Sonic Generations Announced [PS3 / XBOX 360 / PC / 3DS] - No Wii Version Official

farnham said:
this makes me sad as a wii owner..

did colors bomb that bad ?

Nah, Colors sold fine. I think the Wii and DS versions combined were at 2.5 million last time it was updated. The lack of a Wii version appears to be Sega pulling a Capcom. Tatsunoko was a Wii exclusive that gave us a taste of what was to come with MvC3 on PS3/360. That seems to be the case with Colors and Generations.

It is a bit strange though, since Sonic always sells more on Nintendo platforms. Maybe they'll be a year late port for the Wii 2 in the vein of Mass Effect 2 and Bioshock.
 
Goldmund said:
They could have easily released a ROM dump of the first few games, but instead we get this?

Sega burnt out their ROM dumping machine when making Sonic Compilation 206,642.

In true Sega fashion, they've lost the source code to build another.
 
Is the modern Sonic part like an inside joke for the fans?

"Don't worry guys, you'll still be able to play our shit games!"
 
Gameplay impressions up at Joystiq.

Joystiq said:
The first (and only) level I saw was the Green Hill Zone, but it was split in two by the two generations of Sonic -- now does that name make more sense? Chubby/Classic Sonic explored the level strictly from a 2D plane with a focus on platforming, in line with the goal of classic Sonic titles. It seems that the extra pudge is making it a bit harder for Classic Sonic to get his feet off the ground, though, as jumping felt a bit too sticky for a game so focused on platforming.

Skinny/Contemporary Sonic, meanwhile, borrows his style from more recent games like Sonic Colors, focusing instead on speed and style -- thankfully, we didn't hear him say a word. Not yet, at least. The story conceit of Generations is that Sonic's friends have been pulled into "time holes," thus providing the tenuous (and unnecessary) justification for revisiting the older stages. It also means that Generations will explore specific eras of Sonic history. Green Hill Zone represents the Sega Genesis era, while other areas will represent the Dreamcast era and the "modern" era. It also means that we're at a high risk of encountering Sonic's friends.

While Sonic's older iteration stuck with a fixed 2D camera, the younger version is more brazen, switching from first-person to 2D and exploring many in-betweens along the way (controlled by the game and not the player, notably).

Though the skinnier, younger version of Sonic embraces speed and various camera angles (giving the impression of a deeper, more involved game), his version of Green Hill Zone felt more like an on-rails pinball machine. Skinny Sonic was tossed mercilessly around the stage with little inspiration from the Xbox controller, reminding me why I haven't been inclined towards Sonic titles in recent years. A handful of QTEs and scripted encounters helped to make this mode feel "bigger," but the actual interaction seemed distinctly scaled back to allow for cinematic events. It's a rather noticeable difference when played back-to-back with older Sonic's version of the same level, as intended.

Both versions featured something I'd never seen before in any Sonic title -- the ability to move into deeper planes. Sticking to the three-path formula of past games, this meant that the verticality of parts of levels was supplanted by depth in and out of the 2D plane, a bit like LittleBigPlanet. Before purists freak out: no, you cannot switch between planes whenever you'd like. Much like switching between different paths in a level, depth switching is handled at various intervals -- a hidden spring that pushes you in the right direction, for instance.
 
Articalys said:

Chubby/Classic Sonic explored the level strictly from a 2D plane with a focus on platforming, in line with the goal of classic Sonic titles.

Fq4Ty.jpg
 
Sn4ke_911 said:

If you played Sonic 4, you’re aware that Sega’s previous attempt to emulate Genesis controls was floaty and awkward. You can throw out those concerns. Aside from a hot-buttoned spindash, classic Sonic controls just like you remember. Leaping across platforms feels tight, and the sense of inertia is spot-on. After multiple playthroughs of the brief level, I looked down at the modern controller in my hand and was surprised not to see a Genesis pad.

Stepping into the bright red sneakers of the lanky, wise-cracking, modern Sonic is similar to playing any of the recent Wii games. These streamlined rollercoaster segments don’t usually do much for me, but the level I played was a riot. Sonic has all his new tricks at his disposal, such as boosting, rail-grinding, and homing-in on enemies. Nabbing rings and killing badniks builds up Sonic’s boost (borrowed from Sonic Colors), allowing you to blaze through loop de loops as the catchy Green Hill Zone music quickens. In one section of this branching course Sonic leaps through a waterfall onto a rail that he promptly grinds. A gigantic robotic fish then springs from the water below, chasing the hedgehog down in a scene reminiscent of the Sonic Adventure’s whale chase.

.
 
Though the skinnier, younger version of Sonic embraces speed and various camera angles (giving the impression of a deeper, more involved game), his version of Green Hill Zone felt more like an on-rails pinball machine. Skinny Sonic was tossed mercilessly around the stage with little inspiration from the Xbox controller, reminding me why I haven't been inclined towards Sonic titles in recent years. A handful of QTEs and scripted encounters helped to make this mode feel "bigger," but the actual interaction seemed distinctly scaled back to allow for cinematic events. It's a rather noticeable difference when played back-to-back with older Sonic's version of the same level, as intended.

I'm out!
 
Joystik said:
Though the skinnier, younger version of Sonic embraces speed and various camera angles (giving the impression of a deeper, more involved game), his version of Green Hill Zone felt more like an on-rails pinball machine. Skinny Sonic was tossed mercilessly around the stage with little inspiration from the Xbox controller, reminding me why I haven't been inclined towards Sonic titles in recent years. A handful of QTEs and scripted encounters helped to make this mode feel "bigger," but the actual interaction seemed distinctly scaled back to allow for cinematic events. It's a rather noticeable difference when played back-to-back with older Sonic's version of the same level, as intended.

GOD Damnit Sega. The Modern Sonic bits sound as shit as ever! When will you bloody well learn!? How many millenia will it take!?

Even if the classic bits are the best realisation of Sonic for the last fifteen years, it means that only fifty percent of the game will actually be playable. Damnit Sega!

Well that was the quickest Sonic Cycle yet, see you next game.
 
my stream of consciousness for what the hell its worth...:

Sonic Generations?... more cash in crap... hmm... clicks thread title...

*reads presser* Hmm... i like the premise kind of... where's the pics...

*sees pics and does Garfield-comic-strip-"OOOOOlips* "oooooo those look nice..... could the game possibly play as good as it looks?...

*sees video and is thoroughly impressed* WOW! Really? That looks great and remarkably fun!!!

*Hopes that new found hope, dreams and expectations of "that classic sonic experience" don't get shattered and scattered like sonic getting hit with 99 rings in his possession.*

That game looks really fun but I'm hoping that it's not too short....
 
I liked the Sonic Unleashed daytime levels and Sonic Colors, so I'm ok with what Modern Sonic's levels are like.
One of my most anticipated games of the year now.
 
Mama Robotnik said:
GOD Damnit Sega. The Modern Sonic bits sound as shit as ever! When will you bloody well learn!? How many millenia will it take!?

Even if the classic bits are the best realisation of Sonic for the last fifteen years, it means that only fifty percent of the game will actually be playable. Damnit Sega!

Maybe we can pay just half for the game and just get half the content? I would be down for that.

I really wonder what Sega's problem is? Do they think they can't sell a pure 2D gameplay title at retail in 2011? Did they not see Donkey Kong Country Returns or something?
 
Mama Robotnik said:
GOD Damnit Sega. The Modern Sonic bits sound as shit as ever! When will you bloody well learn!? How many millenia will it take!?

Even if the classic bits are the best realisation of Sonic for the last fifteen years, it means that only fifty percent of the game will actually be playable. Damnit Sega!

I can't fathom how they continue to do this when everyone and their dog has told them it's stupid and wrong.
 
Boney said:
Sound like pre fan dissection sonic 4 previews. Basically, they just say what SEGA wants them to say.
Yeah, the big difference in preview opinion is weird. GI is a lot more optimistic while Joystiq is more cynical. Does either site have a predisposition towards liking/hating Sonic games?
 
Gotta admit, this looks amazing. What a wonderful anniversary title!!!

As for the Nintendo absence, even if somehow Wii2 WAS headed for a fall release with this as a launch title, I still don't understand the lack of a DS/Wii version. These systems alread have established Sonic fanbases with Sonic titles tending to sell best on these platforms. Doesn't make much sense... and what about the 3DS?

Seems to me Sega must have a Nintendo-specific Sonic in the making. Hopefully Mario replaces the modern sonic. ;)
 
Utako said:
Get out of my head!


(I would very much like to play classic levels in the 3D perspective)

LOOOLLLLLLL, now that was hilarious!!

I wish Sega didn't run Yoshihisa Hashimoto out to Square. I would go as far as to call him a landmark designer because he truly took 3D Sonic segments in the proper direction with Unleashed. Anything with Takashi Iizuka's name on the front of the team lead position has "curse" written all the hell over it!!
 
