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

Friday, May 4, 2012

Sonic & All-Stars Racing Transformed

Several months back I wrote a review for a game I wasn't expecting a whole lot from in the form of Sonic & SEGA All-Stars Racing. You can read my review HERE. I was in for a surprise by playing a game that may very well have knocked off Mario Kart as my favorite kart racing game.


So news breaks that the game will be followed up by a sequel in Sonic & All-Stars Racing Transformed which continues to ape the formula of the most recent Mario Kart by having the karts "transform" into various other forms of transportation. Besides cars and motorcycles, they will morph into planes and boats which allows for a wider range of tracks that will span an even greater amount of SEGA games.

Already, there have been a couple more characters joining the fray including Gillius Thunderhead from Golden Axe and a Skies of Arcadia addition in Vyse. SEGA says there will be at least 20 tracks, with 16 of them being brand new ones such as a Panzer Dragoon inspired level. I personally look forward to more Samba de Amigo tracks as they were absolutely trippy in a fun drug-induced sort of way.

While most of it sounds like it will play the same way, there have been some minor tweaks that mostly play out in the various kart-styles that will affect how a player drifts and performs tricks while in the air. The other change that has been released is the All-Star move that usually occurs the further back in the pack a racer is that has them perform a character-specific action that usually demolishes other players and moves them up front quite quickly. Instead of the insane amount of rubber-banding that can occur from this, the All-Star move is now based on the number of tricks performed, stars gathered during a race, and successful drifting. These actions add to a meter that every racer has and once that meter is full, the All-Star move can be performed. So now anyone in the race has the chance to gain one, and not just those close to last. However, those that are further back will have more chances at getting the moves as the meter will charge faster for them.

So suffice it to say, I'm quite excited for this new game. The new kart transformations make me envision riding the waves with Ecco the Dolphin jumping beside me, driving in a car made of Bayonettas hair while the entire track is flipping end over end as it falls through the sky, driving through the House of the Dead, and simply something with Seaman in it. Don't know what, just more Seaman. Everyone loves Seaman.

As of right now, there's a tentative "late 2012" release date, but I'm sure we'll see more at E3.

Friday, July 1, 2011

REVIEW: Sonic & Sega All-Stars Racing

A few weeks ago, I sat down to this computer and started typing up a review for Brink and LA Noire. I ultimately realized...why would I want to review games that had received enough discussion when instead I could focus on lesser played games that SHOULD receive some sort of recognition. So I sat around playing some games recently, and after a purchase from Gamestop felt I came across one that I could finally write about.




Now, while I feel that those who did review this game seemed to be pretty praiseworthy about it, I think it felt more sideline-esque. Worthy of a mention, but easily overlooked and just briefly stated. After spending quite a few hours this week playing this game, I came to the realization that if you don't have Mario Kart at your disposal, or even if you do, this game could possibly become your favorite cart racer you have played in years.


Sonic & Sega All-Stars Racing features twenty characters and around 30 playable tracks that all revolve around Sega games. While I haven't played a lot of Sega games (and had missed the Dreamcast altogether), a lot of what is in this game didn't seem like it would appeal to me. Half of the characters I didn't know anything about and the most knowledge I had about them is that I heard of the game they were in...but never played it myself. Fortunately for those of us with no experience with Shenmue, Space Channel 5, and ChuChu Rocket!, the majority of the characters in the game (7 of the 20 to be exact) come from the various Sonic games throughout Sega's history. Of course you will see Sonic and Tails, but Shadow the Hedghog makes an appearance along with the much hated Big the Cat.

Once you pick the character you would like to use, there are also 24 tracks to choose from all coming from the same games the characters are in. Here is where I think it starts to overshadow the popular Nintendo cart racing games. The levels in this game are nothing short of beautiful. Bright bold colors with lively music and some creative looks to the level left me in awe. One level in particular involved driving on a sort of "rainbow road" but in the distance is a large head of some characters that I'm unfamiliar with and streams of colors everywhere leading to one trippy experience. I have played many of the Mario Kart games, and none of the levels have really caught my interest the way these levels have.

The controls in this game are remarkably smooth. The movements are tight, drifting is very easy and also a large part of this game, and I have yet to have any issues with placing items. The one drawback I have with the controls are the stiffness and difficulty I have with the character All-Star moves. For example, Tails has the special move of calling down a tornado. Moving Tails and the tornado is quite a frustrating thing. Moving left and right feels almost non-existant while the character itself is automatically propelled forward in the track. As a whole however, the controls are responsive and crisp and easy to pick up and simply play.

All of the characters and tracks that are playable are not available right at the beginning. As the game is played, the player racks up Sega Miles which they can then use to unlock various other characters, tracks, and music to use. While I haven't quite figured out how the Sega Miles calculator works, I would think it safe to assume that it depends on how big the track is, how many laps you do, the difficulty, and what place you finish in. These are quite easy to attain and can be done in the various modes that the game offers from Single Race, Grand Prix, Time Trials, or the missions it offers.

The game modes offer a lot of replayability and a nice mix of ideas that make it push past a simple battle cart game. Like most games, you have the regular single race where you pick the level, the character, how many laps, etc. There are also six different Grand Prix events, each with four different levels to play with basically the same scoring method that Mario Kart has. Time Trials are just what they sound like. You race around tracks trying to reach the quickest time battling not only yourself, but also the staff racer and also the ability race against the ghosts of those on the leaderboard for the game. Finally, the Mission mode has 64 different...well...missions you play from that you need to try to AAA rank in. You can get by getting lower scores, but the AAA is what you should shoot for. While I haven't finished all 64 missions since more unlock as you play them, I have had missions where I roll around on a giant egg as Billy Hatcher, try to get all the chaos emeralds and as many coins I can as Dr. Robotnik, knockout races where a timer ticks down and once it reaches 0 the person in last place is out, and one where targets move on the track and you need to shoot them all with boxing glove items. Very nice addition to an already great game.

Speaking of items, expect a lot of similarities to the italian plumber version. Instead of hitting question mark boxes and running over brightly colored arrows to dash, expect to grab question mark bubbles and run over blue arrows to speed up. Missiles have replaced red turtle shells while green turtle shells have been replaced with green boxing gloves. Each character also comes with a special maneuver if they are racing rather badly, but fortunately the rubber-band gameplay is not as bad as it's Nintendo counterpart and while I'm in first, I've never been threatened by a character who went into their "All-Star" attack. Throw in some other items like a confusion star that turns the world upside down for a character or a horn that blasts characters too close to you, and despite the similarities, it comes out with a good number of likeable items.

Now, I have mentioned Mario Kart several times in this review and normally I'm not a big fan of reviewers throwing in other games to describe the one they are trying to review. However, once you play this game, you'll notice why I used it. This game does more than simple nods to Mario Kart, it flat out goes full Night at the Roxbury head bob for this game. Make no mistake, Sega made this game to try and capture the Mario Kart audience that wasn't quite being fulfilled enough on the Wii and DS, and for sure wasn't being satisfied on the Xbox or Playstation. And while games that try to cash in on other game successes usually come off pretty poor, I hope Sega comes out with more. This was an immensely satisfying game and the best cart racer I've played since the original Mario Kart.