Tag Archives: Sega

Top 5 Video Game Trailers I’ve Ever Seen

This time I couldn’t actually narrow it down to five, so have a couple honorable mentions first. (For those of you asking, “Wait, why couldn’t you just do a “Top 7 Video Game Trailers,” then? Because shut up, that’s why.)

Honorable Mention: Sonic the Hedgehog (2006)

Oh trailers, how you manage to make truly awful video games look so good. This trailer makes the 2006 abomination known only to Sonic fans as The Game That Shall Not Be Named look like it should be one of the best games of the series.

Honorable Mention: Resident Evil 6

Throughout the entirety of this trailer, I couldn’t stop thinking, “Oh my God, this is happening. Oh my God, this is happening. Oh my God, this is happening.” The trailer starts out with enough of a bang (pun intended) with Leon confronting a zombified President of the United States, and the action just keeps escalating until the real reveal: Chris. Leon and Chris? In the same game? Not to mention the trailer looks more like a trailer for a high profile action film than for a video game.

5. Portal 2

I remember seeing this trailer for the first time. I was about to watch a video online (I don’t even remember what the video was), and I was in the middle of a sentence about how I hated how you have to watch commercials before everything online now, when I suddenly stopped midsentence because the robot head looked vaguely familiar, and the gasped aloud when GLaDOS started talking. The music and pace of the action in this teaser is perfect.

4. StarCraft II: Episode I: Wings of Liberty

This is another one of those “Is this for a video game or a movie?” trailers, and as an added bonus was for one of the most highly anticipated games of all time. It also inspired a My Little Pony mashup which is both incredibly random and still one of my favorite things on the internet.

3. Halo 2

The primary requirement for a  Halo trailer is that it be completely badass. Although the “Believe” television spots for Halo 3 might be superior in some respects, this Halo 2 trailer clearly wins the badass category.

2. The Legend of Zelda: Twilight Princess

This trailer and others like it in the franchise’s history are basically my strongest argument that Legend of Zelda should be a damn movie already. We’ve had two Final Fantasy movies (one good, one terrible), and we can’t manage this? Come on.

1. MLB 12: The Show

How often does someone take a real life event that you’ve been dreaming about for decades and bring it to life with the production values of a decently good movie? It took me a solid month to be able to watch this with dry eyes.

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Sega’s E3 Lineup

Sega’s E3 lineup does not look equipped to get them out of financial ruin, or even slow it down very much. To wit:

Sonic & All-Stars Racing Transformed
Aliens: Colonial Marines
Super Monkey Ball Banana Splitz
The Cave
Hell Yeah! Wrath of the Dead Rabbit
Virtua Fighter 5 Final Showdown
Jet Set Radio

I’m sorry, which one of these games is supposed to sell enough units to keep Sega out of bankruptcy?  The only Sonic title is their Mario Kart knockoff that’ll never sell anywhere close to as much? The Aliens/Predators franchise definitely has its fans, but I really hope we’re not counting on that to save the entire company. The only one that might make any difference is Virtua Fighter 5 Final Showdown. And I really, really hope it does. But from where I’m sitting, there just isn’t exactly a sizzling title on that list that’s going to go flying off the shelf.

Seeing Sega knocked out of the hardware business was bad enough. I really don’t think I could handle seeing them go out of business. I am not ready for this part of my childhood to die.

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Second Time’s the Charm

I would love to be writing a review of Sonic the Hedgehog 4: Episode II right now, but Sega decided they didn’t want my money and didn’t release it on the Nintendo Wii. I’ve heard a great deal of speculation as to Sega’s motives for this. Many of them sound plausible (lower sales, Nintendo being harder to work with for digital downloads), but I’m sorry: you don’t release one episode of an unfinished game on a system and then not release the next episode on that same system. “Here! Have half a game!”? You’re basically giving fans a giant middle finger.

Since I can’t play the game, I decided to watch someone else’s playthrough on YouTube. So, with the obvious disclaimer that I haven’t actually played the game, here are my thoughts.

