The hype was building, but the only way to know if this game could live up to such expectation would be to see it in person. For the last month, the game had been teased online, alluded to in magazines, and was advertised on television, radio, and even the Yamanote train line before a single screenshot had been shown to the public. On a balmy summer morning in Tokyo, Japan, over three thousand people stood outside the Tokyo International Forum waiting for a glimpse of what was claimed to “set a new futuristic standard for gaming.” A piece of software that would outpace and outclass anything that had come before. Volume 1 #2: Archie Sonic issue 28 Volume 2 #1: Archie Sonic issue 40 Volume 3 #1: Archie Sonic issue 49 If you own the first newsletter, let us know in the comments and please scan and upload it to the Sonic Retro wiki! The full episode is below, and I’ve also linked the comic pages featuring the PDF scans of the newsletters.īut here is the important part: We are missing Volume 1, Number 1! It was released before issue 28, likely in the summer of 1994, but that is all we know. Like many beloved long dormant franchises, we’re bringing the segment back to pull at your nostalgic heartstrings AND to introduce some long lost Archie Sonic content from the Ken Penders era!ĭavid sat down with me on the long-running SEGAbits podcast The Swingin’ Report Show to not only discuss the history of Sonic-Grams, but also debut three long lost newsletters published alongside the comic book which featured writings from Ken Penders covering what was happening in the comics as well as shining the spotlight on fellow writers and artists. It's all good stuff so far.It’s been 13 years since David last thrilled us with his look back at the Archie Sonic the Hedgehog comic’s letter page “Sonic Grams”. Momentum is the foundation of the game's engine. Speed is used a reward for better gameplay and higher skill. You can already see things like a YoYo spindashing mechanic which is crucial for getting uphill. If nothing else, it may be worth discussing what Sonic and SEGA influences are directly in the design of this game. 30FPS on switch is a downer, but 90FPS on steam deck seems to be the next best alternative option.Īnd I think this being a launch thread that's visible in our most active forum is important. The only glitch I've encountered is what seems to be some odd stuttering in the 2D game cutscenes, but the 3D overworld flows and plays perfectly. Tying the pseudo roll to the L and R triggers was a great thing to discovery, for example.Īlso, perfect 60FPS on PC so far. Momentum is the core of this game, and there are numerous tricks you can to do increase both speed and jumping height that become a lot more intuitive by the time you reach the end of 1-1. Don't be afraid to experiment with the yoyo mechanics and try each button until you've got a feel for it. By the end of 1-1 I was getting a very solid grasp for it. The controls are a bit complex at first and don't look immediately intuitive, but the learning curve isn't very steep and they brilliantly give you multiple buttons on the controller for doing every single trick. So I took a work break and sat down and gave it 30 minutes to tackle stages 0-1 and 1-1 so far. Regardless of how you feel about Mania (or the lack of a Mania 2 project), these people deserve a chance to have their newest projects fully supported, especially if it plays as well as the early reviews suggest! I won't have time to play and test it for several hours personally, but I secured my steam copy immediately. US launch Price is only 30$! Įarly impressions are very strong so far from those in the know. Penny's Big Breakaway is new full indie 3D platformer game developed by Evening Star, and released on multiple platforms (Switch, PC, Xbox, PS5), now now out and available for download. I hope the mods will allow this topic to be here for at least a bit! It's already quite evident that there's a lot of Sonic and 90s SEGA influence in this title's designs. Since this is neither a Sega, now Sonic, I didn't quite know where best to make a thread for this, so I chose here. These people have worked tirelessly for Sonic projects for many years, and they deserve the chance to also shine when they go to create a new passion project. I realize this isn't directly Sonic related, but I think it needs to be said that, after everything Evening Star's Team, Tee Lopes, (as well as the newly added RSDK decomp programmer, Rubberduckycooly!) has done for this fandom and community, I'd like to create a threat to celebrate and advertise their newest, big IP release to help ensure the right people get the chance to buy and play it.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |