Saturday, January 24, 2009

My Sonic Gameplay feature idea

Now, I will express this idea of a Sonic game feature I thought up.

Remember those alternate routes you took in Shadow the Hedgehog that lead you to different levels depending on what mission you took?

Well, without the use of missions of getting to different levels, I had an idea that is branched off of different paths you take as Sonic in the next Sonic game.

You know that in Sonic Unleashed, there were shortcuts and more than one path to take in any level?

Well, for the next Sonic game, how about there are different routes/shortcuts near the end, with each one having a different goal ring that will lead you to a different level than the goal ring that is on the main route takes you, just like in Shadow the Hedgehog, but without the need for those brain dead missions.

Unlike in Shadow, where the number of alternate stages after each stage increased, the number of stages after a certain point in the progressing of the game (with one stage you can get to depending on what goal ring on which alternate path you get to), the number of stages will decrease to the point that like the first stage, there will be only ONE last stage, regardless of what goal ring on what alternate path that lead to it you took.

Plus, regardless of what path you take, the story will not split and be complicated, but will stay simple, unlike in Shadow the Hedgehog.

What do you think?

What I think Sonic Team was trying to do with Sonic Unleahsed

Now, I am going to try and explain what I believe what Sonic Team was trying to do with Sonic Unleashed.

Now, as you know, the new director and new head of Sonic Team was so confident that Sonic Unleashed would be the best Sonic game since Sonic Adventure 1.

But how exactly do I think the new Sonic Team wanted to make Sonic Unleashed? Let me try to explain.

As you may well know, Sonic Team, while working on Sonic Unleashed, wanted to try and not add new characters or more playable characters other than Sonic. At the end, they decided that they would give Sonic another form with another gameplay. That is when the Werehog concept was thought of. Not only would this add another form of gameplay as they may have wanted, but the player would still be controlling Sonic, even when he would be in a different form, just like Sonic was the only playable character in his debut game: Sonic the Hedgehog for the Sega Genesis.

The Werehog gameplay was intentionally made by Sonic Team as a gimmick not aimed for veteran Sonic fans, but for any young kid who bought this game, especially the Wii. Since the Wii is more of a casual gaming system; I believe that Sonic Team added more Werehog levels than daytime levels to attract newcomers into the Sonic franchise. Personally, I believe this to be a good strategy tor Sega and Sonic Team to go with.

But that is not all there is too it.

I think that Sonic Team actually knew that Sonic Team knew that Sonic was just not about speed, but also platforming, like in the classic Sonic games. However, as you may know, the Werehog levels had more platforming than the daytime levels of all versions. I think what Sonic Team was trying to do as to why they may have added less platforming in the daytime levels, was that they were trying to respond to the more common response to Sonic fans that there should be more speed in Sonic’s games rather than to add more platforming than what the daytime levels in SU ended up having. Also, they added more platforming in the Werehog levels so they would not only appeal to newer Sonic fans, but as a way, though not with 100 percent guarantee, to appeal to the Sonic fans who wanted just as much platforming as much as they wanted speed in Sonic’s games.

However, this game was ultimately the step in the right direction for Sonic Team, and I think that based on the reasons above, that all the ideas that went into for Sonic Unleashed would be a basis of a possible increase in sales for the next Sonic game that they will make.

I believe Sonic Team used the Werehog idea as away to have newcomers to the Sonic games to the point that the sales for the next Sonic game they make will increase. If what I am about to say turns out true, Sonic Team will, for Sonic’s levels in the next game, which will most likely be all daytime; take the amount of platforming from the Werehog levels in Sonic Unleashed and put that amount of platforming in the Sonic daytime based levels along with Sonic’s high speed gameplay. If this act
ually happens, Sonic Team may end up making a game more similar to the classics than Sonic Unleashed’s daytime levels alone ever were. Not only that, but with the strategy I explained above, not only may the next Sonic game be better than Sonic Unleashed, but it will be more successful in terms of sales.

I think this is what the Sonic Team was planning to do here with Sonic Unleashed.

