Hey, I know you guys are asking why I picked Sonic Shuffle for this week’s Sequel Saturdays. I mean, the first game wasn’t that good (at least in my opinion) and it wasn’t a ‘Dreamcast classic’ compared to something like Jet Set Radio, Shenmue or Skies of Arcadia. Well, I think there is a huge market for a Sonic the Hedgehog party franchise and Sonic Shuffle had potential to fill it.
So if there was to be a sequel, what should the sequel improve upon? Well, that is this week’s Sequel Saturday article!
Its no doubt that I loved Binary Domain when it was released last year. Don’t believe me? Check out our review. So for this episode of Sequel Saturday, we will talk about what we would want to see changed in Binary Domain 2, if there ever happens to be one in the future.
We’re at Episode 25 of SEGA Sequel Saturdays, and for this edition I’m compelled to ask a simple question: what the heck is Anarchy Reigns? Though SEGA has, from the start, released a relatively consistent stream of footage and tidbits of into, I can’t shake the feeling that I have no idea what the game is going to be, and each new bit of footage or information we receive has the effect of confusing me more and more. To be fair to SEGA, the game’s not planned for release until January 2012, which means we’re still a long way off, but today I’m asking a couple of questions that I really want to have answered, in some form, for me to ultimately decide whether I’m excited for this game or not.
Clockwork Knight and Clockwork Knight 2 were both games that were released early on in the Saturn’s life. Since the Saturn didn’t make too big of a splash, these games aren’t well known to most mainstream gamers and that is a shame.
So what is Clockwork Knight and why does it deserve a new entry? Well, hit the jump and find out.
For Episode 23, I thought I’d go back to in-house SEGA: a fan favorite, and one of the many greats to come from the Dreamcast era. Of course, you can see from the picture that I’ve picked Skies of Arcadia. As an RPG it was, in many ways, as traditional as they get. It had turn-based combat, it had a lack of voice overs, it had chirpy characters, and it had a bright and colorful world much more reminiscent of Japanese RPGs out of the old days than the much darker turn they took with the likes of Final Fantasy VI and VII. That said, Skies of Arcadia also took place in a world in the sky, a truly incredible setting which remains one of the most impressive worlds created for a Japanese RPG that I’ve ever experienced.
For the 22nd episode of SEGA Sequel Saturdays and following my feature from a couple weeks back on a potential sequel to House of the Dead: Overkill, I thought I’d take a look at another game that targeted the same demographic, MadWorld. It was the first release from the newly-formed Platinum Games, it’s still one of the only games to feature a black and white (and red, of course) color scheme, and it also happens to be one of the funniest games on the Wii system. It was definitely not a game without its share of flaws, but it was what could have been the start of a very promising franchise and it’d be great to see a sequel that expanded on the many great ideas that were only teased in the original.
(Note; We all of course know that MadWorld characters are slated to appear in Platinum Games’ next title, fighting game Anarchy Reigns, though it’s too early to tell whether that actually makes it a sequel to MadWorld or an entirely different type of game that just happens to feature its characters. This feature won’t be about Anarchy Reigns.)
Apologies in advance for adding yet another Sonic story to our collection. I always cringe when I see Sonic dominating our weekly stories just because I know that there are so many other great IP from SEGA to focus on, and I know that, to a lot of people, Sonic is all that makes up SEGA, and that’s unfortunate. It just so happens though that there has been a lot more Sonic news this week to report on than usual, thanks in large part to his big focus at E3 and of course Sonic Boom, but in truth, I’d planned on writing this as far back as a couple weeks ago, so I guess it can’t be helped.
This week’s SEGA Sequel Saturdays will be taking a look at another risky SEGA sequel, Sonic Adventure 2, which, like Jet Set Radio Future of last week, made bold changes to what many thought was a successful formula and, as a result, delivered an experience that was entirely different from what people expected.
Has it really been 20 weeks? Holy crap! Well, at any rate, for Episode 20 and probably the next episode or so, I’m going to be taking a look at sequels that really pushed the boundaries of what one would expect as a followup to another game. When making a sequel, a developer has a few different choices. Sometimes, they choose to take the easy way out, simply repeating the formula from the sequel’s predecessor and hoping that their audience is simply looking for more of the same….something that didn’t work for The Hangover 2, that’s for sure. Other times, a developer might try to tweak the formula, but still aim to deliver the same overall experience, abeit one that’s been improved. Then, there are developers who decide to take their sequel in an entirely different direction, by far the riskiest strategy of the 3. Sometimes it works, and the fans accept it, and then other times….tweaking the formula too drastically can result in a sequel that the fans hate. This week I’m going to take a look at Jet Set Radio Future, a game I’ve talked about in this feature before; what made it so different, why it was such a risky game to make, and, well, did these changes work?
Welcome back to SEGA Sequel Saturdays. For Episode 19 we have our first reader-submitted Sequel Saturdays column, and the honor goes to CosmicCastaway, who’s going to be telling us about Golden Axe, a series I know almost nothing about. There happen to be lots of those, so if any of you out there have an idea for an episode of Sequel Saturdays that hasn’t been done before, and want to write one, hit up my Private Messages and, as long as it’s not for a series that I was already planning on writing about, I’ll see what I can do. Anyway, let’s get right to it. Hit the break to read CosmicCastaway’s feature on Golden Axe.
It might seem crazy now, but there was a time when the Wii was genuinely looked at by some publishers as a system where adult-targeted games could flourish. (Welcome to Sequel Saturdays number 18. Remember readers, if you want to write one of these yourselves, drop me a PM and we’ll work something out.) SEGA deserves credit for trying, as they delivered not only one ultraviolent Wii game, (PlatinumGames’ MadWorld) but two, and House of the Dead: Overkill was a bold step not only because it was a violent game on a Nintendo system, but because it was a classic SEGA franchise that had been given a pretty big makeover. The game was not developed by the studio responsible for the other HOTD games, in fact, it wasn’t developed by SEGA at all. The reigns were handed over to UK studio Headstrong Games, who took the opportunity and totally ran with it.