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  1. SEGA has launched a brand new Sonic the Hedgehog 'Franchise Sale' on Steam this week, offering discounts on almost every single Sonic game available on the platform - except 2011's Sonic Generations. The headliners for this latest range of blue blur discounts centre around the most recent releases: Sonic Origins Plus is listed at 35% off (from £34.99 to £22.74 GBP), Sonic Superstars at 50% off (from £54.99 to £27.49) and Sonic Frontiers a whopping 60% off (from £49.99 to £19.99). But many other classic Sonic titles are also on offer - from Sonic Colors Ultimate (70% off) to Team Sonic Racing (75%) and Sonic 4 Episode I and II (75% each). Even 2010s classic spinoff titles Sonic & SEGA All-Stars Racing (50%) and its Transformed sequel (75%) are listed. While Sonic Mania, Sonic Adventure and Sonic Adventure 2 are also missing from the Franchise Sale, it is the curious omission of Sonic Generations that has fired up the internet, with strong rumors of a return of the 20th Anniversary platformer coming via an announcement due as soon as tomorrow. SEGA also runs similar Franchise Sales quite frequently on Steam, and the game has been listed in the past, so its current full-price status has definitely not gone unnoticed by the community. The current Sonic Franchise Sale is now on and it's a great way to fill any gaps in your Steam collection - click here to head there and start spending! Original Post Content: View full story
  2. SEGA has launched a brand new Sonic the Hedgehog 'Franchise Sale' on Steam this week, offering discounts on almost every single Sonic game available on the platform - except 2011's Sonic Generations. The headliners for this latest range of blue blur discounts centre around the most recent releases: Sonic Origins Plus is listed at 35% off (from £34.99 to £22.74 GBP), Sonic Superstars at 50% off (from £54.99 to £27.49) and Sonic Frontiers a whopping 60% off (from £49.99 to £19.99). But many other classic Sonic titles are also on offer - from Sonic Colors Ultimate (70% off) to Team Sonic Racing (75%) and Sonic 4 Episode I and II (75% each). Even 2010s classic spinoff titles Sonic & SEGA All-Stars Racing (50%) and its Transformed sequel (75%) are listed. While Sonic Mania, Sonic Adventure and Sonic Adventure 2 are also missing from the Franchise Sale, it is the curious omission of Sonic Generations that has fired up the internet, with strong rumors of a return of the 20th Anniversary platformer coming via an announcement due as soon as tomorrow. SEGA also runs similar Franchise Sales quite frequently on Steam, and the game has been listed in the past, so its current full-price status has definitely not gone unnoticed by the community. The current Sonic Franchise Sale is now on and it's a great way to fill any gaps in your Steam collection - click here to head there and start spending!
  3. It took a little longer than planned, but SEGA has finally re-released Sonic 3D Blast onto RealPlayer's RealOne Arcade service. This was the final 16-bit Sonic the Hedgehog title to launch on the platform, with Sonic Spinball, Dr. Robotnik's Mean Bean Machine and the mainline platformers all releasing a few months ago. As with other Mega Drive/Genesis games on the service, Sonic 3D comes as a 'free' download that includes an install of RealOne Arcade. From there, you'll get to enjoy a demo of the isometric adventure - if you want to experience the full game, it'll cost you $14.99. You'll need a minimum of 32MB RAM, 35MB free disk space, Direct 7.0 or higher and a Pentium II 266MHZ or above to run it all, according to SEGA's official webpage.
  4. SEGA announced today that Gamecube classics Sonic Adventure DX and Sonic Adventure 2: Battle will be heading to the Japanese Steam store in 2024. The announcement was made online this morning as part of SEGA Japan's official pan-Asian Sonic fan meeting series, and was revealed to long-suffering Japanese Steam players during the Osaka leg of the tour. Fans outside Japan might be surprised to hear about this news, because Sonic Adventure and Sonic Adventure 2 (and their DX/Battle DLC expansions) have both been available on Western Steam platforms for over a decade at this point. It's a little mind-blowing that neither game had hit the store in Japan since then. But it's worth remembering that, historically, PC gaming has been an incredibly niche market in Japan - certainly much, much smaller than in the West. Over the last few years, there has been a growing effort from Japanese publishers to explore the PC market and many have released titles on Steam in the country alongside consoles. This announcement would seem to be SEGA Japan's way of catching up to the offering that Western fans already enjoy. In any case, it's great news for Sonic fans in Japan and Asia. Seems a little strange to wait until 2024 for them but hey, they've been waiting some 11 years already, what's another couple of months? Original Post Content: View full story
  5. SEGA announced today that Gamecube classics Sonic Adventure DX and Sonic Adventure 2: Battle will be heading to the Japanese Steam store in 2024. The announcement was made online this morning as part of SEGA Japan's official pan-Asian Sonic fan meeting series, and was revealed to long-suffering Japanese Steam players during the Osaka leg of the tour. Fans outside Japan might be surprised to hear about this news, because Sonic Adventure and Sonic Adventure 2 (and their DX/Battle DLC expansions) have both been available on Western Steam platforms for over a decade at this point. It's a little mind-blowing that neither game had hit the store in Japan since then. But it's worth remembering that, historically, PC gaming has been an incredibly niche market in Japan - certainly much, much smaller than in the West. Over the last few years, there has been a growing effort from Japanese publishers to explore the PC market and many have released titles on Steam in the country alongside consoles. This announcement would seem to be SEGA Japan's way of catching up to the offering that Western fans already enjoy. In any case, it's great news for Sonic fans in Japan and Asia. Seems a little strange to wait until 2024 for them but hey, they've been waiting some 11 years already, what's another couple of months?
  6. Over a year after its announcement, Sonic Origins is finally available to play as of June 23, 12AM EST. It can be purchased on Xbox, Playstation, and Switch platforms for $40, or $45 for the deluxe version that comes with $8 of DLC (including music from other Sonic games and additional animations in the menu). We’ve been covering this game for the last few days. You can check out our review here, and find a bunch of footage from the game here.