Why I think that Sonic Unleashed was overlooked by reviews

I know that Sonic Unleashed has had generally mixed reviews, but many people who have read those reviews think the game is bad, even though they have not actually played it.

But I wish to post what may have been disregarded in terms of the series going downhill and what details were not apparently paid attention to before the reception of Sonic Unleashed.

I am not saying that Sonic Unleashed deserved better, but I want to explain my opinion on why Sonic Unleashed was overlooked in reception.

Now, starting off about the Sonic Unleashed reviews...

Do you think that those reviews and those who listen to the reviews overlooked the quality of the actual game because they were focusing their negativity on the Werehog and therefore, letting the whole and rest of the game be ruined for them, regardless of their actual quality

I have some good reasons on what people overlooked on how they got their expectations of Sonic Unleashed too high and what reasons they disregarded or cared less about:

1. All Sonic 3D games since Sonic Adventure 1 and Sonic 06 were actually made by Sega Studios USA, also known as Sonic Team USA. They were responsible for games like Shadow the Hedgehog, Sonic Heroes and some others, and those games were either mixed in review or seen as really bad. Though Sonic Adventure 2 WAS made by Sonic Team USA, and it was praised well, most Sonic fans see the game as overrated. Sonic Team USA also made NiGHTS: Journey of Dreams, which was their last game ever. The overall reception of this game shows and backs up how incapable Sonic Team USA was at making games after SA2: Battle.

2. Sega of Japan and the new Sonic Team never said this would be a return to Sonic's roots. Sega of America said that. In fact, if you look up a blog post from the game director on IGN about the game, even he said he would not return to Sonic's roots in this game! He did say that he was confident that this would be the best Sonic game ever, but otherwise, the game director and new head of Sonic Team never was going back to Sonic's roots. Plus, he added in the Werehog as a way to attract players new to the Sonic series. If you ever heard that Sonic Unleashed would be a return to Sonic's roots, keep in mind: you heard that from Sega of America, not Sonic Team and Sega of Japan.

3. Though the Sonic Team who worked on Sonic 06 was fom Japan; there were more reasons why that game turned out poorly than because they wanted to get this game in time for the holidays. The Sonic Team at that time were not really familar with the hardware they were using, and other than the fact that they rushed the game, that is a possible reason why Sonic 06 had so many glitches. Before the revealing of the actual storyline, Shadow and Silver as playable, and other things that would be mentioned, the game, Sonic 06 was only to have just Sonic and Eggman as characters. There was even going to be a day and night system in that game initially! The Hedgehog Engine, which is used for the Xbox 360 and PS3 versions was actually in development at that time, but for some reason I do not know of: it was still being worked on and was not used for that game. Also, Sonic Unleashed was in development almost as long as the Hedgehog Engine itself, which was in development for 3 years. Though they used different ideas that would be in the final version of Sonic 06 than what was initially going to be in it; Sega and Sonic Team still made that risk of making that Sonic game that would end up as badly received, thought it may have been because they did not want to celebrate Sonic's 15th anniversary, which was going to take place that year, without a Sonic game released around that certain time.

Now, that is basically all I have to say. What do you think?

Sonic Move Control Ideas

Today, I show you all some ideas for in game Sonic controls and moves.

First, I will describe my idea on a special set of moves for Sonic. I call these set of gameplay move exclusively for Sonic: the Spin Torque. Basically, this would only work in any Sonic game if that Sonic game had good momentum based physics. Now, this would basically be used while running up, accross, or down walls or ceilings. Basically, Sonic turns, jumps onto and continues running on the walls from any direction, like how he can change the rail he is grinding on or how he can wall jump in Sonic Unleashed. However; Sonic would be in a rather ball-like form to jump into the wall across from him, or the floor if he is running across the ceiling of a given level.

Now, if Sonic is running up a wall, the Spin Torque move he would use to jump onto the wall parallel to the one he is running on would be called the Spin Flip. Sonic goes into a bal like form with just the push of a button, and Sonic flips onto the next one; running down the wall rather than running up the wall like the one he was initially running on without losing any momentum. This works the same way in the opposite sense: if he runs down a wall and spin flips, then he will keep his momentum while running up the other wall in the opposite direction of which he was running in. This can only be done as long as Sonic is running on a wall before the player presses the button to execute the spin flip.

