Tag Archives: Capcom

Capcom Responds to Dragon’s Dogma 2 Steam Backlash – IGN Daily Fix – IGN

  1. Capcom Responds to Dragon’s Dogma 2 Steam Backlash – IGN Daily Fix IGN
  2. Capcom Addresses Dragon’s Dogma 2 Steam Backlash: ‘We Sincerely Apologize for Any Inconvenience’ IGN
  3. The Dragon’s Dogma 2 microtransactions are real and bafflingly silly, since nearly all of them can be found in the game without too much trouble PC Gamer
  4. Dragon’s Dogma 2 launches to “Mostly Negative” review bombing after microtransactions reveal, and man, what a bummer [UPDATED] Windows Central
  5. Dragon’s Dogma 2 is gritty, janky, goofy, tough, and lots of fun Ars Technica

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Resident Evil 4 Remake’s Raingate, Explained

This is the rain in question. What do you think?
Gif: Game Informer / Capcom / Kotaku

First, there was Spider-Man’s infamous Puddlegate. Then there were the not-so-watery streets of Cyberpunk 2077. Now it seems video game fans’ next watery, pre-release controversy involves the heavy rain seen in some early gameplay of the Resident Evil 4 remake. Some think it looks as bad as the awful-looking rain the GTA Trilogy remasters. Others are convinced it’s just video compression. And remember: None of them have actually played the game yet.

Rumored for some time, Resident Evil 4 was officially announced by Capcom back in June 2022. This new remake will update the game’s controls and combat, while keeping the same basic story and characters. Once again players will play as Leon as he travels to a rural part of Western Europe to save the President’s daughter and gets caught up in a whole lotta campy, horrific shenanigans. But based on newly released gameplay by Game Informer, some Resident Evil fans seem to think Leon’s biggest threat won’t be giant monsters or infected villagers, but lackluster rain.

Across Reddit and Twitter, you can find many players who think the in-game rain looks awful in the upcoming remake. While I’m not sure who was the first person to share these concerns online, they’ve quickly spread around the community. Some have even suggested the rain looks as bad as the infamously horrendous rain seen in the critically thrashed Grand Theft Auto Trilogy: Definitive Edition. That rain was so bad looking that it made the game nearly unplayable during storms and was eventually improved by the devs via a post-release patch.

Anyway, here’s the remade RE4’s rain that’s causing such a kerfuffle:

Capcom / Game Informer

I’ll fully admit that I watched this footage twice when Game Informer first posted the video and didn’t think anything of the rain. But even in the comments on YouTube, you can find people worried about how intense and distracting it is.

Kotaku has contacted Capcom about the weather in the upcoming remake.

Others think people are being too nitpicky and suggest that the real problem isn’t the rain but YouTube’s awful video compression. I’m inclined to think YouTube’s compression is definitely not helping this rain look good, but I can also see how some might find the large and distinct white drops of water to be too much.

Of course, this being the internet and gamers, some people are going too far and suggesting the devs are lazy or that this is a sign the entire game will be a giant, rushed “cash grab.” That is completely silly and asinine. Remember: None of us have played the game, which isn’t even finished yet.

Resident Evil 4 is due out March 24, 2023 on PS4, PS5, Xbox Series X/S, and PC. Maybe it should include a rain intensity slider.



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Resident Evil 4 Remake Adds Sidequests, Makes Other Changes

Leon can, in fact, block Chainsaw Man (Capcom edition)‘s overhead. Sadly, it comes at a price.
Screenshot: Capcom / Kotaku

In a new Game Informer cover story, Capcom detailed some of the changes that the hotly anticipated remake of Resident Evil 4 is making to the original, hugely influential horror game.

One of the major changes coming to the RE4 remake revolves around how Ashley Graham (not the supermodel) works in scenes when protagonist Leon S. Kennedy must escort and protect her. In the original RE4, players had to keep a watchful eye over Ashley’s health bar and ensure enemies didn’t carry her away. Ashley desperately, and frequently, screams out Leon’s name the instant players fail to do any of the aforementioned tasks.

In the remake, Ashley no longer has a health bar. Should President Graham’s Dumbo-eared daughter take too much damage while Leon attempts to escort her safely away from Las Plagas, she’ll enter a downed state and need to be revived, IGN reports. 

