Sonic Lost World Deadly Six Edition Revealed, New Screenshots

[youtube]http://www.youtube.com/watch?v=tjbyJIr6buA[/youtube]

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

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

Source: SEGA Press

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New Sonic Lost World Gamescom Trailer

httpv://www.youtube.com/watch?v=Y5uNXffVR4A

Germany’s Gamescom convention opened today and before you could say ‘Golly!’ Sega released a new trailer for Sonic Lost World. The trailer mainly focuses on the co-op and multiplayer features of the game. 2 player vs is confirmed and players will see themselves racing a green and red hedgehog. Anyone who played Sonic Colours will recognise this idea. During the time Sonic Colours was coming out, a few of us decided to nickname the red hedgehog Barry, Barry the Redhog, who gets his super speed from boozing it up.

Anyone want to offer nickanme suggestions for the green Sonic go right ahead. I vote Shrek Sonic, or Shreknic the Ogrehog.

In addition to the multiplayer we also see several new zones and sections of gameplay as well as one of the pieces of dialogue that has caused some slight controversy in recent weeks.

And no, it’s not a big deal at all when you see it in game.

Due to how big Gamescom is, odds are there will be more news regarding Sonic Lost World this week, so keep checking TSS as we’ll be updating with more news as and when we get it.

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Ken Pontac on Lost World’s Story

Ken Pontac

Sonic Lost World Writer Ken Pontac left some rather interesting comments on TSS with regards to the story and development of the previous titles. It’s only a few small pieces of information, but it’s interesting if you have an interest in game development.

Actually, this WAS the first time that Warren and I were asked to come up with the story. On Colors and Generations the stories were already in place.

AustinOnSugar, I appreciate your comment, which is (almost) absolutely accurate. Nobody EVER gets to write a story EXACTLY how they want unless they own the project and have total control of the edit. That being said, I’m very happy in the way that Warren and I were allowed to inject so much of our vision into the project.

Eggman is EPIC in this. He’s SO MUCH FUN to write!

One mistake doesn’t make someone an idiot. It’s how they DEAL with the mistake that makes them a hero.

Source: TSS comments.

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

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

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

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

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

Source: Famitsu (via Nintendo Insider)

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TSS Preview: Sonic Lost World

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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So is this a bad game?

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

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

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

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

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

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

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

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

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

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

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

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

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

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Sonic Boom Lost World Trailer, New Stage Surfaces

Double-time!

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

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

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

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

Special thanks to SSF1991 for the tip!

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Extended Lost World Cutscene Emerges at Sonic Boom

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

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

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

Hedgehog, you dun goof’d royal.

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

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Summer of Sonic 2013: Takashi Iizuka Interview

SoS13-Iizuka

I once again had the amazing opportunity to sit down with the head honcho over at Sonic Team – Takashi Iizuka! In the interview we talk Summer of Sonic, Lost World, Colour Powers and Sonic’s future. It’s quite a read so you definitely don’t want to miss it!

Continue reading Summer of Sonic 2013: Takashi Iizuka Interview

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Sonic Lost World: First Cut Scene Now Online

Earlier today, the Western Nintendo Direct broadcast showed a small segment of what appeared to be a cut scene from Sonic Lost World. Well not to be outdone, the Japanese Nintendo YouTube Channel has posted the cutscene in full.

httpv://www.youtube.com/watch?v=VTu3nMtWePA

The segment shows the Deadly Six turning against Eggman and using his own badniks against both Eggman, Sonic & Tails. The sequence shows Tails being rescued by Sonic and some comedic moments with Orbot and Cubot.

Oh… according to Tomoki on SSMB. A rough translation of the Deadly Six’s dialogue is as follows.

Zavok: Fire!

Zavok: Kill the fat man! Show him what we’re really capable of!

Cubot: These guys mean business!

Sonic: These guys are tougher than I thought… Gonna need to think of a strategy to take them out before they do some serious damage.

Tails: I know you can do it, Sonic…

Eggman: Retreat! We have to retreat! Let’s get out of here before they get us!

Source: NintendoJPOfficial. & thanks to SSMB member Tomoki for the rough translation.

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Summer of Sonic: Sonic Lost World Exclusive Footage

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

On Saturday, those who attended the Summer of Sonic convention were trearted to an exclusive Sonic Lost World trailer. The trailer showed some of the lesser shown levels and included a lot of new gameplay and showed off a few new badniks.

