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Sega E3 updates

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SEGA ANNOUNCES SONIC'S CHARGE ONTO THE Wii CONSOLE

Sonic The Hedgehog Rewrites the Arabian Nights in a Completely New Adventure Exclusive to the Wii Console

SAN FRANCISCO & LONDON (May 9, 2006) - SEGAŽ of America, Inc. and SEGAŽ Europe Ltd. today announced Sonic Wild Fire (working title) exclusively for the Wii™. Developed by SEGA Studios, Sonic Wild Fire stars the Blue dude with the 'tude on his first solo adventure since the original Sonic The Hedgehog™ in 1991. This intense and exciting action game takes advantage of the innovative Wii™ controller as Sonic combines his trademark high-speed action with easy to play controls to offer a brand new experience!

Sonic's new adventure unfolds from a storybook of the classic tale, Arabian Nights, the last several pages from the book have gone missing, and it's up to Sonic to re-create the story. The vibrant environments provide for a refreshingly new look to the franchise filled with brightly colored mosaic tiles, glistening oases, swaying palm trees, and crumbling stone columns. Sonic activates specific areas in the prismatic environment to pull off new tricks and stunts, in addition to interacting head-on with various obstacles by jumping, dodging, and dashing.

"Sonic Wild Fire and the innovative Wii controller changes the way gamers play interactive entertainment," said Scott A. Steinberg, Vice President of SEGA of America, Inc. "SEGA is excited to lead the gameplay revolution through its support of Wii with a Sonic release built exclusively for this new system."

Gamers will use the Wii controller to steer Sonic and experience an untapped freedom in gameplay and control. Hold the controller horizontally with two hands and tilt left and right to steer Sonic on different paths and maneuver deftly from obstacles and enemies. Continue to tilt and fling forward to dash-attack ground and air enemies and to break down barriers. In addition to the main game is an array of unique controller-focused mini-games which make Sonic Wild Fire fun to play alone or as a multiplayer game with friends. Get ready for a refreshing adventure that puts you on the forefront of gaming!

Source:
http://www.sega.com/e3/2006/announcements_...em=pr_20060509a

___________________________________________________________________________

Yuji Naka starts own studio
Yuji Naka Forms Prope
New game company from former head of Sonic Team
by Anoop Gantayat

May 8, 2006 - Sega announced today the formation of Prope, an independent studio headed up by former Sonic Team master, and current head of Sega's software development as a whole, Yuji Naka. Prope, which has 10% of its initial ten million yen in funding provided by Sega, will begin operations on June 1. The studio's goal is to explore new forms of entertainment and build new worldwide intellectual properties.

The establishment of Prope is actually the first step in a new independent developer support program from Sega. As part of this program, Sega will be establishing independent development companies from its current development staff.

Sega actually dabbled in independent developer subsidiaries years ago. During the Genesis and Saturn eras, Sega housed a group of R&D (research and development) divisions, with such well-known names as AM2, Sonic Team and AM3. During the Dreamcast era, the company split off its R&D divisions into subsidiaries, and while Sonic Team and AM2 kept their names, new studios like Smilebit, Overworks and Amusement Vision were born. Years later, as Sammy took over, Sega absorbed the studios back into its fold, merging teams under a new development structure.

While not on the same scale, it appears that Sega is reverting to its Dreamcast-era development structure.

Sega plans on pushing this program step-by-step, targeting developers with a proven track record. The program's goals are to push the creative talents of developers and build relationships with development companies.

As for Prope, the company has set up a Japanese website which has the following English introduction:


"PROPE" (pronounced "pro-pe") is a Latin word which means "beside" and "near" future.

We named our company PROPE in the hopes of bringing game entertainment much closer to users, establishing closer ties between users and us, and creating near future entertainment.


The new development studio has yet to make specific game announcements.

_____________________________________________________________________
NEXT-GENERATION SYSTEMS

Critically Acclaimed Bizarre Creations to Develop New Third Person Shooter

SAN FRANCISCO & LONDON (May 5, 2006) - SEGAŽ of America, Inc. and SEGAŽ Europe Ltd. today announced The Club (Working Title) for next-gen consoles in 2007. The Club is the next project from award-winning UK-based development powerhouse, Bizarre Creations, the studio behind the definitive next-gen racing game, Project Gotham Racing 3. Bizarre Creations partners once again with SEGA having already enjoyed past success with Metropolis Street Racer.