Next, Sonic could do a move I call the Sonic Twirl. If Sonic is running across a wall rather than running up or down the wall; he can side flip off the wall he is running on as the player presses one of two buttons (one each for the direction the opposite wall is in) and jump onto the parallel wall and keep his momentum to continue running on the wall without falling. Note, Sonic will stay running in the same direction he was initially running in before he jumped onto the opposite wall. He can not change direction other the one he was initially facing while using this move.

Finally, the third and last spin torque move is what I call the Spin Drive. This can only be used if Sonic is running across the ceiling of a given level, and would require rather great reflexes not to learn, but to master. The same button used for the Spin Flip would be used for this. While Sonic is running across the ceiling; pressing the proper button would result in having him turn upside down relative to the ceiling and drop down onto the floor with great speed (like the Stomp in Sonic Unleashed, only that Sonic does not stop upon landing) and once he lands, Sonic will immediately continue running at the same speed he had when he was running across the ceiling he was just on. Hold the same button longer and Sonic will spin in midair as he falls (hence the name, the spin drive) and will run in a different direction as he lands rather than the same one he was running on. If you keep holding the button down, Sonic will run in the same direction he was running in while moving on the ceiling, regardless of the height he drops from.

If Sonic performs a Sonic Twirl or Spin Flip, but there is no wall to land on across from the one Sonic runs on (which is detected by motion sensor or some kind of sensing technique), Sonic will jump off the wall he runs on from at a short distance and drop down to the ground via Spin Drive.

Now for another move idea of mine.

This idea of a Sonic move is what I call the Sonic Bend, which is based on something in some, but not all past Sonic games. By that, I mean what one would call; clunky controls.

What controls do I mean, may ya ask? Not all clunky controls, but there are some past Sonic games that had clunky controls that would make Sonic move in a direction at a sharp angle with even the slightest push of the control stick. From Sonic 3D Blast, to a Beta demo to the unreleased Sonic X-Treme (as shown here:
http://www.youtube.com/watch?v=r4juoZc57RQ)
And probably the most infamous example of them all...

Sonic the Hedgehog from 2006 for the Xbox 360 and PS3.

No need to overreact, though. This is just something that would be included only as long as you tap one button to use it. Otherwise, Sonic will still run smoothly and be controlled like he was in Sonic Unleashed.

Now, how will this work, may you ask?

Well, with this move, Sonic could turn at an angle depending on the direction you tilt the control stick in, even if you do a Sonic Boost! But if you don't tap the required button, you will hardly make a turn. The Sonic Bend would allow Sonic to turn on a dime when running without having to slow down or even run into something!

Now ideally; this move would only be in the game if moves like the Spin Dash, the Stomp, the Light Dash could share the same button to perform, leaving one other button to use the Sonic Bend. As long as you tap that one button, you can use this move.

Now, say that you were controlling Sonic in a level in a Sonic game, but you had to turn to go around a huge wall you are approaching at a high speed, that not only that you cannot run up the wall, but neither the moves, the Quick Step and the Sonic Drift could save your bum from either running into the wall or turn without stopping to change direction.

Well, the Sonic Bend would make that different. Like how Sonic changed direction in that video above that I linked you to, you can press a button (say, the Y button) and tilt the control stick simultaneously in whatever direction you need to go (but only in the left, right, up or down directions; no where in between) to not only avoid hitting the wall, but to not slow down whatsoever! Remember; this can only be done if you tilt the control stick in your preferred direction while at the same time you pressed the required button. Otherwise, Sonic will not be able to make a sharp turn, and his momentum will most likely carry him into the wall.

What do you think?

Tuesday, December 23, 2008

What Sonic fans have seemed to have not noticed about modern Sonic games

Okay, we all know Sonic the Hedgehog; Sega's cool, blue and super fast mascot, right? But we also may know that Sonic's game have not done well lately, minus the recent Sonic game, Sonic Unleashed, which has seemed to be getting some really unnecessary hate from people all over.