Well, thanks to The Sonic Show, it’s here. In it’s full 1080p HD glory. So… I dunno go watch it or something.

Source: Summer of sonic & The Sonic Show.

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Nintendo Direct Shows New Sonic Lost World Footage (Wii U & 3DS)

*Walks in and takes a bow*

httpv://www.youtube.com/watch?v=WzbD7KvHbRI

Todays Nintendo Direct just finished and it contained one or two suprises for fans of Sonic Lost World. The first big suprise was a look at the Wii U version of the game which also included a cut scene from the game showing the Deadly Six turning against Eggman and… well… I won’t spoil it for you. As well as some new segments of gameplay.

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

In addition to this, the 3DS version was also shown and more insight was given on how the two games will link up. Tails can created ‘toys’ which can be sent to the Wii U version of the game. The second player can then use them to help the player controlling Sonic on his way. In the example shown, an RC Helicopter was used to collect rings.

Thanks to Autosaver for handing me the vids.

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Sonic Lost World Has Some… Interesting Dialogue…

Sonic_Lost_World_Featured_Square

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

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

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

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

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

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

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An Interview With Aaron Webber

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

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

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

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ONM Releases 30 Hi-res Sonic Lost World Screenshots

Sonic Lost World July screenshots 9

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

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

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Sonic Lost World: 19 New Screenshots

mnnhhdF

Earlier today we were given a selection of new screenshots for Sonic Lost World which showed off a Casino Night themed level. Well, the person who posted the images has been at it again, 19 new screenshots from the Wii U version of the game, showcasing some of the levels shown in yesterdays trailer as well as some of the new Wisp powers.

The screens show lots of new enemies and dangers for Sonic as well as a potential ‘stealth’ section in which Sonic has to navigate a zone without being spotted by giant owls.

You can see them all in our gallery.

Source: TSS Network Facebook Group.

UPDATE: The original source has been discovered to be Sonic Characters (via Sonic Paradise).

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Casino Night Inspired Zone for Sonic Lost World

lostworldcasino3

It would appear from these screenshots that a Casino Night inspired Zone is going to be in Sonic Lost World. The screens were posted by SSMB member Gatestormer on The Sonic Stadium Message Board a short while ago and appear to show a new unannounced zone for Sonic Lost World. No name has been given yet, however long term fans will instantly recognise what it looks like. The Zone appears to borrow heavilly from the Sonic 2 stage Casino Night, with the pinball section and even Casino Night badniks.

Check out the rest of the images in our gallery.

Source: Gatestormer – Sonic Stadium Message Board. Edit: Actually they were originally posted on the TSS Facebook group page… We have a facebook group?

UPDATE: The original source has been discovered to be Sonic Characters (via Sonic Paradise).

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Sonic Lost World Hits Europe October 18th

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

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

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

Thanks to Theroonco for the heads up!

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Sonic Lost World Trailer 2, Release Date October 22nd

httpv://www.youtube.com/watch?v=XkUIRi6VCOQ

IGN has just posted the second trailer to Sonic Lost World. The trailer is subtitled ‘colors trailer’ and you don’t need to wait long to find out why that is. Had you no information about Lost World, you would be easilly forgiven for thinking that this was Sonic Colours 2.

The trailer shows a number of new stages and we even hear one of The Deadly Six speak. The trailer has a number of hidden details, if you pay attention you can even spot a cameo in the form of King Boom Boo’s minions. Oh and, if you’re a fan of the Wisps, you’re going to be very happy.

In addition to gameplay details, the trailer also confirms the release date for the North American version. Sonic Lost World will be released on October 22nd. I would imagine that other regions will be around that date as well.

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Play Sonic Lost World at Sonic Boom!

sonicboom2013

Announcements for Sega’s event in the United States, have been a little quiet lately. But that all changed as of an hour ago.

Sega have announced via the Sega Blog and the Sonic the Hedgehog twitter page that Sonic Lost World will be playable at Sonic Boom 2013. In addition to the announcement that guests can play Sonic’s next adventure, Sega also re-affirmed that Boom would have a costume competition, Crush 40 would be playing live and that visitors will also be able to get their hands on ‘some sweet merchandise’

Sonic Boom is being held at The Pagent in St. Louis MO. Tickets are $29 and are on sale now. Please check the ticket page for details on the starting times as this event takes place in the evening unlike Summer of Sonic which is a daytime event.

