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. www.gamesradar.com/ps3/sonic-sega-all-stars-racing/preview/sonic-sega-all-stars-racing-hands-on/a-20091127101253699054/g-200905281021403099/p-2
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:
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.
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.
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?
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.
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.
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.
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.
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.