My biggest problem with Sonic the Hedgehog 4: Episode I was that it didn’t feel like a separate game at all. It was basically a slightly less interesting Sonic the Hedgehog 2 without Tails. There were some other problems (the physics engine was pretty shoddy, for instance), but it basically boiled down to, “I’ve already played this game, and it was better last time.”

Episode II made it clear almost immediately that my objections had been heard. The game opens with the kind of minimalistic cutscene Genesis fans will be familiar with from Sonic 3 & Knuckles. Sonic and Tails are flying on the Tornado when they notice what looks like a ruined castle. Being the adventurous sort they are, the heroes decide to investigate.

Now this is what I’m talking about. Although the level concept might be reminiscent of previous games, it isn’t a Copy/Paste like Episode I‘s zones clearly were. The real masterstroke was the boss fight, Egg Serpentleaf. This boss begins with two pillars rising which are identical to the pillars seen in the Sonic the Hedgehog 2 boss fight Hammer Eggman. Before I could even get out an exasperated complaint, the pillars were suddenly smashed away by a pair of huge tentacles, and it was revealed that the real boss fight was a giant flower with tentacles controlled by the Egg Mobile mounted on it. In other words, nothing like Hammer Eggman. This almost felt like a “yeah, we heard you” teasing wink from the game designers. In addition to being quite unlike anything we’ve seen in any of the previous 2D Sonic Games, this boss required the use of the new Sonic/Tails partner system, a mechanic entirely unique to this game.

Speaking of that partner system, although I obviously didn’t actually get to use it, it looks much better than what we’re used to from 2D Sonic games. It appears that you have the ability to initiate several moves (the most common being Tails grabbing you out of midair and flying you somewhere) and then control them. For anyone who remembers plugging in a second controller to get to hard to reach places in Sonic 2 and Sonic 3 & Knuckles, please join me in saying thank you to the designers of Sonic 4: Episode II. Furthermore, it becomes apparent later in the game that the Sonic/Tails partner moves actually have the extremely useful ability to bring Sonic out of his Super Form, meaning you can finally switch back and forth between Sonic and Super Sonic at will. (The only way to do it in previous games was by entering a Bonus Stage.)

More than the dramatically improved gameplay aspect of Sonic and Tails as partners, what I love about this game is the emphasis on Sonic and Tails as partners, something that’s been missing from Sonic games for almost 20 years. Sega seems to think that because they have come up with so many new, interesting characters that they need to cram every single one of them into every Sonic game, and that makes it almost impossible for Tails’ role to not be diminished. Here, in addition to the fact that the whole game is Sonic and Tails having an adventure together, it’s the little things, like the fact that the gauge that shows how many lives you have is a Sonic & Tails logo, not just a Sonic logo.

The level concepts of the next two zones are also relatively original, though not nearly as smooth. I have to admit, I honestly have no idea what’s going on with White Park Zone. Act 1 is a snow level with a theme park in the background, Act 2 is that theme park, and Act 3 is a frozen underwater level. What exactly is going on here? On a positive note, Tails’ already-awesome swimming from the Genesis games actually seems genuinely useful in this game, as he carries Sonic with him and can even go from swimming to flying if you break the surface of the water. It’s great stuff. And the boss of this stage is none other than a revived Metal Sonic!

The next zone, Oil Desert Zone, immediately made me think, “Oh Lord, if I see one badnik in a burqa, I’m turning this video off.” Luckily, there wasn’t anything nearly so tasteless, and now Sonic fans have another inside joke I guess.

Sky Fortress Zone is probably the least original zone in the game, but it does certainly have distinguishing features. Act 1 is indeed quite reminiscent of Sky Chase Zone from Sonic 2, but with the added element of being attacked by Metal Sonic piloting the Metal Carrier. Acts II and III are reminiscent of Wing Fortress Zone from Sonic 2 and Flying Battery Zone from Sonic & Knuckles, but that’s perfectly acceptable as having a flying fortress seems like a sensible trope for Robotnik.

