[Post Oficial] Sonic & Sega All-Stars Racing: Demo disponible en 360 y ahora tambien en PSN

Lagi
Lugar: Coconut Beach · 8993 mensajes · Colección
#16  Enviado: 02:32 17/11/2009

Otro que se lo comprará en versión 360. Le tengo muchísimas ganas al juego, aunque no sabía que se iba para febrero...yo lo esperaba para navidad  Tristeza
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Chugiwara
Lugar: Coco ★ Tapioka · 16929 mensajes · Colección
#17  Enviado: 08:29 17/11/2009

Para Luffink:
Bueno, puse los Drifts porque son los predecesores de este juego como así decirlo, y la primera vez que Sonic se montó en un coche (algo que a la gente le sigue extrañando). Pero vamos, intentaré poner tambien al Sonic R, no hay problem y tambien se merece salir xd.
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vendetta
STRAWHARD y Setoista.
Lugar: Linares, donde 3 huevos son 2 pares · 3672 mensajes · Colección
#18  Enviado: 09:11 17/11/2009

A ver si la version de DS merece la pena, que en el Mario Kart ya nos sabemos los circuitos cuando jugamos al multi xD
NAMI! Omae wa... ore no Nakama da!!
Lugar: · 1301 mensajes · Colección
#19  Enviado: 00:34 18/11/2009

mira que le tengo ganas a este juego, lo malo es que salga tan tarde, este y el nuevo sonic en 2d son los que mas deseo.
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Chugiwara
Lugar: Coco ★ Tapioka · 16929 mensajes · Colección
#20  Enviado: 22:16 19/11/2009

Entrevista a Sumo Digital, basicamente sobre el apartado sonoro del juego

www.originalsoundversion.com/?p=5693

A dstacar

To this end we’ve got classic tracks from many, many games. If we take just the Sonic courses, we’ve got music from Sonic Heroes, Sonic CD, Sonic R and many more. Outside of Sonic, we’ve raided official sound tracks to get new arranged versions of music. We’ve even managed to get a Crush40 track in there!


Se confirma musica de diversos Sonics como Heroes, Sonic CD o Sonic R, y nuevas versiones de temas de otros juegos, y temas nuevos tambien, obviamente.

Steve: There’s lots of music. I mean lots, we’re way over what we had in SEGA Superstars Tennis – and even I didn’t think we’d manage that.


Mas musica que en Sega Superstar Tennis (este tenia 3 temas por juego tematico de Sega, excepto de Sonic que eran 5)
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Chugiwara
Lugar: Coco ★ Tapioka · 16929 mensajes · Colección
#21  Enviado: 12:40 27/11/2009

Mas info

- No habrá modo historia
- Modo mission, Grand Prix, Versus y modos Multiplayer seran jugables tanto offline ocmo online
- Los modos Multiplayer varian desde carrera libre hasta modo Arena, y se podra elegir que armas quieres e incluso si quieres armas o no, limites de tiempo si quieres, etc
- Amplia seleccion de items
- La musica contiene 80 temas
- Las versiones PS3/360/PC seran identicas
- Tan solo habrá DLC si el juego vende bien
- Las pistas en las versiones DS y Wii seran diferentes a las de PC/PS3/360
- Insisten en calificar al juego como un Outrun con items.

Imagenes

PS3




Wii




DS





Veces editado: 1
Última edición: 27/11/2009 15:41
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De-mon
Agent of the supercomputer FATE
Lugar: Temporal Vortex · 57224 mensajes · Colección
#22  Enviado: 12:44 27/11/2009

Las pistas en las versiones DC y Wii seran diferentes a las de PC/PS3/360


Ha resucitado  Smilie  Smilie

Secreto: (Pincha para leerlo)
 



Jugamos a las carreras con Sonic y otras estrellas de Sega.

