Street Writer: The Word Warrior
A blog about my interests, mainly the history of fighting games. I also talk about animation, comic books, car culture, and art. Co-host of the Pink Monorail Podcast. Contributor to MiceChat, and Jim Hill Media. Former blogger on the old 1UP community site, and Capcom-Unity as well.
Monday, April 28, 2025
Sonic Superstars and beyond. Sega makes up for lost time, part 5...
In the previous blogs I looked at Sonic Superstars, and the things that the developers at Sonic Team, and Arzest did great. I also talked about the technical and design choices that I think really hurt the game. While I played through it I was reminded of all the wonderful things that I enjoyed in the franchise. It very much felt like a continuation of the elements that made Sonic Mania work so well. The art direction, level, and enemy design fit in the classic 2D style, even though the models were in 3D. The introduction of a new character named Trip, plus using individual Chaos Emeralds to change the game play was inspired. When I struggled with some boss encounters it showed that there were cracks on the facade. Trying some encounters over and over lent me to discover what type of gamer I was. In the end I had a favorable opinion of the game that gave me a lot of insight into myself. It allowed me to realize that the Sonic series was one of the rare titles that was globally appealing for a number of reasons. The first thing that drew me to the franchise was the character himself.
Labels:
cartoon,
chao,
comic books,
cozy,
epic,
felix the cat,
floyd gottfredson,
idw,
infinite,
koco,
rubber hose animation,
sage,
sonic frontiers,
sonic team,
sonic the hedgehog,
tangle,
topolino,
wisps
Friday, April 25, 2025
Sonic Superstars and beyond. Sega makes up for lost time, part 4...
In the previous entry I talked about how there were two versions of Sonic, and two distinct types of game play for each. The “modern” version which allowed 3D exploration, and race sequences along a track, and the “classic” version that was strictly on a 2D plane. I was a huge fan of the classic versions. Sega was able to explain this, and use turn it into a memorable game called Sonic Generations. The game Sonic Superstars focused entirely on the classic style of game play. Visually it improved on the formula in just about every way. However technical issues, especially frame rate drops made portions of the game almost unplayable to me. The other thing that threw me for a loop was the difficulty of the game. There were a number of times that I felt frustrated with the balance of the mini boss, and boss battles. I checked online, and saw that a number of people also had difficulties with certain encounters. It made me feel better knowing that I wasn’t alone in my assessment.
Wednesday, April 23, 2025
Sonic Superstars and beyond. Sega makes up for lost time, part 3...
In the previous blog I talked about the new game mechanic added to Sonic Superstars. Sonic, and his friends could harness the power of the individual Chaos Emeralds. Each one provided a temporary power-up for the heroes. I said that the reason why Sonic Superstars used the Chaos Emeralds instead of the Wisps from Sonic Colors was because there were two different Sonics. To be more specific there were two Sonics from two different universe / timelines. The version featured in Superstars was based on the original game from 1991. That was to say the animation, direction, and game play were based on the original Sonic Team designs. This version of the blue blur was young, and idealistic. The challenges, and threats he faced were scary, but also family friendly. In the original trilogy none of the characters spoke, not even Dr. Eggman. The entire game was told through pantomime. The version of Sonic that spoke, the one that people knew from the movies, or games like Sonic Frontiers was based on the “modern” version. This version debuted with Sonic Adventure in 1999. It was something that I do not think most casual fans understood.
Monday, April 21, 2025
Sonic Superstars and beyond. Sega makes up for lost time, part 2...
In the previous blog I mentioned a few of the things that Sonic Superstars did exceptionally well. The call-out to the classic art style, and aesthetics. The level designs, animations, storytelling and presentation were every bit as good as those featured in the original Sonic games. The only difference was that everything was now wrapped in stylish 3D graphics. There were many things that Sonic Team and the developers at Arzest did to honor the legacy of the decades old franchise while still giving us something new. For example Superstars made use of many unique sub-bosses, or mini bosses. The original titles never had sub-boss battles before the main fight with Dr. Eggman. These were more of a modern concept, yet they managed to work quite well in the classic format.
Friday, April 18, 2025
Sonic Superstars and beyond. Sega makes up for lost time, part 1...
Hello friends. I hope that you are doing well. I wanted to do a follow up on my love of Sonic Team. Writing about the developers made me realize that I hadn’t played any new Sonic titles in a few years. Part of the reason why was because a lot of the people that made up the core of the original Sonic Team had retired or moved on to different companies. Plus many of the latter 3D Sonic games seemed to be lacking the soul of the titles that I really vibed with. So I stayed clear of them for a long time. Sonic Mania Plus was the title that reignited my passion for the franchise. The original Sonic Mania came out in 2017. It featured a literal who’s-who of the most passionate members of the fan community. Instead of Sonic Team it was developed by Christian Whitehead, Headcannon, Hyperkinetic Studios, PagodaWest Games, Tantalus Media, and published by Sega. It seemed that it took that many people to rekindle the magic from the early ‘90s.
Wednesday, April 16, 2025
Making a Sonic Team fan, final part...
In the previous blog I featured fan art of a Sonic Team character that never was. Selph was a cancelled boss character for the original NiGHTS into dreams… I speculated what the character looked like, and even that the studio turned the character into Chaos for the Sonic Adventure series. It wasn’t the only time I speculated on their characters. Not long ago my kid asked if I had seen Metal NiGHTS. I had never heard of this iteration of my favorite mascot. It turned out that Metal NiGHTS was hidden in Sonic Superstars, along with Metal Tails, Metal Amy, and more. This inspired me to create fan art on what a meeting of the characters would look like.
Labels:
art,
castle,
chibi,
fan art,
illustration,
jackle,
king,
mecha sonic,
metal nights,
nights into dreams,
reala,
render,
sega,
sonic adventure,
sonic team,
super pian,
wizeman
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