While Sonic games like Heroes, Shadow the Hedgehog, Sonic 06' (even though I enjoyed those games honestly) have been medicore at most to Sonic fans and reviewers alike or really disliked. However, Sega may have gotten it right with Sonic Unleashed, or Sonic World Adventure as it is called in Japan. If you don't let the nighttime levels, where you control Sonic the Werehog (Sonic's alter ego at night) bother you; the daytime levels, which have Sonic's trademark speed gameplay will blow you away.

But first, I will attemt to explain why some of the arguements/debates/complaints in the Sonic fandom and maybe outside of it are flawed or ridiculous.

First, I don't know why people say that Sonic is about speed alone. Sure it is about a supersonic speedy hedgehog, and you control him and race past levels at breakneck speed, but I think there is something that most people may not have noticed.

I don't think Sonic is just about Speed alone. It just gives that thrilling roller coaster feeling. The game may seem to be about speed, but the player should also be aware that the reaction time involved is what makes things great.

The reaction time with the controls to get Sonic to avoid obstacles is just half of what makes it fun. The reacting is what makes you have that adrenaline fell of the Sonic game you play. Seeing Sonic run through levels at reckless speed it the other half of the experiencing how fun Sonic games are.

It seems to me that reaction time and speed are confused with each other through many Sonic fans. But even with a good reaction time the player has, the game still has to be wild and fast to have the same feel as the classic era. For example, even if a player had a good reaction time in Sonic Heroes or Sonic Next Gen, the game may still not have that fast pace feel those players would want in a Sonic game. In fact, glitches in such games and bad controls may take away the fun of experiencing fun through the player's reaction time, since bad controls, glitches, and possibly slow framerates impeding the player's ability to play the game!

The Werehog gameplay in Sonic Unleashed is being bashed for its slow. However, even if it was that slow, the many combos and moves the werehog can do should have a different, but still fun experience if it is balanced enough for the controls and has no glitches. When evened for the player's reaction time; the combat performance of the Werehog and well done controls and such may possibly be fun to gamers of all ages if they can "keep up" with the Werehog gameplay.

What I am trying to say, is that it is not ENTIRELY the speed in Sonic games that makes it fun; the game is all nothing without good reaction time to avoid enemies, obstacles, finding new paths and routes, etc.


Also, there is platforming involved. Platforming was another reason why Sonic games were great when Sonic 1 for the Sega Genesis/Mega Drive came out. Precision platforming is what made Sonic popular back then along with the other important part of the gameplay, which is speed. The platforming was what made Genesis Sonic games challenging in fun. Without any platforming, Sonic would just be running from point A to B, which would eventually get boring in a short amount of time! Sonic was never just about speed ALONE. The precision platforming added with the speed, and the reaction time to deal with enemies and obstacles in early Sonic games, were all what made Sonic so special as a gaming character.

I know that Sega has not done well in making good Sonic games lately; especially by adding different forms of gameplay, or what one may call gimmicks. Knuckles' treasure hunting in Sonic Adventure 1 and 2 were not well liked at all among Sonic fans. The three man team system in Sonic Heroes was not really well recieved, despite being innovative. Tails' and Eggman's shooting levels in Sonic Adventure 2 weren't all that hot. Shadow using weapons catergorized as guns in the gameplay of his own game and having to complete different missions in his own game gave fans mixed, but many reasons to hate Shadow. As for Silver the Hedgehog from Sonic Next Gen, not only was his telekinetic powers unoriginal, but he became strongly hated by many for being so slow compared to the two other playable characters; Sonic and Shadow. Finally, Big the Cat's gameplay in Sonic Adventure 1 is still mostly hated by fans to this day.

But why was Sega trying to add such things? Heck! Why did they decide to throw the Werehog in Sonic Unleashed? Simple:

So that the game would not have to be finished in under five minutes. Think about it. If the next Sonic game was to come out with just you controlling Sonic and running through several levelss before beating the game, would you want to play the game again...and again...and again?

You know you wouldn't! That is wny Sega has added different forms of gameplay: so that players could get tired less quickly from playing the game. I know not all forms of gameplay Sega has added in Sonic games were not fun, but at least Sega wanted to make Sonic games longer so they would not quickly become boring all the time.

