Archive for the ‘platform’ Category

Wii Fanboy Review: Sonic Unleashed

Monday, December 8th, 2008

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"Sonic + 3D" is a formula that Sega has scratched its head over for the best part of a decade with ... not a great deal of success. If you ask me, it's the speed factor. Controlling the nippy hedgehog in two dimensions is hard enough. Add a third, and it becomes a twitchy, frustrating experience.

So here's the yaaay news: Sonic Unleashed handles Sonic's speed better than any other 3D game in the series to date. In fact, in its best moments, it's the modern Sonic game I always dreamed of playing: fast, exhilarating, ridiculously fun. Yet this is a game of two halves -- of day and night, of hedgehog and "werehog" -- and while the final product has patches of brilliance that made me love Sega again, Unleashed is weighed down by bloated platform sections of thudding mediocrity.

Gallery: Sonic Unleashed


But let's start with the good bits. When the in-game sun is out, Sonic is his old self, a lightning-fast blue blur. The day stages combine 3D and 2D sections, with often stunning effect. We all know that Sonic works as a 2D game, and that holds true here, but for the first time ever, I loved the 3D portions almost as much. The camera is fixed rigidly behind the hedgehog, and the controls are reassuringly solid. There's very, very little of the twitchiness I mentioned above.

It's a gorgeous game, as well: tons of color and detail, and it feels fast. Crucially, the switch between 3D and 2D and back again is handled flawlessly -- not once did I become disoriented or lose any sense of control. If I had just one quibble, it's that the Wiimote motions used for your speed boosts and homing attacks feels a little similar, and occasionally the game gets confused. Fortunately, thanks to Classic Controller support (which I'd recommend using), this is almost a moot point. Everything else about these stages is really, really enjoyable.

Then the moon appears, and it all goes a bit wrong.


Without exception, I found Sonic Unleashed's night stages to be unimaginative, linear, dull, and devoid of any real challenge. Here, Sonic transforms into his slower, more powerful werehog alter-ego and repeatedly brawls with enemies to progress through the level. Each night stage quickly blurred into one in my mind, with the same tactics employed time and again: run a few yards, fight some generic monsters to make a barrier blocking your way disappear, run again for twenty seconds, fight some more enemies to make a barrier fade away, move forwards again. Wash, rinse, repeat.

Like the rest of the game, these parts are pretty enough, but there's such a lot of braindead design. You'll often find yourself running towards the fixed camera (and missing jumps as a result), few alternative routes are offered, and the next time I play a platformer with invisible walls (Sonic the werehog can double jump about ten feet, but the game won't let you hurdle walls that are three feet high), I won't be held accountable for my actions.

That's to say nothing of the combat, which is way too easy for its own good. The default right punch/left punch attack (X and Y on the Classic Controller, or alternating shakes on the Wiimote and Nunchuk) is handy enough to beat most enemies, which means you do little more than mash buttons. Your foes spill orbs that grant Sonic new combos, but why bother learning new moves when you can simply smash your way through? Fighting is also woefully imprecise. Unless you're correctly aligned with enemies to the nth degree, your flailing attacks miss. It's as though Z-targeting never actually happened.


The real kicker, though? The night stages last longer (anything between eight and twelve minutes each) than the day levels (two to four minutes, usually), and there's a lot more of them. At one point, my only motivation for slogging through the night sections was the promise of another glorious day stage. Half an hour of tedium for four minutes of joy. It's like being allowed to have one mouthful of delicious tiramisu, but then being forcefed twenty spoonfuls of cod liver oil before your next mouthful (if you'll excuse the wonky math).

The bits in between aren't so hot, either; just navigating your way to the next stage can be nightmarish. Each of the villages in the game has a sacred shrine containing doors to the various day/night stages. Except you can't just walk into said shrine and choose a level -- that would be too sensible. At first, you have to talk to a bunch of villagers so they can tell you where the blasted shrine is. Speak to the right villager, and then the shrine appears on your map. This is pointless padding, and possibly the most convoluted "stage select" screen of all time.

Sonic Unleashed, then, manages to be both hugely entertaining and hugely dull at the same time, and most of it is the latter (hence the score). Will lessons be learned for next time? Early screens of Sonic and the Black Knight suggest not, which is why I was so critical of it here. Perhaps I'll be proved horribly wrong (not for the first time) and we'll get a well-crafted, thoughtful, and enjoyable platformer, as well as the great running stages from Unleashed. But I'm not holding my breath, and nor should you.

Final score: 4/10

Looking for a game? Be sure to swing by our retail review archive, where you can easily jump to conclusions based on score alone, or access our full reviews, if you're so inclined. There's even a page for WiiWare reviews!

Wii Fanboy Review: Sonic Unleashed originally appeared on Nintendo Wii Fanboy on Mon, 08 Dec 2008 13:50:00 EST. Please see our terms for use of feeds.