And the boss makes up for any lack of originality in Acts 2 & 3. The boss is Metal Sonic’s Metal Carrier. To my knowledge, this is the only time in a 2D Sonic game that Sonic fights a boss from Tails’ Tornado plane. It’s really actually kind of surprising this hasn’t happened before, and fits the theme of this game actually introducing new gameplay elements to the series while staying mostly within the Genesis style.

After the Metal Carrier is destroyed, we get another Genesis-style cutscene of Sonic pursuing Metal Sonic and Robotnik on the heavily-damaged Sky Fortress. Sonic chases Robotnik all the way to an escape pod, where Metal Sonic steps in to hold him off while Robotnik takes off, and then takes off himself, leaving Sonic and Tails to find escape pods of their own to pursue.

The final level of the game, predictably enough, is Death Egg mk. II Zone. This zone features two acts, both of which are boss fights. The first is a duel with Metal Sonic in which you fight him twice with a stretch of normal gameplay in between. The first fight features Metal and Eggman, while the second is a straight up fight with Metal Sonic himself. After you defeat Metal Sonic for the final time of the game, the stage is set for the final boss.

This is where the game easily could’ve gone wrong. Episode I made the mistake of just giving us a carbon copy of Sonic 2‘s final boss. An original boss might not have a grand enough scale to fit the paradigm of Genesis game final bosses. Don’t worry: they didn’t screw up. The Egg Heart is both original and convincing as the final boss of a Sonic game. Robotnik’s machine is surrounded by three rings, which you must again use the partner system to fly between. Some of the rings will become electrified, and after a few hits Robotnik will start using a forcefield to protect himself that you must use the Rolling Combo move with Tails to break. The Egg Heart also uses gravity-based attacks. This combination of obstacles and attacks makes this look like a challenging final boss worthy of a Sonic game.

The final cutscene is nothing special, just Sonic and Tails abandoning the dead Death Egg in escape pods, but that’s what you’d expect from a Genesis-style Sonic game, so no complaints there. The credis roll… and then, if you own both parts of Sonic 4 on your game system, you’re not done.

Reminscent of the “lock on” features of Sonic & Knuckles, if the game detects Sonic 4: Episode I, you move on to Episode Metal. Episode Metal begins with a flashback to Metal Sonic’s defeat in Sonic CD, and then shows Eggman showing up and reviving him. The badly damaged Metal Sonic limps to Metal Gear (a stage from Sonic 4: Episode I). We learn that Metal Gear was built for the purpose of reviving Metal Sonic! Ingeniously, Metal Sonic then plays through the zones of Episode I backwards. Although I question why Robotnik’s badniks would attack his ally, this ties Episode I and Episode II together nicely, and forces me to concede that Episode I may not have been entirely useless (though my earlier complaints still stand.)

After playing through the site of his revival, Metal Sonic moves on to Lost Labyrinth Zone, and we discover that the purpose of this zone was Metal Sonic discovering a mysterious orb that grants him new powers (powers which we see in the main story of Episode II). Casino Street Zone seems to more or less be thrown in for the sake of completeness, and finally Metal Sonic plays through Splash Hill Zone, arriving just too late to catch Sonic as we see him and Tails taking off in the Tornado.

So there we have it. Although it would be nice to actually play the game, it certainly looks like all of my complaints about Episode I were answered, and then some. Plus, the game features excellent graphics and sound, and for the most part a superb soundtrack. There are a few exceptions to the “superb soundtrack” part, though (I’m looking at you, Oil Desert Zone Act 2.) I still don’t understand why Episode I had to exist, and they couldn’t have just made a slightly longer version of Episode II, but I’m glad to see Sega finally got their heads out of their asses.

Except for releasing this game on every system they released Episode I on, anyway.

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Sonic and the Unrealized Potential

After my favorable experience with Sonic Unleashed, one of the most consistent targets of universal scorn directed against the Sonic the Hedgehog games and fandom, I decided it was time to tackle the other game most clearly in this category: Sonic and the Black Knight.

