E3 Impressions: Sonic Wild Fire
Posted 11 May 2006 at 07:51 by guest
'We're glad to support Nintendo with this exclusive Sonic title' the guy at the demo pods told the press. The making of a brand new Sonic title sure isn't only a sympathy gesture from Sega. Everything shows that Sega wants to pull off a good one. Will this become one of the few Sonic 3D titles that actually did succeed?
To control the blue guy in this new Wii game you only have to use the controller. No shells or nunchucks needed. The controller mustn't be held in the regular vertical position, but horizontal, just like a steering wheel. The right hand is also near the '2' button which is used to jump. No other buttons are needed in this title.
Sonic starts walking on his own. By tilting the controller left or right Sonic moves the corresponding side. Tilt the remote forward to let Sonic walk slower. In combination of remote movement and the '2' button players can attack robots or use a boost to make Sonic go faster. Controlling Sonic felt quite natural and simple.
In the tradition of former Sonic titles most of the action starts automatically; Sonic starts running even with the slightest input of the gamer. Players only have to interfere with 'the little things' like making sure to take the coins, avoid gaps and spike and to jump on the right moment. It's a bit worrying but also pleasing at the same time. Not having to interfere with every movement is relaxing, but the question rises if this is the way to play games. The hand of the player should be more important in a game like this. Maybe it shows more when things get more difficult.
Sonic: Wild Fire showed some terrific graphics. The demo level available at E3 was situated in an Egyptian looking environment; the Arabic theme seems to be the basic of this game. The Wii had no problems with holding up with the fast-paced action. The water in the level glanced smoothly and bright. Pillars falling down, platforms cracking, palm trees swaying, all is happening so smoothly it's a pleasure for the eye. The camera's right placed on every gaming moment. Whenever Sonic slides against the walls, cuts corners or jumps in a hole, the view is never blocked by an obstacle, unlike the other 3D Sonic incarnations where camera adjustments were needed every few seconds.
Sonic: Wild Fire is a title to keep track of. It sure is one of the most beautiful titles I've seen so far on the Wii. If Sega succeeds to keep up with the speed, creates levels with similar experiences as the one I played and finds a way to create more variety in gameplay this game can become one of the big titles in 2007. Yep, that's 2007 � no launch title this is � which is a shame really. Keep track of this one.
Nik Wouters
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