The Club is a loosely organized and highly illegal underground entity. For most people, The Club exists only as an urban legend - a game where criminals are paid huge amounts to carry out gunfights and where online spectators view, gamble and cheer them on in a deadly game of skill. Yet the rumours are true. People are getting rich. People are dying. The first task is to survive, but according to their rules - quickly, relentlessly and with style.

The Club will redefine the mechanics of third person action shooters. Set in a variety of unusual and evocative locations, the game focuses on addictive and rewarding frenetic gameplay. The Club will deliver fast-paced gameplay with a variety of high-powered weaponry at the players' disposal. The game will showcase the capabilities of next-gen consoles, maximizing the graphical and audio technology available to deliver a visually stunning and action-packed gameplay experience.

"The Club simply delivers that visceral thrill of high-stakes gambling and tosses in a heavy dose of frenzied gunplay," said Scott A. Steinberg, Vice President of Marketing, SEGA of America, Inc. "Bizarre Creations has a incredible track record and now they bring the innovation, both technical and creative, shown in the racing genre and have applied it to the shooter category."

"Here at Bizarre Creations we feel The Club brings the pillars of classic SEGA gameplay bang up to date for the next generation of hardware, gaming and gamers," commented Martyn Chudley, Managing Director, Bizarre Creations Ltd. "We are truly excited by the prospects of this game and of our partnership with SEGA."
http://www.sega.com/e3/2006/announcements_...em=pr_20060505a

______________________________________________________________________

Virtua Fighter 5 Playstation 3 Exclusive




Premier Fighting Series K.O'.s its Way to Next-Generation Console

SAN FRANCISCO & LONDON (May 8, 2006) - SEGAŽ of America, Inc. and SEGA Europe Ltd. announced today that the highly anticipated arcade game, Virtua Fighter™ 5, will make its way onto the PLAYSTATIONŽ 3 computer entertainment system in Spring 2007. This latest installment in the critically-acclaimed series will elevate the arcade fighting genre to all-new heights as it takes true advantage of the capabilities of the next-generation hardware. Game footage will be on display at the 2006 Entertainment Electronic Expo on May 10-12 in the SEGA booth (South Hall, Booth #946).

Virtua Fighter 5 will feature an all-star cast of 17 fighters, including characters from the previous iterations along with two new characters named El Blaze and Eileen. El Blaze is a Mexican fighting champion who defeats opponents with his quick Lucha Libre fighting style. Eileen, originally from China, uses a Monkey Kung-Fu fighting style that she learned from her grandfather, a former Kung-Fu master. Players will be able to customize their characters by selecting from four uniquely patterned costumes and a wide range of attachable items that can be placed onto each fighter's various body parts.

Virtua Fighter 5 will deliver fast-paced, adrenaline-pumping action as players head into battle, taking on a host of popular characters. Players will not only achieve victory by defeating highly-skilled opponents, but will also compete for prizes and earn in-game money through the match to buy many items at an in-game shop. These items allow players to customize their ultimate warrior and become the top Virtua Fighter. In addition, the game will introduce "Offensive Move", a new maneuver that will allow players to easily approach opponents from the side, adding a more strategic element to the battle. The game will support 720p HD resolution.

"Virtua Fighter 5 will offer fans the ultimate next-generation fighting game experience," said Scott A. Steinberg, Vice President of Marketing, SEGA of America, Inc. "For years, the industry has talked about bringing the arcade experience to the living room. Virtua Fighter 5 fulfills this promise, and then some."

http://www.sega.com/e3/2006/announcements_...em=pr_20060508a

________________________________________________________________________________
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SEGA ANNOUNCES SUPER MONKEY BALL: BANANA BLITZ FOR NINTENDO'S REVOLUTION CONSOLE

New Controller Revolutionizes Ways to Have Fun with AiAi and the Super Monkey Ball Gang

SAN FRANCISCO & LONDON (April 26, 2006) - SEGAŽ of America, Inc. and SEGA Europe Ltd. today announced Super Monkey Ball™: Banana Blitz developed by SEGA Studios for the Nintendo Revolution system. AiAi and all his friends have rolled their way onto Nintendo's new console with new mind-blowing puzzle levels and a wealth of new and exciting Party Games specifically designed to fully exploit the innovative Nintendo Revolution controller. Other titles will have a difficult time matching the multitude of possible variations in game control as presented in Super Monkey Ball: Banana Blitz.