  7. Here's a collaboration we weren't expecting - PC motherboard manufacturer ASRock is apparently soon to launch a Sonic the Hedgehog-branded board, which will no doubt give your Steam-purchased Sonic the Hedgehog games an extra level of speed (it won't, but it looks like it would). According to VideoCardz.com, the motherboard design is "based on Z790 Phantom Gaming Riptide, with obvious changes to the colours from black to black and silver." As you can see in the photos provided by Twitter user momomo_us, there's dashes of blue across the board as well, along with an image of a ring. Extravagant! Here's some technical detail from VideoCardz: We have to say, it does look really cool! Although, the chances of you actually ever seeing the iconic Sonic artwork on this thing is likely to be zero while you have it installed, unless your PC tower ends up being transparent so you can look inside. No word on a release or price as of yet, as the product has yet to be listed on the ASRock website, but we'll update this story if and when that happens.
  8. SEGA has surprise-announced a brand new 2D Sonic game at Summer Game Fest 2023, called Sonic Superstars! Featuring 3D models and environments and focusing entirely on Classic Sonic gameplay, Sonic Superstars will see Sonic, Tails, Knuckles and Amy Rose go on a new adventure as they tackle Dr. Eggman in a scenario reminiscent of the 16-bit days… only this time, Eggman has help in the form of returning classic bad guy, Fang the Sniper! According to IGN, the game will take place in a new location called the North Star Islands, which look like it’s going to be home to a whole lot of new gimmicks such as vines that shoot Sonic upwards, trees that the blue blur can grind along and chutes that work in a similar way to those found in Stardust Speedway. Apparently the Chaos Emeralds are also back, and can be seen to unlock specific powers for Sonic and friends. We can see in one instance where the player makes clones of themselves, and another where the player travels up a waterfall using another Chaos Emerald power. Sonic Superstars will be coming to PlayStation 5, PS4, Xbox Series X and S, Xbox One, Nintendo Switch and PC later in Fall 2023. View full story
  9. SEGA has surprise-announced a brand new 2D Sonic game at Summer Game Fest 2023, called Sonic Superstars! Featuring 3D models and environments and focusing entirely on Classic Sonic gameplay, Sonic Superstars will see Sonic, Tails, Knuckles and Amy Rose go on a new adventure as they tackle Dr. Eggman in a scenario reminiscent of the 16-bit days… only this time, Eggman has help in the form of returning classic bad guy, Fang the Sniper! According to IGN, the game will take place in a new location called the North Star Islands, which look like it’s going to be home to a whole lot of new gimmicks such as vines that shoot Sonic upwards, trees that the blue blur can grind along and chutes that work in a similar way to those found in Stardust Speedway. Apparently the Chaos Emeralds are also back, and can be seen to unlock specific powers for Sonic and friends. We can see in one instance where the player makes clones of themselves, and another where the player travels up a waterfall using another Chaos Emerald power. Sonic Superstars will be coming to PlayStation 5, PS4, Xbox Series X and S, Xbox One, Nintendo Switch and PC later in Fall 2023.
  10. We already know how big of a deal it is that Sonic Origins exists. We raved about it in our review, after all. Finally getting a Sonic 3 & Knuckles re-release after a decade in legal limbo (and a full-on Headcannon remaster at that)? Experiencing the Taxman and Stealth remasters of Sonic 1, 2 and CD on home console and PC? Some minor bugs aside, the overall quality and sheer importance of this release made it instantly worth buying by default. But now, a year later, SEGA is offering an expansion in the form of Sonic Origins Plus. Will it similarly be worth your money? All signs point to ‘yes’ - with some caveats. First of all, the headline feature to this add-on pack - Amy Rose is now, for the first time in a classic 2D Sonic adventure, available as a playable character. And in terms of importance at least, that is a very big deal (the Sonic gang has been a sausage fest for way too long) - it’s great to see the Rosy Rascal front and centre of the Plus imagery, right down to the revised Island Tour mode where you can see her posing for the camera. In terms of how she plays, it’s exactly as you’d expect. Amy runs, jumps and spins just like Sonic, only with a couple of extra unique skills. By pressing the jump button whilst in the air (double-jumping), you can deploy the famous Piko Piko Hammer which can expand your hitbox reach when trying to tag some mid-air badniks (and sometimes even give you some protection). It was exceptionally useful when tackling the Metropolis Zone boss (and the second-phase Sky Sanctuary boss). If you keep the jump button held after this, you can make Amy perform a Drop Dash-style move called the Hammer Rush. This makes Amy move forward with a burst of speed, mashing her hammer on the ground as she goes. Any badniks or destructible objects that get in her way are toast. Unfortunately it doesn’t quite get you around really steep curves or loop-de-loops, but it’s still satisfying to perform. You’ll no doubt be wondering if Amy can turn Super in Sonic 2 and 3K. Well, as you probably would have guessed, yes she can! After collecting seven Chaos Emeralds, you can transform into a glowy, faster, more athletic Super Amy as long as you have 50 Rings. In Sonic 2 and Sonic 3, her super powers are pretty straightforward - but if you collect the Super Emeralds in the Sonic & Knuckles half of the game, you get to unlock… …Super Amy again. Yep, no Hyper Amy. Which is a bit of a disappointment. But, you do get a sort of ‘Hyper’ power - pressing the Super button while transformed (after getting the Chaos and Super Emeralds) allows you to chuck hammers at your enemies. To be honest, you’ll be going so fast (and be so invincible) that the effect of this new hammer throw ability is close to zero, but the visual chaos you bring to the screen is fun either way. And that’s Amy Rose. A “Pink Sonic” - and that’s totally okay! Those of you who are weirdly hoping for some crazy new control gimmick should keep things in check; we’re talking about adding new characters to a 16-bit series whose gameplay design focuses around a single action button. You were obviously not getting a Sonic Advance-style manual control of the Piko Piko Hammer, and nor should you have wanted it anyway - Amy’s momentum-destroying control scheme in Sonic’s debut GBA game absolutely ruins an otherwise excellent platforming experience. The other additions that come with Sonic Origins Plus include the addition of Knuckles as a playable character in Sonic CD (probably because SEGA forgot to add him or something), and an archive of 8-bit Sonic the Hedgehog Game Gear games that can be played at any time via the Mission menu. Everything from the main platform games to the more esoteric spinoff games like Sonic Labyrinth and Sonic Drift 2. All of the Game Gear games are emulated - they are not remastered in the same way that the 16-bit Mega Drive titles have been. Because of this, all