[OFICIAL] Sonic & SEGA All-Stars Racing
#2141
Publicado 06 February 2010 - 09:54 PM
#2142
Publicado 07 February 2010 - 12:03 AM
Nintendo Power le da un 8 a la versión de Wii y un 6 a la de DS. Juer, qué exigentes de golpe y porrazo, ¿no? ¿Cómo sería si el juego fuera de Mario?
#2143
Publicado 07 February 2010 - 12:19 AM
http://sonicstadium.org/news/nintendo-power-review-scores-for-asr
Nintendo Power le da un 8 a la versión de Wii y un 6 a la de DS. Juer, qué exigentes de golpe y porrazo, ¿no? ¿Cómo sería si el juego fuera de Mario?
El 8 de Wii puede ser meritorio... pero un 6 en el de la DS? Pero madre mía!! Ademas seguro que es mejor que el mario kart... xDD
#2144
Publicado 07 February 2010 - 12:22 AM
#2145
Publicado 07 February 2010 - 12:23 AM
#2146
Publicado 07 February 2010 - 12:26 AM
Pero bueno, total para lo que vamos a jugar a la de DS teniendo el juego en las demás consolas, más o menos me da igual. Para los viajes en el metro me basta y sobra. Más me interesa saber que las otras sean buenas, aunque la de DS sea chapucerilla.
#2147
Publicado 07 February 2010 - 12:30 AM
Habrá que estar atentos en estos días lo mismo hay sorpresas, haber si hay suerte...
Edito: Blaze sale en algunos escenarios! y otros personajes también, lo estoy leyendo en la wiki:
* NiGHTS (As the Referee and Flag Holder)
* Blaze the Cat (in Seaside Hill and Final Fortress Track)
* Meemee (AiAi's All Star Move)
* Baby (AiAi's All Star Move)
* Gongon (AiAi's All Star Move)
Y si entramos en la web oficial y le damos a los all-star moves, veremos que podemos ver los de Sonic, Amy y Samba de Amigo (no se si antes se podían ) pero con estos videos podremos oír al comentarista original hablando sobre lo que esta sucediendo
Confirmado, por si aún quedan dudas, la plataforma base del juego es PS3, confirmado uso del sixaxis y confirmado chat online:
Since its release, the PlayStation 3 has built up a reputation of being rather troublesome to develop for, with its radically different architecture causing many developers to stumble and falter on the console. As a result, many multi-platform games were initially developed for the Xbox 360 or PC before being ported over to the PS3, arguably affecting the quality of the game. Now, it is more common for developers to have no lead platform, and to separate the development of the systems to help ensure that the games are virtually the same. Sega’s Sumo Digital however, decided to develop for the PS3 first and foremost when creating their highly anticipated casual racer Sonic and Sega All Stars Racing, a move that was seen as rather effective with Criterion’s Burnout Paradise.
In an interview with PlayStation LifeStyle, Steve Lycett, Exec producer at Sumo Digital revealed that:
“Throughout development it’s been the PS3 version that’s been the lead platform. You’ll have noticed that at E3, GamesCon and Summer of Sonic, it’s always been the PS3 that’s been the demo machine of choice. We’ve also ensured that PS3 features, like PSN, Trophies and online chat are all supported. I think we’re also one of the few recent games to include SixAxis motion control too.”
Stay tuned to PlayStation Lifestyle for the full interview with Steve Lycett tomorrow.
Fuente: Playstation Lifestyle
Ahora os pongo la entrevista entera, del mismo sitio (que fue del día 4 y nadie la nombro O_O) hablando de la versión de PS3 y los personajes exclusivos para esta, me la voy a leer ahora y os cuento:
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Sonic and Sega All Stars Racing is set to pit Sega’s best loved franchises and characters against each other in frantic races across various famous Sega locations in what it sure to be a fun and enjoyable game. To discuss the title, PlayStation LifeStyle talked to Steve Lycett, the Executive producer at Sumo Digital, the developers of the game, about the title, the franchise, the DLC, and much, much more.
PlayStation LifeStyle: Who are you, and what is your position at Sumo Digital?
Hi there! I’m Steve Lycett, Exec producer at Sumo Digital. Which is a fancy name for the guy who orders the pizza’s and tells everyone they have to stay late all the time. Some folk out there may know me by my online nick S0L – though I rarely say what the 0 stands for. On ASR, I’ve had the pleasure of being in charge of a team made up of some very clever and talented folk who have been coding and arting till their fingers bled!
PSLS: How did you manage to balance the different characters and their cars so that racing was even and fair?
We’ve managed it with a lot of time, care and attention. It’s been pretty epic really, we’ve got a lot of characters, all with their vehicles and their own special moves, a plethora of weapons on top, and then tracks with shortcuts to balance too.
For example, bike characters can do wheelies, which gives them an extra boost that cars can’t do, and then anything that flies doesn’t get affected by surfaces that slow the other vehicles down. That’s before you take into account the scale and weight differences between say Eggman in his Monster Truck, and Alex Kidd on his bike…
Actually looking back, it’s almost like we made life difficult for ourselves! We think we’ve cracked it though – certainly we’ve played it a lot, especially in split-screen and I think we’ve nailed it.
