FastFeet Media.NET Latest Featured Articles RSS Feedhttp://www.fastfeetmedia.netFastFeet Media is the home of Sega and Sonic the Hedgehog media, downloads, articles and more! With features, reviews, previews and many other articles added regularly keep up to date with our unbiased written word via RSS.en-gb\'FastFeet Media\' Copyright Graham \'FastFeet\' Seward 2003 - 2008. All Rights Reserved. SEGA, Sonic the Hedgehog and all related characters are copyright SEGA Corporation. This website is not owned by, nor represented by SEGA. \'FastFeet Media\', \'FastFeet Media Studios\', \'The FTP Hub\', \'FastFeet Media Center\', and all designs, images, and original content are copyright \'FastFeet Media\' 2003 - 2008.fastfeet@fastfeetmedia.net (Graham 'FastFeet' Seward)fastfeet@fastfeetmedia.net (Graham 'FastFeet' Seward)http://blogs.law.harvard.edu/tech/rss60Simon 'foreversonic' Shirley using PHPSonic Chronicles Reviewhttp://www.fastfeetmedia.net/forums/viewtopic.php?t=140Posted by FastFeet on Tuesday 07th October 2008 10:02pm
]]>Release Date: Out Now
Publisher: Sega
Developer: Bioware
Age Rating: 7+

It was only a short while ago that FastFeet Media were given an exclusive chance to play test Chronicles (Read about it here) and we left with very high hopes for Chronicles. Recently Sonic the Hedgehog's portable outings have been met with warm welcomes throughout the gaming community. Take for example Sonic Rush and Sonic Rush Adventure; both these titles have received very high scores all round due to the fact that both games somewhat brought traditional elements back to the series by keeping the gameplay largely 2D. Sonic Chronicles is Sonics latest adventure on the DS and initially it shows a lot of promise due to the fact that Chronicles is the first ever Sonic the Hedgehog RPG game. It's also been crafted by renowned developer and huge Sonic fans Bioware, so what happens when you put Sonic, the RPG genre and Bioware together?

Sonic Chronicles begins after Sonic returns from one of his many holidays (which no doubt started after the end of the last game!) to discover that Green Hill Zone is looking a little out of character and that Knuckles has been kidnapped too. Initially everyone suspects Eggman of course but it doesn't take long to find out there is another villain behind all of this. The story behind the entire game is a well written one and certainly adheres to the needs of Sonic fans, I won't spoil it but Chronicles certainly feels like a missing chapter from the Sonic series.

In order to control the game all you will need is your DS stylus as the game is entirely touch screen controlled. Essentially the gameplay behind Chronicles consists of exploring environments, discussion between characters and battles like any good RPG. Environments are quite large and take some time to fully explore as you'll encounter crates, chao eggs, enemies and even people in need of a helping hand, they might even reward you with a special something too. Locations both old and new have been implemented into the game not only have they been well made but they tend to fit it quite nicely with the story as well. Throughout the game you'll need to talk to several of Sonics friends to figure out what to do next. The game has received notable criticism regarding the lack of voice acting in the game which I completely disagree with, for a start most RPG's tend to work very well when accompanied by written dialogue as opposed to spoken. You don't miss anything and a lot of players tend to dislike the voices used in Sonic games since they were introduced in Sonic Adventure. Above all it makes way for an excellent opportunity to throw in multiple choices when talking to other characters, admittedly it doesn't change your path throughout the game but can provide you with some very useful information or back story from the series that you wouldn't have known otherwise.

But whilst walking and talking are important to progress through the game the battles are at the core of the gameplay. To defeat enemies Bioware have equipped each character with their own unique attack as well as a set of 'POW moves', essentially your special moves that will really send your enemies running. POW moves are obtained by levelling up and then purchasing them. Without POW moves you'll struggle your way through the game so it pays off to know which ones work best. POW moves also make use of the DS's touch screen requiring you to use the stylus to follow sequenced moves in order to inflict as much damage as possible on your foe; this is a commendable feature for an RPG and certainly works better than leaving it up to the AI to decide how much damage is inflicted. Of course you always have the option of defence and the option to use items to your benefit, from items to boost your HP and PP (POW) points to items to boost your attack strength temporarily. The only thing that could have been emphasised more in battles is the use of elements, which is quite a heavily used theme in almost every RPG. There are enemies that are weak to fire or earth attacks for example but it seems to make so little difference it doesn't seem worth using any elemental attacks.

