PAX 2010: SEGA

My visit to the SEGA booth at PAX was Sonic filled fun!


Sonic Colors (Wii)

Developer: SEGA
Release date: November 16, 2010

ESRB Rating: E for Everyone
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It’s been awhile since I felt the rush and speed of a proper Sonic game.  I knew that Sonic Colors was going to deliver that experience to me when I was watching others play it.  When I finally got the controller in my hands I was estatic with how the game was.

One of the first things you’ll notice is that Sonic Colors is quite fast.  I am mention this over and over again because it’s more of how you feel when you play it.  In sections that didn’t require me running as fast as I can, I still felt the urge to keep sprinting and jumping as fast as possible.

When I was using the Wii Remote and Nunchuk, I honestly thought the controls wouldn’t be as goon as using just the Wii Remote on its side.  Boy was I mistaken when I zipped around and used the homing attack to great success.  The new abilities that Sonic get also are easy to control, but admittedly I can see where the lazer ability, where Sonic who turns into a sort of beam of light is refracted to another location, could be problematic due to the random nature.  I have to say that on the candy level with the drill is extremely fun.  The attention to detail in drilling through the cake is tasty to say the least.

The entire time I was playing, I was reminded of Spring Yard Zone, one of my favorite levels in classic SEGA Genesis Sonic.  If they can keep going with what they have and build on it, this is a Sonic game I’ll finally be chomping at the bit to get the final version of.

Sonic 4 (WiiWare)

Developer: SEGA
Release date: Q4 2010

ESRB Rating: E for Everyone
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The version I played is for Xbox Live Arcade.

After playing Sonic Colors, I really was let down by Sonic 4.  I was told the game wouldn’t be as slow, but when I played it, I couldn’t help the feeling that Sonic was moving like molasses.

Going back to the roots of the Genesis glory days, Sonic 4 looked to be a much better looking game than the originals.  Sonic ran across the screen fluidly.  The sounds from what I could hear in the busy area the SEGA booth was located in were nice.  When it came to the controls however, I had a few issues.  Perhaps it’s simply my crappy playing, but I could not for the life of me get the homing attack to work in my favor.  Occasionally I’d hit the enemy and not lose rings, but more often than not everyone behind me would see rings flying to and fro.  Also, I found charge spinning to be slower than it should be.  This could be due to the fact that the build is slow once again according to SEGA representatives, but it took away from my enjoyment of charging ahead in the level.

I’m not looking forward to this version of Sonic quite yet.  Perhaps when they’ve released it and I’ve had time to look over a few more videos, I’ll be convinced this isn’t going to be a test of my patience as well as my crappy game playing.

The Conduit 2 (Wii)

Developer: High Voltage Software
Release date: November 2, 2010

ESRB Rating: RP
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I didn’t play the first game, though I played through a few levels at various events.  What I remember from the game was that it was a bit generic, but looked great and had so many control options going for it.  Portions of that continue in the sequel.

Upon grasping the Wii Remote and Nunchuk I immediately start spinning in circles, which is my customary way of taking the helm on an FPS game with motion controls it would seem.  Eventually I stop and head off to explore this new game.  Highly touted controls are still there and feel just as wonderful as I remember them, if not slightly better.  The look of the game looks detailed, which is saying a lot considering the environment I was put in, which seemed to be an oil platform with a storm.  The build that I was shown was still quite under development as apparent in a few AI glitches I experienced that were rather amusing, such as the enemies shooting one another.  Sometimes I wish they’d leave that type of fun in the game just to be random, but I digress.  The All-Seeing Eye is also back in the game and once again is used to help you on your way.  For the levels I played I simply used it to unlock doors or read some information about a computer.

After dispatching normal baddies time and time again, the demonstrator asked if I’d like to try out a much harder level.  I agreed since I can’t deny myself a challenge.  I was able to take on a sea creature that was set on destroying the oil platform.  It was somewhat formulaic, the strategy to defeat the creature, once you figured it out.  Three shots here, a zap here, and viola!  Goodbye leviathan.  It did take me one attempt of dying since I loved to stand in the fire the enemy created and fry Michael Ford quite nicely.

It seemed to me that High Voltage Software is trying to remedy the mistakes the community felt they made.  They’re keen on making Conduit 2 something special.  I hope they’re able to pull it off and the Wii gets an exceptional first person shooter.