Showing posts with label Sega. Show all posts
Showing posts with label Sega. Show all posts

Tuesday, October 26, 2010

Sonic Revisionism

The biggest mistake the Sega made in regards to Sonic 4 Episode I was in naming it.  They should have named it Sonic HD, Sonic Retro, or something like that.  The game is classic Sonic on today’s consoles, but the name doesn’t convey that.

Sonic4logo It’s a minor mistake, but given the amount of complaining about it not being original and rehashing the levels form the Genesis games, a different name could have pre-empted some of that criticism.

And how ridiculous that kind of criticism is.  It’s pretty clear that the point of the game is to give us a modern-day version of the Sega Genesis Sonic games.  Of course there’s going to be a Green Hill Zone and other levels from the original games.  That’s what people wanted.  Sonic 3 for the Sega Genesis came out 16 years ago.  The original Sonic came out 20 years ago.  With all of the re-releases of old games, what’s wrong with giving fans a modern version of a beloved 20-year old game?

Of course, people mainly wanted Sonic to go back to his roots because they’re dissatisfied with recent 3D Sonic games.  I have to plead ignorance here, because the last Sonic game I had played prior to Sonic 4 was Sonic Adventure for the Dreamcast, which was great game.  Wikipedia says, “The reception at the time of original Dreamcast version was overwhelmingly positive.”  Sonic Adventure 2 was also well-received.  The idea that the 3D Sonic games were terrible is just mythology.  Now, I understand that some of the more recent Sonic games were not well-received.  But that doesn’t justify asserting that the last good Sonic game was Sonic CD.

So while I like Sonic 4, I’m sad that Sega is making 2D Sonic games their main focus because of the popular (but incorrect) perception that the 3D Sonic games were bad.  I’m still excited about future episodes of Sonic 4 (especially if they add more playable characters), but I would really like to see a new Sonic Adventure-type 3D game.

As to the quality of Sonic 4 itself, I think it does what it sets out to do admirably.  I think the graphics, sound, and controls are all excellent.  It’s definitely one of the best-looking 2D games that I’ve seen.  (By 2D, I’m only referring to the fact that the game takes place on a 2D plane.  The characters are rotoscoped 3D-models, of course).

Speaking of which, I was part of baffling discussion of this topic on the XBox 360 forums.  The original poster asked, “Anyone else wish Sega just went back to using good old fashioned sprites?”  I asked what that advantage of that would be.  In Sonic 4, the characters look great, their animation is smooth – so what’s the problem?  Many people wouldn’t even be able to tell that the underlying models are 3D.  The main reason I can tell is because of their fluidity.  If you read the discussion, you’ll notice that no one answered my question.  I can understand nostalgia, but if you don’t want improvements, what’s the point of remaking the game anyway?  Just play the original.  It’s even available on on XBox Live.

Another piece of backlash against the game that I don’t understand is Kotaku.com’s “Did Sonic Fans Just Release A Better Sonic the Hedgehog HD?”, which talks about the fan-made demo, Sonic Fan Remix.  While that game does look good, with its developers deserving a lot of credit, I think people are succumbing to the power of suggestion when they say things like, “Yeah, that’s so much better than Sonic 4!  Sega should hire those guys.”  If Sonic Fan Remix was the product that Sega released and some fans made Sonic 4, I think you’d have people talking about how clean, simple, and smooth Sonic 4 is in comparison.

Sonic Fan Remix:
800px-SonicFanRemix-EHZ1

Sonic 4:
sonic-4-screens

In any case, my main point is that the backlash against Sonic 4 has gotten out-of-hand.  It’s a good game, and future episodes should make it every better.

That being said, I do have a few minor complaints about the game.  The first is that the camera is too close for my tastes  Back in March I suggested that Sega move the camera back a little when Sonic is at high speeds.  Needless to say my advice was not heeded.  There is one boss fight in the Casio Night zone where the camera does zoom out.  So we know the game engine supports it.  I would just like it to happen more often.

Secondly, there is no local multiplayer.  I would really have liked a split screen mode, or even a mode where a second controller can control Tails, even if Tails isn’t on the screen or has trouble keeping up with Sonic.  It was a fun thing that you could do in most other Sonic games, beginning with Sonic 2.  I had to explain to my son that the new Sonic game was not 2-player, even though the old ones were.  It doesn’t make sense to a 4-year-old and it doesn’t make sense to me.  Sega, please -- put Tails in Episode 2 and let him be controllable by the second player.

There is a graphical level selector, which I was worried might not be in the game.  I’m sure Sega mainly included that feature for the purposes of the leaderboards, but I’ll still take credit for it.

Bring on episode 2, Sega.

Thursday, April 22, 2010

Sega Gets It Right With After Burner:Climax

After_BurnerAfter Burner was a staple in arcades in the late 80’s and early 90’s.  It was almost impossible to go to an arcade and not see an After Burner machine.  In Terminator 2, John Conner plays After Burner in the mall arcade.  It’s an iconic game from that era.