Source: Sega Blog.

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Play Sonic Lost World at Summer of Sonic

Sonic_Lost_World_Featured_Square

Demand for tickets to this years Summer of Sonic has exceeded everyones expectations. In total, it took only 13 seconds for the event to be completely sold out, 69 tickets per second. So… if you were one of those lucky people thats coming to SOS… How would you like to Play Sonic Lost world?

Summer of Sonic will be one of the first public places that you can play Sonic Lost World ahead of it’s release later this year. Obviously, this will be one of the biggest attractions on the day so be prepared to wait a while before you get your chance to play Sonic’s next adventure.

Source: Summer of Sonic

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Iizuka: No Online Play in Wii U Version of Lost World

soniclostworld3ds

In a recent interview with Nintendo World Report, Takashi Iizuka confirmed that while the 3DS version of Lost World will have a four player online versus mode, the Wii U version will allow for local multiplayer only:

NWR: The demos on the floor are all single player. Can you discuss the co-op and versus multiplayer?
TI: We’ll have different multiplayer modes on both Wii U and 3DS. On the Wii U, there’s booth cooperative and versus multiplayer. In cooperative play, Sonic will be using the Wii U GamePad and someone can be supporting Sonic in co-op with the Wii Remote. In versus mode, one player will be playing on the TV screen and the other player will be racing using the GamePad so you don’t have to have split screen. You both have your own screen and can race each other. The Wii U multiplayer is not on the Internet. It’s basically everyone sitting on the same couch. The 3DS for the first time we’re having 4-player versus racing over Wi-Fi and the Internet.

This is nothing new for Sonic. Every one of his Dimps made portable entries have had an online racing mode since Sonic Rush Adventure, while Sonic 4 Episode 2 has so far marked the only time Sonic has had online multiplayer in a console game.

You can find Iizuka’s complete interview with Nintendo World Report here. I would highly recommend taking a look, as it has some interesting bits of info.

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Freak-Out Friday: Sonic Lost World’s Parkour Engine

You know what I’m looking forward to the most in Sonic Lost World ? …well, besides the fact that Sonic and Eggman are teaming up?

The parkour-inspired gameplay! Going nuts over massive stages however you please! Running along walls, climbing up to new routes, that sorta thing! Just thinking of the endless possibilities forgive me in clearing a single level gets my mouth watering~!

So, how do you define parkour anyway…?

par·kour [pahr-koor, -kawr, -kohr]
noun
Internet sensation of 2004; art of moving from point A to point B as creatively as possible.

httpv://www.youtube.com/watch?v=prJdHUs6Qn8

So, technically, Sonic is doing parkour… as long as point A is delusion, and point B is the hospital.

Animated by MarkandFlops, audio from NBC’s The Office!

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E3 Hands-On Sonic Lost World (3DS)

SLW4

Sonic Lost World for Wii U wasn’t the only Sonic game impressing fans at the show floor. The 3DS version was on display as well, the first Sonic portable game to offer a fully 3-D world to explore.  While the game is technically very sound, how is it compared to its big console brother and can Dimps pull it off on both a technical and design level? Read on to find why Sonic Lost World on 3DS is two steps forward and one step back for Dimps.

Continue reading E3 Hands-On Sonic Lost World (3DS)

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E3 2013: Sonic Lost World Hands-on

 

 

 28022SONIC_LOST_WORLD_Wii_U_Screenshots_720p_1280x720_v1_6

If there is one thing I both love and hate about the Sonic franchise, it is its tendency to innovate when innovation isn’t really necessary. “If it’s not broken, don’t fix it” isn’t exactly a saying SEGA lives by. It seems like ever since the Adventure series, every home console Sonic game has needed its own unique gimmick. A gimmick that, until a few years ago, always seemed to come at the detriment of the game play this gimmick was trying to improve. Now, after two great Sonic games that have built upon the foundation initially laid by Unleashed’s daytime stages, Sonic Team has thrown out everything they have been establishing over the last several years in favor of something completely different.

The single greatest issue that every 3D Sonic game has had is control. Whether it be control of the camera or control of the characters, Sonic Team has long been struggling to perfect Sonic’s movement in 3D. Over the course of Unleashed, Colors and Generations, Sonic Team has made huge strides in solving this problem, but they’ve done it largely by taking control away from the player or throwing Sonic into a 2D space. This has resulted in the best Sonic games since the Genesis era,  but has also turned Sonic’s 3D stages into on-rails obstacle courses, providing players with a variety of different paths to take but giving them little reason to stop and explore.

