It seems that HD collections of games from last generation's consoles are all the rage right now - at least, from the developers' standpoint. And frankly, any given one of them - from the largely criticized Silent Hill HD collection to the more graciously accepted Devil May Cry and Metal Gear Solid HD collections - are solid packages for the price. Paying $30 to $40 for two to three games, each of which lasts significantly longer than many current gen titles is none too shabby. Personally, I would like to see some more of these HD collections hit store shelves. I realize that the some of the games listed below have a much better chance of seeing inclusion on an HD collection than others. But this is my own personal wishlist, and if I want to bend the rules a little bit, I shall do just that.
With the WiiU on the horizon, Nintendo could break into the market of these HD collections by turning to releases from the purple lunchbox. While I personally stuck with the Gamecube through thick and thin, there are quite a few gamers who opted for the Playstation 2 or Xbox and in turn missed out on some great gems. Nintendo does like to group games based on the audience they are catering to, and as such I have organized two hypothetical Nintendo HD collections by the ESRB ratings of the included games.
The first is the 'E for Everyone' collection, whose main attraction is Super Mario Sunshine. Mario Sunshine is an underappreciated entry into the plumber's adventures, and has a lot to offer in terms of playability. Included with it would be Pikmin, a brilliant little strategy/adventure game, and Kirby Air Ride, a very different experience with the pink puffball than his traditional side-scrolling platformers.
The second collection would include games labeled with the 'T for Teen' rating. At the forefront would be Metroid Prime, which is hands-down one of the best games from last generation's consoles. The second entry would be Star Fox Assault, one of the most graphically gorgeous games on the Gamecube. The story mode is linear in comparison to Star Fox 64's multiple routes. But switching between vehicles provides dynamic gameplay and the multiplayer is surprisingly addictive. To top things off, F-Zero GX would be included for the gamers who want an extra level of challenge (which isn't to say that the other two are a cake walk).
I love what Konami has done with the Metal Gear Solid HD collection, and I really commend them for porting Peace Walker over to consoles. I would like to consider the possibility of them creating another Metal Gear Solid HD collection, and including The Twin Snakes and Portable Ops. This might not seem as substantial a package as what the first MGS HD collection offered, but if they were to include the original Metal Gear Solid (accessible from the menu of The Twin Snakes in the same manner that Metal Gear and Metal Gear 2: Solid Snake were accessible from the menu of Metal Gear Solid 3) and the VR missions, as well as everything included with Portable Ops and Portable Ops Plus, the sum of those parts would serve as a nice rounded out package. I'm not knocking the original MGS. But the character models and environments are really nothing spectacular considering the graphical limitations of the original Playstation. That's why I would feature The Twin Snakes as a prominent part of the package. But if both tellings of the Shadow Moses incident can be incorporated into a second Metal Gear Solid HD collection, then obviously players should have their choice.
Capcom loves to repackage and re-release their games as many times as possible. While the HD versions of Resident Evil 4 and Code Veronica did not make as big of a splash as Capcom had probably hoped, they could easily make up for this by releasing a proper physical HD collection to follow up those two games. Should Capcom choose to revisit the formula that the older games in the series followed, my suggestion would be that they stick with the earliest events in the Resident Evil chronology. As such, the games I would include in a second Resident Evil HD collection would be Resident Evil Zero, the Gamecube remake of the original Resident Evil, and Resident Evil 2. The two Gamecube entries present the classic horror style that the series is known for, and look downright gorgeous for the hardware they originally ran on. Resident Evil 2 certainly looks more dated, but is one of the most popular entries in the series, and would be more warmly received than either of the Outbreak titles or Dead Aim.
Finally, an entry that I really cannot see happening anytime soon (if at all) would be a Sonic Adventure HD collection. This collection would include both Sonic Adventure DX and Sonic Adventure 2: Battle, as those versions of each game would make for a more completed package. It's possible that SEGA could tack Sonic Heroes on as well, but beyond that there are really no other 3D Sonic games old enough to be considered for such a collection. The reason I consider a Sonic Adventure HD collection so unlikely is that Sonic Adventure was ported to the Xbox Live Arcade not too long ago, and SEGA even went ahead and released a Dreamcast collection disc that included the likes of Space Channel Five and Sonic Adventure. Also, Sonic Generations is still relatively recent in gamer's minds, so I can't see SEGA jumping on an HD collection anytime real soon.
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Showing posts with label Sonic Adventure. Show all posts
Showing posts with label Sonic Adventure. Show all posts
Monday, May 7, 2012
Saturday, December 10, 2011
25 Days of Villains - #17: Chaos
Chaos is a prime example of something peaceful and pure going horribly awry. When Chief Pachacamac leads his tribe forth to conquer the land, he turns to the awesome power of the Chaos Emeralds, against the warnings of his daughter Tikal. In so doing, he angers Chaos, protector of the Chao, who then uses the Chaos Emeralds to transform into his Perfect Chaos form and effectively wipe out the tribe.