"The Nintendo Revolution presents a totally unique avenue for our developers to explore the art of game design," said Scott A. Steinberg, Vice President of Marketing, SEGA of America, Inc. "Super Monkey Ball: Banana Blitz will present a mind-boggling array of gameplay innovations that will excite and challenge gamers while pushing the boundaries of imagination forward."

The single-player puzzle levels in Super Monkey Ball: Banana Blitz have been innovatively designed to challenge gamers' skills like never before. For the first time in the Super Monkey Ball franchise, AiAi and his friends will have the ability to jump when players flick the Nintendo Revolution controller in an upward motion. The ability to jump has given game designers another dimension in which to expand the Super Monkey Ball gameplay experience and allows gamers a whole new way to interact with the franchise; this time in true three-dimensional fashion.

The Party Games, for which the Super Monkey Ball franchise is famous, return with more variety than ever. An abundance of new Party Games have been creatively designed to take advantage of the Revolution controller in a multitude of ways. Gamers will find themselves competing in a traditional game of ring toss, or even smacking pesky moles in a game of "Whack-a-Mole." Super Monkey Ball: Banana Blitz's large library of Party Games is sure to inspire friendly competition anytime.

http://www.sega.com/e3/2006/announcements_...em=pr_20060426a

__________________________________________________________________________

SEGA'S TENNIS JEWEL RETURNS TO TAKE THE TOP SEED POSITION FOR NEXT-GENERATION SYSTEMS

Uncanny Realism & Innovative Features Add New Depth to the Award Winning Virtua Tennis Franchise

SAN FRANCISCO & LONDON (April 25, 2006) - SEGA of America, Inc. and SEGA Europe Ltd. today announced Virtua Tennis 3™ developed by AM3 Studios. Virtua Tennis 3™ takes to the court on the Sony PlayStationŽ 3 computer entertainment system and Xbox 360™. Gamers will experience new levels of realism never thought possible on a home console system.

The Virtua Tennis series has been well-received by critics and fans for its "ease of play but difficult to master" gameplay. With Virtua Tennis 3, the series returns with enhanced photo-realistic graphics and advanced player animations that perfectly match the behavior and mannerisms of individual professional athletes. Next-generation systems allow gamers to see the most detailed expressions on the faces of their selected players as they battle to win heated tournaments around the world. Improvements to the game's AI have also upped the challenge to becoming the top seed of the tennis world.

"The familiar depth of the Virtua Tennis franchise returns with improvements that can only be fully realized on next-gen systems," said Scott A. Steinberg, Vice President of Marketing, SEGA of America, Inc. "Great pick-up and playability, life-like details, and incredible physics are benchmarks of the series and will make Virtua Tennis 3 the standard by which all tennis games are judged."

In Career Mode, gamers will travel the world and take on the biggest stars of the tennis world. Improvements to the Player Creation Mode allow gamers to customize their own tennis star and increased detail like never before.

No Virtua Tennis title would be complete without the popular and addictive mini-games, and Virtua Tennis 3 is no exception. In addition to the popular mini-games from previous titles used to sharpen players' skills, there will be a whole host of brand new games to keep players in top form.

http://www.sega.com/e3/2006/announcements_...em=pr_20060425a
__________________________________________________________________________
SEGA ANNOUNCES SEGA RALLY™ REVO FOR NEXT-GENERATION SYSTEMS
SEGA Redefines the Rally Racing Genre with Revolutionary Track Deformation Technology

SAN FRANCISCO & LONDON (April 28, 2006) - SEGAŽ of America, Inc. and SEGAŽ Europe Ltd. today announced SEGA RALLY™ REVO. This genre-defining competitive racing game will be the first title developed by the newly-formed SEGA Driving Studio, and will be racing onto the PLAYSTATIONŽ3 computer entertainment system, Xbox 360™, and PC in 2007.

With revolutionary dynamically deformable terrain, proprietary next-generation graphics, bone-jarringly realistic physics, and competitive bumper-to-bumper racing, SEGA RALLY REVO will set a new benchmark in its genre with a high-tempo driving experience that is every racing fan's driving fantasy.