If the battle takes a turn for the worse you always have a last resort in a RPG game: run. If anything that's what Sonic is good at, so you have the option to flee most of the time in battles. Rather than just leg it, Bioware have added a mini game each time you decide to flee your party will run in the opposite direction and avoid getting caught by the enemy, again this is an excellent adaption of RPG traditions. So where do the chao come into the game? Well this time they actually have a good use instead of being cute and generally useless; by equipping characters with chao before a battle they will assist your progress by replenishing health or POW points for example at the end of every round whilst in battle. But of course there are a lot of different chao to collect throughout the game so their effects can vary. This is just one of the ways Chronicles has merged the RPG genre with the Sonic series and it works out quite nicely.

Moving onto the sound used in the game it is one of my favourite things used in the game. It seems that around 50% of the music has been originally composed, whilst the other 50% has been drafted in from previous games. If you're a Sonic fan you'll just melt with pleasure when you hear the soundtrack, they've used the right tracks in the right places and all carry a slight remix of the original. Overall it provides a good mix of electronica, rock and techno throughout the game and makes very comfortable listening when playing the game. Whilst the music is good the sound effects are equally satisfying. Many sounds have been originally crafted whilst a lot of sound effects make a welcome return; one which really stuck out was a sound effect from the original Sonic the Hedgehogs special stage, surprisingly that hasn't been used since the original! The only thing that frustrates me about the audio is the quality. I know this is running off of a Nintendo DS but surely if we can get the likes of the Sonic Rush games sounding awesome why not with Chronicles? Overall the effort and use of music involved is top notch, it's just a shame the music lacks quality in places.

Sonic Chronicles throws in a mix of visuals. The main gameplay is always provided in reasonable rendered 3D models whilst some environments, cut scenes, FMV's and other areas such as dialogue sit within their 2D boundaries. Overall it's a nice mix; you'll always be playing the game in 3D in some form or another and the game is always a visual treat, especially when you consider how much of Sonics world they have had to create, I was certainly quite impressed by the effort that has gone into the detail. But again, like the sound the graphics could have done with looking less grainy in places along with say a higher polygon count in the models. So it's not all good but the one thing that will surely not disappoint is the artwork used in the game, it's always looked good in previous games but Bioware have outdone themselves. Artwork is used to represent the chapters in the game as well as the animated comic book style cut scenes that are used briefly but add that all important extra polish.

But whilst most people playing an RPG game will expect the game to last up to a good 30 – 40 hours' worth of gameplay, Chronicles falls short of this. Whilst the game does have several redeemable elements such as the chao garden, POW moves, inventories and several side quests to plough through the main story could have been a bit longer. Between the story and the RPG elements in the game there's certainly a lot to keep you interested but once it's completed its quite unlikely you'll want to go back and play the entire thing again. Sonic Chronicles could have had quite a bit of potential for multiplayer options and although the game does allow you to make use of the Wi Fi connection by trading chaos, there could have been the option of playing through the game online as a party, now that would have been quite interesting. But perhaps it's still a little early for DS games to be including options like these right now, something to improve upon in the future maybe?

From what I was expecting of Sonic Chronicles this is an excellent attempt at a Sonic the Hedgehog RPG. Chronicles is a neatly balanced and enjoyable experience to play; although Sonic fans will love this game to bits other gamers may not take to it as easily. Whilst there are some nice adaptions of traditional RPG elements, some have been completely overlooked. Consider this an RPG for beginners with a spiky twist if you will, but the one thing which has made Chronicles a truly great game is the story and the use of the gameplay. Both items tie in with each other really well and it has been a long time since a Sonic game has had a well written story, why couldn't have Sonic Team done this? Overall Chronicles is a little rough around the edges but by no means does that make it a bad game, this is another title which will sit very comfortably in Sonic the Hedgehogs portfolio.

Gameplay: 90%
Graphics: 82%
Sound: 86%
Longevity: 75%

FastFeet Media Rating: 85%]]>
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SoS: Summer of Sonic 2008http://www.fastfeetmedia.net/forums/viewtopic.php?t=35Posted by FastFeet on Saturday 21st June 2008 06:58pm
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That is to the best of my recollection, how often is it that you see an entire convention just for one video game or one series of video games. So what's all the hype about? This is a single event that has been planned primarily by the Sonic Stadium with Sonic Wrecks giving close support, not only that Sega are also firmly backing the event and providing many goodies for all to enjoy.