28023SONIC_LOST_WORLD_Wii_U_Screenshots_720p_1280x720_v1_7

Lost World’s primary goal is to completely reinvent how Sonic moves in 3D. For the most part, the game succeeds at this beautifully. The new Parkour system allows Sonic to run along walls and up trees, making game play sections that would have been completely automated in previous Sonic games completely controllable by the player

This new system of movement is critical to the other big new idea Lost World brings to the table: the creative level design. Lost World’s 3D stage “Windy Hill is a series of cylindrical worlds suspended in the air. The scale in this stage is huge that not only allows for a lot of fun platforming, but also oozes with hidden paths and secrets. A quick run to the underside of the level reveals a whole new area ripe for exploration. A given area can have as many as four or five different paths to take, each of which test different skills. The default path in Windy Hill was the easiest, letting players just run forward and smash enemies. The other paths were more difficult though. Some paths have secrets like golden canons that will take you to new areas or red rings or animal capsules. One path was filled with spikes and enemies and was very difficult to navigate. Another path was very narrow and easy to fall off of, and yet another required the use of the wall run. During each successive play through of this stage I tried something different and found something new in the process. This exploration was further facilitated by the run and spin dash buttons, which give players an unprecedented amount of control over Sonic’s speed.

28018SONIC_LOST_WORLD_Wii_U_Screenshots_720p_1280x720_v1_11

As Sonic has gotten faster and faster, he’s also become more unwieldy in more platform heavy areas. The run and spin dash buttons finally offer a solution to this problem. Anyone who has played Mario 3D Land will find these additions to be quite natural. The run and spin dash buttons essentially act like gears in a manual transition. Without these buttons Sonic runs about as fast as Mario would. At this speed Sonic can easily navigate platforming areas with precision. With the run button Sonic’s speed increases, allowing him quickly race through areas and perform Parkour moves. The spin dash button works exactly like it has in past games, allowing Sonic to quickly reach his top speed and blast through areas, though at the expense of the more precise movement of the lower speeds. If not for the run button, exploring the areas wouldn’t be nearly as fun.

This was the first Sonic game in a long time where I found myself exploring more than trying to improve my time. Of course, not all of the stages available in the demo were like this. The second stage, “Desert Zone 1”, the sweets filled level you guys have been hearing about, is a lot more straight forward and traditional. The level is completely two dimensional and feels closer to something like a side scrolling Sonic Colors level. Much like Colors’s 2D areas, this level also had plenty of secrets, hidden areas, and alternate paths. This level was a lot of fun, but didn’t really blow me away like Windy Hill did.

SonicLostWorld_IGNJune2013

The final stage is somewhat reminiscent of the auto run game play of Sonic 06 and Secret Rings, though with significantly better controls. In this beehive themed stage, Sonic runs down a narrow path at top speed, smashing robots and trying not to fall off the path or smash into a wall. This stage feels much more reminiscent to something out of Generations, though it never really approaches Generations’s level of speed. The most notable new element on display here is Sonic’s ability to smash through a dozen enemies at once with a single, extended homing attack.

Speaking of the homing attack, the battle system of this game has also been changed significantly. The homing attack is now a lot more versatile, easily targeting and hitting enemies in any direction. It feels like a more polished version of what was used in Sonic Adventure, with a much quicker recovery time that allows Sonic to quickly hit a variety of nearby enemies in any direction. The actual range of the attack is a bit shorter now, though. I often found myself attempting to do it a little too soon as a result. In addition to the homing attack, there is now a bounce attack and a kick. I didn’t find myself using the bounce attack much, though it feels a little like the bounce from SA2. The kick I had to use a lot, though, especially on the snail enemies, which take multiple homing attacks to kill otherwise. It works a lot like the homing attack, except it is slower and has less range.

28021SONIC_LOST_WORLD_Wii_U_Screenshots_720p_1280x720_v1_5

The many changes made to Lost World threw me off at first. I kept using the wrong attacks, I kept screwing up whenever I tried to use the Parkour system, and I died a lot. By the last day of E3 I was playing the game like a pro though and things that didn’t make much sense to me, like the inclusion of the kick attack and some of the finer aspects of the Parkour system, made a lot more sense. The kick attack is meant to test a players reflexes rather than simply mashing the A button. The Parkour system can pretty much be used to get up anything and really opens up these levels to exploration in ways that simply haven’t been done before in a Sonic game.