of the titles will run exactly as you’d remember a physical Game Gear would - warts and all. We won’t go into every GG game in this review (you can read our individual reviews for each game to see what we think about those). Generally speaking the GG games all feel fine to play, despite some new sound issues (there appears to be a weird echoing from time to time) as well as the usual framerate and screen size awkwardness that comes from authentically emulating SEGA’s 8-bit handheld. It’s hard to complain about the value of 12 extra games being added to your collection, but it’s also a bit heart-breaking to see constant stuttering in the otherwise masterful Sonic 1 GG immediately after completing a buttery-smooth run-through of Sonic CD. It seems like some level of bug-fixing has been accomplished here as well, although I can’t exactly tell you what those tweaks are for sure with the exception of one example. In the base Origins game, attempting to Drop Dash in one direction, then quickly trying to Drop Dash in the opposite direction was not possible while playing Sonic 1. This so-called “roll-locking” has been fixed in my experience with Origins Plus, which is a welcome change. But besides other possible bug fixes, in terms of new content, “that’s it” (for some of you). Personally, for a $10 upgrade, having playable Amy in all four games, Knuckles in Sonic CD, the Game Gear games, a bunch of bug fixes and a nice unlockable birthday image is pretty good value for money. Of course, your own mileage may vary, depending on whether you feel like much of this should have been included in the base game already. For me, it’s not so much the quantity of additional content that slightly irks - it’s the quality. Generally speaking, the Plus content is quite serviceable. But there are just a few little niggles here and there that, while not a huge deal in and of themselves, kind of take the shine off of the whole package when taken altogether. The most obvious drawback is the curious omission of the Master System versions of the 8-bit Sonic the Hedgehog titles in the new collection. Not having the benefit of the larger-screen versions of Sonic 1, 2, Chaos, Spinball and Mean Bean Machine to play (not to mention experiencing the difference in gameplay and presentation in some of these titles compared to their Game Gear counterparts) is a real drag, especially on large screens. Even just putting in a little work to “hack” in a Master System-style ‘widescreen’ view for each game (as Tectoy did in Brazil for Sonic Blast, in fact - there is a Master System port of that game only made available in that country) would have been a welcome option. As it is though, playing on PS5 on a big monitor with such a small gameplay window can be an intensely claustrophobic experience. I can see the GG games being more fun to play on the Nintendo Switch in handheld mode where this may be less of an issue. There are some presentation quirks when playing as Amy too. The odd graphical issue, her Hammer Rush not going up steep curves/loops, the lack of an official ‘Hyper’ Amy in Sonic 3 & Knuckles (which I suspect is an attempt to avoid putting too much work into her sprite set), that the sprite looks too similar across all four games (if there are any differences in sprite art style between Sonic 1, 2, CD and 3K, it’s really not that noticeable)... Individually, these things are insignificant. Put together, it feels like a feature that hasn’t quite been polished to perfection yet. It also feels like there isn’t enough documentation or guidance around the new Amy and Knuckles playables modes and abilities. This might sound like an odd gripe, when the Plus package comes complete with a new digital manual (accessible from the title screen) which is a whopping 66 pages long - but I found out about Not-Hyper Amy’s Hammer Throw move by complete accident, and I have struggled to identify any of the marketed significant new routes in Sonic CD made specifically for Knuckles (I might have stumbled upon some by accident, but I wouldn’t have known it). Which, you know, if there actually aren’t any new routes in CD, that’s a slight disappointment in and of itself. But back to the point… There’s a dialog box for almost every other action you perform in the main menu - even the act of opening a game (I’m surprised there isn’t one for blowing your own nose) - so it would have been nice to have had some kind of intro or something when first selecting Knuckles in CD, or Amy in Sonic 3 & Knuckles that offers this information. Or perhaps in the Options section there could have been a Tutorial box outlining some hints on where to go in CD as Knuckles. The reward for accomplishing all of the (admittedly incredibly easy) new challenges in the ‘Surprise’ mode is (besides the gorgeous artwork you reveal) pretty underwhelming as well (not to spoil it for anyone, but… well, I feel like if you’re reading this, then your reaction to it will likely be “I already know this”). It would have been pretty neat - and not a huge additional lift at all - to have added new content to the Museum collection or have the Surprise unlock an exclusive set of Plus-locked Gallery images. We could have had some of the Sonic Jam media in high-res! Man of the Year in HD! But alas. Mind you, these are all minor gripes in the context of an expansion pack that costs a mere $9.99. Sonic Origins Plus is worth getting for the new Amy Rose playable character as-is, and the Game Gear games are the icing on the cake for die-hard fans who have been itching to have a modern way to play the handheld classics since Sonic Adventure DX. And for those who haven’t bought into Origins yet, the price of the physical Plus pack is about the same as the base game digitally - and when you factor in our five-star review of the original release, this makes buying Plus a no-brainer. Second Opinion Sonic Origins is undoubtedly the most comprehensive and polished classic compilation to date. From remastered classics to mirror modes, the game is absolutely jam-packed with extras, artwork, videos, and extras, this is a phenomenal title to discover or re-live the heritage of Sonic the Hedgehog. Following in the footsteps of Sonic Mania, Origins is now receiving the “Plus” treatment, which sees a further embellished version alongside a physical release. Classic fans will undoubtedly be delighted to see Amy join the roster, not in just sprite form, but armed with a host of unique attacks and abilities that breathe a new way to play into old classics. Equally, Game Gear and Master System fans can be content at finally having a definitive location for those rare and unusual titles, even if only to play five minutes of Tails Sky Patrol before going back to playing something good. Disappointingly, it seems that the additional content is also a download for the physical edition, which will inevitably put a future expiration date on much of the bonus features. Moreso, audiophiles will be equally baffled and frustrated by the altered soundtracks and odd stereo effects, that will often detract from the otherwise great job that has been accomplished here. Flaws aside, Sonic Origins Plus once supplies fans with a sympathetic and lovingly crafted product, with just about every permutation of experience you could want from the archetypal Mega Drive titles. With a release in which SEGA could have easily created a bad future, they once again emerge smelling of roses. Second Opinion written by @T-Bird