So far we can reveal that it's far more than a simple meeting of fans. Everyone who is looking to attend will be able to enter the exhibition hall (which can hold around 200 people) from 10am on the day until 5pm. So far there are several events due on the day including an exclusive games playing corner supplied by Sega, a retro section, arts corner, several shows are planned throughout the day from SegaSonic:Radio, Radio Sega and Sonic Wrecks and finally – you'll be able to meet Sonic the Hedgehog in person!

Whilst the event has been scheduled for August the 9th 2008 in Covent Garden, London, this has left many people outside of the UK unable to attend for obvious reasons. If you can't make it do not fear as there are many shows and live performances that will be broadcast via the Internet in real time, as well as FastFeet Media providing video coverage from the day.

Right now the event is still in development, so some items may not be 100% confirmed, what is confirmed is that the FastFeet Media team will be there to meet as well as plenty of our own goodie bags to hand out too! SEGASonic:TV will be there covering the events as well as saying hello to all fans who will be there. There's plenty going on this summer for Sonic fans and if you haven't confirmed your place and/or your tickets we suggest you do it now!

Visit http://www.summerofsonic.com for more information on this incredible event.]]>
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Sonic Chronicles Special!http://www.fastfeetmedia.net/forums/viewtopic.php?t=34Posted by FastFeet on Saturday 21st June 2008 06:36pm
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After arriving at Tottenham Court Road tube station I met up with Dan Dyer from our neighbouring network site DoubleDMix. To avoid being late we set off for the Wii Flat which was a short walk away, fortunately though we ended up at the flat before anyone else with the rest of the Sonic crew gathering soon after. We were then welcomed into the Wii Flat, which is like a normal flat with the exception that it looks like Mario had switched from being a plumber to an interior decorator.

Once everyone had settled down we were all expecting to get our greasy mitts on a DS and go to town on Chronicles. Instead the nice folks at Sega decided to treat us to a brief playtest of Samba De Amigo due out on the Wii later this year. Although some people may not be looking to invest in a game such as Samba De Amigo, I have to say I found it extremely fun to play. Even though it was a brief look of the game it seems that everything from the Dreamcast original had been ported over with some new additions too. But the main factor here of course is that you don't have to spend extra wads of cash to go out and buy the maraca accessories, instead you'll be using the wii-mote and nunchuk combo to rattle away to your heart's content. So far it looks like a great party game and definitely one for fans of the original to capitalise on.

So after a sneaky peek and a quick shake or two we went on to play Sonic Chronicles. Unfortunately we were not allowed to film any gameplay as the game is still in development. Whilst there weren't many copies floating around it meant we had to share, this wasn't so bad as this Sonic game is an RPG which always makes life easier if you have two heads instead of one to think your way through the game.

It's all about presentation

The first thing that impressed me with the game is the artwork and anyone else who was there will tell you the same. Far from the like of any sprite or modelling used in previous Sonic games, Chronicles showcased some fantastically rendered artwork and some of the best portrayal of characters so far. Above all it's used in the right places – loading screens, between chapters of the game and in cut scenes between important areas.

On the topic of timing another well used element in the game is the sound. Notably no voice actors have been hired in for this game and it's a very good decision by Bioware. First of all voice acting in Sonic games has been hit and miss at times to say the least as discussed on the day by all of us. Above all, a lot of the good RPG games that I have played and enjoyed did it without voice acting, such as Final Fantasy VII. The music used in the game has been well chosen too with music and sound effects ranging from many of the classic games such as Sonic 1 & 2 as well as Sonic 3D as well as original compositions.

Don't spoil it!! (*Spoiler Alertz*)

But let's get to the gameplay. Bioware have said that they're all keen fans of Sonic, hence why they have been brought in to develop the goods this time round. The first chapter (instead of zones or acts) starts you off in Green Hill Zone which is nice as we haven't really played the zone since the very first game! All you know so far is that Knuckles has been kidnapped and that you'll have to work out where he is, drag him home and give a good slapping before carrying on with the next portion of the game.