Part of its draw was its attractive cabinet.  You wanted to play this game for the experience.  This was not something that could be replicated on home consoles.  You also wanted to play the game for its exciting visuals.  The screen was always full of enemy planes, explosions, and machine gun fire.  When you flew low the ground, you could see individual trees and hills.  When planes flew near you, you could see their camouflage paint jobs. AfterBurner2_(12b)The movie Top Gun, which came out around the same time, made jet fighter games particularly popular at that time.  But for kids who only owned an NES, the main option was the atrocious officially-licensed Top Gun game.TopGun_Normal

<Nelson Voice>Ha ha.</Nelson Voice>  If you were one of the minority of kids who owned a Sega Master System and could play After Burner at home rather than Top Gun, that was one of the few times when you’d be the envy of NES-owners, regardless of the quality of the SMS version (it was eventually released on the NES, but it was was a late, bad, low-profile release).

I bring this up because After Burner:Climax was just released for XBox Live Arcade, and it’s a great example of releasing a classic game the right way.  They didn’t just give us an emulated version of the original arcade game, or the Sega Genesis sequel, or the Playstation 2 sequel.  They gave us the most recent version of the game and enhanced it for our modern consoles, and it’s great:

500x_after_burner_climax

After Burner:Climax is ideal for anyone who wants to play an After Burner game on a modern console.  HD, widescreen, achievements, and downloadable for $10.  That’s how it’s done.  I have a long list of Sega arcade classics that should get the same treatment.

Wednesday, April 21, 2010

Just Give Us the Best Version You Have

The Sega Genesis had many games that were ported from the arcade, most of which ran on the System 16 board.  The Genesis was pretty powerful for its time and its games were close to their arcade counterparts as a whole.  But, it wasn't quite as powerful as the System 16, so Sega couldn't just run the exact arcade games on the Genesis that ran on System 16.  When you compare them, it seems like Sega copied the sound and graphics from the arcade versions as closely as possible, but didn't and/or couldn't use any of the source files/code from the arcade versions, resulting in the Genesis versions looking and sounding slightly worse. Here's a comparison between the arcade and Genesis versions of Golden Axe:

Arcade Genesis

Now, kids who spent years playing NES and SMS games, were quite happy with the arcade adaptions on the Genesis.  We were used to game companies taking the names of arcade games and giving us completely different, usually bad versions of those games on the 8-bit consoles.  Here are some examples:

Double Dragon:
Arcade NES

Ninja Gaiden:
Arcade NES

Shinobi:
Arcade SMS

Given the fact that cells phones -- let along modern gaming console -- are powerful enough to run the arcade versions these games, if they're going to release them on XBox Live Arcade or the Playstation Network, there's no reason to not release the better, arcade versions, right?  That is what they did, thankfully, with Shinobi.  I'm sure they didn't even consider releasing the Sega Master system version.

For some reason, however, for the Sega 16-bit classics like Altered Beast and Golden Axe, they chose the Genesis versions over the arcade versions.  Now, even if they did release the arcade versions I wouldn't buy them (they're good games that are still fun to play, but I'd like more enhancements to make them worth re-purchasing), but still, why not use the best versions available?

The story with Phantasy Star 2 is slightly different.   That game, being an RPG, never came out in the arcade and was a Genesis original.  That is the version on XBox live arcade.  However, an enhanced remake was released for the Playstation 2 in 2005 called Phantasy Star Generation 2.  It looks like it was only released in Japan.  Now that would be something I'd be willing to buy for XBox Live Arcade.  I have very fond memories of playing the original on the Genesis.  I'm not interested in playing that version today, but a version with enhanced graphics and sound would be quite attractive.  Give us that version!

Original Generation 2

This should be obvious, but people interested in buying remakes/re-releases of games on XBox Live want the best version of the games to date.  Anything less = guaranteed no sale (from me, at least).

Wednesday, March 31, 2010

Sonic the Hedgehog 4 - One Piece of Advice for Sega


If these Sonic the Hedgehog 4 videos are legitimate, the game looks good and about what I'd expect from a 2D Sonic on a current generation console.  Since it will be an XBox Live Arcade game, I'm sure I'll be willing to shell out $10-$15 for it.

But I would suggest this to Sega -- zoom the camera out at times.  Perhaps you could have it zoom out in proportion to how fast Sonic is moving.  Capcom used a variable zoom level in Bionic Commando:Rearmed to great affect. I actually think anyone releasing an updated version of an old school game should look closely at all the things done right in Bionic Commando:Rearmed. The way it handles 2 players would also be a good model for Sonic. The camera zooms out as the players get further away from each other. When they get too far about, the screen splits. I don't know if Sega plans to make Sonic 4 two players, but if they do they should use the Bionic Commando system or one like it.