Tag Archives: Sonic the Hedgehog

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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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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Sonic Frontiers Review-Bombed On Metacritic After Dunkey Video

Image: Sega / Kotaku

The Metacritic page for the PlayStation 5 version of Sonic Frontiers is currently being review-bombed, seemingly in response to the latest video from popular gaming YouTuber Videogamedunkey. As you’d expect, Sonic stans are coming back just as hard, defending the virtues of the blue hedgehog’s latest 3D adventure. Sonic diehards claim Dunkey viewers are behind the bombing, but in an odd twist, the YouTuber maintains that Sonic fans are behind the bombardment.

That said, there’s no disputing that Dunkey’s new video goes in pretty hard on Sonic Frontiers, mocking its purported “open-zone gameplay” by showing instances of the game restricting his movement, among other criticisms. The video ends with a series of side-by-side comparisons, meant to appear absurd, that show the game’s high Metacritic user score relative to those of several other beloved games.

Videogamedunkey

At the time he recorded, Sonic Frontiers had an 8.8 Metacritic user score compared to Breath of the Wild’s 8.7, Elden Ring’s 7.8, and Hades’ 8.8. Shortly after the video debuted, Dunkey shared a screenshot on Twitter showing three 0-scored user reviews from Metacritic users with “Dunkey” in their display names, alleging that “Sonic fans are review bombing their own favorite game to make [his] fans look bad.”

One of the screencapped review bombs reads “I thought I liked this game at first, but then I saw Dunkey’s video about it, and then I realized that this game is actually really BAD.” Another says that the author, “had no opinion on the game but after seeing Dunkey’s review [they] came to the conclusion that this game just is not good” before suggesting readers check out more of Dunkey’s videos.

While all three of those reviews are currently no longer on Metacritic, Kotaku has found plenty of others that remain up, adding to Sonic Frontiers PS5’s sudden string of 0-scored user reviews.

Later, Dunkey added another tweet to his thread: “In the end, way more positive reviews are being left than negative (and it is 90% Sonic fans leaving both), and my intention was never to send review bombers.”

Read More: That New Sonic Game Is A Weird, Lonely Mess (That I Can’t Stop Playing)

Various Sonic Frontiers user reviews mention Dunkey, including a perfect score from “Dunkeywaswrong” that hails it as “the best 3D Sonic since Sonic Adventure 2.” Another user writes “Dunkey fans review bombing only increased score ;).” User Shaydows writes that they “would have given this an 8, but thanks to Dunkey’s fans I had to change it to a 10.” Long story short, yet another example of video game fans using Metacritic as an ideological battleground.

Kotaku reached out to Videogamedunkey for comment.

At the time of writing, Sonic Frontiers has an 8.5 user metascore on PS5, an 8.5 on PC, and an 8.3 on Xbox Series X.

 



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Sonic Team Listening To Frontiers Feedback, Wants To Take Series To “Greater Heights”

Image: SEGA

Sega’s latest release Sonic Frontiers takes the Sonic the Hedgehog series in a bold new direction with its “open-zone” gameplay. Obviously, Sega took a lot of feedback from focus groups in the lead-up to the latest release, and it intends to continue this trend going forward.

In a few tweets on social media, the game’s director Morio Kishimoto mentioned how the team is listening to the feedback about the new entry and said Sonic Team will take this into consideration when it comes to the future of the series. He added that the team still has “a long way to go” and would continue to go to “greater heights” to challenge itself. Here’s a rough translation:

Morio Kishimoto (@moq_46): “I got a lot of energy from everyone’s comments! I am very honored that so many people enjoyed it! After more than 10 years of trial and error, I was finally able to create this work. Open Zone is full of possibilities. Sonic games become more interesting. We will continue to challenge ourselves to greater heights.”

Sega also released a message this week – thanking everyone for the support and for being with Sonic every step of the way.

Have you tried out Sonic Frontiers yet? What would you like to see from the series moving forward? Comment below.



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Sonic Frontiers Offering Free Sonic Adventure 2 DLC To Newsletter Subscribers

Image: SEGA

Update [Tue 8th Nov, 2022 04:00 GMT]: Codes for the Sonic Adventure 2 shoes should be getting emailed out soon – so be sure to check your inbox. This offer is available until 31st January 2023.

Here’s the full reminder from Sega of America’s social media manager Katie Chrzanowski:


Original article [Tue 4th Oct, 2022 01:30 BST]: Sega’s new “open-zone” adventure Sonic Frontiers arrives on the Nintendo Switch and multiple other platforms next month.

