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I don't know if I'll play EVERY game at SAGE this year, but there's a LOT titles I'm excited for, and the few I've already had a chance to play have been insanely fun. I'll try to upload these at least once a day. Here's my first episode of SAGE videos, hand's down, Game-Of-The-Year.
As you might know already, we LOVE the Sonic Amateur Games Expo at the Sonic Stadium. We are always writing about the games that are showcased at the event, you guys are always posting topics about the hottest titles, and generally everyone has a fantastic time! This week, SAGE 2021 is well underway, and there's a huge number of games on show this year. From traditional Sonic games, to 3D platformers, ROM hacks and even engine frameworks to help you get your own project off the ground should any of these games inspire you. You can check out the SAGE site right here: https://sagexpo.org/ And our coverage has got off to a strong start with an awesome first look at Sonic Triple Trouble 16-Bit, written by our very own @Indigo Rush! https://www.sonicstadium.org/2021/08/early-look-sonic-triple-trouble-16-bit-sage-2021/ Here's some of the games that have caught my eye. What are some of the games you're interested in? Pico Sonic https://sonicfangameshq.com/forums/showcase/pico-sonic.985/ Sonic and the Mayhem Master https://sonicfangameshq.com/forums/showcase/sonic-and-the-mayhem-master.106/ Sonic Discovery https://sonicfangameshq.com/forums/showcase/sonic-discovery.1139/ Triple Trouble 16-Bit (obviously) https://sonicfangameshq.com/forums/showcase/sonic-triple-trouble-16-bit.1130/ And of course the GOAT... Big's Big World https://sonicfangameshq.com/forums/showcase/bigs-big-world.1146/ Uunfortunately I can't play many of these as I'm stuck on a Mac! So if you guys want to do a deep dive on your favourite SAGE 2021 games, feel free to make a specific topic about it! Or share your thoughts on the show as we run through the week in this topic right here!
By @Jason the Jackass Sonic Rush has always been my favorite portable (non-Switch) Sonic game, so to hear there was a demo of it done in full 3D interested me greatly. After playing the demo, I will say it resembles Sonic Unleashed as much as it does Sonic Rush. It’s also a fun ride that needs a bit of work. Project directors ChickenWingJohnny, EnderElectrics, and Temzy have done an impressive job taking Sonic Rush’s low-poly 3D graphics into a fully 3-D environment. It includes the same boost and trick system as the DS original, but with a modern touch taken from Sonic Unleashed levels like Windmill Isle and Jungle Joyride. The level environment in the game is a mix of those two levels and Water Palace from Sonic Rush. This felt appropriate, as the background of Water Palace has always reminded me of Apotos/Windmill Isle. In fact, in the opening cutscene, it’s Apotos that Sonic tells Tails he’s dropping into as in this version, Water Palace and Apotos are connected! This cutscene also perfectly encapsulate what I love about this game’s visual style: it replicates the low poly models and low res textures of the DS original. I love it when newer games combine retro 3D visuals with modern HD resolutions. It helps give it a sharpness while still having a dated look. As you jump into the level, a nice mix of “Back to Back” by Hideki Naganuma and “Windmill Isle Act 1” by Tomoya Ohtani plays as you run down, hit your first bumper, and attack some badniks in mid-air. This moment is where the first problem lies: Sonic Rush 3D has very poor homing attack implementation. When attacking badniks or pawn bots, Sonic’s targeting reticle has to be on-screen. If he hits an enemy and pops up into the air, the robot in front will often be just out of view, and when you tap “A” again, Sonic will pass right over the enemy if the timing is just slightly off. It’s partially due to Sonic’s wonky physics in this game. At times, he controls well, at other times, you can boost off a ramp and fly through the air, missing where you’re supposed to land. You can also easily run onto walls and pathways you’re not meant to go to. This could lead to some shortcuts for speedruns, but also lead to drops and deaths that are entirely not your fault. The same cannot be said for Sonic’s drifting controls, which are perfect. When playing Unleashed or Generations, I always felt Sonic’s drifting had him sliding too far. In this game, you have perfect control of the blue blur when drifting into corners. I was impressed with how well it worked. The boost works decently as well, resembling its visuals from the DS game. However, moments where the boost is actually needed are few and far in between. You can go through most of the game at a fairly decent clip without boosting at all. There are a few exceptions, like a rush of water you have to outrun and a lower path near the end where you need to slide under then boost again to avoid drowning. There’s also a hallway of pawn bots you can plow through with it. If you want to add some flash to your playthrough, you can press the "Y" button repeatedly after being launched off a ramp or spring. This lets you do the same trick manoeuvres as the DS original, and even ends the same way, with a flicky flourish animation. That’s a nice visual touch! While it's definitely rough around the edges in its current state, Sonic Rush 3D is pretty fun. I can’t wait to see Sonic Rush 3D come back next year with more updates, along with some fixes to its physics. It feels like an Unleased de-make as much as a Sonic Rush remake. I think “Sonic Rush Unleashed” might be a better name for this project. Now, they just need to add Blaze the Cat into the mix. You can find the SAGE demo of Sonic Rush 3D on the official SAGE 2021 website. -------------------------- Full Story: https://www.sonicstadium.org/2021/08/sage-2021-hands-on-with-sonic-rush-3d/