According to a Capcom representative, this change to Ashley’s gameplay mechanic was made to make her “feel more like a natural companion and less like a second health bar to babysit.”

Read More: All The Changes We Spotted In The New Resident Evil 4 Remake Trailers

Another change coming to RE4’s remake is weapon durability, specifically for Leon’s combat knife. As seen at the end of last October’s extended gameplay trailer, Leon’s trusty knife being capable of parrying a chainsaw comes at a hefty cost. Instead of toting around “ol’ reliable” throughout the entirety of the RE4 remake to open wooden boxes, chip away at zombies, and conserve ammo, Leon’s knife will deteriorate over time, but players can have multiple knives in their inventory, which still takes the form of Leon’s iconic attache case.

Read More: Someone Finally Made The Inventory Briefcase From Resident Evil 4 A Puzzle Game

Side-quests are also making their way to the RE4 remake. According to IGN, blue flyers scattered about the game let you acquire optional tasks you can complete as side-quests. Lastly, the Game Informer cover story mentions that quick-time events, a frequent element of the original RE4, have effectively been removed, though this aspect of the remake had been mentioned in earlier interviews as well.

“I’d say there are ‘barely any’ QTEs. Different people have different definitions of what a QTE is, so while I can’t tell you that there aren’t any at all, I can say that there aren’t prompts to press buttons mid-cutscene,” producer Yoshiaki Hirabayashi told IGN in a prior interview.

Resident Evil 4 (Remake) is slated to release on March 24 on PlayStation 4, PlayStation 5, PC, and Xbox Series X/S.



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What To Expect From PlayStation in 2023

Sucker Punch hasn’t announced what it’s working on, but has confirmed what it isn’t working on.
Image: Sucker Punch Productions

Sony’s San Diego Studio is a multiplatform studio now that MLB The Show is available on Xbox and Nintendo platforms. So while it won’t be a PlayStation exclusive, expect an MLB The Show 23 later this year. God of War Ragnarök was one of the biggest games of last year, and was also one of the last big games in 2022, having only launched about two months ago. Sony Santa Monica also doesn’t seem to have plans to make DLC for Ragnarök, so it’s probable the team goes mostly silent in 2023.

Sucker Punch could be a wildcard in 2023, as it’s been about three years since Ghost of Tsushima, but the studio also seems to be working on a sequel to its open-world samurai game rather than a new IP or a sequel to its previous series Infamous and Sly Cooper. The gap between Infamous: Second Son and Ghost of Tsushima was about six years, but if the studio is iterating on old systems, we may hear about the new samurai sequel sooner rather than later. Finally, Valkyrie Entertainment was a more low-key acquisition for Sony, and the team has acted primarily as a support studio as recently as God of War Ragnarök. That being so, the team is likely helping out with other projects that launch in 2023.

Whew, I think that’s everything on the PlayStation radar so far. Has anything got your interest piqued, or are you hoping Sony will announce some more enticing projects in the coming year?

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Discounts On Lego, Resident Evil, More

Image: WB Games / NetherRealm

This week, all at once, a perfect storm of deals, discounts, and sales has hit the Nintendo Switch eShop. Batten down the hatches, open up your wallets, and check out some of these limited-time deals, including massive savings on numerous Lego titles, Mortal Kombat games, and hits from Capcom, Ubisoft, and Bandai Namco.

Before we go any further, just note that—with the exception of Ubisoft’s Mario + Rabbids—there aren’t any Mario, Zelda, or Kirby games on sale. Instead of first-party discounts, all of these sales are focused on third-party publishers and developers. But there are still plenty of great games to grab up for cheaper than usual, even if Mario and Luigi aren’t part of it.

Here are some of the best deals I spotted cruising through the various sales currently happening on the eShop. While all of these sales are ending at slightly different times, you more or less have until the end of the month (or a few days past that) to take advantage of these discounts.

Now, with that out of the way, here are the best deals I found so far. (The figures in parentheses are the normal prices.)