In the lead-up to release, it’s been discovered players can score some free DLC if they sign up for the Sonic Frontiers newsletter on Sega’s official website. The item on offer is a pair of iconic shoes from Sonic Adventure 2.

Information on how to redeem this DLC will be revealed at a later date. This offer is available to selected regions for a limited time only – so sign up while you can.

Apart from this, when you subscribe to the newsletter you’ll need to provide your name, date of birth and country. You’ll then have to pick a platform of choice to receive the DLC on (Switch, PS5, PS4, Xbox Series X|S, Xbox One, Steam or Epic).

Sonic Frontiers speeds onto Nintendo Switch on 8th November. What do you think of this free DLC offer? Comment below.



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Sega’s Hiring A Sonic Lore Master To Keep Track Of All His BS

Whoa, I didn’t know that Sega hired lore masters.
Screenshot: Sega / SnapCube / Kotaku

Today in job listings that exude a menacing aura: Sega is looking to hire a Sonic loremaster to keep track of the blue hedgehog’s canon and non-canon antics.

If you have a degree in the arts and just so happened to be doomscrolling through the job hiring website, LinkedIn, you might’ve come across a job application from Sega of America for a lore associate manager for the Sonic Team. Yes, Sonic has established lore within its video games, movies, and its low-key slept on comic books. Though many might be scratching their heads at the existence of Sonic lore, one doesn’t simply go fast without having a pre-established reason to. Over the past 31 years of Sonic’s existence, the hedgehog’s lore has involved a plethora of bizarre storylines like him being cuckholded by Shadow after the Hot Topic hedgehog stole his then-girlfriend, Sally, and his often-brought-up smooch with a human, which has been burned into everyone’s memory. So you can see why Sega is in dire need of someone to keep the blue hedgehog’s lore straight.

Read More: Sonic Frontiers Is Nostalgic But Tedious, Say Critics

As the name would imply, the responsibilities of the lore associate manager include reviewing and verifying story content for “accuracy and consistency” as well as brainstorming, script writing, and providing feedback for new Sonic stories and characters. The loremaster job listing also happens to coincide with the release of Sonic Frontiers on Xbox, PlayStation, PC, and Switch tomorrow.

“With both project management and creative duties, you will be immersed in the organizing and shaping of Sonic lore, canon, characters, and universes, helping to bring consistency, connectivity, and creativity to all things Sonic across various forms of media including games, animation, comics, and more,” Sega of America wrote in the job description.

As of the time of writing, the job is listed as a full-time mid to senior-level position within the company. If you’re looking to throw your hat in the game, you’d be in a pool of 371 other Sonic fanatics, 136 of whom are entry-level applicants and 54 qualifying as senior-level applicants.

Read More: Sonic’s Original Backstory Took Place In World War II

ImmaSonic1

Sonic’s expansive lore has provided both fans and bystanders alike with a treasure trove of good and “lawfully evil” phenomena over the past 31 years of the character’s existence. On the one hand, you’ve got hidden gems such as the 1996 Sonic OVA, Machinima’s YouTube comedy series Sonic For Hire, and YouTuber SnapCube’s hilarious real-time fandub series.

Then there’s the dark side of Sonic fan lore. Last year when then-President Donald Trump tried to launch the social media website, GETTR, off the ground it was met with leftist Sonic memes, furry vore artwork, and—of course—mpreg art. This just goes to show that championing a “free speech, independent thought and rejecting political censorship and ‘cancel culture’” Twitter alternative can lead to hashtags like #sonicfeet, #sonicismygod, #soniclovescommunism, #sonicmylove, and #sonic_came_in_my_bussy running wild in your virtual town square.

Read More: SEGA Of America’s Invented Sonic The Hedgehog Origins

If it were me getting hired as the “lore guy” for Sonic, I’d make reciting the theme song for the ‘99 cartoon, Sonic Underground, mandatory before the start of any lore meeting like the Pledge of Allegiance. It is important to not forget your history.

   

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Sonic Frontiers On Switch Will Be The “Same Experience” As Other Platforms

Image: SEGA

Sonic Frontiers on the Switch might not be truly “next-gen” but according to Takashi Iizuka, there’s nothing to worry about.

Speaking to Gamereactor, the Sonic Team boss mentioned how Sega wanted to provide Switch fans with the “same experience” as players on other platforms including “high-end” PC.