  11. We already know how big of a deal it is that Sonic Origins exists. We raved about it in our review, after all. Finally getting a Sonic 3 & Knuckles re-release after a decade in legal limbo (and a full-on Headcannon remaster at that)? Experiencing the Taxman and Stealth remasters of Sonic 1, 2 and CD on home console and PC? Some minor bugs aside, the overall quality and sheer importance of this release made it instantly worth buying by default. But now, a year later, SEGA is offering an expansion in the form of Sonic Origins Plus. Will it similarly be worth your money? All signs point to ‘yes’ - with some caveats. First of all, the headline feature to this add-on pack - Amy Rose is now, for the first time in a classic 2D Sonic adventure, available as a playable character. And in terms of importance at least, that is a very big deal (the Sonic gang has been a sausage fest for way too long) - it’s great to see the Rosy Rascal front and centre of the Plus imagery, right down to the revised Island Tour mode where you can see her posing for the camera. In terms of how she plays, it’s exactly as you’d expect. Amy runs, jumps and spins just like Sonic, only with a couple of extra unique skills. By pressing the jump button whilst in the air (double-jumping), you can deploy the famous Piko Piko Hammer which can expand your hitbox reach when trying to tag some mid-air badniks (and sometimes even give you some protection). It was exceptionally useful when tackling the Metropolis Zone boss (and the second-phase Sky Sanctuary boss). If you keep the jump button held after this, you can make Amy perform a Drop Dash-style move called the Hammer Rush. This makes Amy move forward with a burst of speed, mashing her hammer on the ground as she goes. Any badniks or destructible objects that get in her way are toast. Unfortunately it doesn’t quite get you around really steep curves or loop-de-loops, but it’s still satisfying to perform. You’ll no doubt be wondering if Amy can turn Super in Sonic 2 and 3K. Well, as you probably would have guessed, yes she can! After collecting seven Chaos Emeralds, you can transform into a glowy, faster, more athletic Super Amy as long as you have 50 Rings. In Sonic 2 and Sonic 3, her super powers are pretty straightforward - but if you collect the Super Emeralds in the Sonic & Knuckles half of the game, you get to unlock… …Super Amy again. Yep, no Hyper Amy. Which is a bit of a disappointment. But, you do get a sort of ‘Hyper’ power - pressing the Super button while transformed (after getting the Chaos and Super Emeralds) allows you to chuck hammers at your enemies. To be honest, you’ll be going so fast (and be so invincible) that the effect of this new hammer throw ability is close to zero, but the visual chaos you bring to the screen is fun either way. And that’s Amy Rose. A “Pink Sonic” - and that’s totally okay! Those of you who are weirdly hoping for some crazy new control gimmick should keep things in check; we’re talking about adding new characters to a 16-bit series whose gameplay design focuses around a single action button. You were obviously not getting a Sonic Advance-style manual control of the Piko Piko Hammer, and nor should you have wanted it anyway - Amy’s momentum-destroying control scheme in Sonic’s debut GBA game absolutely ruins an otherwise excellent platforming experience. The other additions that come with Sonic Origins Plus include the addition of Knuckles as a playable character in Sonic CD (probably because SEGA forgot to add him or something), and an archive of 8-bit Sonic the Hedgehog Game Gear games that can be played at any time via the Mission menu. Everything from the main platform games to the more esoteric spinoff games like Sonic Labyrinth and Sonic Drift 2. All of the Game Gear games are emulated - they are not remastered in the same way that the 16-bit Mega Drive titles have been. Because of this, all of the titles will run exactly as you’d remember a physical Game Gear would - warts and all. We won’t go into every GG game in this review (you can read our individual reviews for each game to see what we think about those). Generally speaking the GG games all feel fine to play, despite some new sound issues (there appears to be a weird echoing from time to time) as well as the usual framerate and screen size awkwardness that comes from authentically emulating SEGA’s 8-bit handheld. It’s hard to complain about the value of 12 extra games being added to your collection, but it’s also a bit heart-breaking to see constant stuttering in the otherwise masterful Sonic 1 GG immediately after completing a buttery-smooth run-through of Sonic CD. It seems like some level of bug-fixing has been accomplished here as well, although I can’t exactly tell you what those tweaks are for sure with the exception of one example. In the base Origins game, attempting to Drop Dash in one direction, then quickly trying to Drop Dash in the opposite direction was not possible while playing Sonic 1. This so-called “roll-locking” has been fixed in my experience with Origins Plus, which is a welcome change. But besides other possible bug fixes, in terms of new content, “that’s it” (for some of you). Personally, for a $10 upgrade, having playable Amy in all four games, Knuckles in Sonic CD, the Game Gear games, a bunch of bug fixes and a nice unlockable birthday image is pretty good value for money. Of course, your own mileage may vary, depending on whether you feel like much of this should have been included in the base game already. For me, it’s not so much the quantity of additional content that slightly irks - it’s the quality. Generally speaking, the Plus content is quite serviceable. But there are just a few little niggles here and there that, while not a huge deal in and of themselves, kind of take the shine off of the whole package when taken altogether. The most obvious drawback is the curious omission of the Master System versions of the 8-bit Sonic the Hedgehog titles in the new collection. Not having the benefit of the larger-screen versions of Sonic 1, 2, Chaos, Spinball and Mean Bean Machine to play (not to mention experiencing the difference in gameplay and presentation in some of these titles compared to their Game Gear counterparts) is a real drag, especially on large screens. Even just putting in a little work to “hack” in a Master System-style ‘widescreen’ view for each game (as Tectoy did in Brazil for Sonic Blast, in fact - there is a Master System port of that game only made available in that country) would have been a welcome option. As it is though, playing on PS5 on a big monitor with such a small gameplay window can be an intensely claustrophobic experience. I can see the GG games being more fun to play on the Nintendo Switch in handheld mode where this may be less of an issue. There are some presentation quirks when playing as Amy too. The odd graphical issue, her Hammer Rush not going up steep curves/loops, the lack of an official ‘Hyper’ Amy in Sonic 3 & Knuckles (which I suspect is an attempt to avoid putting too much work into her