I’ll forego the Sonic franchise history lesson that typically kicks off a Sonic review. As SEGA fans, we know where the franchise has been. Sonic Lost World, a Wii U exclusive title, answers the question: where is the Sonic franchise headed? Unlike the series spanning celebration that was Sonic Generations, Sonic Lost World introduces several new gameplay elements and shakes up the familiar 2008-2011 Sonic formula. Some may take this as a breath of fresh air, as the series has finally moved away from boost mechanics. Others, content with the direction the series was headed and the refinements Sonic Generations made to the formula, may find Sonic Lost World to be too much of a reinvention. Did Sonic Team’s shake-up pay off? Read on as we enter Sonic Lost World!
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Another major Sonic game has been released on a home console and with that, another portable version is put out by DIMPS. This time however, DIMPS will be dealing with Sonic in a full, 3-D world with all new controls and an emphasis on platforming instead of speed. DIMPS’ attempts in the past at making portable versions of Sonic console games have been fairly mediocre. Sonic Colors DS was flat out dull and Sonic Generations 3DS relied on its multiplayer and mission mode to be anything more than a rental. (I think I gave that game way too high a grade at the time.) This time however, DIMPS has actually been getting some praise for their port of Sonic Lost World with some claiming it to be the superior version. While I disagree with that, it really seems like DIMPS did their best to make a solid 3-D Sonic game that does in fact, improve over the Wii U version on some respects, but has some serious flaws as well. Read on to see why Sonic Lost World has some of the best highs and worst lows of any portable Sonic game.
Droppin’ F-bombs like a mother…
The original The Typing of the Dead was a misunderstood sleeper hit when it came out for the Dreamcast. The keyboard accessory may have been useful in the eyes of consumers for games like Quake III Arena, but it didn’t immediately become apparent that a typing game spin-off would make for an amazing, fast paced alternative. The original game appeared in Japanese arcades prior, and when it arrived on PC shortly after it had done well enough to spawn several more sequels and updates on the platform, in Japan. Outside of Japan it would be seen as an outdated arcade game that would be shunned, yet had become the cult hit which emitted an outcry of diehard fans in their never ending list of seemingly implausible demands for a new entry in the series. Years later, after SEGA and Headstrong’s release of The House of the Dead: Overkill on the Wii, it had seen an update with The House of the Dead: Overkill Extended Cut on Playstation 3 and on the week of Halloween has seen an update on Steam for PC as part of a semi two game bundle, literally out of the blue with no fanfare and nearly cancelled by now defunct Blitz Games. Despite these hurdles, it was still the ideal platform to put out this modern update to the franchise that encompasses its cheesiness and over the top absurdity to much higher levels, probably higher than people would expect or possibly want.
Before Sonic the Hedgehog, there was Mickey Mouse. In November 1990, Castle of Illusion Starring Mickey Mouse released almost simultaneously in America, Europe, and Japan to the SEGA Genesis and Mega Drive consoles. At the time, the game was visually stunning, described in one video preview as “beautiful”, “brilliant” and continuing the tradition of Disney animation. On top of that, the platforming was brimming with inventive platforming elements accompanied by catchy, whimsical music. The game was great at the time, and replaying it in 2013 it is easy to see why it is deemed a platforming classic.
As far back as April of this year there were rumors that a remake was on the way, thanks to digital box art that had leaked. The idea of a Castle of Illusion remake really was an unexpected surprise. Sure the original is fantastic, but few fans were demanding a remake and even fewer fans ever expected SEGA to team with Disney to make it happen. But here we are, the summer is coming to an end, and we have a re-imagining of the SEGA classic. Was a remake really necessary, and does it maintain the magic that made the original so great?
Warning: the review you are about to read is very bright and colorful. If you hate bright neon and colorful things, well.. you have been warned
So it’s finally happened, a Hatsune Miku game has been translated to English and released in the Western hemisphere. Is the Project Diva series as good as people say it is? Read on to find out how I have experienced my first Hatsune Miku game.
Despite SEGA West whittling down the number of franchises they’ll be focusing on, the longtime classic franchise The House of the Dead has been kept alive (no pun intended, seriously) as of recent thanks to rereleases of arcade classics and expanded enhanced ports of the franchise’s most recent title The House of the Dead: Overkill. The 2009 Wii release became a cult classic, featuring a crazy re-imagining of the light gun shooter as a grindhouse flick complete with over the top gore, 70′s film stock effects, and gratuitous language. In 2011, The House of the Dead: Overkill Extended Cut released to the PS3 with enhanced visuals and new modes and stages. We thought that was it for the Overkill titles, but we were wrong. Dead wrong. SEGA has released The House of the Dead: Overkill once again, this time on iOS and Android devices. Enough with the introductions, let’s tear into this f***er!
Our current era juxtaposes AAA titles, with huge expectations on presentation and endless cutscenes, and smaller package XBLA/PSN/Steam/etc budget titles. There’s a lot to love on both ends and in between. But a few elements many recent games lack, for me, are local co-op. The ability to not take yourself too seriously, and simply being able to pick up and play the game (sadly, there are only so many levels to Earth Defense Force 2017).
Welcome to our review of Aliens: Colonial Marines. See that YouTube video embedded above? It is our very first SEGAbits Video Review! We’re trying to sort out a way to get these video reviews put up for all upcoming games. Seeing as how this is our first one, there is always room to improve. So positive criticism is definitely welcomed. Let us know what you think in the comments section. After the break, an old school written review.
Released to home consoles in November of last year, Sonic & All-Stars Racing Transformed ended up being one of the best games SEGA released in 2012. Marketing for the game was dead-on in proclaiming “It’s Not Just Racing. It’s Racing Transformed!”, as the game was both a huge step up from the previous game and a contender for the best character kart racer around. As the months went on, other versions of the game released with a Vita version in December and a PC version released just last month. The latest, and possibly final version of the game to be released, is for the 3DS. Despite being the most underpowered of the platforms, I was anxious to see how SEGA and Sumo were able to translate the console title to Nintendo’s handheld.
How could I not be excited for The Cave when SEGA was publishing, Double Fine was developing, and the man behind The Secret of Monkey Island, Ron Gilbert, was behind this title? Now that I have finished the game, was it everything that I expected it to be? Were my hopes too high? Read on and find out.