The Hedgehog Engine the game is running on has been repeatedly updated over the years to make multiplatform development as easy as possible for Sonic Team, and although the Switch version won’t feature the same “high-end assets” as these other systems (like PC), it’s still “very comparable”. Here’s exactly what he had to say:

“Our artists are making tons of content at very high levels, and if you got this great and amazing high-spec PC, that’s great. But we also want to make sure, that people who are playing on the Nintendo Switch have the same experience. So, we are not necessarily using the same high-end assets, but the Hedgehog Engine is able to reduce it to a size where it’s going to look very comparable on a Nintendo Switch, as it is to a high-end PC.”

Previous reports suggest Sonic Frontiers will target 30fps and a resolution of 720p on the Nintendo Switch. Will you be adding this version to your game library? Comment below.



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Sonic Frontiers Has Officially Gone Gold, Launching On Switch November 8th

Image: SEGA

Sonic Frontiers arrives on Switch and multiple other platforms on November 8th, and ahead of release, Sega has announced the game has gone gold. This was revealed in a message by the game’s director Morio Kishimoto, who mentioned how development on the main game had officially been completed.

Here’s the scoop (via the Tails’ Channel Twitter account):

As you might recall, Sonic Frontiers was originally intended to line up with the blue blur’s 30th anniversary in 2021, but Sonic Team decided to postpone it to “brush up the quality” of the final product. This was revealed during an investor Q&A earlier this year:

Veteran Sega composer Tomoya Ohtani has also been putting the finishing touches on the game’s soundtrack. All up, it’s expected to feature around 6 hours and 30 minutes of music.

Are you looking forward to the return of Sonic the Hedgehog next month? Tell us below.



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Classic Jurassic Park Scene Recreated In PlayStation Game

The video you’re about to watch was built in Dreams, which is a video game but also some kind of mystical toolset that allows you to make anything.

You may have seen many, often confusing Dreams videos if you spend long enough on forums or Twitter. I say confusing because the game is so flexible and powerful that many of its best creations start looking almost identical to the things they’re trying to recreate or pay homage to.

I wrote about a Sonic the Hedgehog game last year, for example, that…looked just like something Sega would have released five to ten years ago. Jack Yarwood’s excellent feature on the game for us in 2020 contained a bunch of other impressive examples as well, from static images (like the one below) to game homages.

Screenshot: Martin Nebelong

The video I want to talk about tonight, though, is this incredible recreation of one of the most famous scenes from Jurassic Park, which uses darkness and modern computing power to look almost indistinguishable from the actual scene from the actual movie:

Here’s the original scene for comparison (I’ve set it to autoplay at the right moment in the video below, but if for whatever reason it doesn’t work on your device, you’ll want to skip to 3:18):

The T. rex Escapes the Paddock in 4K HDR | Jurassic Park

And here’s a direct screenshot comparison:

If you’re wondering how Krenautican made it, or just want to see it in a higher resolution, this YouTube video breaks down his whole process. It shows the agonising amount of work required to build the set to scale, which required getting everything from the size of the fence wiring to the angle of the car doors to match the original.

Recreating Jurassic Park On A Playstation

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Takashi Iizuka Says He Already Knows What The Next Sonic Game Is

Image: SEGA

Sonic Frontiers will take the Sonic the Hedgehog series to new heights with its new “open-zone” design. It’s also meant to pave the way for blue blur over the next decade. With this in mind, Game Informer recently sat down with head of Sonic team, Takashi Iizuka – asking him a bunch of rapid-fire questions.

One, in particular, of interest was if Iizuka already knew what the next Sonic the Hedgehog game was going to be. The short answer is “yes” he does. He was also asked if he could mention how many Sonic games were already planned for the future, but at this stage, he can’t really say anything about it.

Of course, this “next” game could be anything from a 2D to a 3D entry. Iizuka may not necessarily be referring to a direct continuation of Sonic Frontiers, either. It could simply be a standalone Sonic game, and perhaps even something like a spin-off.

Here’s what Iizuka previously had to say about the 10-year plan for Sonic, during an interview with Venture Beat:

What we’re doing now is taking the next step. This is the third generation, almost. We know we’re showing fans something new that maybe doesn’t make sense to them yet.

“But we really wanted to think about where we need to take Sonic for the next 10 years. What kind of gameplay do we need to start building out to keep people excited for the future? Sonic Frontiers is that next step for the next 10 years. We hope that fans believe in us and that they enjoy what we’re showing them. We’re looking forward to when they get to play it and really understand what it’s about.”

Another interesting question was about the possible return of the Sonic Adventure series in some way. For this question, Iizuka said it could possibly return “someday”. Iizuka has also previously expressed interest in reviving these now-classic games.

What would you like to see from Sonic beyond Frontiers? How would you like to see the series evolve? Tell us below.



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