Lego DC Super-Villians Deluxe Edition – $11.25 ($75)
Lego City Undercover – $6 ($30)
Lego Marvel Super Heroes 2 Deluxe Edition – $9 ($45)
Lego Star Wars: The Skywalker Saga – $30 ($60)
Mortal Kombat 11 Ultimate – $15 ($60)
Dragon Ball FighterZ – $9 ($60)
Dragon Ball FighterZ – FighterZ Pass – $10.50 ($35)
One Piece: Pirate Warriors 4 Deluxe Edition – $18 ($90)
My Hero One’s Justice 2 Deluxe Edition – $20 ($80)
Sword Art Online: Hollow Realization Deluxe Edition – $7.50 ($50)
Just Dance 2023 Edition – $30 ($60)
Immortals Fenyx Rising – $12 ($60)
Assassin’s Creed Anv. Edition Mega Bundle – $45 ($100)
South Park: The Fractured But Whole – $15 ($60)
Dragon’s Dogma: Dark Arisen – $10 ($30)
Ace Attorney Turnabout Collection – $35 ($60)
Monster Hunter Stories 2: Wings of Ruin Deluxe Edition – $25 ($70)
Monster Hunter Generations Ultimate – $12 ($40)
Phoenix Wright: Ace Attorney Trilogy – $15 ($30)

That’s everything that seemed cool to me. What other bargains are catching your eye?

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5 Retro Games You Didn’t Know You Could Play For Free

Screenshot: 3D Realms

In the down moments of playing a distressingly long Mario Party 2 game this weekend—my friends get a garbage truck full of NES and Super NES games with their Nintendo Switch Online membership—I started wondering what other retro games were only a download away on publishers’ official storefronts.

By that I mean the Microsoft store for Xbox-compatible games, Nintendo’s store for the Switch, and so on. There are actually some hidden freebies therein, and you might not have realized these five games were so directly within your grasp. So hang your hat, partner. The long night is over. Keep reading and check out five throwback games you can download now for free.


1943: The Battle of Midway

In 1987, Japanese developer Capcom published Street Fighter, Mega Man, and, among other arcade games, the vert shoot ‘em up 1943: The Battle of Midway. It was a somewhat disconcerting followup to Capcom’s also-disconcerting shooter 1942, released in 1984. Both games center, oddly, on the players’ U.S. army planes gunning down Japanese fleets during World War II.

But if you don’t often analyze the presence of war in games and aren’t concerned with why a company decided to kill off its own country’s soldiers to appeal to Americans, then, well, 1943: The Battle of Midway is kind of cool.

It’s simple—make the evil planes explode!—but its colors are vivid, its music is dynamic , and its repetitive shooting will make you feel so zen that you’ll instantly forget the plot of any anti-war documentary you’ve ever seen. It’s available for free when you download Capcom Arcade Stadium on PlayStation or Switch, and you can add on four other 19XX games for $2 each.

Download from the PlayStation Store or the Nintendo Store.


Pac-Man

Fortune cookie-shaped Pac-Man started eating his way through a ghost-lined maze in 1980, and publisher Bandai Namco is still trying to stave off his endless hunger in its often-updated mobile version of the arcade phenom.

This version contains the traditional Pac-Man maze you probably associate with arcades—a midnight blue map spotted with edible dots and bonus-point fruits—along with additional “story mode” mazes, themed “adventure mode” events, and a leaderboard for its “tournament mode.” Submit to the sounds of whiny ghosts and download for your Apple or Android device.

Download from Apple’s App Store or Google Play.


Sonic the Hedgehog Classic

1991 Sega Genesis side-scrolling platformer Sonic the Hedgehog gets another life on mobile while retaining, for the most part, its original look and feel—pixelated waves and trees, tufts of grass and blocky dirt patches that frame the way to taking down bad baldie Dr. Robotnik.

This refreshed version features a remastered version of the original, the classic sparkly soundtrack by Dreams Come True, and is compatible with Xbox controllers. You can play on Apple and Android devices.

Download from Apple’s App Store or Google Play.


Pinball FX2

Microsoft Studios published Pinball FX2 in 2010, not reinventing any wheels, but providing a solid virtual pinball experience with different-themed tables (the aquatic Secrets of the Deep, a Las Vegas take on Rome, etc.). Flicking switches won’t feel or sound as snappy as in a real pinball game, but then again, you can’t typically play those from the safety of your couch. You can play Pinball FX2 on Xbox, and download free trials of additional themed boards like Star Wars and Aliens vs. Pinball, too.

Download from the Microsoft Store.