This game is very beautiful. It’s the first Sonic game I have ever played at E3 that actually had a consistently smooth frame rate. It remained at a steady 60 frames per second, and never had a moment of noticeable slowdown. Past Sonic games have always struggled to even maintain 30 frames, making the Lost World demo the smoothest 3D Sonic game I have played, period.

One thing I can say after this demo is that Lost Words is extremely polished and very fun. Though it lacks the speed of Unleashed, Colors and Generations, Lost World more than makes up for it in the exploration this slower speed now allows. I cannot guarantee that fans of Sonic’s faster games will enjoy Lost World, but if you are like me and you’ve been anxious for a slower Sonic game with meatier platforming levels, you are in for a real treat later this year.

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TSS @ E3: Takashi Iizuka Interview “Pure Platforming Action”

Iizuka (left) and his translator.
Iizuka (left) and his translator.

Sonic Lost World is a dramatic change in focus for a Sonic platform. Gone is the safe, well done engine from Unleashed to Generations and in comes a new game play experience. That’s a risky move considering many critics are just now seeing the improvement the Sonic games have been making. As me and Nuckles87 sit down privately with the head of Sonic Team Takashi Iizuka, he explains to us why this move was the right choice.

Continue reading TSS @ E3: Takashi Iizuka Interview “Pure Platforming Action”

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SEGA Releases Sonic Lost World 3DS Trailer

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

SEGA of America has released a new trailer specifically for the Nintendo 3DS version of Sonic Lost World. The trailer features footage of Sonic blazing through Windy Hill and showcasing his various new abilities. The video states that the handheld version will contain exclusive levels, giving fans a reason to pick up copies for both Wii U and 3DS. SEGA says Sonic Lost World will release later this year.

Source: SEGA Blog

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Sonic Stadium Welcomes You To E3!

httpv://www.youtube.com/watch?v=1yQh5myrGaw

Well hello there! TSS & SegaBits are over at E3 this week bringing you all the Sega & Sonic news that we can. Just as we finished our welcome video, Jason and I bumped into two familiar faces.

 

httpv://www.youtube.com/watch?v=v495DsnAb3Y

Be sure to subscribe to our YouTube channel as we hope to upload more E3 videos as the week goes on.

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

Sonic Lost World: Deadly Six’s Deadly Names

deadly_six_sonic_lost_world

Following our earlier report on the game’s release date, Nintendo & Sega have released the names of the mysterious Deadly Six.

Snagged by Barry the Nomad via SEGAbits, the names of the Lost World’s Deadly Six are as follows…

ZAVOK

zavok

ZAZZ

zazz

ZEENA

zeena

ZIK

zik

ZOMOM

zomom

ZOR

zor

Keep checking TSS as we’ll have a special report from the floor of E3 very soon.

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Update: Sonic Lost World Release Date Is Holiday 2013

Sonic Lost World

Update: It would appear that Gonintendo got it wrong. The game does not yet have a firm release date, the only date given is ‘holiday 2013.’

Original Story: According to a Press Release sent to gonintendo.com. Sonic Lost World will be released a lot sooner than expected, on October 13th for both the Wii U and 3DS. Odds are this is the US release since EU games are typically released on a Friday, no news yet on special/limited editions, but we’ll keep you updated if anything new comes.

Oct. 13
Sonic Lost World SEGA
Wii U, Nintendo 3DS

Thanks to SSMB member Autosaver for the tip.

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TSS Review: This LA Convention Centre Escalator

We get a lot of requests here at TSS for reviews and news on various different items. Today we finally review something that fans have requested for a long time… This LA Convention Centre Escalator.

lostworldescalator1

The escalator makes travelling different floors a breeze, one just has to stand on the pannels and hold onto the handrail. The escalator will take you under it’s own power to the desired floor destination. Travel both up and down, no online pass required, multiplayer mode is supported with aproximately 20-30 people able to use the esculator at a time with a co-op mode for parents with small children.

lostworldescalator2

The escalator has a built in safety cut off switch and emergency power off button. This is designed to prevent injury in case of emergency, such as a badnik attack. The views from the escalator are catered to the videogaming individual, with directions to various exhibits and demonstration booths, as well as merchandise and refreshments stalls.

