

E3 2008: Sonic Unleashed
July 16, 2008 | 3:55 PM PST
E3 Disclaimer: Kombo's E3 previews are designed to inform you of what each game at E3 plays like, and what we think of what's shown. These previews are not reviews, and we reserve final judgment of each game until it is finished and released. These previews offer an honest opinion of what a publisher chose to demo at E3. So, without further ado, read on.
What the Game's About
After a failed attempt in 2006, Sega once again is taking a crack at restarting Sonic the Hedgehog's 3D outings on level footing with Sonic Unleashed. Up until this point, we've seen a good helping of Sonic's daytime sections featuring the familiar Sonic gameplay, but up until this point, nobody has gotten to take a look at the nighttime sections -- the part that has raised the most concern about the game's direction. The Xbox 360 demo contained a healthy look at both halves of the story. As you know, Sonic Unleashed attempts to blend the traditional 2D elements (more inspired from Sonic Rivals than anything) with the high-speed 3D sections more familiar with the 3D installments of the past few years. Is Sega actually attempting to give a damn this time, or is this just another Sonic game with good concepts that will ultimately fail because it was sloppily thrown together? Let's find out…
What's Hot
It's important to try to look at this title from a fresh perspective. Yes, Sonic Team doesn't really mean quality anymore, but a lot of new people are on this project. First up: it's confirmed that Sonic is the only playable character 99% of the game, minus a couple of mini-games where you'll play somebody else. Next: branching paths are back. The multiple routes from the 2D games (all of which lead to the same endpoint) are a large part of what made the classic games so much fun. When you reach a branching path (usually at a high speed) you are given a visual cue to rapidly press a string of buttons Simon style. If successful, you'll shoot to the higher (and more difficult, but faster) route through the level. The 2D sections draw from Sonic Rivals with their "slanted 2D" viewpoint that lets you see further ahead to compensate for faster speeds. The 3D sections are mostly on rails. Sometimes you can move back and forth freely, and sometimes you're stuck on an invisible three-rail grid dodging obstacles left and right with the L1 & L2 Triggers. Regardless, the 3D sections are mostly fairly limited and pale in comparison to the 2D action, but the transition from one to the other is seamless.
The nighttime Sonic sections essentially transform the game from a platformer to a full 3D brawler. Sonic in his "Werehog" form has an assortment of close combat moves and can punch, kick, throw, and beat down his enemies with elastic arms and crazy special attacks. The mechanics are pretty standard, but fun and the level design seems to be intelligent and suitable for the slower pace.
Somebody needs a shave...
What's Not
Unleashed still suffers from the same basic flaw all 3D Sonics suffer from in the fact that more time is spent on automated high-speed sequences than good level design. Don't get me wrong, the level design here looks better than probably any other 3D Sonic, but the game still spends way too much time playing itself. There are dedicated (and well designed) platforming sections spread throughout the levels, but there aren't enough of them in the demo. The nighttime "Werehog" sections are also way too slow in comparison to everything else. Sonic literally flops around the screen like a deformed ape in this form. Sega also still isn't understanding what made the old Sonic games so visually appealing. The developers outwardly claim that each stage is inspired by real world locations (specifically mentioning China, Africa, and Australia as examples). What made the old Sonic games so cool was their abstract art design, not a bunch of empty Italian cities filled with rings and bumpers. It's like they can't make up their mind about what they want Sonic to be. Real world or Sonic world... make up your mind, Sega.
On the technical side of things, the controls seem tight enough across the board, but the framerate is freaking terrible in this build. The team promises that those issues will be ironed out before release, though Sega has a bad history of not fulfilling that promise. You wouldn't know it from the videos online because Sega doesn't allow filming of the game so they can control what footage you see, and thus control your impression of the game. Frankly, we won't know if they fix it until November so keep a watch on it.
Outlook
One of the main thing the 3D Sonic games suffer from is getting rushed out the door in time for the Holidays because Sega is less concerned with testing/polishing and more concerned with $$$ and as we all know, Sonic the Hedgehog prints money. He wouldn't have survived all those bad games if he didn't. Sonic Unleashed has the potential to be good. For me to say that is pretty epic considering I swore off the brand a few years back due to the fact that Sonic Team's quality of workmanship was so pathetic. The question that remains is this: Will Sonic Team put together a polished game that reinvigorates the brand, or will they yet again let Sega shove an unfinished product out the door to make that November release date?
