Author Topic: IMPRESSIONS: Sonic Wild Fire  (Read 1382 times)

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Offline TheYoungerPlumber

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IMPRESSIONS: Sonic Wild Fire
« on: May 10, 2006, 07:23:46 PM »
Run, Sonic, run!

For years some have complained that 3D Sonic games consist largely of pushing forward on an analog stick.  It seems Sonic Team has noticed this trend as well, resulting in Sonic Wild Fire.    


The first Sonic Wii game is an on-rails platformer which only features the blue hedgehog, who runs forward unless told otherwise.  Players hold the remote controller sideways, like an NES controller, and steer Sonic left and right by tilting the controller.  2 is the only active button, used to make Sonic jump.  Much like Tony Hawk, Sonic will brake as 2 is held, charging for a higher jump.  When in midair the player can perform a very satisfying homing attack by snapping the controller downward.  Sonic also can perform a fiery burst of speed by collecting balls of fire to fill a meter, and then violently shaking the controller to initiate.      


The E3 demo only featured one level with an Arabian setting.  (The game's story is inspired by Arabian Nights.)  The level design was fairly straightforward, with rings to collect, falling and spike-encrusted pillars to evade, dash ramps and winding roads.  A barrier prevented Sonic from moving too far to either side.  To keep things varied, the level also featured a slower section with Sonic sidestepping along a narrow ridge on a castle wall decorated with protruding spikes.  The game had a good sense of speed and a steady frame rate, and aesthetically resembled Sonic Heroes with extra touches such as water effects. The controls were simple, but with no camera woes and a fast pace I was not bothered by the narrow paths.  I did have trouble keeping the controller completely level, which caused me to drift to my death multiple times on a narrower section with bottomless pits to the sides.    


Most frustrating was the lack of user input in the route through the demo level: while there are multiple paths, the path chosen is indirectly determined and I could not even identify when the road forked. While I found the wild fire move helpful for evading enemies or tricky passageways, it did not help me evade bottomless pits during narrow sections.    


Sonic Wild Fire was early but promising.  Its focus on moving forward is a welcome departure from tedious battles and uninspired switch puzzles, but the demo level shown felt more like an enhanced special stage than a full game.  With clever stages and pacing, this could be a good, unique 3D Sonic game.

::Michael "TYP" Cole
::Associate Editor
Nintendo World Report

"Only CHEATERS mess up!" -Waluigi

Offline Mario323

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RE:IMPRESSIONS: Sonic Wild Fire
« Reply #1 on: May 10, 2006, 10:50:55 PM »
Holy crap!  A decent 3D sonic game?  For reals!?