Transportation takes under 30 seconds. This is recommended escalator for those attending E3.

And it looks awesome.

You’ll Love

  • + You can go up.
  • + You can go down.
  • + It’s free to play!
  • + It looks amazing.

You’ll Hate

  •  – You’re not at E3 =(

Source: Gamekyo

Stick to TSS for more E3 news this week.

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

Sonic Lost World Gameplay Surfaces via IGN

Hot off of IGN, an extensive amount of gameplay footage of Sonic Lost World has surfaced along with some additional information about the game. That’s right, footage as in both Wii U and 3DS versions got previewed!

For the Wii U edition, “Support Mode” will see to that a second player will assist in destroying badniks and obstacles via a “Radio Controlled Gadget” invented by Tails, utilized through the Wii Remote.

For the 3DS version, SLW has Dimps once again returning in the handheld version development and will feature level design different to that of its home console counterpart. In addition, up to four players can race against one another in Versus Mode both locally and online. Connectability to the Wii U game has also been hinted with players to be able to share items.

Catch the commentary video of the Wii U version between Aaron Webber of SEGA of America and Rich George of IGN first, then the three 3DS videos, for gameplay footage of Windy Hill and Desert Ruin!

httpv://www.youtube.com/watch?v=v7nweiUGh-g

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

httpv://www.youtube.com/watch?v=koMru0MVkYw

httpv://www.youtube.com/watch?v=eLOvnAFC4OA

If you’re over at E3, be sure to try the demoes yourself!

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

Sonic Lost World Wii U, 3DS Prices Set on Amazon

SLWU_Amazon

No sign of a release date just yet, though it appears that we already have a price point on both versions of Sonic Lost World! Hey, at least you’ll know what the damage to your wallet will be in advance, right?

Via Amazon, it appears that the Wii U version of Lost World is priced at $49,95USD, while the 3DS version of the parkour-centric title is to be sold for $39,95USD. Pretty fair prices, mind!

SLW3DS_Amazon

Special thanks to SSF1991 for the tip!

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.

Nintendo Germany: All Three Nintendo Exclusive Sonic Games Coming This Year

Nintendo Logo

In a press release regarding yesterday’s Sonic Lost World updates, Nintendo Germany has revealed that all three Nintendo exclusive Sonic games will be released this year. That includes Sonic Lost World for Wii U and Nintendo 3DS, Mario & Sonic at the Sochi 2014 Olympic Winter Games for Wii U and the unannounced third title.

The portion of the press release containing this information reads:

Today, they (Sega) revealed further details of the second of three titles, which the two companies will release exclusively on Wii U and 3DS. All three games will be released this year.

With the third title being released the same year as the other two games, could it be a spin-off? A small digital game? Hopefully we’ll find out soon.

Source: SpinDash.de

Thanks to SSMB member Thigolf for the translation and the heads-up!

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Sonic Lost World: 13 Clean Screenshots

It’s been quite the busy couple of days hasn’t it? Well, you know how IGN posted all those screenshots yesterday? But also added their watermark to the images? Would you like to see those screenshots without a watermark stamp on them? Well here you go!

Continue reading Sonic Lost World: 13 Clean Screenshots

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Sonic and Eggman Team Up in Sonic Lost World, Box Art Revealed

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Right on schedule, the SEGA Blog has updated with more details concerning Sonic Lost World, and more on its new baddies.

Dr. Eggman has harnessed the power of six menacing creatures collectively known as the Deadly Six, but when the Deadly Six rise up against their master, Sonic has to unite with his arch nemesis in order to take on the new enemies head-on.  Using his dynamic new parkour moves and improved Color Powers, Sonic must run, jump and race through a variety of ever-changing terrains in order to defeat the Deadly Six.

As confirmed by Hiroyuki Miyazaki, SEGA of America’s Chief Content Officer, Sonic Lost World‘s story tells of adversaries Sonic and Eggman indeed joining forces to defeat the new threat!

3DS box art and additional info about the game after the jump!

Continue reading Sonic and Eggman Team Up in Sonic Lost World, Box Art Revealed

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Sonic Lost World: IGN Preview & Screenshots

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IGN has posted the first details of Sonic Lost World as well as a small barrage of new screenshots for both the Wii-U and 3DS version of the game.

If you want the details, click that read more button.

Continue reading Sonic Lost World: IGN Preview & Screenshots

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