Edited by The Sniper, 18 June 2009 - 11:42 AM.
Simon Jeffery no longer President of SEGA America
#101
Posted 18 June 2009 - 11:26 AM
#102
Posted 18 June 2009 - 11:48 AM
#103
Posted 18 June 2009 - 11:56 AM
#104
Posted 18 June 2009 - 12:25 PM
Black Knight was fast and with other things made it a good game. Nuff said.
#105
Posted 18 June 2009 - 12:32 PM
#106
Posted 18 June 2009 - 12:39 PM
Sonic Unleashed without Werehog would have been a better game, and would have been better received by critics. I'm pretty sure of that.
#107
Posted 18 June 2009 - 12:39 PM
#108
Posted 18 June 2009 - 12:40 PM
#109
Posted 18 June 2009 - 12:53 PM
I might also say that I enjoyed it more. The speed segment didn't feel fluid at all (especially jumping). It seemed perfect in the Adventure engine though.
That said, I don't think I'd like a Sonic game with only the SWA "platforming" speed engine.
Concerning SEGA's western state. I don't have much to comment. Things change, let's move on and see what happens.
#110
Posted 18 June 2009 - 01:09 PM
Sega of Europe's awesome. They even allow fans to come to their building (NiGHTS Community & SSMB). Communication with fans online (AAUK).
To be fair you're only allowed in CERTAIN parts of the building... we don't do tours or things like that.
Also SOA has a very dedicated Community Team... I'm just somewhat more awesome because I'm the Sonic guy.
#111
Posted 18 June 2009 - 01:24 PM
That said, I don't think I'd like a Sonic game with only the SWA "platforming" speed engine.
Frankly, I wouldn't really be happy with a purely speed-based Sonic game either. The whole speed thing needs to be toned down, at least half the time, for the sake of playability, so that we don't need to 'learn' the levels in order to not fuck them up - a good developer can give the player the sensation of travelling at great speeds while not giving them the actual speed (and they already have, if you do your homework). A mixture of perfected rear view speed stages and actual side-on platforming stages, both giving the feeling of speed (or at least haste - bring back the ten minute timer), even if it's no longer than Sonic 2 or something equivalent to that, would be brilliant, and it's oh so doable.
But maybe Sonic Team aren't the developers who should be trusted to do it - they've already shown themselves to be quite out of touch with what gamers actually want. Sure the fanbase laps it up, and kids are too inexperienced to care, but the rest of us who loved the older games but find the newer ones intolerable shouldn't be made to suffer for those two groups.
#112
Posted 18 June 2009 - 01:28 PM
They're still awesome, but the only challenge is endless pits.
#113
Posted 18 June 2009 - 02:57 PM
#114
Posted 18 June 2009 - 03:01 PM
#115
Posted 18 June 2009 - 03:05 PM
WHAT FORMULA? Outside of being platformers (which the Werehog gameplay was anyway), the mainstream games barely have had a shred of consistency since Sonic Adventure."Oh, yes. Sega of America and Sega Europe were against the idea of the "Werehog", they said only Sonic stills better, wanted Sonic in 2D(2.5D) sections... but we wanted new challenges, using the same formula again and again was not a good idea for us."
Yeah, I tried to put off the idea as long as I could believe it, but unless Sonic Team learns the complexity of Sonic's roots extends beyond mere platforming, the team's going to need a massive reworking if not be replaced altogether.
#116
Posted 18 June 2009 - 03:07 PM
Heh, and SEGA didn't even make MadWorld, those genius' over at Platinum Games didI can't think of many SEGA games that I've truely enjoyed besides Jet Set Radio Future, Madworld, certain Sonic games, and potentially that SEGA racing game they're coming out with.
I think most of us can agree that SEGA has been in a bit of a mess for a looong time now, probably problems going back to the MegaDrive "golden age" days. Maybe Simon just wanted to get away from it all, it sounded like a headache.
And on the other hand, indie developers always seem to enjoy unique games and most of all, having a good time making them.
EDIT: The problem with the so called formula is that rather than trying to make it WORK it actually got worse and worse..
Lol Sonic Team, it doesn't work like that gang :3
Edited by SuperLink, 18 June 2009 - 03:08 PM.
#117
Posted 18 June 2009 - 03:19 PM
WHAT FORMULA? Outside of being platformers (which the Werehog gameplay was anyway), the mainstream games barely have had a shred of consistency since Sonic Adventure."Oh, yes. Sega of America and Sega Europe were against the idea of the "Werehog", they said only Sonic stills better, wanted Sonic in 2D(2.5D) sections... but we wanted new challenges, using the same formula again and again was not a good idea for us."