"SEGA RALLY REVO shifts into high gear with revolutionary track deformation technology, skill-demanding gameplay and dazzling graphics on the next-gen systems," said Scott A. Steinberg, Vice President of Marketing, SEGA of America, Inc. "We're redefining the genre with SEGA RALLY REVO, using next-gen power to guarantee our place in the winner's circle."

Vehicle selection affects driving strategy in SEGA RALLY REVO, as race course surfaces dynamically deform upon repeated contact with vehicle tires and changing weather effects. SEGA RALLY REVO features a variety of fully deformable surfaces, from gravel-littered tracks and smooth tarmac roads, to snow-covered mountain passes. This means no two laps will ever be the same, and drivers can skillfully lower their lap times as they hurtle their chosen world-renowned rally vehicles down photo-realistic courses only made possible on next-generation hardware.

Driving skills will also be tested by SEGA RALLY REVO's advanced AI which allows NPC drivers to dynamically adapt their driving style to the varied racing surfaces. Players can enjoy a comprehensive single-player campaign as they travel the globe racing the best drivers in the world. SEGA RALLY REVO also features online capabilities, with multiplayer splitscreen modes offering an extremely competitive rally experience against drivers around the world.
http://www.sega.com/e3/2006/announcements_...em=pr_20060428a
__________________________________________________________________________
SEGA ANNOUNCES FULL AUTO 2: BATTLELINES EXCLUSIVELY FOR SONY'S PLAYSTATION 3 CONSOLE



Sequel to Award-winning Full Auto Features Strategically Destructible Street Environments to Deliver the Next Generation of Combat-Racing

SAN FRANCISCO & LONDON (May 2, 2006) - Get ready for the next generation of vehicular mayhem... SEGAŽ of America, Inc. and SEGAŽ Europe Ltd. today announced that Full Auto™2: Battlelines is being developed exclusively for the PLAYSTATIONŽ3 computer entertainment system. Full Auto 2: Battlelines puts high-speed vehicles outfitted with weapons and armor into fully realized and fully destructible urban street environments. Fierce combat-racing will ensue as you strategically use destruction to win races as well as leave massive devastation in your wake. Players can destroy the environment to dynamically change track conditions to block competitors, open new paths, or crush opponents with falling debris caused by well-timed missiles. Full Auto 2: Battlelines, which is the sequel to the award-winning Full Auto, also introduces a new Arena Mode featuring team play and six different levels, each specifically designed for a unique type of multiplayer car combat.

"The destructible environments in Full Auto 2: Battlelines are both stunning and strategic, especially in multiplayer combat," said Scott A. Steinberg, Vice President of Marketing, SEGA of America, Inc. "The gameplay innovations of tactical destruction and team multiplayer vehicular mayhem combined with the tremendous power of Sony's PLAYSTATION 3 console makes this sequel truly the next generation of combat racing."

Full Auto 2: Battlelines, currently being developed by Pseudo Interactive, has been combat-enhanced and fully re-designed with an extensive list of features entirely new to the franchise. Players can get behind the wheel of 25 different vehicles ranging from classic muscle cars and low riders to monstrous SUVs and industrial vehicles, each of which can be customized with more than 20 explosive weapons as well as multiple paint schemes and wheel styles. Taking on more than 20 tracks in the game, players will immediately notice how Full Auto 2: Battlelines pushes next-generation technological boundaries with breathtaking displays of destruction, physics, and speed.

In the new multi-path single player campaign, players battle to take control of Staunton City by conquering the six different districts and taking control of opponent cars and weapons. The game's six different carnage-filled multiplayer modes, which incorporate team play and objectives ranging from classic deathmatches to unique base assaults and gladiator-style gameplay, deliver a diverse range of competitive options. The sequel implements the fan-favorite Unwreck™ feature, which allows players to turn back time and take another shot at a treacherous turn, avoid a deadly obstacle, or simply avoid enemy fire.