sprite set), that the sprite looks too similar across all four games (if there are any differences in sprite art style between Sonic 1, 2, CD and 3K, it’s really not that noticeable)... Individually, these things are insignificant. Put together, it feels like a feature that hasn’t quite been polished to perfection yet. It also feels like there isn’t enough documentation or guidance around the new Amy and Knuckles playables modes and abilities. This might sound like an odd gripe, when the Plus package comes complete with a new digital manual (accessible from the title screen) which is a whopping 66 pages long - but I found out about Not-Hyper Amy’s Hammer Throw move by complete accident, and I have struggled to identify any of the marketed significant new routes in Sonic CD made specifically for Knuckles (I might have stumbled upon some by accident, but I wouldn’t have known it). Which, you know, if there actually aren’t any new routes in CD, that’s a slight disappointment in and of itself. But back to the point… There’s a dialog box for almost every other action you perform in the main menu - even the act of opening a game (I’m surprised there isn’t one for blowing your own nose) - so it would have been nice to have had some kind of intro or something when first selecting Knuckles in CD, or Amy in Sonic 3 & Knuckles that offers this information. Or perhaps in the Options section there could have been a Tutorial box outlining some hints on where to go in CD as Knuckles. The reward for accomplishing all of the (admittedly incredibly easy) new challenges in the ‘Surprise’ mode is (besides the gorgeous artwork you reveal) pretty underwhelming as well (not to spoil it for anyone, but… well, I feel like if you’re reading this, then your reaction to it will likely be “I already know this”). It would have been pretty neat - and not a huge additional lift at all - to have added new content to the Museum collection or have the Surprise unlock an exclusive set of Plus-locked Gallery images. We could have had some of the Sonic Jam media in high-res! Man of the Year in HD! But alas. Mind you, these are all minor gripes in the context of an expansion pack that costs a mere $9.99. Sonic Origins Plus is worth getting for the new Amy Rose playable character as-is, and the Game Gear games are the icing on the cake for die-hard fans who have been itching to have a modern way to play the handheld classics since Sonic Adventure DX. And for those who haven’t bought into Origins yet, the price of the physical Plus pack is about the same as the base game digitally - and when you factor in our five-star review of the original release, this makes buying Plus a no-brainer. Second Opinion Sonic Origins is undoubtedly the most comprehensive and polished classic compilation to date. From remastered classics to mirror modes, the game is absolutely jam-packed with extras, artwork, videos, and extras, this is a phenomenal title to discover or re-live the heritage of Sonic the Hedgehog. Following in the footsteps of Sonic Mania, Origins is now receiving the “Plus” treatment, which sees a further embellished version alongside a physical release. Classic fans will undoubtedly be delighted to see Amy join the roster, not in just sprite form, but armed with a host of unique attacks and abilities that breathe a new way to play into old classics. Equally, Game Gear and Master System fans can be content at finally having a definitive location for those rare and unusual titles, even if only to play five minutes of Tails Sky Patrol before going back to playing something good. Disappointingly, it seems that the additional content is also a download for the physical edition, which will inevitably put a future expiration date on much of the bonus features. Moreso, audiophiles will be equally baffled and frustrated by the altered soundtracks and odd stereo effects, that will often detract from the otherwise great job that has been accomplished here. Flaws aside, Sonic Origins Plus once supplies fans with a sympathetic and lovingly crafted product, with just about every permutation of experience you could want from the archetypal Mega Drive titles. With a release in which SEGA could have easily created a bad future, they once again emerge smelling of roses. Second Opinion written by @T-Bird View full story
  12. SEGA announced today a brand new 2D Sonic the Hedgehog title, Sonic Superstars, which will hit consoles later in the year. According to the press release: Check out the trailer below... ...and then read on for everything you need to know about the game! Ohshima is Back! That's right, our favourite Sonic the Hedgehog co-creator is back at the helm on this new Sonic title! Who could be better than Sonic's dad to be at the helm? Ohshima-san is overseeing the fresh new 3D look of this platformer. Fang the Sniper is Also Back! We were a bit giddy at this news (especially Adam - Fang is his fave!), but the purple peril will be armed with his cork-gun and undoubtedly causing trouble for our heroes! You'll have to wait until the end of the trailer to see him (unless you really have eagle-eyes!) but it is well worth it - he even arrives in his own vehicle, the Marvellous Queen! A Whole New World Sonic and his friends will be travelling to the new environment of North Star Islands, a "mystical place offering never-before-seen environments, as well as a mysterious story waiting to unfold". The Number of Characters That's right! FOUR CHARACTERS in the initial roster. From the teaser trailer, it looks like players will be able to take control of Amy Rose, alongside our regular trio. In addition to this, it looks like as a first for a 2D Sonic title, you can play as all characters simultaneously! Awesome (but I still get to be Sonic, you can be Tails). New Abilities Ahoy! Sonic and pals will be making full use of some pseudo-3D features, such as wall running and waterfall climbing in this new instalment. Undoubtedly each character looks to have some unique abilities - such as an ability to clone! Special Stages on Steroids We get a brief glimpse at the new Special Stages in Sonic Superstars, that look to take notes from some of the original rotating zones from the original title. In addition to that, it looks as though there will also be 3D environments in some special stages through which the player must navigate dangers. Pac-Man Fever! While the new game will make use of 3D models and assets, the game will also give nods back to the classic 16-bit look as well. Oddly, we also see our heroes transform into jellyfish characters, vaguely reminiscent of the ghosts from Pac Man. Why do they transform? We are yet to find out! Let's Get Physical The game will be released both digitally and Physically across all major platforms for the RRP of $59.99, so those of you looking to invest in a hard copy won't have to wait for, say, Sonic Superstars Plus! Are you folks excited? We certainly are!
  13. Dreadknux

    Sonic Superstars

    Sonic Superstars is a 2D platform action game for PlayStation and Xbox consoles, as well as Nintendo Switch and PC, developed by Sonic Team. It is a continuation of the 'Classic Sonic' series of games, featuring 1990s-designed renditions of Sonic the Hedgehog, Tails, Knuckles and Amy Rose. More to follow...