The most common reasons for writing off these two games are essentially the same basic incredulity (“Sonic turns into a werewolf?” “Sonic is a knight? With a sword?”) I must admit, the incredible backlash both of these games generated kept me away for quite some time. As a fan of the franchise, I found myself flinching away and declaring, “I can’t look.” My unexpected experience with Sonic Unleashed broke the ice, and my unbridled nerdiness eventually won the day. The idea of combining Sonic with something like Arthurian legend was just impossible to resist. I really wish Sega had made more of these “storybook” games (the other is Sonic and the Secret Rings, which I haven’t yet played) using other mythologies (Greek/Roman, Celtic, Native American, Chinese, Japanese… it’s not like we’re low on options!)

Fresh off of the unexpected brilliance of Unleashed, my expectations for this game were admittedly a bit high. What I found was a shockingly conflicted game that can’t really seem to decide whether it wants to be brilliant or awful.

Story
I was fully prepared to write a scathing review based largely on this aspect of the game. It lasted about half an hour, seemed promising, then ended abruptly with absolutely no resolution. You killed the final boss, and with absolutely no resolution for either Sonic or Camelot, the credits rolled.

Then after the credits a pop-up notification informed me that a new mission had been unlocked. “That’s odd,” I thought to myself, and selected it. And then a cutscene began playing with a shocking plot twist. “Oh, you magnificent bastards.”

That being said, aside from the post-credits plot twist, the plot isn’t exactly anything special. The good news is you can’t really accuse them of overthinking it. The minimalist approach isn’t the worst tack they could’ve taken, but I would’ve liked to have seen the world developed a bit better. My biggest complaint is that even the second time around, there really isn’t much of an ending. The overall concept, and post-credits plot twist, are really the primary saving graces for this game’s story. 3/5.

Audio/Visual
This is definitely a strength. The music, especially in the later levels, is fantastic. The sound effects are great. The levels look gorgeous. No complaints here whatsoever. The art department did a fantastic job of merging the Sonic style with a medieval/Arthurian aesthetic. 4/5.

Gameplay
Alright, this is where things get tricky. (Not what you want to hear going into this category.)

Sonic and the Black Knight features Sonic gameplay at its best and Sonic gameplay at its worst. Veteran fans of the series already know what I’m talking about. At its best, Sonic games are quite possibly the most purely fun games on the market. This game definitely has more than flashes of that. Sonic games at their worst have frustrating, counterintuitive controls and poor level design that will just kill you randomly for no reason. Unfortunately, this game has this as well.

One example: do you know how this game determines whether a double jump is meant to shoot you forward or stomp you downward? Arbitrarily. Do you know how well that works in a section of the game where the ground is crumbling beneath you? About as poorly as you think it does. Games should be difficult, but your success or failure should be based on what you, the player, do. Not random dumb luck. And that’s where Sonic and the Black Knight occasionally fails.

Now, the danger here is ignoring broad segments of excellent gameplay because of what is essentially two or three extremely frustrating levels. I don’t really know how to rate this aspect of the game. If I give it a poor rating, I’m ignoring the fact that most of the game is actually excellent. If I give it a high rating, I’m ignoring the fact that what’s wrong with this game is very, very wrong. If I give it a mediocre rating, I’m giving the impression of, “Eh, it’s okay,” which doesn’t actually describe the experience at all. I want to give some portions of the game a 1/5 for this aspect, and most of the game a 4/5 or 5/5.

Realistically? The things this game does wrong are unforgivable. It doesn’t stop most of it from being a fun gameplay experience, but that experience shouldn’t grind to a halt in a few places. 2/5.

Overall
I think my overall experience with Sonic and the Black Knight is best epitomized by the eleventh level of the game, “The Cauldron.” This lava level features beautiful scenery, good music, and some of the most frustrating gameplay of the game. The first half of the level also seems to have only one, laughably unhelpful respawn point. I was getting so frustrated with this level that I was once again ready to write this game off.

