You’ve read TSS’ Comic Con impressions and you’ve read some semblance of an article on IGN AU yesterday. Now, check out some previews that I have picked out for one reason or another.
From the title and opening paragraph of this incredibly brief preview, it didn’t look like Jim Reilly was too excited about another Sonic game, especially one with a sword. Despite first impressions, he turns around in the end by saying that he would have “obviously loved to play [the game] more.” He said that the game is done and probably won’t undergo any more changes. He is concerned about stage variety (which was a problem in games like Super Mario Sunshine – what with all the tropical shit) and the game’s difficulty, as it was too easy. He did play the first level, though, so take that comment however you want to. Reilly notes that the sense of speed and controls are the game’s high points.
If you’re still on the fence about Black Knight, especially if your age happens to be 20 and over, Reilly’s closing remark might be of help: “It’s clear from not only playing this, but talking to the Sega people as well that this game, and series, is for a different, younger generation of Sonic fans.” Now, if you’ve come to the realization that this game is not designed for you, then you can stop complaining about it and ignore it.
ONM loves how we are finally given full control of Sonic on the Wii. They relish in the lack of “race car” controls and welcome the simple concept of walking backwards. ONM comments on how agile and stylish Sonic is while he swings his sword around. Overall, they are pleased with this demo copy.
Still, even with the solid play-through that they received, they have the right to be pessimistic. Sonic has had many proclaimed “returns to form” that have failed to deliver on more than one occasion. I think that their advice is wise. I’m not ensuing to that you be entirely downtrodden on this new game, but I wouldn’t run around saying that this game is going to kick the biggest of asses either.
Matt Casamassina feels better about Black Knight than most people would suspect (you know, since it’s IGN and “biased” or something). He spent hours playing through the final build and gave the most detailed previews of them all, so I’d read it, despite some people’s outrageous and unnecessarily aggressive opinion of the site.
Matt comments that SatBK has more in common with Unleashed than it does its prequel, Sonic and the Secret Rings, thanks to the control scheme. You can move Sonic freely with control stick movement, but when going backwards, the camera will not turn around. The camera, when walking backwards, in SatSR was a huge problem, in my opinion, so it’s sad to not see that corrected. Matt closes his section on the controls and gameplay by describing Black Knight as an “action racer.” He says that you’ll be using your sword a lot and he describes the control scheme in detail. The impressive part is the B trigger, which iniates a bullet-time lock-on system.
Just like with my buddy, Keith, the sheer amount of remote waggle starts to wear on the player and Matt wishes that there was an alternative control scheme. There are tons of enemies and they pop up incredibly frequently. At least they look really pretty!
Oh, and a potential “sad face moment:” “we have yet to encounter any trademark loop-de-loops or corkscrews.” 🙁
Things are looking up for the upcoming adventure, but they are reserving their full judgment and excitement for when the game ships next month.
As somebody who thought Sonic and the Secret Rings was a decent outing, I like hearing about improvements made in Black Knight. My only concern is whether or not the sword creates a whole new set of problems. While ironing out the old, SEGA and Sonic Team might overlook a problem with the new.
Remember, kids, we’re talking about the previews here.