  14. SEGA announced today a brand new 2D Sonic the Hedgehog title, Sonic Superstars, which will hit consoles later in the year. According to the press release: Check out the trailer below... ...and then read on for everything you need to know about the game! Ohshima is Back! That's right, our favourite Sonic the Hedgehog co-creator is back at the helm on this new Sonic title! Who could be better than Sonic's dad to be at the helm? Ohshima-san is overseeing the fresh new 3D look of this platformer. Fang the Sniper is Also Back! We were a bit giddy at this news (especially Adam - Fang is his fave!), but the purple peril will be armed with his cork-gun and undoubtedly causing trouble for our heroes! You'll have to wait until the end of the trailer to see him (unless you really have eagle-eyes!) but it is well worth it - he even arrives in his own vehicle, the Marvellous Queen! A Whole New World Sonic and his friends will be travelling to the new environment of North Star Islands, a "mystical place offering never-before-seen environments, as well as a mysterious story waiting to unfold". The Number of Characters That's right! FOUR CHARACTERS in the initial roster. From the teaser trailer, it looks like players will be able to take control of Amy Rose, alongside our regular trio. In addition to this, it looks like as a first for a 2D Sonic title, you can play as all characters simultaneously! Awesome (but I still get to be Sonic, you can be Tails). New Abilities Ahoy! Sonic and pals will be making full use of some pseudo-3D features, such as wall running and waterfall climbing in this new instalment. Undoubtedly each character looks to have some unique abilities - such as an ability to clone! Special Stages on Steroids We get a brief glimpse at the new Special Stages in Sonic Superstars, that look to take notes from some of the original rotating zones from the original title. In addition to that, it looks as though there will also be 3D environments in some special stages through which the player must navigate dangers. Pac-Man Fever! While the new game will make use of 3D models and assets, the game will also give nods back to the classic 16-bit look as well. Oddly, we also see our heroes transform into jellyfish characters, vaguely reminiscent of the ghosts from Pac Man. Why do they transform? We are yet to find out! Let's Get Physical The game will be released both digitally and Physically across all major platforms for the RRP of $59.99, so those of you looking to invest in a hard copy won't have to wait for, say, Sonic Superstars Plus! Are you folks excited? We certainly are! View full story
  15. They said it was coming, and now it has come. Sonic Spinball is available on RealPlayer's RealOne Arcade service starting today. You can download it for free, and you get a one-hour trial where you can tackle the Veg-O-Fortress to your heart's content... and if you want to keep playing after that hour, it will cost you $14.99 for the full version.] According to SEGA's RealOne page, Sonic 3D is also coming later this month. So stay tuned for that.
  16. Sonic & Knuckles has been added to the Real One Arcade Player, courtesy of continuing updates to the service from SEGA. The game joins Sonic 1, 2, 3 and Dr. Robotnik's Mean Bean Machine that are already on the Arcade roster, meaning that fans can complete the set by adding this lock-on title to their collection. Like other games on the service, Sonic & Knuckles will cost $14.99 for unlimited access, but you can take advantage of a free trial so you can see if it's something you want to invest in. Apparently the RealOne Arcade version also includes the Sonic 2 and Sonic 3 lock-on functionality as well, so you'll be able to blast through the Sonic 3 & Knuckles saga to your heart's content. There isn't a lot of Sonic games left to add to the service now, and according to Sonic HQ Sonic Spinball will also be arriving later this month, so it's looking like RealOne Arcade will be a pretty decent way to access all of the Mega Drive classics. Well, if you don't have Sonic Mega Collection, that is. via Sonic HQ
  17. You will soon be able to play classic SEGA games on the popular RealPlayer service on PC. An agreement has been signed with RealNetworks to provide official versions of four games via the new RealOne Arcade application. SEGA will have its own specific 'Sega Channel' on the service. Sonic 1 is included in the initial lineup, with more Sonic games to come. The RealOne Arcade platform will be available from this website. Aside from the first four games, which include Sonic 1 and Ecco the Dolphin, more Mega Drive games are planned to release later. These include Sonic 2, Dr. Robotnik's Mean Bean Machine, Columns III, Phantasy Star II, Shinobi III, Toejam and Earl, Vectorman and Virtua Fighter 2. Games will cost $14.99 each, but you can download demos of each game to try them out for free as well. Source: XenGamers
  18. Ever wanted to know what long lost SEGA Saturn game Sonic X-Treme would have sounded like? Well, now you can, as former SEGA Technical Institute developer Chris Senn has shared a number of tracks from the game's in-development soundtrack. The new material comes following a new interview between Senn and Sonic CulT (who previously interviewed fellow former STI developer Mike Wallis - read more about that here), which will be published soon. In the meantime, Sonic CulT posted downloads of the following stage music. Jade Gully - SXC_JadeGully.rar Red Sands - SXC_RedSands.rar Crystal Frost - SXC_CrystalFrost.rar Senn worked intensely on the PC version of Sonic X-Treme, and Sonic CulT says that it is working to get a copy of this to further share more details about the cancelled game. More interesting facts about X-Treme's development will soon be made available once the full Sonic CulT interview goes live - we'll be sure to update you all when that happens.