I think he means the formula of having lots of different characters with different gameplay styles, e.g. a mech character, a speed character etc. That's one thing most, if not all of the games have shared.
#118
Posted 18 June 2009 - 03:21 PM
Personally I thought that Sonic Unleashed's day levels and bosses were an absolutely perfect forumla for a full Sonic game. The bosses were all quite original, taking ideas from both classic Sonic, Sonic Advance, and even those top-down space-shooting games (The way you avoid bullets in the Egg Devil Ray boss is a lot of you would in Space Invaders). The levels provided a perfect amount of pure platforming and speed, if a bit too much speed during certain sections. And to top it all off, the graphics were beautiful. The night sections were acceptable, but they were generic and nothing more than okay.WHAT FORMULA? Outside of being platformers (which the Werehog gameplay was anyway), the mainstream games barely have had a shred of consistency since Sonic Adventure."Oh, yes. Sega of America and Sega Europe were against the idea of the "Werehog", they said only Sonic stills better, wanted Sonic in 2D(2.5D) sections... but we wanted new challenges, using the same formula again and again was not a good idea for us."
Yeah, I tried to put off the idea as long as I could believe it, but unless Sonic Team learns the complexity of Sonic's roots extends beyond mere platforming, the team's going to need a massive reworking if not be replaced altogether.
Isn't that what happens with most, if not all of SEGA's games? I could be wrong, but from what I've seen most of their games they just publish, and they aren't the actual developers for any of them. Again, probably wrong, but that's what I'm seeing a lot of these days.Heh, and SEGA didn't even make MadWorld, those genius' over at Platinum Games didI can't think of many SEGA games that I've truely enjoyed besides Jet Set Radio Future, Madworld, certain Sonic games, and potentially that SEGA racing game they're coming out with.
#119
Posted 18 June 2009 - 03:27 PM
Nope, SEGA like Nintendo make most of their own games, but publish games of some other developers so they can get on the market.Isn't that what happens with most, if not all of SEGA's games? I could be wrong, but from what I've seen most of their games they just publish, and they aren't the actual developers for any of them. Again, probably wrong, but that's what I'm seeing a lot of these days.
Neither Platinum nor High Voltage are owned by SEGA, they just have a publishing deal.
So I wouldn't call MadWorld a SEGA franchise. The game was already quite near completion before SEGA picked up the publishing rights.
#120
Posted 18 June 2009 - 05:54 PM
Also:
SEGA Continues Synergy between Japan, America and Europe as it Gears Up for Success
SAN FRANCISCO & LONDON--(BUSINESS WIRE)--SEGA® of America, Inc., and SEGA® Europe Ltd., today announced a series of management promotions that will further unite SEGA’s global markets to drive growth.
Effective today, the longstanding leader of SEGA’s videogame business, Mr. Naoya Tsurumi, will assume worldwide responsibility for SEGA’s Consumer Business, incorporating SEGA of Japan, SEGA of America and SEGA of Europe.
Mike Hayes is promoted to the newly created position of President & COO of both SEGA of America and SEGA of Europe, reporting directly to Mr. Tsurumi. This new role further aligns the two Western markets and ensures more aggressive collaboration across these growing territories in operations and product development.
“This unified organization will better position SEGA for growth across these key markets,” said Mr. Tsurumi.
“I’m delighted to be heading up the SEGA Western territories at such an exciting time in the company’s resurgence as a leading videogame publisher around the globe,” said Hayes. “As shown at E3 last week, SEGA has a winning line-up of titles over the next 12 months and beyond. The management changes announced today will ensure that SEGA’s Consumer Business is positioned for long-term growth and success.”
After more than four years as President & COO of SEGA of America, Simon Jeffery has resigned to pursue other interests. During his tenure, Jeffery led SEGA’s entrance into new gaming markets such as mobile and grew market share in the U.S. as well as the breadth of SEGA offerings as it transitioned from a hardware company.
Since 1992, Mr. Tsurumi has served in various roles and managed many critical functions at SEGA of America and SEGA of Europe, including overseeing operations, marketing, development and licensing for SEGA’s consumer game products.
http://www.businessw...amp;newsLang=en
Isn't that what happens with most, if not all of SEGA's games? I could be wrong, but from what I've seen most of their games they just publish, and they aren't the actual developers for any of them. Again, probably wrong, but that's what I'm seeing a lot of these days.
They still develop their own games, but they go unnoticed because either they don't advertise them well (Valkyria Chronicles), or they aren't even being released outside of Japan (Yakuza 3).
Also they are still making a lot of arcade games. But again, nobody really notices because arcades are losing popularity.
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