Shadow Warrior Classic

Former Zilla Enterprises bodyguard Lo Wang gets a wakeup call in the 1997 first-person shooter Shadow Warrior: Megacorporations are bad. He learns this after his power-tripping former boss sends a slew of demons after him as punishment for quitting, which he responds to by blasting them in the face as he runs across Japan.

Good for him. Though, Lo Wang is undoubtedly a racist caricature, with stilted dialogue lines delivered in an awkward accent. And though the game was built with the same engine as Duke Nukem 3D, a modern audience might instead note how simplistic the graphics look by modern standards. It’s far from perfect.

But, like in Duke, Shadow Warrior’s fast-action gunplay holds up, and developer 3D Realms’ obsession with packing every square inch with secret rooms and unexpected (sometimes crude) references provides an enlightening trip back to the weird early days of first-person shooters.

Download from Steam.


What other official freebies have you found in your sojourns through the Switch, PlayStation, and Xbox app stores? Tell me your best finds in the comments.

 



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Street Fighter 6’s developers had to push back against Capcom management to get all of the features and content they wanted

The tale of video game development is typically one of compromise. Whether that be due to technical limitations, a lack of time, budget or a mixture of the three.

Sometimes, however, special games come out of an environment where those limitations are removed, and it sounds like that’s what the Street Fighter 6 development team had to fight for behind the scenes.

Game Informer recently released their Street Fighter 6 cover story online, which details a bit of how Capcom’s management had to be pushed back against and convinced that their vision for the game is worth it.

This basically boiled down to the core idea behind SF6 to create something that captures the essence of what drew people into the genre in the first place.

“The concept I received from Nakayama-san was that we wanted to take it back to almost what it was during the Street Fighter II era,” said Producer Kazuhiro Tsuchiya via Game Informer. “We wanted to make another Street Fighter game that’s not just for existing fans of the series, but for everyone and get that same feeling where all types of gamers are falling in love with fighting games… with Street Fighter. When that concept was brought up by Nakayama-san, it resonated very strongly with me. It is a challenge, but it’s a challenge worth taking.”

Although they came in after Street Fighter 5 to take over the lead developer roles, Director Takayuki Nakayama and Producer Shuhei Matsumoto along with their relatively less experienced team do not yet have the seniority or authority to make the big executive decisions on their own.

Yoshinori Ono is no longer there to captain the ship, but that’s apparently where Tsuchiya stepped in, who’s also been at Capcom for over 30 years, to be the voice in their corner when facing those in charge of the company.

“It took time for us to convince certain people – decision-makers – outside of the team to explain why these new features are so necessary,” said Nakayama. “We are trying to accomplish a lot in comparison to other fighting games, but we want Street Fighter 6 to be important and maybe a gateway for a lot of people to get themselves involved and excited about a fighting game.”

Those with their boots on the ground assuredly want to do all they can to avoid the debacle that was Street Fighter 5’s launch, but it’s also easy to see why Capcom would hesitate to give them everything they ask for.

Street Fighter X Tekken, Street Fighter 5 and Marvel vs. Capcom: Infinite all majorly underperformed as the company’s last 3 major fighting game releases for the company.

Hell, they recently revealed that SF5 was originally planned for 6 seasons of DLC content before it got cut back to 4 — and then received the greenlight for a 5th season after Champion Edition’s success.

Meanwhile, their other big properties like Resident Evil and Monster Hunter are making Capcom more money than ever with Street Fighter being the one to play catch up.

Luckily for everyone, however, it sounds like we won’t really be hearing about management interference with this particular project.

“It’s very rare to see games come to fruition where they were able to deliver everything the team was aiming for,” said Tsuchiya. “There’s always some sort of compromise that had to be made or ideas that had to be scrapped due to budget, schedule, resource issues. But for this time around, regarding the fundamental things that Nakayama-san wanted to accomplish with his dream project, it seems like we haven’t really had to make any sorts of omissions or compromises for this title.”

We’ve seen the team take new steps with the franchise like giving players the ability to create custom avatars to walk around and interact with the all new Battle Hub as well as the largest piece of single-player content Street Fighter has ever really seen with SF6’s World Tour.

Game Informer makes it sound like Capcom’s leadership is fully behind their fighting game team now, and all of the positive attention SF6 has received thus far is probably helping to smooth out any remaining doubts.

Whether or not Street Fighter 6 ends up achieving its goal of revitalizing the series and potentially bringing it to new heights remains to be seen.

But it is nice to know that there’s a bunch of people building SF6 who truly care about what Street Fighter means and why it’s important to get it done right.

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Capcom Wants To “Hear From You” In Its 2022 End Of Year Survey

Image: Capcom

We’re so close to the end of 2022, and as part of this, Capcom is currently hosting a special end-of-year survey – reflecting on another year of gaming, and what’s ahead for the company in 2023. If you do happen to be a fan, you might want to let them know how you’re feeling by participating.

The usual questions about country, age and the consoles you own pop up, and this is followed by a series of questions about the Capcom franchises you play, what games you’re looking forward to next year and what you also played in 2022.

Another part of the survey focuses on purchasing habits – asking participants how they buy games (physically or digitally), if they are aware of Capcom’s digital sales currently taking place, when they buy a new game, and what encourages them to purchase a game during a sale.

Some games referenced throughout the survey include the upcoming titles Mega Man Battle Network Legacy, Street Fighter 6, Resident Evil 4 Remake and Dragon’s Dogma 2. If you do decide to participate in this survey you’ll score a free PC/mobile wallpaper upon completion. This survey runs until 5th January, so join in while you can.



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Capcom Shuts Down Popular Resident Evil Fan Remakes

Image: Capcom

The developers behind fan remakes of Resident Evil and Resident Evil Code: Veronica have announced that development on both projects has ceased after Capcom allegedly contacted them and asked the developers to cancel the project.

1996’s Resident Evil was the start of modern “survival horror” games, and 2000’s Resident Evil Code: Veronica, its third sequel, first came out for the Sega Dreamcast in 2000. Capcom soon ported an updated version to PlayStation 2 and GameCube and then created HD versions for Xbox 360 and PlayStation 3. Resident Evil 4 producer Yoshiaki Hirabayashi recently confirmed to IGN that there were no plans for a new Code: Veronica remake. Two years ago, Briins Croft, Matt Croft, and the animator DarkNemesisUmbrella started their own remake projects for both games.

In a video announcing the Code: Veronica project’s cancellation, Briins Croft said that 90 percent of the Code: Veronica fan remake used existing assets from Capcom’s recent “Remake” games, such as 3D models, animations, and textures. The fans released an initial Code: Veronica demo back in June 2021, and planned to put out a much more substantial one in the beginning of 2023.

On December 23, Briins Croft announced in the projects’ Discord server that Capcom had sent them two cease-and-desist emails. One was “very kind” and inquired about where the animations and models had come from. The second was “hostile with a more aggressive tone.” Kotaku reached out to Croft to request a copy of the emails. He did not send the emails, but told Kotaku that Capcom started asking about the project on December 12.

The fan developers believed that Capcom canceled their unofficial remakes for being too visible and official-looking. “[The Code: Veronica remake] was going to be free, so we weren’t doing anyone any harm,” Croft said in the cancellation announcement video. The publisher seemed to disagree. Capcom allegedly cited copyright factors and licensing agreements as reasons why the project couldn’t proceed.

There’s been public speculation that the project was targeted for accepting financial donations via Kofi and PayPal. While they did accept such donations, the developers have refuted it as the reason for the project’s cancellation in both Discord and via an RT on their Twitter account. Kotaku reached out to Capcom to ask about its policies on fan projects, but did not receive a response by the time of publication.

“I was personally a bit surprised by Capcom’s decision. But hey, we were using [their] toys to create a free game, which was already creating a lot of visibility,” said Croft in the video. “So it’s okay. We can understand the cancellation.”

Read More: Remastering Resident Evil Games Kept This Indie Developer From Giving Up

The developers’ announcements in their Discord were significantly less genial. “[Capcom] canceled it out of pure evil, since there are no signs that an official Code: Veronica is coming from them,” Briins wrote on the server. He also posted a meme that compared Capcom to Nintendo, which has a reputation for enforcing their copyrights aggressively.

The team will no longer be working on the Resident Evil remakes, but they intend to continue developing games. “We will continue a new project that will have a story inspired by Code: Veronica but without copyright problems.”