With strategic destruction, next generation technology, and innovative, diverse gameplay, Full Auto 2: Battlelines is poised to be one of the most exhilarating combat-racing experiences available for the PLAYSTATION 3 console.

http://www.sega.com/e3/2006/announcements_...em=pr_20060502a
__________________________________________________________________________
SEGA UNVEILS SONIC RIVALS DASHING ONTO THE PSP™ SYSTEM

Original Sonic Game Offers Lively Head-to-Head Competition

SAN FRANCISCO & LONDON (May 3, 2006) -- SEGAŽ of America, Inc. and SEGAŽ Europe Ltd. today announced the development of Sonic Rivals exclusively for the PSP™ (PlayStationŽPortable) system. Sonic Rivals is a head-to-head competition between Sonic and his top rivals, where the gloves are off and winner takes all! Built from the ground-up, the engine allows gamers to rip through tracks in some high-spirited single player and wireless multiplayer action against friends as Sonic returns in a whole new racing-platformer with classic 2D gameplay in true 3D environments for gamers on the go.

What starts as a friendly competition between Sonic and Knuckles quickly intensifies as Shadow and other rivals jump into the action. Sonic Rivals allows gamers to utilize boost moves and power-ups to trip, shove, and vault over each other while hurtling towards the finish line at breakneck speeds. Players will negotiate wildly twisting 3D tracks while avoiding the insidious Dr. Eggman and his myriad of hazardous traps and contraptions.

"Sonic Rivals brings back the classic 2D platform gameplay that started it all, and douses it with vibrant three-dimensional environments," said Scott A. Steinberg, Vice President of Marketing, SEGA of America, Inc. "In this heated rivalry, gamers are tested to prove not only who's the fastest but who has the best head-to-head gameplay strategy."

In Sonic Rivals, gamers can play as one of four different characters from the Sonic Universe, each with separate fast and winding storylines. In addition, the extensive rewards system, which is based on collecting trading cards, allows players to customize their favorite characters. Connect via wireless to race against a friend, and put trading cards on the line for even more multiplayer challenges.

Debuting on the SEGA Genesis in 1991, Sonic The Hedgehog is one of the world's best-selling and most recognizable video game franchises and character. More than 44 million units later, the beloved blue hedgehog celebrates his 15th anniversary this year.
__________________________________________________________________________

E3: Sonic trailer

(41.05 MB) (1280x720)
(14.58 MB) (640x360)
Princess Elise:

Eggman:
http://img128.imageshack.us/img128/9058/vlcsnap9773397ep.jpg
New White Hedghog:
http://images.xboxyde.com/gallery/public/3214/834_0017.jpg
Shadow:
http://images.xboxyde.com/gallery/public/3214/834_0011.jpg

Click on links because theres a picture limit icon_sad.gif

#2
Silverslug

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SEGA ANNOUNCES GOLDEN AXE COMING TO NEXT-GENERATION CONSOLES

The Legend Returns as a New Adventure, Re-imagined for the Next-Generation

SAN FRANCISCO & LONDON (May 10, 2006) - SEGAŽ of America, Inc. and Sega Europe Ltd. today announced the long-anticipated return of Golden Axe™, a fan favorite since its original release in 1989. Developed exclusively for the PLAYSTATIONŽ3 computer entertainment system and the Xbox 360™ video game and entertainment system from Microsoft, Golden Axe marks the first project from the recent acquisition of San Francisco-based studio, Secret Level.

Golden Axe delivers action-RPG thrills as a small band of Riders embark on an epic adventure to recruit allies, expose the enemy and prevent the annihilation of their breed. Delivering an intense and unique combat experience, players charge into battle on the backs of ferocious beasts or take their chances with the enemy while on foot. Fighting skill, wits and even magic are all called into action as players immerse themselves in the struggle to defeat an evil intent on enslaving the remains of civilization.

"Golden Axe is one of our most treasured brands and is a complete re-imagining of the story that will take gamers on an unforgettable journey," said Scott A. Steinberg, Vice President of Marketing, SEGA of America, Inc. "The vision we have for the remake of Golden Axe is nothing short of remarkable and it can only be realized on the PLAYSTATION 3 system and Xbox 360."

http://www.sega.com/e3/2006/announcements_...em=pr_20060510a

FUCKING RITE BITCHES LOFMFOMFMOM FOMG I CAN'T WAIT!!!!!!!!1111


#3
CrispyDuck411

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That surprised me that they're putting Full Auto 2 on PS3 only.
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#4
hackerwacker

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OMG golden axe is making a comeback? I loved the old coin-op versions. lets pray that this nextgen version is just as good.



*knows he will be disapointed*

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Sniper-Viper

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Sega... rise again!!!

