product – something we have seen in previous years with Generations and Colors, which both contained performance issues rectified for the final game. The Switch version was never going to be the version of choice for the graphically obsessed. But for those of you who’ve always wanted to take a 3D Sonic game on the go, this looks like it’ll be a great option when it launches alongside the console and PC versions later this year.

We took a bunch of off-screen images with an actual, high quality digital camera for this article. We’re including the ones that best captured the game, with minimal motion blur, in a gallery below. While off-screen still-images are never as accurate at representing a game’s visuals as direct capture footage, these should at least give you a firm idea of the level of graphical quality in this version of the game.

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Sonic Forces: Custom Hero E3 Impressions

Sonic Force’s decision to include a custom character with a very different game play style has been a decision that has polarised the fan base. It continues Sonic Team’s history to add new dimensions to bolster the established 2D and 3D platforming in order to produce a more broad appeal. Continue reading Sonic Forces: Custom Hero E3 Impressions

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E3 2017: Sonic Forces Nintendo Switch footage

Have you been wondering how Sonic Forces would perform on Nintendo Switch? Well wonder no longer! While we were on the E3 show floor, we were able to record some footage directly from a Switch. While it may not be easy to tell, the game is running at a consistent 30 frames per second on the console. As a bonus, you also get some off-the-cuff commentary on the experience from Jason and I.

You can expect a more thorough run down of the Switch version’s performance from us in a video and a write-up later this week.

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Sega’s E3 Photo Booth is Incredible “It Has a Trampoline!”

Away from the actual gaming area, Sega has set up a rather large photo booth in which you can have your photo taken in front of a giant green screen, this will then be digitally imposed onto Sonic Forces/Sonic Mania (we’re unsure which) so you can take away a memento of yourself appearing inside a Sega game. Continue reading Sega’s E3 Photo Booth is Incredible “It Has a Trampoline!”

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Sonic Forces E3 Impressions: Alex’s Take

SEGA has been frustratingly quiet about Sonic Forces since they revealed it as Sonic Project 2017 last year. It’s only been in the lead up to E3 that the game’s identity has begun to take shape publicly. While the game features shades of Sonic Generations, to call it an outright sequel (or rehash) isn’t quite right. The Forces demo is both familiar and new, if not also a little awkward.

The modern Sonic game play is essentially just a polished form of what we’ve been getting since Sonic Unleashed. Visuals aside, this game would be right at home in Sonic Generations, and there is zero learning curve for anyone who’s already played that game. The same can also be said for classic Sonic’s boss battle, which starts out as a new (if not exactly inventive) take on Eggman’s swinging ball weapon, replacing the ball with a buzz saw that cuts through platforms.

After that (easy) fight, Eggman hops into his Egg Dragoon, which first appeared in Sonic Unleashed, and starts attacking from the background. He fires a giant chain gun and chucks rocks and metallic boulders, the latter of which can be hit back to damage him. This part takes longer and is more entertaining, though the boss fight on the whole is fairly easy. The first two parts of the demo are as fun and polished as Sonic has ever been, but they do nothing outstanding or new design-wise. If all you want is more Generations (like me) than you’ll be satisfied with what’s on display for these modes in the demo.

So that’s what’s familiar, but what about the new stuff? Well, the visuals of Forces are a nice upgrade from past Sonic games. While some have complained that the new Green Hill stage looks barren compared Generations, this game looks better than any past Sonic game at an objective, technical level. The demo runs at a near silky smooth 60 frames per second, the first non-PC Sonic game to do so (Dreamcast HD ports notwithstanding). Individual blades of grass in Green Hill now move back and forth individually. In terms of pure polygons, this game is clearly pushing way more than any past Sonic game. These are the highest fidelity Sonic models I’ve ever seen.

That said, as with any E3 demo, the visuals aren’t 100 percent polished. At the end of the avatar stage, during a chase scene, the frame rate does get a little janky. But given that E3 demos typically boast notable technical issues due to their incomplete state of development, what I saw in the demo bodes well for the visuals in the final product. And speaking of the avatar stage, this brings me to what will surely be the most controversial part of this game.

I have felt uneasy about the player-made hero character since it was unveiled. While my time with the character does allay those fears somewhat, I do still have some concerns.