Hundreds of years later, Dr. Eggman seeks out the same power of the Chaos Emeralds, but decides to harness the power of the now-corrupt Chaos for his own ends. Stealing the Chaos Emeralds one by one from Sonic and his pals, Eggman provides Chaos with boosts of energy, making him stronger with each battle. The emeralds also warp Chaos’ appearance from the semi-humanoid Chaos Zero stage to the gargantuan water lizard Perfect Chaos form. Near the end of the game, Chaos breaks from Eggman’s influence, going rampant, flooding streets, collapsing buildings, and destroying most of Station Square.
The boss fight against Perfect Chaos was one of the most memorable in the Sonic the Hedgehog series for me. I thoroughly enjoyed the fact that he was rendered in high-definition, with lots more detail in Sonic Generations. A mute force of destruction, Chaos certainly lives up to his namesake.
Boss theme:
Aside from the main theme of “Open Your Heart” being used during the final fight against Perfect Chaos, the theme that plays when battling his sixth form is probably my favorite.
Wednesday, August 3, 2011
Dreamcast review: Sonic Adventure

The more recent releases in the Sonic the Hedgehog series have received more than a little negative reception from critics and gamers alike. Not only do they seem to be churned out quickly without receiving adequate time to develop an enjoyable (or in some cases, logical) story, but the gameplay is usually hit-or-miss. Some games manage to throw too many curveballs at gamers by trying to fix what isn't broken, while others work backwards on familiar formulas. And while some old-school fans of the Genesis-era Sonic games might blame this unfortunate turn of events on the series having shifted to the realm of 3D, the first few 3D titles actually showed a great deal of promise for the series. Sonic Adventure was arguably the most revolutionary title in the franchise since the original Sonic the Hedgehog, and succeeded in many areas as the series' first big 3D outing.
The story of Sonic Adventure builds off the relatively simple premise of Eggman relying on the water-shifting entity known as Chaos to gather all the Chaos Emeralds in order to destroy Station Square. Things become more complex via the intertwining stories of each of the playable characters, as well as the story of Tikal and her people, the latter of which is revealed in small cutscenes for players to piece together. It's disappointing that the shaky voice acting bogs this storytelling down some, as Sonic Adventure has one of the stronger plots in the entire series.
From the start of the game, players are granted control of Sonic, whose high-speed levels make up the bulk of the game. During the course of Sonic's narrative, he will encounter other familiar faces, including Tails, Knuckles, and Amy Rose, as well as two newcomers - E-102 Gamma, and Big the Cat. All five of these characters can then be selected from the main menu, and completing their stories ultimately unlocks Super Sonic as a playable character for the game's final chapter. Each character has their own unique abilities, with Tails being able to fly (to both immediate areas via his tails and higher altitudes in his plane, the Tornado), Amy carrying an oversized hammer to fight back enemies, and Knuckles having powered-up punches and the ability to glide through the air.
While Tails and Amy's levels stick to the same basic formula as Sonic's levels, Knuckles is tasked with restoring the missing pieces of the Master Emerald in free-roam treasure hunt levels. E-102 adds gunplay to the race-to-the-finish routine, and follows up each with a boss fight against his robotic brethren. Big the Cat is perhaps the most obnoxious character in the game, with regards to both his 'bumbling idiot' personality and his control scheme. Every one of his levels is the same concept - catch his friend Froggy with a fishing pole. Thankfully there are only four levels to Big's story, though each is equally frustrating, as Froggy only goes for the bait half the time, and Big can lose his edge reeling Froggy in at any moment. The rest of the cast controls quite smoothly, save for the occasional awkward camera angle that leads Amy to run into a wall.
Players can also access three different Chao gardens after exploring the nooks and crannies of each separate area of the overworld. The Chao gardens act like a minigame of sorts, where players can raise the Chao and have them compete in races. Animals that are collected by destroying Eggman's robots in the various action stages can be brought back to the Chao gardens, and giving these to a Chao will alter both his/her appearance and attributes. It is a bit of a time-consuming process, but players who want to earn every emblem or simply wish to extend their experience with Sonic Adventure will probably find it an enjoyable, though casual, minigame.
The soundtrack to Sonic Adventure presents a wide variety of musical stylings, from hip-hop to heavy rock to techno. Each track meshes quite well with its respective stage or character, though a few cheesy lyrics drag down some of the tunes. The voice acting is pretty terrible across the board. The game's sound mixing, on the other hand, is quite impressive for its time. This is due in part to how much of a head-start the Dreamcast had with tech that would eventually find its way to the PS2 and Gamecube. Similarly, the graphics are a standout element for Sonic Adventure. They might seem primitive by today's standards, but the fact that this 1999 release had such detailed textures and rounded edges instead of the angular character models of other big titles such as Ocarina of Time and Final Fantasy VII were big steps toward the current-day standards of modern 3D gaming.
Some elements of Sonic Adventure seem like a test bed for what would come in later titles - primarily the consistent format of each character's missions, and the Chao gardens. Its visuals certainly look dated and the gameplay is not as polished as in the sequel. That said, Sonic Adventure is still a great adventure platformer in its own right and is a lot of fun to play twelve years after its debut.
My rating: 8.5 (out of 10)
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