Now, let me add something. Some fans of the Sonic franchise say that Sega should make a Sonic Adventure 3. Others say that Sega should do what Capcom did with Megaman 9 and make a Sonic 4. Fans think that these strategies would save the Sonic franchise. Would it?

No it would not! One game cannot save the rest of the franchise, and it could still be as bad as some past 3d Sonic games. Besides, Sonic Heroes and Sonic 06' were all originally going to be called Sonic Adventure 3. Those games had shared some aspects in common with the first two Sonic Adventure games, but they went by different names. Plus, even of one of these games were named Sonic Adventure 3, it would not make a difference of the quality those games turned out to have.

As far as going retro with a Sonic 4; how should it be done? It has been years since Sonic 3 and Sonic and Knuckles came out, and no, Sonic and Knuckles is not Sonic 4! Besides, the Genesis Sonic games were not made by Sonic Team, but a completely different team from Sega, which has since been disbanded. What is the point of making Sonic 4 when Sonic Team did not make the Genesis games and the team who did is no longer around?

This is about the bad reviews some biased game reviewers like IGN and the like and such gave Sonic Unleashed bad reviews...well, for the Xbox 360/PS3 versions anyway. IGN and Gamespot gave a bad score to Sonic Unleashed backed up with bad reasoning. Also, they gave that game a score lower than what they gave Sonic 06', which is actually much terrible than Sonic Unleashed! I will attempt to explain why Sonic Unleashed for the Wii and PS2 got better scores and reviews than their superior versions. Just to give a head start, I loved Sonic Unleashed! I have nothing against it. Not even the Were hog!

So here goes nothing!

About the framerate issues, controls and hub worlds stuff that IGN and other biased reviewers have complained about; they were all more of a problem than in Sonic 06. Not to mention that Sonic Unleashed had far fewer bugs and glitches than Sonic 06.

Now, it seems that IGN and the like took the faults out of Sonic '06 and superimposed them into their review of Sonic Unleashed to overexaggerate the games faults, even if they were non-existent.

If IGN, Gamespot and the like hate Sonic that much, they must have brought some faults of Sonic 06 as they saw them so they could try to influence the public as if Sonic Unleashed was worse than Sonic 06, even when it's all BS.

And the fuel all comes from their "hatred" for Sonic.

So essentially, those reviewers are trying to bring the past (the common faults of past, 3D Sonic games) into the present where such fewer faults exist (a la Sonic Unleashed).

See where I'm coming from?

Also, to expand, the reviewers seemed aware about how the Wii/PS2 version would turn out. They knew it would be inferior to the other versions (Xbox360/PS3). So, they took advantage of this by making their reviews of the Wii/PS2 versions in away so they would seem better than the 360/PS3 versions to those who read their reviews. The exact reason they would do this when the Xbox 360/PS3 version is the actual superior version is still a mystery to me, but it does seem that the reviewers wanted to get their readers to buy the Wii version by giving it high scores (regardless of what it lacks compared to the 360 version) so that they would end up buying a less fun/boring/dull version of the game when they said through their review rather than getting the better made 360 version. This way, they could have their readers end up as likely to hate Sonic even more, considering how the Wii version actually turned out, which they seemed aware of to begin with.

Note: I actually don't think the Wii version is bad at all. What you read about the Wii version was from a Hardcore gamer's perspective.

Well, do not listen to IGN or other reviewers now. Sonic Unleashed is actually better than Sonic 06'. In fact, it is much, much better! If you don't let the slowness and the repetivite combat system of Sonic Unleashed bother you, they daytime levels of the game will blow you away! This game is a step in the right direction for Sonic! It may not be a complete comeback for the blue blur, but this game is still something many Sonic fans and maybe newcomers to the franchise to enjoy!

Bfore I end this blog post, I want to say one more thing. Did you all really think that Sonic Unleashed was going to be a return to Sonic's roots? Wherever you have heard that, you thought wrong! This game did try to add some sections of past and classic Sonic games into the works, but Yoshihisa Hashimoto; the new head of Sonic Team who directed this game already said that he was not planning to go back to Sonic's roots while making this game.