Impresiones Sonic and SEGA All-Stars Racing
Y este Chateau Leblanc del 68 debería servirse ligeramente frío. ¡Este está del tiempo! ¿Qué os habéis creído que somos? ¿Animales?
livestrong
Lugar: barcelona · 3827 mensajes · Colección
#23  Enviado: 14:30 27/11/2009

tengo muchas dudas con este juego. A ver si sacan demo en el live y puedo probarlo. La comparación con mario kart sera inevitable y este me gusta muchísimo asi que o se lo curran o ...  Smilie
Barça - Ajax - Napoli
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Chugiwara
Lugar: Coco ★ Tapioka · 16929 mensajes · Colección
#24  Enviado: 15:41 27/11/2009

Para De-mon:
jeje son las ganas que me han hecho liarme xd


Para livestrong:
habrá demo para Live y PSN, aunque no se ha confirmado cuando
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Rujim82
Ansatsuken
Lugar: Capcom World · 8136 mensajes · Colección
#25  Enviado: 16:52 27/11/2009

Si el juego es un Outrun con items mi compra ya la tienen segura.
¿Quién es más loco: el loco o el loco que sigue al loco?
FrankieJaeger
It's not the end of the world... but you can see it from here.
Lugar: Tokyo · 15554 mensajes · Colección
#26  Enviado: 17:30 27/11/2009

MK muérete de envidia Smilie.

Tiene buena pinta es muy posible que me lo compre, además sale el puto amo...
¿Frankie dijo eso?... Sniff... Primero la saco, luego la empujo, con muchas ganas, en todos los ángulos, penetra, hasta que, con todas mis fuerzas, la meto hasta el fondo... al final, todos contentos. Firmado: Dante Sparda. Mi trabajo consiste básicamente en ocultar mi desprecio por los cerdos de dirección y, al menos una vez al día, meterme en el lavabo para... cascármela, soñando con que algún día mi vida no se parezca tanto al infierno. ¿Gibraltar español? NO WAY!!!
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Chugiwara
Lugar: Coco ★ Tapioka · 16929 mensajes · Colección
#27  Enviado: 20:01 28/11/2009

Dejo la simpresiones de Game Radar, bastante positivas

It's been a few months since we last spent some quality time with Sonic and Sega All-Stars Racing – and it's surprising to see how far it's come in that time.

Sega fans will be pleased to hear that Sumo Digital (who handled the console conversion of OutRun 2 and also developed Sega Superstars Tennis) have created something more than just a Mario Kart rip-off. How? Like this:

[SIZE="5"]Drifting[/SIZE]

Mario Kart has a drifting system, but it's nothing like OutRun 2's elegant powerslides. However, despite the latter's awesomeness, it wasn't exactly easy to get to grips with, so Sumo has simplified it greatly for All Stars Racing. Hold down L2 while you're turning and your ride's back end will step out, letting you powerdrift around the corner.

Above: Beat gets his slide on, powered by an insane stereo system

You'd think this would make cornering less precise but the opposite is true, with a much greater degree of control over your vehicle's line through the turn, and hugging the apex with the nose of your racer is highly satisfying. It'll also earn you a boost depending on how long you slide before releasing the trigger. Do it right and you'll look like a master, streaking along down the next straight with a rainbow in your wake.

[SIZE="5"]Mission mode[/SIZE]

While we didn't get to play around with Mission Mode (it wasn't available in the preview version we saw), we are told that you can expect similar challenges to those found in OutRun 2's Heart Attack mode. Expect to be hitting cones, drifting and 'not crashing' to earn more bonuses.

[SIZE="5"]Sega Miles[/SIZE]

Every time you race, you'll earn Sega Miles, which are used as currency in the in-game shop, just like OutRun Miles in OutRun 2006: Coast 2 Coast. You'll be able to purchase new tracks and characters (see below), some of which will come as a 'complete surprise' according to the Sega rep.

Unlike Sega Superstars Tennis, which had almost all of the game tucked away behind locked doors, All-Stars Racing will have about half of the characters and tracks available right away. After all, nobody appreciated having to play Super Smash Brothers Brawl for days just to unlock Sonic, did they?