And then, after finally passing this rough patch, I discovered that in the next section, Sonic jumps on a rock, and rides on a river of lava.

Every time I thought I knew what to think of this game, it absolutely defied my expectations. Early on, the levels were way too short, most of them were too easy (except for one bizarrely finicky tutorial level), and the game overall just felt like a lightweight. The pace gradually picked up, punctuated with some pretty decent boss battles, and I started to think this was a great game that just started slow. That continued all the way up to the second battle with King Arthur, which was one of the most difficult and frustrating boss battles I’ve ever played (not necessarily a bad thing.) At that point, I had a mostly positive view of the game until it ended abruptly. Which, as I already covered, was just the game trolling me, which was awesome. Then I was buzzing through the post-credits levels thinking, “Alright, this game is just uncomplicatedly fun.” Then the last two levels before the final boss were unbelievably frustrating, and not because they were intentionally difficult, but because they were poorly designed. And then the (real) final boss was one of the best bosses from any Sonic game… but there still wasn’t much of an ending.

So if you’re still wondering what I thought of this game, it’s probably because I am, too. Except for the slow start, Part I (pre-first credits) is pretty excellent. Part II starts out even better, but the last two levels are shockingly bad. And then the final boss is great. And then the ending explains absolutely nothing.

Really, the vast majority of this game is pretty great, but it’s really pretty difficult to not feel it spoiled by the frustrating missteps. This game doesn’t deserve to be written off (at least, not for the reasons that are commonly cited), but neither does it realize its vast potential. It’s a familiar refrain for Sonic fans, defending the games from being written off for trivial reasons, while simultaneously being frustrated with the games for not being as good as they could be. Sonic wielding a sword is not unforgivably silly, as many people who haven’t played the game claim. Unfortunately, occasionally broken gameplay and a lack of resolution mar what would otherwise be a worthy exercise in imagination and fun. 2/5.

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“Wait, is that the one where Sonic turns into a werewolf?”

[Note: This review refers to the Nintendo Wii/PlayStation 2 version of Sonic Unleashed, which differs slightly from the Xbox 360/PS3 version.]

I’ll admit, when I first heard about Sonic Unleashed I thought it sounded… well, kind of weird. It sort of reminds me of my experience with Legend of Zelda: The Wind Waker. There I essentially wrote the game off because of its art style and figured I’d never even bother playing it. Of course, “It’s a Zelda game!!!” eventually kicked in, so I ended up giving it a chance… and having my mind blown.

A lot of casual fans of Sonic the Hedgehog have noted that the concepts of a lot of the recent Sonic games (pre-Sonic IV: Episode I and Sonic Generations) have sounded rather odd. You have Sonic shoved into Arabian Nights and Arthurian Legend. I will admit, I haven’t played either game, but my unabashed nerdiness has gradually been chipping away at my initial reluctance. I’m sure playthroughs of both are in my immediate future.

But as far as Sonic Unleashed goes, there are so many things going on in the game that no one ever talks about, and even the parts people do talk about proved dramatically different than uninformed expectations.

Story
From the opening cutscene (which is actually what inspired me to give the game a chance in the first place), it was pretty clear that this was not the game I expected it to be. We’re given an action-packed cutscene that hashes out the traditional battle between Sonic and Robotnik that we’ve been seeing for decades. Sonic races through Robotnik’s robot army in a fierce battle, and eventually transforms into Super Sonic. Honestly? It really made me think a Sonic the Hedgehog movie is viable.

Toward the end of this scene, Robotnik tricks Sonic and uses a machine to rip the power of the Chaos Emeralds out of him, draining them of their power and, in the process, causing Sonic to undergo a painful transformation into a Werehog. My uninformed objections about the whole “werewolf” thing? Gone. Far from being some really weird concept forced into the Sonic continuity, the Werehog form is a pretty sensible consequence of Sonic having the Chaos Emeralds literally ripped out of him and used to unleash Dark Gaia. It fits the universe perfectly, and that’s really all there is to say about it.