First, the positives: the “wispons”, wisp fuelled weapons that can be used for both attacking and traversal, fit surprisingly well with the flow of game play. During my playthrough, I used what was effectively a lightning whip. It let my character lightspeed dash across trails of rings, reverse the direction of my jump in mid-air, briefly boost forward, and attack and destroy horizontal rows of enemies. Overall, the wispon actually positively benefited the flow of play, and didn’t feel nearly as awkward as it looked.

On the negative side, there’s a learning curve to controlling the character. The character cannot roll, jump dash, or perform any of Sonic’s other moves. The way the character jumps feels different, and potentially awkward. I was missing a lot of jumps in my initial play through as a result, but whether this was because I was used to Sonic’s jumping mechanics and need to simply get used to the custom-hero character, or if the character’s controls simply aren’t very good, I can’t say without spending more time with the game.

Sonic Forces doesn’t look like it’ll be a groundbreaking title, but it ought to be a very fun one. While the hero character is a potential chink in the armor, it doesn’t look like the disaster I thought it might be either.

There will be additional game play impressions later this week, as well as a more in-depth impression of how the hero character plays.

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UPDATE: Sonic Forces E3 Trailer Reveals New Villains

httpv://www.youtube.com/watch?v=dprxYd_16Ck

Sega have just released a new trailer for Sonic Forces and it shows us our villains gallery including what appears to be a new enemy for Sonic to fight.

Looks like that Sonic will be facing off against Eggman, Shadow, Chaos, Zavok, Metal Sonic and a ‘mysterious new villain’.

All we know about the villain is that he has a ‘strange new ability’ and his name is Infinite.

Also released was this key art piece.

We’ll keep you updated with more information as we get it.

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Sonic Forces & Mania Demo Footage Showcased on Twitch Stream

SEGA Community Manager Aaron Webber appeared on the E3 Pre-Event Twitch stream along with members of the Sonic Mania development team to, among other Sonic-related things, show off the Sonic Forces and Sonic Mania E3 demos. The Forces demo consists of three parts: a modern Sonic 3D stage, a classic Sonic boss battle, and an “Avatar stage”, which demonstrates the fan-created “hero” character. The Sonic Mania demo showed off the second Green Hill stage and boss. Continue reading Sonic Forces & Mania Demo Footage Showcased on Twitch Stream

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Here’s A Sneak Peek at Sonic Forces’ Park Avenue Theme for the Custom Hero

The Custom Hero in Sonic Forces was revealed last month to the tune of two brand new trailers. One of these offered an early look at gameplay taking within the destroyed Park Avenue, and as fun as it was to see a customizable avatar character in action in a Sonic game, I think I speak for all of us back when we first heard vocals drop right within the last few seconds of a great tune that we needed to hear more of it.

Needless to say, Sonic Social has heard our plea and granted our wish! Jam to an early preview of the music from Park Avenue’s Custom Hero Act above, and sing along with the lyrics below! Special thanks to Forte-Metallix on the SSMB for deciphering them.


Take on the enemy, strike them down
We can’t let evil win, take them out
This is justice, this is what’s right

Take on the enemy, mess them up
And bring them to their knees, do your stuff
Time for justice, time to go fight

Destiny lies before you
I believe we have the power
Can you see the horizon?
Victory’s for the taking!

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Sonic Talk 44: Schrodinger’s Sonic

Right now, Archie Sonic is much like Schrodinger’s Cat. Until we get an official confirmation, he is both cancelled and not-cancelled. In this week’s Sonic Talk, we discuss Sonic’s apparent comic cancellation and what this means for the future of non-game Sonic media. We also discuss what recent games we’ve been playing and the flat level design of the Green Hill Zone in Sonic Forces. All that, and more so stay tuned! Sadly, this was recorded just before the news broke about the third character. Continue reading Sonic Talk 44: Schrodinger’s Sonic

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The Spin: Balancing Forces

While clearing out the last vestiges of what was my old room in my parent’s house a few years back, I stumbled across a big pile of fan art I’d drawn when I was about seven or eight years old. Sonic was all I would draw, and I would impress friends and classmates alike by drawing him completely from memory. Unfortunately I appear to have (thankfully) lost all evidence of Rocky: a fan character I created, well before the days in which it was trendy to post your latest creation to DeviantArt. Rocky was a green hedgehog, with upturned green spikes and a penchant for playing a flying-V guitar. I remember pleased as punch with my “original” character, however having played the game of googling [Name] the Hedgehog today, there are plenty of other Rocky the Hedgehogs out there.