[SIZE="5"]Characters[/SIZE]

This is a Sonic and Sega All-stars game, so a large roster of Sonic characters is understandable - even if some of them are annoying. So far, Sonic, Shadow, Tails, Amy, Eggman (that's Dr Robotnik to us), Big the Cat and Knuckles from the Sonic series are all confirmed.

Then we've got Ai-Ai from Super Monkey Ball, Beat from Jet Set Radio, Billy Hatcher from Billy Hatcher and the Giant Egg, Ryo from Shenmue, Amigo from Samba De Amigo and Alex Kidd. There are also Zombio & Zombiko (who we haven't been shown yet) from the House of the Dead series - goodness only knows what their vehicles will look like.

And then...? Who else could be in? We'd bet on Ulala from Space Channel 5 and NiGHTS being in there somewhere, but that's just a guess. Sadly, we were told the Daytona Hornet is almost certainly not in the game. Sigh. Oh, and seeing as Sonic becomes Super Sonic during his All-Star move, we'd wager that the Were-hog will be absent too. Fingers crossed.

[SIZE="5"]Multiplayer[/SIZE]

Online racing is pretty much a given these days, and All-Stars doesn't disappoint, with 8-player competitive racing. More surprising is up to four player split-screen offline racing, like Mario Kart on Wii. Of course, the difference here is in the HD graphics on PS3 and 360, which will come as good news to anyone who struggled to see Mario Kart's fuzzy tracks through standard-def screen quarters on a large TV.

[SIZE="5"]Power ups[/SIZE]

There are plenty of items to collect and use as you race, as you'd expect from a kart racer. Sonic's energy shield protects you from attacks for a short time, power sneakers grant you between 1 and 3 boosts of speed, plus there are bombs and rockets to fire off at your opponents. So far, so generic. But there are also some more unusual power-ups, like a confuse ray that leaves your opponent's screen obscured by rainbow colours.

Then there's the All-Star move which is different for every character. Sonic dashes up the track, barging other racers out of the way, while Amigo from Samba De Amigo shakes his maracas, forcing everyone in the field into a dancing procession. Billy Hatcher summons a giant egg and runs along on top of it. Incidentally, Billy's voice sounds exactly like you remember it which definitely adds to the authenticity.

Above: Big the Cat's All-Star move summons his now-giant best buddy

The weapon system already feels well balanced, with the game feeding you the right kind of items to help you if you're way back rather than rubber-banding the AI opponents. And from our hands-on time, we didn't find any unfair first-to-last moments on the finish line. No blue shells here.

[SIZE="5"]Shortcuts[/SIZE]

There is at least one shortcut to be found on each circuit. It's a lot simpler than Sonic R's spaghetti maps of short cuts and alternative routes, but the risk/reward mechanic adds a nice tactical choice to your racing.

The Sonic-themed coast area has a particularly tricky one, requiring you to slow down slightly as you hit it to make sure you don't overshoot the essential speed boost pad before the next jump.

[SIZE="5"]Track design[/SIZE]

We were able to play three tracks and watch a fourth during our time with the game. There's a high-speed Billy Hatcher-themed track called 'Blizzard Castle' set high among the clouds with snow falling all around. It's not hard to fall off the suspended walkways, but at least resets are relatively quick.

The snowdrifts at the edges of the track look great and cut up if you run through them. Then there are the giant eggs that come rolling out of pipes across the track. You don't want to hit one of those.

Above: Blizzard Castle. Well, every game needs a snow level, right?

The Sonic track looks just like the first level of Sonic Heroes, complete with angled springs at the trackside, chequerboard scenery, a massive loop and a waterfall with a rainbow in its mist. It's by far the easiest of the four circuits, with only a few sharp corners (and that shortcut) to test you, letting you get the hang of the game in warm sunshine. Waves lap lazily against sandy shores and minor Sega characters line the trackside.

One welcome addition is the way the game lets you race around loop-the-loops without the camera cutting away like it always does in 3D Sonic games, which adds greatly to the experience. When the whole world moves upside down around you, it's hard not to feel involved.

The Casino track features falling poker chips which land on the track and slow you down if you hit them, and again looks like the corresponding stage from Sonic Heroes. So it's more 'modern Sega' than old, but at least it's a friendly, likeable art style.

