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IGN published a preview from Sonic Lost World, which reveals the first details about the Wii U and 3DS game. The information covers new and old returning elements, GamePad bits, and a confirmation that the 3DS version will also feature full 3D levels.

Details and screenshots rounded up from the preview can be found below.

– Mix of 3D and 2D mechanics
– Abstract levels
– SEGA has shown three levels thus far
– Twist, turn, and jump along floating constructs suspended in mid-air
– Levels are now informed by gameplay needs, with some stages focusing on slower speeds with more platforming, and others pushing players to run as fast as possible
– Areas include Wind Hill, Desert Ruins 1, Desert Ruins 2
– Desert Ruins 1 consists of cakes, cookies, donuts and all manners of candy
– Desert Ruins 2 features an entirely different gameplay style
– Desert Area 2 offers the “tunnel racing” concept from previous games
– Controlling Sonic’s speed and a “Parkour system” were two key elements that were thought of during development
– Parkour system: allows players to automatically accommodate basic obstacles when he’s running
– Team’s greatest challenge was maintaining a sense of speed for the series while finding controls that made sense
– By default, Sonic doesn’t burst off with a tilt of the analog stick
– Sonic walks until you use one of the GamePad’s triggers to engage his running speed
– Need to hold down the second trigger to pull Sonic into a ball, giving him access to his full momentum
– Iizuka compares this to the ‘Boost speed’ from previous titles
– By creating a tiered structure to movement, Sonic Team is hoping players will be able to navigate the wide range of level designs, exploring and running as necessary
– GamePad is used to activate various Whisp-based “Color Powers”
– These feature touch-based controls and are mostly used to gain access to side paths and areas
– Support Mode: one player uses the Wii U’s tablet to assist a second player who is controlling Sonic with a Wii remote and nunchuck
– Only control Sonic
– Friends such as Tails, Knuckles and Amy will make appearances in the story
– Story: Sonic chasing after Eggman and finds a mysterious floating island known as “Lost Hex”
– Sonic will run across the “Deadly Six”
– These foes will bring a “sense of danger and humor” to the story
– Sonic will save animals throughout levels
– Rescuing animals are tracked level by level as well as cumulatively
– This aspect will factor into unlockable content
– Red Star Rings can be collected for unlockable content
– Gold cannons help you access hidden paths
– 3DS version will also have full 3D levels

Head past the break for a bit of commentary from producer Takashi Iizuka.


Commentary from three former Rare developers can be found below. Designer Chris Seavor and programmers Shawn Pile and Chris Marlow comment on the game, Rare’s culture, and more.

Source


I’m not going to lie: this may go down as the dumbest and possibly worst-produced thing I’ve ever posted on Nintendo Everything.

But now that we’re a little over a week removed from the latest Nintendo Direct and the E3 presentation hype is in full swing, I thought it’d be fun to take a look back at the May 17th broadcast.

This originally started out as a plain summary, but that changed a bit (okay, a lot) as I continued working on the video. So it’s “kind of” a summary. Or something.

Watch it and let me know what you think. This was my first attempt at anything video-related ever. Hopefully it wasn’t too terrible!


Splinter Cell: Blacklist was on display at the MCM London Comic Con just a few days ago. Art director Scott Lee hosted a stage demo at the event and shared some information about the game.

Videos and details from the stage show can be found below:



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