As snipers say: "Don't run... you'll only die tired!"
g0t IZGIZZIS?

#6
Silverslug

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What disspointed me was that Virtua Fighter 5 is PS3 only. icon_sad.gif

heres Sonic Wild Fire (Wii exclusive) pics:






no game has impressed me on the wii (graphics.. i can't play the fucking games so controllers don't count) and they haven't told me how much it cost and when... so ... eh.

#7
CrispyDuck411

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Those graphics really aren't impressive at all.
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#8
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Wahey, Yuji Naka's starting his own studio. Prope is a stupid name, but apart from that nothing is bad about this announcement. Sonic has fucking sucked since SA2 on DC, and PSO is just as stagnant nowadays. It's the same fucking game regurgitated and slightly worse each time. It's about time the guy who started it all broke off on his own and actually did something for a change.

Anyway, it's no surprise that VF5 isn't coming to Wii... I reckon arcade conversions are totally out for the console - the graphics suck. All I can say is, it'd better be cheap, because that's how it looks.

Golden axe will suck, because it's not being developed by Sega. Sonic will suck because Sonic Team suck, and they don't even have Yuji Naka behind them anymore. Virtua Tennis will rock, because, lets face it, it always has. Oh yeah, and AMD rock too. For the rest I predict this: Bizzare shooter - good, monkey ball - good, sega rally - good (it'd better be), full auto - not that good.

Thanks for the news.

#9
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i wish VF5 would just come out on 360 because i don't wanna waste 600 on a console for it.... I'm surpriesed it didn't come out on 360 because there arcade board is actully a PC lol.

Sonic Wild Fire has crappy graphics but so does Red Steel and the sorts.

Heres a Mario Galaxys video (Wii Game):
ftp://www.jeux-france.com/Nintendo_Wii/Su...io_Galaxy_1.wmv

I have high hopes for Sonic The HEdghog on PS3 and 360 High Enough that i'm gonna get a 360 for it...

#10
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Nice games but thats it, the consoles are nothing special
Zombine, heh get it?

#11
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Sonic Wild Fire Teaser:
http://kiklox.free.fr/Fichiers/E3/Sonic%20Wild%20Fire.wmv

E3 2006: Hands-On: Sonic Wild Fire
Finally, Sonic 3D done right!
by Mark Bozon

May 10, 2006 - Throughout the years we've seen SEGA evolve along with the gaming industry, and Sonic morph right along with it. Back in the 80s, the SEGA Genesis was in furious battle with the Super NES, as gamers witnessed the beginning of Sonic vs. Mario. As the hardware changed, the competition stayed the same, and Mario and Sonic both moved to the N64 and Dreamcast respectively. Unfortunately, Sonic and company didn't fare quite as well during the 3D generation, and for a while it looked as though SEGA's top franchise could be a fad of the past. Game after game released without necessary changes, and the spin-off series headed by Shadow left hardcore gamers in a fit.

Amazingly enough, the Sonic franchise seems to have new life breathed into it as it SEGA's top title premieres on the Nintendo Wii.

Sonic hits Wii with authority.

All it takes is a few seconds of play time and the changes to Sonic's core gameplay can easily be seen. For starters, the control has been completely stripped, replacing the original analog execution with tilt control. Players control Sonic by simply tilting the Wii-mote (held in the classic NES position) left or right. Rather than positioning the game as yet another free-roaming adventure, each level instead acts as a rollercoaster of sorts, sending Sonic on a pre-determined path, while giving the player full control over movement and speed. Since the path is already set, players use the tilt function to navigate the track, grabbing items and fighting enemies at their own pace. It may sound basic, but that's what brings the series back to its original form, as it controls like the 2D version did, while still providing a 3D feel.

Aside form the main tilt control, SEGA kept it relatively simple. The 2 button is used for jumping, and can act in two different modes depending on the player. If the button is tapped, for instance, Sonic will perform a running leap, hitting the ground at the same speed when finished. If the 2 button his held, however, Sonic will skid to a stop and begin to charge a "super jump," which can be used to reach higher areas at the sacrifice of speed. When in mid-air, Sonic will automatically lock on to the nearest target he is facing, and with a simple flick of the controller will bolt towards them in a mid-air dash attack.