The game moves quickly anyway, but this neon-filled track really shows off the speed. A near-vertical wall-drive quickly levels back out in a manner reminiscent of WipEout HD or old PS2 racer Extreme G III with a stomach-churning twist.

Finally, there's the Jumble Jungle, which is a Monkey Ball-themed area. We weren't allowed to play this one yet, but it looked to be the most complex and confusing track of the four by some way. The stage is particularly lush and vibrant, with huge rounded leaves around the track that cast real-time shadows over the racers. As a next-gen imagining of classic Sega iconography, it's a fine effort.

Above: Jumble Jungle in all its lush green glory. Looks great, doesn't it?

Open areas are usually 90-degree turns and although they're signposted, it looks confusing. A bit like the first time you tackled Seaside Street Galaxy on Daytona USA. Wrong way indeed!

We know of at least one more - it seems there's also a House of the Dead leval if this new screenshot's anything to go by...

It's a shame the game won't be out before Christmas as it would be perfect for some post-turkey/veggie-equivalent fun. But you will be able to get your hands on it in February. On this evidence, it should be worth the wait.


www.gamesradar.com/ps3/sonic-sega-all-stars-racing/preview/sonic-sega-all-stars-racing-hands-on/a-20091127101253699054/g-200905281021403099/p-2
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Chugiwara
Lugar: Coco ★ Tapioka · 16929 mensajes · Colección
#28  Enviado: 20:25 05/12/2009

Mas impresiones

One might take a look at the upcoming Sonic & SEGA All-Stars Racing and cry foul at ‘yet another Mario Kart ripoff.’ It’s understandable - we’ve had a few, starring Crash Bandicoot and that idiotic Crazy Frog, for instance. What might change your mind about this particular title is the pedigree behind it, and the waves it is making in the SEGA community.

Sumo Digital is developing this mascot racer, and the studio is no stranger to SEGA properties. The team is probably best known for its pixel-perfect console ports of OutRun2 and Virtua Tennis, while its love for the Sonic publisher allowed it to create the rather enjoyable SEGA Superstars Tennis in 2008.

Now, Sumo is putting its OutRun and other driving game experience to work, in what can only be described as SEGA’s driving equivalent of Super Smash Bros. As a result, the game has caught more attention from die-hard fans than any recent title.

Luckily, being a bit of a SEGA nut myself, I was given the chance to playtest an early version of the colourful mascot racer and from what I’ve played the hype seems well deserved. There are excellent nods to various games in SEGA’s rich history, all the way from the recreation of the Sonic the Hedgehog title screen background in the main menus to the loop-de-loops and springs in Sonic’s ocean-themed track.

In terms of characters, I was told that over 20 are planned, but only 14 have been announced so far, with my demo play featuring Sonic the Hedgehog, his friends Tails, Knuckles and Amy, his enemy Dr. Eggman, and former SEGA mascot Alex Kidd, along with Beat from Jet Set Radio Future, AiAi from Super Monkey Ball, Amigo from Samba de Amigo and - one of my favourites - Billy Hatcher from Sonic Team’s Giant Egg.

Each of the characters has a different vehicle that is styled to suit their personality - Sonic has a blue spiked sports car, Beat has a ride that packs loads of speakers and subwoofers in the trunk and AiAi rides a banana on wheels. With each selection comes a list of basic statistics (like handling and acceleration) and a special move, which I’ll discuss later.

There were four tracks available on my playtest - one I wasn’t allowed to play on, which was Super Monkey Ball’s Jumble Jungle stage - and each is a stunning representation or re-imagination of SEGA levels from the past and present. Sumo’s in-house Sunshine engine really brings out the blue skies and playful nature of each stage and character, and it’s fun to see each driver fully animated during a race, even if they’re just going in a straight line.