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20 Years Ago, Sonic Advance 2 Perfected Sega’s Beloved Series

“Faster, Faster, until the thrill of speed overcomes the fear of death.”

Hunter S. Thompson

In much the same way that ancient peoples looked up at the night sky and imagined other worlds, the first video game developers looked at a thingy on a screen and imagined it moving really fast.

Who could blame them? Computers, since their inception, have been iterated upon with speed as a fundamental driving factor. Scour any historical rundown of the earliest computational devices and you’ll invariably discover some factoid about how a five-dollar Staples calculator can perform operations several orders of magnitude more efficiently (and it’s not even the size of a house!). Charles Babbage’s failure to complete the Analytical Engine was an implicit promise to his future understudies: some day, someone would complete it, and they’d make it better. Faster.

A century and a half later, they might even give it blast processing.

1993 Sega Genesis Commercial: Blast Processing

The early nineties marked a major inflection point for video games. 8 bits shot up to 16; color palettes entered the triple digits; Konami made a Simpsons beat-em-up. Once the fourth console generation was well underway, developers gradually shifted from revolution to refinement, trimming the fat from established design philosophies while doubling down on what already worked. Of course, increased processing power meant increased speed, and several of the era’s most acclaimed titles pointedly cranked up the velocity on their respective genres. Doom was a faster Wolfenstein 3D, Daytona USA was a faster OutRun, Chrono Trigger was a faster Dragon Quest, and—leading the vanguard in 1991—Sonic the Hedgehog was a faster Super Mario Bros.

Sonic—as a character, as a franchise—is a crystallization of video game hardware’s perpetual forward momentum. Here was a game created for the express purpose of literally outpacing the competition, a giant flashing “PICK ME” sign pointed at the Sega Genesis. It wasn’t marketed for its level design, and it didn’t need to be. Sonic was fast. He was named after fast. Level design doesn’t matter when you’re moving too quickly to see it. The novelty didn’t lie in the control itself, but in the notion that something so fast could be controlled at all.

At least, that’s what the commercials would have you believe. The first three mainline Sonic games (four, if you count Sonic & Knuckles as its own entry) drew audiences in with the promise of high-speed thrills, and then, with a wink, gave them physics homework. They were fast, but speed was a reward, not a guarantee. It could only be achieved via a combination of sharp reflexes and a thorough understanding of how Sonic responded to subtle changes in level geometry. Slopes, springs, and circular loops all affected his momentum in distinct ways, and oftentimes the quickest beeline through a level involved the most measured consideration of how to interact with it.

Nevertheless, the idea that Sonic was speed incarnate persisted. Maybe the marketing worked too well, or maybe people sensed, buried within this design, the possibility for something even faster. Why slow down at all? This is what computers are for. Hell, this is what life is for. Constant acceleration, wind whipping through your hair, pavement screaming past your feet. It’s why people become F1 drivers, and it’s why they play Sonic the Hedgehog. So let’s cut the crap. We’re all adrenaline junkies here. Juice that speed dial until it bursts into flames.

Over the course of the following two decades, this line of thinking metastasized into Sonic’s current design ethos: playable theme park rides that let players immediately go full throttle at any time with a press of the “boost button.” Boosting—which also turns Sonic into a moving hitbox, automatically razing most obstacles in his path—tickles the same part of the brain that likes watching sped-up GoPro videos, and not for nothing. It’s a visceral, inborn thrill, one that the best modern Sonic levels make compelling use of. Yet somewhere along the way, the friction vanished. Geometry stopped resisting player input in ways that encouraged creative play. Speed was no longer something to work towards, but something given freely. If Sonic the Hedgehog was about trick-or-treating, Sonic Unleashed and its progeny are about buying a discounted bag of mixed candy on November 1st.

But there exists between these two approaches an exact midpoint. A game that made good on the franchise’s dual promises of high speed and deep skill, blending the two so seamlessly and emphasizing them so severely that its innovation is overshadowed by its lucidity. Of course Sonic should be like this. Why was it ever not? Why isn’t it now?

Sonic Advance 2 was first released in Japan on December 19, 2002, for the Game Boy Advance. It’s the perfect Sonic game, and maybe, by extension, the perfect video game. It refined all of its predecessors and influenced all of its successors, yet it remains the only installment of its exact kind, a 2D side-scroller released in the midst of Sonic’s uneven transition to 3D and met largely with subdued praise. In hindsight, we should have been louder. This was as good as it would ever get.