Expanding on that idea, Sonic can then combo off attacked enemies in a row, using the foe as a double-jump, and allowing as many consecutive attacks as there are targets. The only other major gameplay element included was the use of boost, which can be executed when enough fire icons are collected throughout a track. When available, players can flick the controller forward and launch Sonic into insane speed bursts. The sense of movement is great even within the short demo, as Sonic's speed rivals that of the Criterion's own Burnout series. Team the simple control with what is a very pretty and fast moving Wii title, and you have Sonic Wild Fire.

In fact, the vastly improved gameplay isn't the only addition to the Sonic world, as Wild Fire also takes a new approach to the presentation. Since the action is essentially tunnel-running, the camera work is able to do a ton of great cinematic shots while still giving the player needed control. In the initial run-through, the camera switched to tons of shots on the fly. It would film from just inches off the ground, pull back during faster moments, fly into the air and shoot down while Sonic navigated more precise areas, and even play catch-up when Sonic's super speed was used. On the graphical side, Sonic goes toe-to-toe with Super Mario Galaxy, offering vast environments with tremendous draw distances, great animation and a seriously slick look. Fire and speed effects are used everywhere in the level we saw, and we never saw a drop in the frame rate. The entire demo had a very cinematic feel, and the strong camera work mixed with detailed environments makes Sonic Wild Fire the most "next-gen" looking game on the system to date.

Since the very nature of E3 demands quick play-through sessions, we can't wait to get even more time with Sonic Wild Fire this week. We can say with confidence, however, that it is by far one of the most complete and well-rounded demos in Nintendo's booth, and everyone within an eyeshot of the screens were staring at them while in line for their own demo. The action is fast and beautiful, and the gameplay is back to how it should be. More specific tweaking will need to be done to the control, but only on a very minimal level. In fact, the gameplay was solid enough that we actually forgot we were using a new controller. It feels natural and controls are astonishingly tight compared to some of the other demos around. Compared to other 3D Sonic titles in the past, this one is really no contest. Sonic Wild Fire has resurrected the franchise, and we can only hope the full version will be as fun as it was today on the showroom floor. Nicely done, Sega.

.........................actully sounds good...................................................

#12
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Nintendo's Mock up for there vitural console:


#13
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QUOTE (fruitsofherwomb @ May 10 2006, 03:41 PM) <{POST_SNAPBACK}>
i wish VF5 would just come out on 360 because i don't wanna waste 600 on a console for it.... I'm surpriesed it didn't come out on 360 because there arcade board is actully a PC lol.

Sonic Wild Fire has crappy graphics but so does Red Steel and the sorts.

Heres a Mario Galaxys video (Wii Game):
ftp://www.jeux-france.com/Nintendo_Wii/Su...io_Galaxy_1.wmv

I have high hopes for Sonic The HEdghog on PS3 and 360 High Enough that i'm gonna get a 360 for it...

I've gotta say, the red steel demo was the only thing that's really impressed me so far. Mario Galaxies might be fun n all, but it's looks exactly the bloody same as mario sunshine in terms of graphics. I wasn't expecting an amazing powerhouse, but you'd expect there to be some kind of technological advance - I mean, it's been 5 years! Also, the girl in the video was clearly playing with the analogue stick - whats up with that? Where's the pointing and stuff? It features vaguely, but not predominantly, which seems like a waste.

#14
Silverslug

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yeah , i got bashed on a differnt board for saying that the graphics looked alot like sunshine or exactly the same. They Called me a idiot then i pulled up pics and compred them then they said "You compare graphics because your to scared to compare gameplay" this Wiitards are fucking lame.. how can i compare controls when we haven't played it? Fuck it:

This is Footage of SOnic The Hedghog Gameplay for the Playstation 3 and Nintendo 360:
http://www.gamespot.com/ps3/action/sonicth...ehog/media.html

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#15
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QUOTE (fruitsofherwomb @ May 10 2006, 07:43 PM) <{POST_SNAPBACK}>
yeah , i got bashed on a differnt board for saying that the graphics looked alot like sunshine or exactly the same. They Called me a idiot then i pulled up pics and compred them then they said "You compare graphics because your to scared to compare gameplay" this Wiitards are fucking lame.. how can i compare controls when we haven't played it? Fuck it:

This is Footage of SOnic The Hedghog Gameplay for the Playstation 3 and Nintendo 360:
http://www.gamespot.com/ps3/action/sonicth...ehog/media.html

I'm glad nintendo Fans fear Sega topics icon_biggrin.gif

I know I said sonic team sucks, but damn... that looks amazing. I hope they release some halfway decent Wii videos actually, because i'm kinda starting to get excited about sonic again.