Sonic has a new partner on his journey, Chip, a small winged Mobian with a bright and energetic personality. At first, I was rather annoyed that they produced this new character rather than having Tails be Sonic’s sidekick… but where this character’s story ends up going really surprised me, and the game really doesn’t work otherwise, so I was forced to (reluctantly) drop this objection. I will, however, maintain that Amy Rose really didn’t need to be in the game (or exist at all), and that Professor Pickle didn’t need to exist and easily could’ve been replaced by Tails (who appears in the game, but in a very limited role.)

Finally, one of the things about this game that doesn’t get nearly enough attention is what it does to the Sonic universe. Mobius (yeah, I’m still calling it that) is divided into seven continents, each of which has a very distinct culture which seems to resemble cultures on earth. The game is actually called Sonic World Adventure in Japan, giving this aspect greater emphasis. If it had also been titled that in America, perhaps it wouldn’t be written off as “the one where Sonic turns into a werewolf.” This international flavor adds so much to the Sonic universe, and I’d really like to see future games making use of it. That being said, I really wish these supporting characters (or at least many of them) had been Mobians. I really don’t see why humans need to be the majority in the Sonic universe. It’s a minor gripe, though, and not one that’s even especially objective, so it doesn’t really affect my review of the game. And make no mistake: the diversity portrayed here was fantastic and added a tremendous amount of depth to both the game and the Sonic universe at large.

Far from being the weakness it seems to be if all you know about Unleashed is that it’s “that one where Sonic turns into a werewolf,” the story and world of this game are actually one of its biggest strengths. 5/5.

Audio/Visual
Sonic Unleashed has fantastic graphics both in gameplay and in cutscenes. It’s visually spectacular without being distracting. It also has fantastic sound effects which augment the fantastic graphics. The animation (and accompanying sound) of Sonic’s new abilities, as well as his old ones, are as impressive as they ought to be (another first for this series). The best way I can describe it is, this is the first game where his speed seems physically, viscerally real, and has impact. His speed really seems powerful, thanks to the impressive visual and sound effects. Unlike many recent Sonic games, Unleashed doesn’t have a theme song with vocals, but the in-game scoring is spectacular and really does add to the experience. All of the non-gameplay elements of this game, in addition to being excellent individually, really combined to make it fantastically fun to play. 5/5.

Gameplay
Sonic Unleashed has the best controls of any 3D Sonic game I’ve played. It integrates new powers seamlessly, and generally is just a lot of fun to play. The gimmick of having the huge difference between the Day/Night stages does mostly serve to keep the game fresh, though I have to admit after a while the Night stages get much more repetitive than the Day stages. Oddly, they actually seem to get more linear as the game goes on, with fewer puzzles and more fights. The fights themselves are not especially difficult, but are generally fairly fun.

Though I generally prefer the gameplay in the Day stages (and find more variety in the Day stages), the big payoff for the Night gameplay is the boss fights. The Day boss fights are decent enough, especially since this game thankfully uses the concept of “running” bosses (Sonic is running the whole time), unlike other Sonic games that rather counterintuitively decide, “Kay, we’re going to stand still and jump a lot here.” But the Night bosses are fantastic.

The level design is the best of any 3D Sonic game other than Generations (note: I have not yet played the Wii version of Colors.) There are a few places where the level will frustratingly kill you, and getting around those parts does detract from the overall experience a bit, but not as much as it has in previous games. Still, it is enough to stop me from quite giving this aspect of the game a perfect score. 4/5.

Overall
I think my initial comparison to Wind Waker is pretty apt. Like many who haven’t played this game, I wrote it off as silly and embarrassing to the franchise, and didn’t have any designs on playing it. When I finally did play it, it defied my expectations entirely, delivering hours of fun gameplay and even making a few fairly significant contributions to the larger Sonic franchise. What is fairly universally declared (by people who haven’t played it) to be one of the worst Sonic games is, in fact, one of the best. 5/5.

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