  19. More details about the cancelled game Sonic X-Treme has come to light thanks to a new interview with the Mike Wallis, the man in charge of the project at SEGA America. Not only was it originally planned for 32X before switching to SEGA Saturn, but a PC version was also in production - and the entire game was once planned to run on Sonic Team's NiGHTS engine! The information comes from a brand new interview by fansite Sonic CulT, the owner of which (Pachuka) managed to track down Mike Wallis and asked a few burning questions from the website's community. There's just so much information that Mike shared (the full interview is a must-read and can be found here) but we've gathered a selection of interesting tidbits and posted below. The Team Behind Sonic X-Treme Wallis revealed his past credentials at SEGA Technical Institute at SEGA America (which was the development team for Sonic X-Treme, not Sonic Team or SEGA in Japan). He was previously the Associate Producer on Comix Zone and then Producer of The Ooze. The rag-tag band of developers that got together on the X-Treme project included programmer Chris Coffin, lead designer Jason Kuo, designer Rick Wheeler, artists Fei Cheng, Andrew Probert and Ross Hariss and musician Howard Drossin. Key among these was lead designer Chris Senn and lead programmer Ofar Alon - two people who effectively ran themselves into the ground by working tirelessly on the game. 32X Origins and the Mystery 'N64' SEGA Console One big surprising reveal was the origins of Sonic X-Treme. We all assumed it was simply a SEGA Saturn project, but according to Wallis it "actually first started out as a 32X game. Then, you know, when that system came out [it] sort of tanked [and] they switched it. "There was actually an [interim] system before the Saturn, it was Nvidia technology based... now, a lot of people don't know this because it was just on the drawing board. But Sega had a partnership with Nvidia technology for their very first RIVA, TNT Card... Sega was going to make a cartridge based machine to compete with the N64 rather than a CD-ROM based machine. "So we had some early technology and X-Treme basically went on THAT platform. It was going to be a launch title. And then Sega of America said "No, we're going to do [SEGA] Saturn." The PC Version Surprisingly, there was a PC version of the game being developed as well. The idea was to work on PC workstations for a home computer release, and then port that version back onto the SEGA Saturn. "Ofar Alon was developing this game; he was developing X-Treme on the PC... with the intent of porting it to the Saturn. He wrote these great development tools and everything, and it looked great. But the problem was [the game was] so processor intensive that when it went to the Saturn, it was running at like, 2 frames a second." The PC version of Sonic X-Treme mostly involved the 'fish eye lens' style regular stage gameplay, while Chris Coffin worked in tandem on the boss stages (which featured more of a full 3D arena gameplay). Yuji Naka and the NiGHTS Engine The most surprising thing about the interview was the mention of Yuji Naka and the engine he developed for NiGHTS... into Dreams. The team at SEGA Technical Institute was given a very short deadline to finish the Sonic X-Treme project, and to help speed up development Wallis revealed that SEGA America executives agreed for the use of Naka's NiGHTS engine to build Sonic's 3D world. Problem was, it was an agreement that SOA couldn't make good on. "[SEGA of America CEO] Bernie Stolar made us a lot of promises that he couldn't deliver on," Wallis said. "He was brand new, and he said to us, 'Look, what do you guys need to [be able to] do this by Christmas [1996]?' We said, 'Well, we need the NiGHTS engine, because we can't develop the technology, it would take too long.' So he said, 'Alright, you got it.' "So, you know, they shipped us a NiGHTS editor, a level-based editor and our designers were familiarising themselves with that... and after about two weeks, Yuji Naka (who was the designer of NiGHTS, and one of the original Sonic Team), had [heard about it and] said, 'No'. "There was a big rivalry between SEGA Japan and SEGA America, and Yuji Naka hated SOA. So he went [to the Head of SOJ at the time] and said 'Look, I don't want these guys to have the NiGHTS engine. I do not want them to have the NiGHTS technology. If you give it to them, I quit.' So [they went] to Bernie Stolar and said, 'I'm not giving you anything. You're gonna have to do without it.' So... Bernie had to come to us and say, 'Sorry guys, you're gonna have to do it without the NiGHTS Technology.'" It was a major setback for the project, Wallis added, and ultimately a big reason why the game ended up getting cancelled. With the limited time they already had wasted on tinkering with an engine they ended up not being allowed to use, any spare development time was used to hurriedly create a brand new engine from scratch. Boss Arenas and Game Changes What didn't help during this post-NiGHTS period was executive interference in the game's already cursed development. Wallis noted that Ofar Alon and Chris Coffin had built two approaches to Sonic X-Treme gameplay - the regular stages, which featured narrower pathways and featured a fish-eye lens camera, and the fully-3D boss stages. SEGA, at the eleventh hour, wanted the entire game to be based around the latter. "Chris Coffin was the lead programmer for the Boss Levels -- you know, the boss levels were supposed to be like, these Arenas... [we showed it off] at E3... and I think [SOJ's Head] had come out to SOA at the time, sometime during the summer and he saw both [styles] and said, 'Oh I like this one [the Boss Level technology] much better... I want you to make the whole game like this, using this technology.'" Overworked Staff and Cancellation But what really hit the nail on the head for Wallis was the health and wellbeing of his team. After the NiGHTS engine pushback and the Boss Technology requests, "Ofar [Alon] got really pissed off and he quit Sega and left. So it was all basically hinging on Chris [Senn]. "And Chris, he was like 25 years old at the time. He was this hot-shot programmer, a great guy... and he literally moved into Sega! He moved out of his apartment, moved all of his stuff into a storeroom at Sega, moved his bed there, and slept there. "For about seven or eight weeks Chris worked about... I'd say, 20 hours a day. And he basically worked himself into the ground... he caught walking pneumonia sometime in late August 1996, and he came to me and said "Mike, I can't do this anymore." He was so sick. I mean, the guy looked like a ghost." That was the moment, Wallis added, that he decided to call the entire project off. "I said, 'Alright, that's it. We're not gonna do it. We're not gonna get it done, the project's over.' And I went to Bernie Stolar and said, 'We can't do it. You know it was all hinging on Chris? The guy can't do it, it's over. We're not gonna make Christmas.' Bernie said, 'Well, you know, we've been working on these backup plans...'" Turns out that, while Sonic X-Treme was crashing and burning, SEGA worked with Travellers' Tales in the UK to develop a 'Plan B'. This was Sonic 3D Blast (or Flickies' Island). Stolar asked Wallis to be the producer of Sonic 3D instead, and Sonic X-Treme was formally scrapped. So What Had Been Completed? The last question on everyone's lips is obviously; does any trace of Sonic X-Treme still exist and if it does, will it ever hit the public domain? Wallis revealed that one stage was pretty much playable but more as a tech demo rather than something complete. "We had one playable level, the Green Valley... I don't know, I can't remember the name, but it was you know, green fields where Sonic runs over hills, picks up rings... there were actually some enemies... there wasn't a lot of animated flora and fauna, but there was some. There wasn't a whole lot of gameplay in there. "The boss levels were much farther along, because that was the technology that Chris had built first, and I think we had a Metal Sonic level in there... a Fang the Weasel level in there, I think we had two bosses working, they had AI and everything." Ironically, the PC version of the game was much further along than the SEGA Saturn version - but not for the reason you might think. "After the X-Treme project stopped... Chris Senn and Ofar Alon actually [continued to work] on the PC version between the two of them," Wallis said. "They did something like three or four different levels with enemies and stuff, still using the fisheye view... they tried to pitch it to SEGA Entertainment [SEGA's PC publishing division] but all they were content with was doing ports at the time." They didn't want it. The Love Interest Finally, Wallis mentioned a little bit about the story behind Sonic X-Treme, and the intention to bring a new female character into the mix. "Chris Senn wanted to give Sonic this love interest, or a means to... I guess she sort of would have fit in, like, maybe Robotnik would have captured her and then you know, Sonic would rescue her. And you know, she's this good lookin' character, and there'd be this sort of... love tension between the two of them. So that was one of the new characters that Chris had designed." Hopefully we'll get to hear more about this character, and a lot more, about Sonic X-Treme in the future. Sonic CulT noted that they were in the midst of reaching out to Chris Senn about the project as well, which will hopefully uncover more about the mystery surrounding this long lost game!