Just look here:

http://blogs.ign.com/SEGA_SonicUnleashed/2008/10/23/104478/

At the very bottom, under the bolded part, "Back to its roots?" he says...

"
I’ve been asked a lot of times if “Sonic is going back to its roots” in interviews. My answer is always “No.” Sonic Unleashed still retains the spirit from his Genesis days, which is his origin. But it’s only one of the many amazing qualities of Sonic Unleashed. We are learning from and taking good bits from his origin but we are not “going back” at all. And actually, I wanted to “go beyond” the origin."

Well, there you have it. Whoever told you that this game was going back to Sonic's roots have mislead you easily, and made it so by the time you got this game, you would think Sega lied to you when they never even planned to go back to Sonic's roots!

Now there you have it. This is the end of this blog post. Oh, and sorry for the length of this.


IGN's Sonic Unleashed Head to Head Insider Article

Well, this blog post I am posting will include an Insider article from IGN about the comparisons of Sonic Unleashed.

For those who are still wondering on what version of the game they should get, here is what IGN says:

"December 12, 2008 - About The Head-to-Head
The Head-to-Head is designed to let gamers know which version of a multiplatform game is worth your hard-earned money. We break down each segment of a game, and then tell you which platform reigns supreme when the dust settles.

If there's one thing game fans can count on, it's Sega's willingness to take big risks. From racing to third person shooting elements, Sega has boldly experimented with the Sonic franchise in hopes of finding a way to modernize the series' once vibrant 2D gameplay. Sonic Unleashed is yet another departure, mixing the puzzle racing elements from Sonic and the Secret Rings with a button-mashing brawler where Sonic transforms into a rubber-armed Werehog. The PlayStation 3 and Xbox 360 versions of the game were developed from the ground up by Sega's Sonic Team, while the Wii and PlayStation 2 versions of the game were made by Dimps (of Sonic Rush for the DS fame). While the progression and level art are similar between each version, the PS2 and Wii versions have some unique level design and enemies, but otherwise the experience is similar to what you'll find on the PS3 and 360. For more on the game read Hilary Goldstein's review of the 360 version here, then take a look at Matt Casamassina's Wii and PS2 reviews.

So you're ready to ride with the hedgehog but aren't sure which version will be right for you? Keep reading to find out about all the major differences between each game!

Price Points
Sonic Unleashed will cost you $49.99 on the 360, PS3, and Wii. The PS2 version is only $29.99. There are no special editions or bonus swag for gamers who pre-ordered the title.

Content and Control
There are two prevailing gameplay styles across all versions of Sonic Unleashed. There are daytime levels where you'll steer Sonic through on-rails tracks focusing on ring collection, quick reactions, and enjoying the full-throttle Sonic experience the series is known for. Then there are the nighttime levels which have Sonic transforming into a slower Werehog who'll claw and brawl through a series of arenas and traditional platforming segments. In the PS3 and 360 version these two segments are connected by a hubworld in which Sonic, and his cuddly amnesiac friend Chip, talk to townfolk, collect hidden items and find portals to unlock new levels. The Wii and PS2 dispense with the 3D hubworld and offer a 2D map with conversation points featuring short dialogue boxes and a static 2D image of an NPC offering some friendly advice. The hubworld doesn't add much to the PS3 and 360 versions of the game, but having to fiddle around with 2D text boxes in between levels is tedious and disconnected. The PS3 version offers Trophy support to counter the 360's achievements.