Also, I never post on nintendo boards for exactly that reason. Sega fans are real gamers - after all, who else would still be hanging on after their first love went third party?

#16
creepyplaidman

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There will always be a place in my heart for Sonic. In fact atleast once a month I have to do a speed run in Sonic 2, and I don't know why. It's not even for fun it's like I'm trying to keep sonic alive and I wade though the shit that Sonic Team has been releasing when it comes to the sonic series. I really have high hopes for Sonic Wildfire and Sonic the Hedgehog though, I'm already anxious for these games to come out.
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Disastorm

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Ive always been a huge fan of Sega (specifically Sonic) and Nintendo so I hope the Wii Sonic is as good as it sounds. Why is it though that sega and nintendo fans are supposed to be opposite or something?

#18
creepyplaidman

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Now a days most Sega fans are also Nintendo fans, but back in the day it was pretty much just Genesis and Snes, so of course that would call for enemies. I was a Genesis fanboy icon_razz.gif
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QUOTE (creepyplaidman @ May 11 2006, 12:31 PM) <{POST_SNAPBACK}>
Now a days most Sega fans are also Nintendo fans, but back in the day it was pretty much just Genesis and Snes, so of course that would call for enemies. I was a Genesis fanboy icon_razz.gif

Actually, I think thats always been the case. Personally, my main console purchases went NES, Mega Drive, N64, Dreamcast, PS2, GC, although I own them all right now. As it happens, I wanted a Saturn, but by the time it was cheap enough for a kid to buy it was already dead in the UK. Got one now though, NiGHTS FTW!

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Well, I'm still waiting for Phantasy Star Universe (yes... )

heres some news on golden axe:


E3 2006: Golden Axe Eyes-On
written by Juan Castro on Thursday, May 11, 2006

First, the obvious: Sega packed its E3 booth with a ton of upcoming products. And while most of them showed up in playable form, a few of them couldn't escape the clutches of Sega's jumbo trailer display. One of these games, Golden Axe, made its public debut with one such video preview. It honestly didn't show very much, apart from an impressive chase sequence rendered in full CG.


Still, it highlights one of the game's most-touted features, the ability to ride beasts into battle. The trailer shows a female protagonist riding a mammoth bore-like creature. It offers a great use of the newfound pro-pixel leatherization diffusion technique. As for the rider, she's wearing a bikini-type outfit; perfect for riding bore creatures while fighting to the death. But hey, she certainly looked good, so there you go. You can see her dodge a number of attacks from an assailant, as well as some melee combat once they dismount their respective animals.


Here's the lowdown on the basics, reported earlier: esigned for Xbox 360 and PS3, Golden Axe is in development by the newly acquired San Francisco studio, Secret Level. The new game is created with action-RPG elements and awesome old favorite aspects such as the ability to recruit allies, fight in ranged battles, charge into close combat, or mount freaky fantastical creatures and blast through enemy lines.


The new storyline is very similar to the ancient 1989 side-scroller: A band of "Riders" embark on a quest to crush and defeat the enemy before their race becomes extinct. Doesn't exactly sound deep, but does it need to? Players can wield fantastic weapons or cast magic spells to pummel mindless hordes of enemies.


Stay tuned for more.
http://www.g4tv.com/e32006/features/53805/...Axe_EyesOn.html


Now that i'm convinced by sega to buy a 360 and a wii... i wish that Vitura Fighter 5 wasn't PS3 exclusive.. i know they sold 2.5 million copies of VF4 on the PS2.. but i dunno if thats gonna happend with its 600 dollar tag price...

Theres are the rlease dates on some games

SONIC THE HEDGEHOG
XBOX360: Fall 2006
PS3: Fall 2006

PHANTASY STAR UNIVERSE
PS2: Fall 2006
PC: Fall 2006

For more games check out Sega's Offical site of Course:
http://www.sega.com/home.php

I can't wait for this two games.. hopfully xbox 360 drops price before fall... ::crosses fingers::




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