Sonic
X-Treme?
Well some of you are going to
know this but a lot of you out there still don't know the full details so
I thought since I got a lot of E-mails about it that I would tell you
everything there was to know about the game.
It was two E3 shows ago when
Sega stunned everyone with the winter line-up with the likes of Virtua Cop
2, Fighting Vipers, Daytona CC and of course Sonic X-Treme to name a
few. The demo that was showed at E3 was very early and none of the
enemies had even been in place yet. But there were still a couple of
levels set up and a few very lucky people got the chance to experience
Sonic in full 3D.
So what was the
difference? Well it was 3D for a start making a big difference to
the overall gameplay. While Sonic looked even better he even had a
few new moves to go with it too. As usual he had his spin move but
he also got a new one called the spinslash which would let Sonic do a mid
air 360 degrees attack with his spikes jutting assertively outwards.
He was also able to throw rings instead of just picking them up all the
time. Would have been great eh?
What was the story? Well
Sonic Team didn't go into too much detail but here it goes. Dr.
Robotnik (surprise!) was after the six magical rings of order. They
were currently being kept by Professor Gazebo Boobowski and his daughter
Tiara B. But somehow Dr. Robotnik managed to get them but lost them
again and it was Sonics mission to retrieve the six rings of order over
lots of different stages before Dr. Robotnik could. Sonic Team were
also eager to create new characters and levels such as Jade Gully and
Crystal Frost instead of the usual casino/forest
levels.
Well that was about all the
information given out by Sega at that time but Sonic Team gave out one
interview to SSM about the game and here it is
now!
Interview
Q1. Could you sum up
what's going to make this Sonic game different from ones in the
past? A1. Obviously with Sonic X-Treme, 3D Sonic is free to move
around in a completely open 3D environment. Previously on the 2D
games things were restricted to a very linear path, where as now he can
run around in the open without any restrictions to his path. The 360
degrees rotation allows for new aspects to the gameplay. It means
that Sonic can now do things like run from a wall onto the ceiling and
explore lots of new hidden areas. Q2. Can he do that
anywhere? A2. At this point in time it is going to set up through the
levels. The idea is to make specific areas 'hot spots' that will
trigger off this kind of rotation, although we're still thinking about
that. Q3. Are the main Sonic characteristics still going to be in
there, things like collecting rings, wizzing about really fast and all
that? A3. Yep, very fast, awesome graphics.
Q4. And will it have
the same fuel level of play, like you can choose between rushing through
it really quickly or take your time and search
everywhere? A4. There are three acts and within each act we have it set
so that it emphasises a certain part of the game so, one part might be
very fast and another might incorporate more exploration or a lot more
puzzle solving. Will there be bonus levels in the game?
A5. Yes, there
will. The gameplay in these sections will be of a similar nature, as
it was in previous Sonic games. Q6. Are people who are
previously involved in Sonic involved in Sonic
X-Treme? A6. I wasn't but many people on my team, STI (Sega
Technical Institute) were. They worked on Sonic 2, Sonic 3 and Sonic
and Knuckles. Q7. How do you think it's going to measure up to something
like Mario on the N64? A7. Well, it all comes down to
gameplay and in Sonic games this has always been very refined. I'm
working with a great team and so I'm confident that we are really going to
do Sonic justice. Q8. Do you think there's still a place for 2D
games? A8. Yes I do, although with Sonic X-Treme I think it
benefits from having a free environment. It's a bit like Nights in
that way I guess. Q9. Are you using the Sega Graphics Library to create the
game? A9. Yes. Q10. Does that make it easier to
make things possible? A10. In certain ways yes, but it
also involves restrictions with certain programmes so we've actually
created our own versions, but the demo here at the E3 is actually running
with SGL. Q11. Do you think that there'll be new things you can do in
the future Sonic games on the Saturn? A11. In the future possible, but
right now we're utilising everything we can to put in this game and trying
to push the hardware to its limit. Q12. How many people do you have
working on the team? A12. About 15 or
so. Q13. Do you feel there's a lot of pressure on you as
the producer of the game? A13. Absolutely. The whole
team is well aware of Sonic's stature and were not going to put out
anything less than what the fans expect. Q14. When do you expect to have
the game complete? A14. It should be ready by
around Autumn time.
Unfortunately the game was
canned in November1996. It's still isn't 100% clear why it was
canned and the game has become famous because of it. This game was
the game Sega were hoping to blow Mario 64 away and who knows, if the game
came out and was a stunner I'm sure we could have sold a lot more
Saturns. Still it wasn't to be and instead we got Sonic Jam and of
course Sonic R. Whatever happens we haven't seen the last of Sonic
and we should see the fruits of Sonic Teams past ideas and ambitions about
the game in the Dreamcast version.
-- Written By Matt |