Developed as a collaboration between Sonic Team and then-nascent studio Dimps, Advance 2 followed up 2001’s more traditionally-designed Sonic Advance; in 2004, it would receive a sequel in Sonic Advance 3, which capped off the sub-series. As with most of the classic Genesis games, Advance 2 features seven zones, each with two “acts” and a boss battle. There are five playable characters, a gracious but altogether empty gesture. Always pick Sonic. He’s the fastest one.

This is the first Sonic game that I’d feel comfortable describing as “being about speed” (though I wouldn’t go so far as to say it’s all about speed, because if it was all about speed, it wouldn’t be about anything else). Characters are exponentially faster than they’ve ever been. The difference between how they control in Advance 2 versus Advance, let alone the original trilogy, is staggering, as though the development team was hit with a sudden, explosive realization that they had the tools at their disposal to finally make the game people had been expecting (consciously or otherwise) for over a decade. And then they took it a step further. They wondered what would happen if, after speeding up, you never had to slow back down.

Enter “boost mode,” Advance 2’s load-bearing mechanic. It works like this. First, start running. Then, keep running until you hit top speed. (Rings, the series’ longstanding collectible currency, now act as more than just a damage buffer–the more you have, the faster you accelerate.) Finally, maintain top speed for long enough and the tension will snap: you’ll enter a unique state, visually indicated by what appears to be the sound barrier shattering, in which your speed cap is raised even further, allowing you to airily zip through stages almost too quickly for the screen to keep up. As long as forward momentum is sustained, so is boost mode; stop too suddenly or take damage and you’ll need to work your way back up. The flow of this design—wherein a sort of zen-like mastery over one’s environment is achieved through intense focus—is not unlike meditation. Advance 2 understands that boost mode can’t be free, because meditation isn’t easy. If everyone could meditate, nobody would argue about video games anymore, and I’d be out of a job.

Sonic entering boost mode.
Gif: Sega

The game’s stages, which have been expanded in size by a factor of six to accommodate higher speeds, fluctuate accordingly. Levels will feature long, relatively uncluttered stretches of flat or sloping terrain that might barely give players enough room to activate boost mode, followed by more precise platforming segments that challenge them to keep it. The majority of these segments are meticulously designed to allow momentum to carry over between jumps, so long as one’s understanding of Advance 2’s movement is sufficiently honed. And that movement, even disregarding boost mode, is astonishingly complex.

It’s worth noting that Dimps was founded by Takashi Nishiyama and Hiroshi Matsumoto, two fighting game alums whose greatest claim to fame was their co-creation of Street Fighter; they were also involved in varying capacities with Fatal Fury, Art of Fighting, and SNK vs. Capcom, among others. It’s a God-given miracle that these guys—who may understand video game movement better than anyone else on Earth—not only decided to take a crack at Sonic, but more or less perfected it on their second try.

Advance 2, put simply, has options. Each character comes equipped with multiple unique grounded moves, aerial moves, boost mode-exclusive moves (useful for clearing away enemies that would otherwise knock your speed (and rings) back down to zero), and, most ingeniously, aerial “tricks” that propel them along set trajectories when used in certain contexts. Mastering Advance 2 means intuiting exactly which tricks will strike the best balance between progression, momentum, and evasion, the goal being to bypass as much of the stage as possible without ever slowing down.

An excerpt from the game’s instruction manual, detailing the trick system.
Photo: Sega / Internet Archive

And then there’s Sonic, the sole character with an air dash, which can be executed by double-tapping forward in midair (an input immediately recognizable to anyone with even cursory knowledge of fighting games). To me, this move—the only one not mentioned in the game’s instruction manual—is proof positive that Advance 2’s designers thought of speedrunning as a feature, not a bug. Its execution is just difficult enough to appeal to higher levels of play, but not so difficult as to feel unreasonable. The result, once all of these options are successfully melded, is poetry in motion, a hypnotic string of lightning-fast jumps, flips, dashes, spins, and sprints. Advance 2 speedruns are all the convincing I need that Sonic never had to enter the third dimension: everything the series ever needed is right here, in this tiny, unassuming, 4.3 megabyte GBA cartridge.

In fact, if the game has any glaring flaws, it’s that its ideas are quite literally too big for the system it’s confined to. The Game Boy Advance’s screen clocked in at 240 x 160 pixels, or 5.7 x 3.2 inches–considerably less real estate than the Genesis, which displayed at a resolution of 320 x 224 pixels. Take into account Advance 2’s breakneck pace, and the criticisms initially leveled at it—too hard, too unpredictable, too cheap—start making sense. Even with the game’s economical visual presentation (rendered, I might add, with absolutely stunning sprite work), the screen size is limiting. There are several instances where an enemy might come at you just slightly too fast, or you may not be able to make a jump without a bit of guesswork.

I acknowledge these shortcomings, but I also can’t help but respect the ambition that spawned them. The designers could have easily made the game slower. They could have eliminated boost mode altogether; the game plays fine without it. But they must have known, deep down, that the integrity of their ideas was far more important than a dinky piece of plastic. Advance 2 was the tinderbox for something new. Sonic Adventure reinvented Sonic in 3D, and this would reinvent it in 2D. Two parallel design paths, budding in tandem, each continuously fulfilling the medium’s most primeval purpose—to go fast—in fresh and exciting ways. God, imagine it. Wouldn’t it be great?

Screenshot: Sega

Frustratingly, this actually did happen, just not in any of the ways it should have. The following 2D and 3D Sonic titles—Sonic Advance 3 and Sonic Heroes, respectively—bore several hallmarks of their immediate predecessors, but were too encumbered with superfluous ideas to meaningfully build upon them. Going forward, things were generally messier on the 3D side of things, and still are. Sonic’s most recent 3D outing, the open-world Sonic Frontiers, is an admirably big swing, but it ultimately does little to justify itself.

The 2D entries were more promising, but still trended downward. SEGA’s handheld follow-up to Advance was Sonic Rush, also co-developed by Dimps. As much as I enjoy Rush, it was the death knell: the game was the first to implement a boost button, clearly aiming for the highs of Advance 2 but vitally misunderstanding what made that game’s boost system so appealing. Nearly every 2D (and later 3D) Sonic game since has featured this mechanic, and none have fully nailed it. Maybe it’s a dead-end design, or maybe Advance 2 just casts too long a shadow.

A bit of trivia, and then an anecdote. Advance 2 was the first side-scrolling Sonic game without a single water level. This is great, because water levels in Sonic games are terrible, molasses-slow misery gauntlets that grind like sandpaper against everything that makes the series fun. But there’s an additional wrinkle. The first stage of Advance 2, Leaf Forest Zone: Act 1, does actually contain two separate pools of water, both of which are fully explorable. Characters move more sluggishly underwater, and if they stay submerged for too long, they’ll drown—two mechanics dating back to the original Sonic the Hedgehog. These mechanics never once matter here, because water doesn’t show up anywhere else in the game, and the pools in Leaf Forest are small enough that players can exit them with ease (or even avoid them altogether). They are, perhaps, the most personal flourish in Advance 2. Vestiges of its early development, likely implemented before its creators had fully cracked the code on what a perfect Sonic game should look like. A reminder, however small, of their growth.

The two pools of water, as seen in the level’s map data
Screenshot: Sega / Sonic Retro

I’ve been playing Advance 2 since I was seven. I know I was seven, because the game launched in North America on my seventh birthday. I’d never played a Sonic game before, and at the time, it seemed endless. The stages were colossal, their mystique bolstered by the fact that seven “special rings”—which unlocked bonus content—were hidden inside each one. I played Advance 2 until I beat it, then I beat it with every character, then I combed through every level until I’d discovered all the secrets, then I did that with every character, and then I just kept playing it, repeatedly, with no particular goal in mind. (It’s a pristinely replayable game, less than 45 minutes if you’re hurrying, which you obviously should be.) Over time, largely through sheer practice, I learned everything about it: the layouts of its levels, the movesets of its characters, the intricacies of its movement. It became akin to a fidget toy, something I’d pick up whenever I wanted to occupy my hands. Eventually, I felt like I’d hit a plateau. The first game I’d ever loved had finally run out of things to show me.

Several years later, I found out about Sonic’s air dash.

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