So like any other RPG you'll have to find clues in order to work your way through to the next chapter. In Chronicles this is achieved by asking people or locals for clues, so far it seems that most of them will want a little help in exchange for a little information adding in more minigames into the game. But as far as dialogue is concerned, either you will choose to speak to someone or an event is triggered, in either case you are given some flexibility as to how you want to proceed. Sometimes you will be given a single reply to give or a whole range of responses, which will either get you back into gameplay quicker or even show a little sarcastic comment from Sonic for example. Generally the communication and development of story has been neatly structured and makes it easy to research around and have some fun at the same time as a RPG should.

Chests of fun

Once again Bioware have been implementing RPG traditions into Chronicles. There are many items which will help you make your way through the game, with the better ones appearing later in the game. Whilst playing your character essentially has HP (Health Points) and POW (Power Points), HP is obvious, but POW provides your characters with the ability to pull off special moves which can be earned using EXP (Experience Points) from winning battles. You'll find chests dotted around the map that will provide you with useful items to replenish health, power or even supply you with a special item – we found a pair of boxing gloves that were for Sonic (we thought they'd be better for Knuckles!). Most of these power ups come in the form of a candy or chocolate though which I thought was a little odd, it's hardly sending the right messages to kids for example - what happened to Sonic eating some good old chilli dogs!?

But if you're thinking all of this collecting treasure and wandering is a little boring and tiresome then think again. For starters it's a Sonic game so there needs to be quite a bit of action to keep us interested at least anyway. When you're walking around the map of Green Hill for example, you'll find Sonic is still quite fast and can zip around the place quite swiftly, whilst other characters will be able to fly (Tails) or climb (Knuckles) over to areas other characters cannot so it's essential that you have the right party of characters together. If you're still hungry for some more speed some battles involve chases whether it's you or the enemy running (reminding me of the old 2D boss chases at times), this requires you to have cat like reflexes in order to avoid obstacles and run as fast as possible. I might add this is especially tricky with 4 characters on screen though!

Finally the games interaction has been well implemented. The stylus feels very natural to select options and navigate your way around the game. Battle sequences are easy to work out with only a few options available to keep things simple, even allowing you to undo commands if you're not quite sure whether that last tactic might actually kill half your party members. Asides from that you can call up your inventory and missions diary to make sure you know what you have on you and what you're doing.

In the end we only had around 2 hours play of the game, and whilst others got further into the game than others what we saw was a very good start to a Sonic RPG game. Everything has been very nicely presented and a lot of thought has gone into creating a game which brings the old in with the new as well as tying in a new and hopefully original storyline. We all left feeling very happy with what'd we seen at the Wii Flat and started making our way to the nearest bar, although that came after we crammed into the smallest video games store in London and probably freaked out the store owner just slightly. Hopefully we will be back in London soon to experience some Sonic Unleashed!


Words by: Graham Seward]]>
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Jet Set Radio Past?http://www.fastfeetmedia.net/forums/viewtopic.php?t=33Posted by FastFeet on Saturday 21st June 2008 01:57pm
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Jet Set Radio (Known as Jet Grind Radio in the USA)
For those of you unfamiliar with the Jet Set Radio (JSR) games the idea is simple. You're a skater (not the Tony Hawks kind, think 4 wheels on each foot) and your objective is to spray paint your 'artwork', marking your turf across the city of Tokyo-to whilst battling the government and fellow rival gangs. Sounds like an average videogame upon first glance, but there are several things that make JSR really stand out from the crowd.

JSR was the first videogame to use a technique known as cel shading, essentially making objects appear cartoon-like and look 2D even though you're actually in a 3D environment. This looked outstanding back in 2000 and still does today, since then cel shading has been used in a variety of games with some techniques even implemented into blockbuster films.

The story behind the game didn't have the greatest of plots and even got plain weird at times but with the idea of skaters, gangs and spray painting developers Smilebit came up with a fresh and funky feel to the game. Every character in the game has a unique and vibrant dress sense, especially some of the rival gangs, whilst the government, police and other bosses maintained a dark corporate look to them.

Like the use of graphics the games soundtrack was outstanding, showcasing music from many talented artists – MixMaster Mike and Jurassic 5 to name a couple. The soundtrack was delivered in game via your radio with resident DJ Professor K mixing a combination of hip-hop, alternative rock, techno and a couple of other genres. The soundtrack in itself makes an interesting listen (Download it here).