The gameplay itself is nothing to be sniffed at either. Basically, Sumo has taken what’s worked best for the OutRun series - including the handling and drifting - and chipped away at the control scheme to make it more accessible for all players. The result is that, on a PS3 pad, L2 has a range of different functions. While driving forward, it will make you brake; while turning it will make you drift, in the air you can perform a trick which will give you a speed boost, and if you’ve stopped dead you’ll reverse.

Levels are designed so you don’t get bored either. I found myself quickly drifting around a hillside in Sonic’s Seaside Hill track, only to come out of the bend and drive along the beach before hitting a corkscrew twist that had the camera following me the whole way around. Another Sonic stage, Casino Park, had more taxing corners to drift into and threw me on crap tables and pinball machines, while Billy Hatcher and the Giant Egg’s Blizzard Castle had multiple pits to avoid as well as massive eggs rolling around.

Multiple routes are found on many of the courses as well, I was told, with one obvious example being a shortcut in Blizzard Castle that was off to the right and off one of the bridges I was driving on. There are many weapons that can help you get ahead too, and unfortunately these seemed to be rather generic-looking missiles and cartoonish mines rather than anything inspired from a past SEGA classic.

What is more interesting is the special moves each character possesses, mentioned earlier. If you’re falling behind in a race or getting battered about a bit, you get a chance to obtain a unique power that can allow you to plough opponents in each character’s signature way. Sonic can turn into Super Sonic and blast his way through the crowd, while Billy Hatcher runs on top of a huge egg, flattening all in his path. Amigo forms a conga line, forcing everyone to get behind him, and Amy Rose has a massive hammer that she swings around.

It’s a last-chance attempt at clawing back to the top, essentially, but the beauty is that this is no ‘blue shell’ one-hit winning wonder. Using the ‘All-Star’ ability, you can bounce from an 8th position to something like 4th, but if your opponents are savvy they can limit the effect your moves have on them, and some moves require some skill in executing.

With all the features put together, the multiplayer matches I played through with Mr. SEGA Man were very enjoyable and above all, interesting. The balancing has yet to be finalised, but already it seems clear that Sumo intend to make this a level playing field for all players - taking shortcuts, for example, won’t always get you that far ahead if others are better dashing round the long route. Speaking of multiplayer, the PS3 version I played offers four-player split-screen and eight-player online (like the Xbox 360 and Wii counterparts), while the DS has a four-player multicart option (no word on single cart download yet).

SEGA and Sumo are prepping this to be the ultimate in fan-service to their loyal followers - every time you race or take part in one of the game’s many modes (from Grand Prix to Missions, Time Trials, multiplayer Battles and Single races) you earn SEGA Miles, which can be spent in a ‘Shopping’ menu for character bios and various other items of “fanboy goodness.” It’s enough to get die-hard fans in a franzy - and it has; rumours are rife as to what the rest of the lineup and features will include. But as it stands right now, Sonic & SEGA All-Stars Racing is already sounding - and playing - like a recipe for success.


y nuevo video, pero que solo enseña parte de lo que será el tema musical del juego, de Bentley Jones (Dreams of Absolution de Sonic 2006). Creo que no pega ni con cola con el juego, pero bueno, tampoco se oye mucho.

Strobe Action!
Lugar: · 735 mensajes · Colección
#29  Enviado: 23:13 05/12/2009

Yo ya lo he jugado en todas sus versiones, excepto PC. Estoy abierto a cualquier pregunta que querais que os conteste. Un saludo.
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Chugiwara
Lugar: Coco ★ Tapioka · 16929 mensajes · Colección
#30  Enviado: 23:53 05/12/2009

Yo ya lo he jugado en todas sus versiones, excepto PC. Estoy abierto a cualquier pregunta que querais que os conteste.


pues si no te importa, 2 preguntas:

- Estilo de juego, copia de Mario Kart o mas estilo a lo Outrun2 con items como dicen en Sumo? (tema de drifts, derrapes y demas)

- Sabes si finalmente la version Wii tendrá online? y que tal está en comparacion con las versiones grandes, son las pistas diferentes? y si es asi, son mas simples, abiertas, o son de caracteristicas similares a la de las versiones HD?

Gracias de antemano Sonrisa
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