I’m sure my pre-teen self would have squealed with delight at today’s announcement regarding the build your own character feature that will be incorporated as part of the third playable game mode in Sonic Forces. Indeed, the delight has been widespread, yet like many announcements regarding modern Sonic titles, the fan base is polarised.

SEGA have made some superb decisions with regards to the Sonic franchise recently; Sonic Mania looks absolutely fantastic, and as one of the old guard, I am filled with child-like excitement at the prospect of a game that is my opinion the true successor to the classic titles of the 16/32-bit era. SEGA have listened carefully to one of their key demographics, and are set to deliver a game by the fans, for the fans.

Equally, the decision to include an original character builder in a Sonic game could be considered an equally smart move; similar features have existed in other games for years, and with a significant parts of the fan base integrated into the many online art communities, it is almost surprising it has taken this long to have been incorporated. The response on social media from these communities to this announcement has been on the whole positive, with many excited at the prospect of a highly customisable character generator. Of course, the memes have been plentiful in the wake of the announcement, and speculation as to what level of monstrosity can be generated is fueling the imaginations of those who are handy with Photoshop.

Some of the broad range of accessories seen so far set to feature in Sonic Forces! Credit: Pink Cat (SSMB)

Conversely, and predictably, there has been criticism. Ignoring the more subjective opinions on the inclusion of fan characters, there are some concerns raised that I and many others believe have merit. The most prominent of these is the fear that the gimmick takes precedence over the gameplay, something that has not only plagued the quality of past titles, but has caused games to stray from the what fans expect a Sonic game should constitute. Indeed, there is a feeling among many that recent titles featuring new characters and / or game modes have caused a detraction from valuable development time being invested in refining the more “core” aspects of these games. Many have postulated that Sonic Forces is trying to be a title that will please all; a near-impossible feat to achieve in this day and age in the video games industry. One can already see there is huge contrast in the footage shown so far; the darker theme of Park Avenue, harking back to the days of Shadow the Hedgehog/Sonic 06 seems disjointed from the jovially-themed classic Green Hill Zone. On the face of it, the game could be interpreted to be suffering from an identity crisis stemming from the “satisfy everyone” mentality. An old acquaintance of mine used to refer to clothing branded as “one size fits all” as “one size fits none”, and I feel the analogy here is appropriate; a game in which time and effort is spread too thinly across multiple modes will result in few being satisfied with any of the finished game elements.

At this juncture, it is extremely difficult to make any judgement – after all, there has been very little in the way of actual game play footage, and much of this will likely still be evolving as the game continues in its development. Undoubtedly, forums like E3 will be the trial-by-fire for this game, at which those on the ground will get a closer look at what is set to be released.

I came to a conclusion with both the Sonic Boom: Rise of Lyric and Sonic Lost World titles that I was not the target demographic for these games. Admittedly there was some initial disappointment in this realisation, but in hindsight, I am perfectly fine with this. I can see the necessity for certain franchises to adapt and evolve with time, especially to keep up with evolving markets and trends. Indeed, the secret to success for many enduring series appears to be developing the gameplay in such a manner to keep it fresh and exciting, while retaining the heart and soul of what has become synonymous with said title.The Sonic franchise has seen success across multiple platforms decades apart, and as such the answer to “what makes a good Sonic game?” is heavily dependent on the age of the person you are posing the question to, or at what juncture the series really began to resonate with them.

Dreadknux – not appearing in Sonic Forces. Credit: Professor-J

I do not think that I am the target demographic for Sonic Forces, as much as I have the feeling the inclusion of classic Sonic is aiming to achieve that in some small capacity. The focus of the game has diverged beyond what I look for in a Sonic game. My hopes for the title are that it provides a sturdy experience for those who have craved a game featuring similar action to Sonic Generations (who have been waiting patiently for six years…where has the time gone?), with the fun addition of being able to bring your fan character to life in some incarnation, should you wish to do so.

I find it hard to be disappointed however, especially with Sonic Mania on the horizon – this is a game that has been created with people like me in mind, and will undoubtedly cater to the massive cohort of hardcore and casual gamers longing for the halcyon days of 90s. We are fortunate to live in times where we, the fans, have multiple upcoming Sonic games to choose from!

Regardless, I will definitely give Sonic Forces a go; I doubt I will be able to resist to allure of creating a bunch of hideous characters…and maybe a certainly green fan character from my childhood, just to satisfy my inner eight year-old!

 

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