Jet Set Radio Future
Whilst JSRs release provided some decent sales for Dreamcast at the time, speculation grew towards a sequel. However it wasn't until Sega's focus switched from a software to a hardware developer that they decided to pull Jet Set Radio Future (JSRF) out of the bag for Microsoft's original Xbox launch. This time the game did so well that it became one of the first Xbox consoles bundles you could get your hands on along with Sega GT 2002. JSRF improved on its previous attempt by adding bigger arenas to conduct your spray painting activities, more areas to play in and the story was actually that bit longer by comparison. Essentially the game built upon the success of the first game and made it bigger and better.

Jet Set Radio Past?
So here we are some years later on from JSRF. Why would Sega even consider releasing another game now? Well I can give you a few reasons for starters. The videogames industry and market for said games has changed considerably since JSRF was released back in 2002. Right now the current generation of consoles have incredible capabilities and JSRF could make great use of them.

My thought is simply this; based on the fact that JSR has one game based in the present day and one in the future, it seems logical to complete the trilogy with a game set in the past – if anything to see what Professor K would look like with a big ol' afro! So how could Sega make this game a blazing success?

Massive Multiplayer Jet Set Radio?
JSRF was the only game to feature a multiplayer mode and a fairly basic one at that. Only offering versus or co-op play in small confined areas, so to me there seems like this is an obvious area for improvement and in a big way. There are hundreds of ways online gameplay could be implemented into JSRs already excellent gameplay, for example online play would perhaps be somewhere between a MMORPG and GTA IV's online mode allowing players to form gangs and see how much of the virtual city they could tag, earning points by doing so and claiming those bragging rights.

Better single player mode
Don't get me wrong, the gameplay in JSR is what keeps me coming back for more. But JSRF essentially had a similar storyline to the first game, how about something a bit more original this time, make the game longer and a bit more involving whilst keeping the gameplay simple and as sweet to play as the previous versions perhaps?

Another Great Soundtrack
If you look at the music that was around in the 1960's and 1970's such as soul and disco, the soundtrack for JSR Past could be another great audio effort from Sega. So far the games have gone down these lines but to go to the roots of the music and add a dash of JSR into it would once again improve on the feel and gameplay.

Wii's the way!
Looking at the technology we have today, motion sensors are a great way to play games as the Wii has quite clearly proved. So why not use JSRs gameplay techniques using a wii-mote? The game requires you to spray paint your tag wherever necessary which would be quite fun to do without actually vandalising anything. The controls for skating shouldn't cause too many problems in regard to controller configurations either; however that's not to say that other consoles shouldn't get to experience some Jet Set goodness!

Whilst Sega is probably not going to change their mind over the release of another JSR game, you can see that there are plenty of reasons why they should. Although spray painting is a crime and considered vandalism in most countries it hasn't stopped them before with disclaimers previously reading 'Graffiti is art, is an act of vandalism'. Plenty of previous games such as NiGHTS and Panzer Dragoon have been reincarnated, so why not do the same with JSR. Come on Sega it's time we got skating and spraying again!


Words by: Graham Seward]]>
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SEGASonic:TV Series 2 Episode 1http://www.fastfeetmedia.net/forums/viewtopic.php?t=32Posted by FastFeet on Saturday 21st June 2008 01:33pm
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You can check out the entire first series by visiting the SEGASonic:TV Studio here or by downloading the episodes in high quality here. I can say that this time round the show will not be featuring fan music videos or any commercials, as they're ultimately a waste of space and the standard of video is far more professional than before. This time round we have literally gotten off our asses and gone out of the office for a change!

The first episode of series 2 is a 45 minute special from when we visited Sega Europe last September and in February to playtest both the Wii and DS versions of Mario & Sonic at the Olympics. All I can say is it's definitely worth watching even though the game has been out for some time now. If you've ever dreamed of visiting Sega's headquarters and meeting the Sonic community in person as many fans have done, then this is an episode you won't want to miss.