The 360 and PS3 versions control equally well. You'll steer Sonic in the racing stages with the left stick, jump with the X/A button, perform homing attacks with the Square/X button, and slide under obstacles with the Circle/B button. You can also shift Sonic left or right with L1/R1 or the left and right bumpers. The game does a good job training players with an easy and unobtrusive tutorial stage, and you should be able to control Sonic with ease on both platforms. The Wii version offers the most variety in controls. You can play with the Wii remote and nunchuk, using the Classic controller, or with a good old GameCube controller for your diehards. The Wii and nunchuk configuration is fun during the racing levels. You'll steer with the analog stick, drift around tight turns (a la Mario Kart) with the Z button, and perform homing attacks with a simple but always satisfying shake of the Wii remote. During the Werehog sections of the game, you'll swing the remote and nunchuk to perform left paw and right paw attacks. This is initially fun, but quickly becomes repetitive since there isn't much variation in the core combat. Swinging the nunchuk to attack while also using the analog stick for movement can create some moderately frustrating moments as well. The PS2 version controls similarly to the PS3 and 360 versions.
Ultimately the PS3 and 360 versions offer a little more content with the 3D hubworlds and achievements/Trophies. The racing levels are most fun to control in the Wii version with the nifty waggle gesture for the homing attack, but the clunky gestural controls during the Werehog segments are more of a chore than the other versions. The PS3 and 360 versions offer the most consistent controls and the most content making them the winner in this category.

Overall
1. PS3 & Xbox 360
2. PS2
3. Wii

Presentation
Sonic Unleashed is a bright and cheery game with an impressive amount of environmental detail across all platforms. The different game environments are colorful and earnestly imaginative, spanning tropical islands and craggy Chinese-style mountain locales. The PS3 and 360 versions look terrific, but both have noticeable framerate issues that mar the otherwise terrific visuals. The 360 version runs most smoothly, but in the Werehog stages the engine chugs dramatically when more than seven or eight enemies are on screen at once. You'll frequently face off with 20 or more enemies at once and the framerate will drop noticeably, which can make it tough to properly time some of Sonic's combos. The PS3 version has the same framerate issues, but they happen even more frequently, sometimes even hitching as Sonic enters a new room, which I didn't experience at all in the 360 version. The PS3 version also has some hitching and dropped frames in the racing segments that didn't happen in the 360 version. Neither version is a shining example of framerate stability, but the 360 runs just a bit more smoothly. There is also no install on the PS3, in case you're averse to waiting the extra 5-10 minutes to start playing after you get your game.

The Wii version is the next best looking with a mostly steady framerate and some nicely detailed character models. Environments, especially the daytime racing stages, are big and detailed. Textures look pretty lackluster when you come to a full stop, but they present quite nicely in motion. The game is dramatically aliased, however, especially when playing in 480p. You'll see jaggies everywhere, which is disappointing. The PS2 version is a downscaled version of the Wii game. The character models are less detailed, the color palate is dull and muddy, and the aliasing issue is even worse. The PS2 version does support progressive scan, which is nice.

Aside from the hub world issue, the menu layouts are similar and intuitive across all versions. The Wii game allows you to use the Wii remote pointer to navigate menus, which is a nice touch. Ultimately, the 360 version looks and runs the best. The PS3 is pretty, but technically inconsistent. The Wii version looks decent for the system, but the jaggy image is a disappointment.

Overall
1. Xbox 360
2. PS3
3. Wii
4. PS2

The Verdict
Sonic Unleashed is a pretty similar experience across all four platforms. The racing sections are good fun in every version. It looks fantastic on the 360 and PS3, but controls best on Wii with the simple amusement of waggle homing attacks. The Werehog stages are equally plodding on all platforms, but the Wii version is the least enjoyable with its jumbled motion controls for melee attacks that exacerbates the repetitive nature of the combat.

The 360 version looks and runs the best. It offers the most consistently intuitive control scheme making it my choice for the overall best version. The PS3 version is the next best bet with the same great visuals and control scheme, but a much more variable framerate. The Wii version is fun and younger gamers might enjoy the motion controls in short bursts, but the less detailed visuals and inconsistent controls take it down a notch. The PS2 version controls as well as the 360 and PS3 games, but the visuals are a dramatic downgrade from the Wii version. Ultimately, the 360 version offers the most consistently rewarding and technically stable Sonic of them all.

Overall
1. Xbox 360
2. PS3
3. Wii
4. PS2"

Well, there is all there is to it. Thank you for time.

Wednesday, December 3, 2008

Survey!

Come check 0ut this survey I made!

http://www.surveymonkey.com/s.aspx?sm=c8J45Ivb_2fa7BRYgxT2WfhA_3d_3d