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The other Sonic 2 rated by ESRB

Saturday, December 6th, 2008

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The Master System version of Sonic the Hedgehog 2 was never released in North America (only the inferior Game Gear version made it there), so its appearance on the ESRB database (which pretty much guarantees a Virtual Console release) is a little bit of history in the making. A very little bit, mind, because the differences between the 8-bit Sonic 2s are trivial, to say the least.

We never played either iteration, so are unqualified to comment on the game's quality, but Wikipedia informs us that this was Tails' debut appearance, which also means this game marks the start of Sonic having friends. Man, look how that turned out.

[Via Go Nintendo]

The other Sonic 2 rated by ESRB originally appeared on Nintendo Wii Fanboy on Fri, 05 Dec 2008 20:08:00 EST. Please see our terms for use of feeds.

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Metareview: Mushroom Men: The Spore Wars

Friday, December 5th, 2008

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We've been raving about Mushroom Men: The Spore Wars for the best part of a year. Starved of a top-drawer platformer since Mario did his thing in oh-seven, hopes are high in these parts for Red Fly's platformer. The big question: can the gameplay match the undoubtedly stellar art design (as seen in the latest trailer above)? Let's copy and paste text to find out together:
  • Official Nintendo Magazine UK (86%) provides the most effusive review to date: "It'd have a Gold Award but for the camera. That aside, it's pretty wonderful." [Dec 2008, p.75]
  • Game Informer (58%) is less enamored (in its really, really short review): "Mushroom Men has a few things going for it, like cool characters and clever sound design. Unfortunately, none of the good stuff has any bearing on the gameplay, which is a total mess. The camera is awful, the level designs are boring, and combat is comprised of whipping the remote around and hoping that you hit something."
  • Nintendo Power (80%) found it to be vintage platforming fungi: "If you're hungry for some classic 3-D platforming, Mushroom Men is definitely worth checking out." [Holiday 2008, p.84]
  • 1UP (C) thinks it's just a pretty face, and is reminded of generic PS1 platformers (surely it's not as bad as Croc?): "The rich presentation fills out its role in the game just fine, but the core mechanics simply can't back it up. Visually intriguing environments break down to straightforward platforming and switch-flipping puzzles; inspired design rears its head every now and then, but -- by and large -- Mushroom Men's stages are anything but progressive, falling right alongside a forgotten swath of PS1 platformers."

Gallery: Mushroom Men: The Spore Wars

Metareview: Mushroom Men: The Spore Wars originally appeared on Nintendo Wii Fanboy on Fri, 05 Dec 2008 15:32:00 EST. Please see our terms for use of feeds.

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Plattchen developer announces another weirdly-named WiiWare game

Monday, December 1st, 2008

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Bplus was the very first company to announce a WiiWare game, Plättchen -- Twist 'n' Paint. It came out over a year later ... and didn't turn out to be worth waiting, or paying 1,000 Wii Points for (much less the 1,500 Bplus charged in Europe).

Bplus apparently wasn't discouraged by the poor critical reception. They're back with another WiiWare game with a similarly inscrutable title. Niki -- Rock 'n' Ball is a very retro-style single-screen platformer in which the character controls a rolling ball that can transform into a rock. Each level contains ZeLeLi pearls that the player must pick up, while defeating enemies, in order to open the exit.

Bplus has yet to announce a price for Niki. Hopefully they've learned from the Plättchen experience.

[Via WiiWare World]

Plattchen developer announces another weirdly-named WiiWare game originally appeared on Nintendo Wii Fanboy on Mon, 01 Dec 2008 17:30:00 EST. Please see our terms for use of feeds.

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Sonic and the Ludicrous Body Armor

Monday, December 1st, 2008

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So it has come to this. Sonic and Knuckles, both kitted out in body armor (including some truly laughable headwear on Knuckles), and having it out with swords. Just kill us now.

The latest fifteen screens of Sonic and the Black Knight suggest that Sega has learned nothing from the critical response to Sonic Unleashed. Many reviews heavily criticized the werehog melee sections, but praised the running bits. So why are Sonic and Knuckles now exchanging scimitar swipes?! Sega's fascination with turning Sonic games into some kind of cartoony God of War baffles us.

Mind you, one possible explanation for this trend cropped up in the latest IGN 'Three Red Lights' podcast, where Sonic Unleashed developer David Clayman argued that a Sonic game featuring only running stages would last around three hours, such is the hedgehog's speed (full transcript here). In which case, may we politely suggest a WiiWare Sonic game, David?

Gallery: Sonic and the Black Knight


[Screens via press release; Indoor Heroes link via Go Nintendo]

Sonic and the Ludicrous Body Armor originally appeared on Nintendo Wii Fanboy on Mon, 01 Dec 2008 16:34:00 EST. Please see our terms for use of feeds.

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