Joystiq said:
Though the skinnier, younger version of Sonic embraces speed and various camera angles (giving the impression of a deeper, more involved game), his version of Green Hill Zone felt more like an on-rails pinball machine. Skinny Sonic was tossed mercilessly around the stage with little inspiration from the Xbox controller, reminding me why I haven't been inclined towards Sonic titles in recent years. A handful of QTEs and scripted encounters helped to make this mode feel "bigger," but the actual interaction seemed distinctly scaled back to allow for cinematic events. It's a rather noticeable difference when played back-to-back with older Sonic's version of the same level, as intended.

It's like they learned nothing from Colors.
 
WTF? This actually looks......good? If anyone has access to Sega's Press site, could you upload the trailer to like mediafire.com or somewhere else? IGN's trailer is compressed to hell.
 
Read the Game Informer preview. They had a much more positive hands-on with Modern Sonic, comparing it to the the 3D sections of Sonic Colors.
 
It's a little disappointing to hear that the Modern Sonic sections are pretty much like the HD versions of Unleashed. I was hoping it'd be bit more like Colors (Less of a focus on QTE's and automated sequences) in that regard.

Hopefully the Classic Sonic gameplay works out, though. Sega fucking nailed the aesthetics.

Is there even a point to continuing Sonic 4 development anymore?
 
mysteriousmage09 said:
looks good but remember the sonic cycle.
The Sonic cycle has been broken, though.

Unleashed had some issues but was still a very solid game and the best 3D Sonic to date.

Sonic Colors was also a blast and, even if it wasn't completely true to its roots, Sonic 4 was still a good game.
 
Looks fantastic. Classic Sonic goes without saying but, Modern Sonic looks fun as I really liked the Day levels in Unleashed.
 
this looks like it have bull and shit all over just kill/ stop use the new sonic noone like him, and sonic dont need new moves just new ways of using them
 
A new sonic game that looks good?

A trailer that wows me?

This is hurting my brain

Though the skinnier, younger version of Sonic embraces speed and various camera angles (giving the impression of a deeper, more involved game), his version of Green Hill Zone felt more like an on-rails pinball machine. Skinny Sonic was tossed mercilessly around the stage with little inspiration from the Xbox controller, reminding me why I haven't been inclined towards Sonic titles in recent years. A handful of QTEs and scripted encounters helped to make this mode feel "bigger," but the actual interaction seemed distinctly scaled back to allow for cinematic events. It's a rather noticeable difference when played back-to-back with older Sonic's version of the same level, as intended.

Ouch.. LOL nevermind.
 
Malajax said:
It's like they learned nothing from Colors.

...then again, in Unleashed, farther in the game the levels started having a higher emphasis on platforming (i.e Eggmanland had more platforming then Spagonia). I thought Colors had a good emphasis on platforming, but the inconsistency between each levels emphasis on it made it a bit of a pain.
 
Looks great (much better than the "HD" fan remake). It'll probably turn out good but no great like Colors and Unleashed...

A bit surprised they wouldn't want to maximize sales by releasing Wii/DS/3DS versions, Colors apparently sold 1,85 mil so there's definitely some money to be made there.
 
I really enjoyed Sonic Unleashed (360/PS3 Build, Wii version was trash.) Sonic Colors, and even Sonic Riders: Zero Gravity.

Hell, even Secret Rings wasn't too bad and all the DS/GBA titles have been great as well. Outside of Black Knight & 2006 Sonic's recent videogame outings aren't really as bad as everyone makes them out to be.
 
dark10x said:
The Sonic cycle has been broken, though.

Unleashed had some issues but was still a very solid game and the best 3D Sonic to date.

Sonic Colors was also a blast and, even if it wasn't completely true to its roots, Sonic 4 was still a good game.

Unleashed was a disaster in which you could choose from dull, repetetive simplistic combat sections that were prolonged and painful, or uncontrollable speedy glitch rollercoaster homing attack booster messes of daytime levels in which I fell through the floor within the first 90 seconds of playing.

Sonic 4 was a platformer superficially derivative of the art styles of the original games, with broken physics, painful music, and was designed as a cheap iPhone game until Sege upscaled it to the home consoles and stapled the name "Sonic 4" to its title screen.

Sonic Colors is an anomaly caused by statistical noise. After so many shit games, they'd be bound to make a slightly above-average one by accident.

The cycle is with us, as strong as it was when it first formed in 1998. Joystik's preview doesn't suggest its leaving anytime soon.
 
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