What the Game's About
After a failed attempt in 2006, Sega once again is taking a crack at restarting Sonic the Hedgehog's 3D outings on level footing with Sonic Unleashed. Up until this point, we've seen a good helping of Sonic's daytime sections featuring the familiar Sonic gameplay, but up until this point, nobody has gotten to take a look at the nighttime sections -- the part that has raised the most concern about the game's direction. The Xbox 360 demo contained a healthy look at both halves of the story. As you know, Sonic Unleashed attempts to blend the traditional 2D elements (more inspired from Sonic Rivals than anything) with the high-speed 3D sections more familiar with the 3D installments of the past few years. Is Sega actually attempting to give a damn this time, or is this just another Sonic game with good concepts that will ultimately fail because it was sloppily thrown together? Let's find out…
What's Hot
It's important to try to look at this title from a fresh perspective. Yes, Sonic Team doesn't really mean quality anymore, but a lot of new people are on this project. First up: it's confirmed that Sonic is the only playable character 99% of the game, minus a couple of mini-games where you'll play somebody else. Next: branching paths are back. The multiple routes from the 2D games (all of which lead to the same endpoint) are a large part of what made the classic games so much fun. When you reach a branching path (usually at a high speed) you are given a visual cue to rapidly press a string of buttons Simon style. If successful, you'll shoot to the higher (and more difficult, but faster) route through the level. The 2D sections draw from Sonic Rivals with their "slanted 2D" viewpoint that lets you see further ahead to compensate for faster speeds. The 3D sections are mostly on rails. Sometimes you can move back and forth freely, and sometimes you're stuck on an invisible three-rail grid dodging obstacles left and right with the L1 & L2 Triggers. Regardless, the 3D sections are mostly fairly limited and pale in comparison to the 2D action, but the transition from one to the other is seamless.
The nighttime Sonic sections essentially transform the game from a platformer to a full 3D brawler. Sonic in his "Werehog" form has an assortment of close combat moves and can punch, kick, throw, and beat down his enemies with elastic arms and crazy special attacks. The mechanics are pretty standard, but fun and the level design seems to be intelligent and suitable for the slower pace.
What's Not
Unleashed still suffers from the same basic flaw all 3D Sonics suffer from in the fact that more time is spent on automated high-speed sequences than good level design. Don't get me wrong, the level design here looks better than probably any other 3D Sonic, but the game still spends way too much time playing itself. There are dedicated (and well designed) platforming sections spread throughout the levels, but there aren't enough of them in the demo. The nighttime "Werehog" sections are also way too slow in comparison to everything else. Sonic literally flops around the screen like a deformed ape in this form. Sega also still isn't understanding what made the old Sonic games so visually appealing. The developers outwardly claim that each stage is inspired by real world locations (specifically mentioning China, Africa, and Australia as examples). What made the old Sonic games so cool was their abstract art design, not a bunch of empty Italian cities filled with rings and bumpers. It's like they can't make up their mind about what they want Sonic to be. Real world or Sonic world... make up your mind, Sega.
On the technical side of things, the controls seem tight enough across the board, but the framerate is freaking terrible in this build. The team promises that those issues will be ironed out before release, though Sega has a bad history of not fulfilling that promise. You wouldn't know it from the videos online because Sega doesn't allow filming of the game so they can control what footage you see, and thus control your impression of the game. Frankly, we won't know if they fix it until November so keep a watch on it.
Outlook
One of the main thing the 3D Sonic games suffer from is getting rushed out the door in time for the Holidays because Sega is less concerned with testing/polishing and more concerned with $$$ and as we all know, Sonic the Hedgehog prints money. He wouldn't have survived all those bad games if he didn't. Sonic Unleashed has the potential to be good. For me to say that is pretty epic considering I swore off the brand a few years back due to the fact that Sonic Team's quality of workmanship was so pathetic. The question that remains is this: Will Sonic Team put together a polished game that reinvigorates the brand, or will they yet again let Sega shove an unfinished product out the door to make that November release date?


