Now although we promised the episode would be ready for launch, we're still finsihing off the episode to ensure it is off the highest quality. Sit tight as the episode will be available in the next couple of days we'll keep you posted via the FFM news. In the meantime checkout the SEGASonic:TV Studio!]]>
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Sonic Unleashed Previewhttp://www.fastfeetmedia.net/forums/viewtopic.php?t=27Posted by EsperAmy on Sunday 08th June 2008 02:31pm
]]> Developers: Dimps, Sonic Team
Publisher: Sega
Release Date: Q4 2008


We've seen the games changing form throughout the 17 years of Sonic's life. From the old side scrollers of Sonic 1, competing directly with Nintendo's Super Mario games, to the much loved Adventure and Adventure 2 games and into our present day of slick high octane action we all expect from the Blue Bomber. But the fame of our beloved spiny friend eventually bought about division amongst the fans, to name a few key events such as the introduction of Shadow to the series, consistent faulty camera approach and a general loss of where Sonic was going with the series. But Sega seems to have taken in a few lessons learnt from the past. With much criticism for the games of Shadow the Hedgehog, Sonic 06 and spin offs like Sonic Riders, Sega have finally noticed the branch that has done them justice, and taken its main aspect on board to add completely new look to it and buff it up for introduction into the home console realm.

Of course, I speak of Sonic Rush and its 2D style gameplay, that of which Sega is now designing into Sonic Unleashed. But still remembering the success the Adventure games had, Sega has chosen against dropping a free roaming aspect to the game. So now we have a delightful blend of 2D platforming action, with the quick change over to 3D, which now invites some exciting gameplay to this game. Taking the Speed Dash features of Rush and Secret Rings, taking the form of Ring Energy this time, it gives the players the high speed approach they desire, with a few new tricks added to the mix, some unnamed, but one revealed so far, the Drift move, enabling Sonic to quickly whip about on the spot and switch direction. Handy for those that may miss something while moving at high speeds, and perhaps avoiding a rather nasty fall or trap in the way?

The main debate amongst public on Unleashed is Sonic's newly announced contraction of lycanthropy. With no idea on how the beastly version of Sonic will play, but only a mention of how gameplay may involve breaking things to pieces and smashing things apart. We'll leave Weresonic's gameplay down to imagination for now, but we can picture him swinging through the environments and bringing rubble to stone walls. The whole game, from current preview shots, looks graphically tailored for the next gen consoles it'll be appearing on, namely Wii, 360 and PS3, but also announced was unique functionality for the Wii version with different levels in store for Nintendo's home console. The use of the Wii remote in a new style once more intrigues players as to what innovations could be made to Sonic, especially with his latest howling form popping out at night.

Another new aspect, previously thought to be in Sonic 06 but the idea was scrapped at the last minute, was a Day/Night cycle while in game. As you venture through the levels, Sunsets and sunrises will become apparent to the player, as will usual sunny patterns, but the main reason for this is the trigger to Weresonic. Once night looms its shadowy gaze and the moon casts an eerie light over Sonic, we can expect the fearless hedgehog to transform into the fearful werewolf/hedgehog hybrid and the gameplay style to change entirely from then on in.

Once more in the game we see the Hub areas, well known in Sonic Adventure and Sonic 06 however much of what these areas will be like remains untold to the public. We can only expect the nominal of running about to find the next stage, and also playing a vital part of the storyline.

Speaking of which, the storyline is quite a different mixture of things. With Sonic somehow having to transform into Super Sonic, presumably to stop a fiendish scheme of Eggman's. Unfortunetely he finds himself captured (Despite being Super. Quite a shock there.) and taken into an unknown machine by Eggman. Who knows what this machine was planned to do but this device supposedly gives Sonic is lycanthropy powers, alongside splitting the world he's in, into 7 parts. Now, once more forced to find the Chaos Emeralds and restore the world, his progress is somewhat hindered by his latest wolfy transformations. How this will all pan out in time is yet to be revealed.

An interesting point of course is the presence of Super Sonic at the beginning of a Sonic game. It was normal practice to have him show up towards the end of the game, unless of course this means Super Sonic will be playable in normal stages, and not just against a final boss. This brings about excitement as Super Sonic hasn't been playable in a normal level since Sonic and Knuckles. Here's hoping.

Of course, the intriguing bit of history to Unleashed is its original codename of Sonic Adventure 3, its original design to be a further trip down the Adventure series and with a new game engine in development for 3 years, dubbed the Hedgehog Engine, perhaps Sega is pulling out all the stops with Sonic Unleashed and want to pull back what mistakes they may have made in past games. With the grim foretelling by fans of Sonic's demise in the game industry, perhaps this will be the time Sega truly unleashes Sonic onto our home games consoles.

Sonic Unleashed is due for a late 2008 release, official date pending.


Words by: Amy Marcons]]>
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