  20. Press Release: No confirmed platforms, but I can only assume it'll come to every current console (Switch, PS5, Xbox) This seems like an interesting project, and I can only assume we'll see more soon?
  21. Christmas has come, in more ways than one! Not only is it literally Christmas in a couple days time, but Sonic Team has also figuratively brought the festivities to Japanese fans by releasing not one, not two, but three games this past week! The Gamecube version of Sonic Adventure 2 (subtitled Battle), as well as the blue blur's very first original outing on non-SEGA platforms (Sonic Advance), hit game stores across Japan on December 20. Also tagging along for the ride was the PC release of addictive online RPG, Phantasy Star Online. SEGA's official Japanese website was updated to celebrate the new launches, as well as to tease a little quirky title called Rez... wonder what that's all about? You can see the news story on SEGA.jp's website by clicking here.
  22. Hold on to your butts, PC owners - you're finally going to get a taste of the online RPG goodness that is Phantasy Star Online. SEGA has confirmed that Sonic Team is working on a home computer version of the award-winning sci-fi adventure, and that graphically it will look about four times better than the Dreamcast original. Fancy that! PSO PC is planned to debut at the World PC Expo in Japan on September 19, with an aim to be released early next year. It will probably coincide with the release of the Gamecube version too, which looks set to release about the same time (Spring, alongside Nintendo's modem adaptor). Sonic Team has launched a page specially for the PC version on the official Phantasy Star Online website, you can take a look at some screens and info by clicking here.
  23. If you're a PC player that's been holding out for Sonic Colors: Ultimate to hit Steam, it's available now as both the base game or the Digital Deluxe version, each at a 30% discount until next week. The game launched nearly 17 months back to the day, hitting all major console platforms, but the PC version was initially released as an Epic Game Store exclusive. The game's launch today includes "Steam Deck Verified" status, likely making it the preferred method of portable play over the Switch version's framerate struggles. At initial launch, the game infamously suffered from a number of glitches and bugs; however some of the more egregious issues have been addressed in subsequent patches and updates. This release will also hopefully give a needed boost to the modding community, who have already worked to add skins, UI modifications, and deeper graphical adjustments to the game. UPDATE: It appears that Hedge Mod Manager and Rainbow Mod Loader have pushed out updates to support the Steam version of the game. However, players sensitive to the inclusion of Denuvo DRM will be disappointed that Colors: Ultimate too uses it, alongside nearly all other current SEGA releases, from Two Point Campus to Like a Dragon: Ishin! to Persona 3 Portable. Others have expressed since the game's launch dissatisfaction with the some of the remaster's creative and gameplay changes. While we don't have dedicated analysis of the PC version, site writer Nuckles87 previously streamed the PS4 version of the game following the second major patch with mixed feelings on what issues were and were not addressed. You can check it, and more Sonic Colors Ultimate video coverage on Sonic Stadium's YouTube channel.
  24. If you're a PC player that's been holding out for Sonic Colors: Ultimate to hit Steam, it's available now as both the base game or the Digital Deluxe version, each at a 30% discount until next week. The game launched nearly 17 months back to the day, hitting all major console platforms, but the PC version was initially released as an Epic Game Store exclusive. The game's launch today includes "Steam Deck Verified" status, likely making it the preferred method of portable play over the Switch version's framerate struggles. At initial launch, the game infamously suffered from a number of glitches and bugs; however some of the more egregious issues have been addressed in subsequent patches and updates. This release will also hopefully give a needed boost to the modding community, who have already worked to add skins, UI modifications, and deeper graphical adjustments to the game. UPDATE: It appears that Hedge Mod Manager and Rainbow Mod Loader have pushed out updates to support the Steam version of the game. However, players sensitive to the inclusion of Denuvo DRM will be disappointed that Colors: Ultimate too uses it, alongside nearly all other current SEGA releases, from Two Point Campus to Like a Dragon: Ishin! to Persona 3 Portable. Others have expressed since the game's launch dissatisfaction with the some of the remaster's creative and gameplay changes. While we don't have dedicated analysis of the PC version, site writer Nuckles87 previously streamed the PS4 version of the game following the second major patch with mixed feelings on what issues were and were not addressed. You can check it, and more Sonic Colors Ultimate video coverage on Sonic Stadium's YouTube channel. Sonic News Tips Credit: Ryannumber1gamer Original Post Content: View full story
  25. The great thing about the PC gaming community is that fans can create new (unofficial) content for their favourite games if they get bored. One particular PC user, known as Ryan 'Kaos' Daniel, has created character skins for FPS titles Quake III Arena and Star Trek: Elite Forces that allow you to play as the blue blur. Sonic with a shotgun! Quake III Arena models The reviews for Daniel's character mods, according to Sonic HQ, are incredibly positive, with the Quake model in particular being 'one of the best-looking skins' yet. Extra skins include Super Sonic, a 'Cyber' Sonic and a fan-made character called Psycho 'Shadow' Sonic (not to be confused with Shadow in the upcoming Sonic Adventure 2). Star Trek: Elite Force Converted model You can download the skins for Quake III Arena here. You can download the skins for Star Trek: Elite Forces Converted here.
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