PSLS: How would you view comparisons to Mario Kart?
You know, you’re not the first person to ask us that. If anything, it’s rather flattering that people are expecting us to be comparable. On the face of it, I can see why people compare it. But I think we’ve got some definite advantages.
For a start we’re mixing multiple universes, with Mario, you’ve only got Mario characters and tracks. Here we’ve got Sonic characters and tracks, but we’re also bringing characters in from SEGA games old and new. So you’ve got Jet Set Radio, Space Channel 5, Shenmue, Super Monkey Ball – and that’s just the more recent ones. We’re also fetching in things characters from new games, like Zobio and Zombiko from House of the Dead EX, and also lots of classic characters. Just think of us as sneaking into SEGA’s vaults and running out, swag bag in hand.
Then the game itself is based on classic SEGA racing. We’re more about speed, drifting and action. If you imagine OutRun, but turned up to 11 and with tracks that twist, turn, corkscrew and loop then also throw in huge, massive, massive jumps, then you’re not far off!
So yes, they’re both party games, and they’re both about racing and having fun, but aside from that they’re quite different!
PSLS: There hasn’t been a casual Mario Kart style game on the PS3 or 360 before, why do you believe developers haven’t brought this genre to the High Def consoles before?
I think this generation; everyone has been too obsessed with gritty realism! I also believe you need a strong suite of characters to carry this kind of game too – which isn’t something that’s easy to create from scratch. PS3 has been more of a hardcore player’s choice, but especially now the prices of both machines have dropped, I think there is a wider audience ready to play. For us, we’ve done our best so it’ll appeal to all ages and abilities. We’ve got three skill settings, Beginner for younger kids, Advanced for most people, and Expert, which is for the true hardcore!
We’ve put a lot of time into split-screen too, it does 4 players, and there are multiple modes, so you’ve got races, battles, game modes like Capture the Chao, and more! Few games these day seem to offer split-screen, which is a shame as whilst we all love playing online, there’s nothing quite like rubbing in a victory in person!
PSLS: Are there any plans for DLC for the game?
We’re looking into it – but there is nothing concrete yet. We’ve got some great ideas already – and plenty of suggestions from the forums already!
PSLS: Will the PS3 version receive exclusive characters, like Banjo and Kazooie on the Xbox 360?
Unfortunately it doesn’t! That’s not to say we haven’t been putting in the effort though, in fact throughout development it’s been the PS3 version that’s been the lead platform. You’ll have noticed that at E3, GamesCon and Summer of Sonic, it’s always been the PS3 that’s been the demo machine of choice. We’ve also ensured that PS3 features, like PSN, Trophies and online chat are all supported. I think we’re also one of the few recent games to include SixAxis motion control too. If DLC happens, we very much want to do it on PS3 too!
PSLS: Sonic and Sega All Stars Racing combines many characters from various IP’s, are there any characters that you would really loved to have included, but couldn’t?
Just as with Sega Superstars Tennis, we’d love to have got in more, but we have a finite budget and timeframe. We did lots of research to see what characters people wanted in SST but didn’t appear which is mostly why you see Ryo from Shenmue in there. That’s almost purely down to fan requests.
I know there’s been a lot of fan call’s this time for Vectorman and Ristar too, but they should have shouted more at the end of SST! By the time they were being requested heavily, we’d locked the character roster!
I can’t say just yet who I would have like to included either – then I’ll have de-confirmed someone as not being in. I keep getting told off for that!
PSLS: How has your experience with developing Sega Superstars Tennis changed your approach to this game?
You would have thought it would have taught us a lesson to bite off less to chew, but if anything, it foolishly encouraged us to bite off even more! I think SST proved we could get lots of IP’s together and make it work – we’ve used that experience to push it a lot further this time.
At the end of the day, every time we do a game, especially big multi-character games like this, you learn and do things better. I think I can say, hand on heart; this is the best thing we’ve done yet at Sumo as a result.
PlayStation LifeStyle would like to thank Steve Lycett, Sumo Digital and SEGA for taking the time to have this interview. Stay tuned to PSLS for more interviews and PlayStation news.
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Dice S0L (que yo pensaba que su nick era SOL pero es con un "0", LOL!), que la versión de PS3 no tendrá personajes exclusivos pero que no por eso es una chufa ya que es la plataforma principal de desarrollo, también confirma lo del sixaxis, que Ryo aparece por petición de los fans en el SST, si los fans hubieran exigido más a Ristar y Vectorman tras este hubieran podido aparecer en el juego... de haber DLC en el juego saldrá también en PS3, este es el mejor juego de Sumo Digital hasta la fecha :shock: Y que el juego ellos lo ven más ruperior que Mario Kart, en Mario Kart solo tiene personajes y pistas....
Ahí teneís un pequeño resumen con las cosas interesantes :oops:
#2148
Publicado 07 February 2010 - 01:54 PM
El de DS está capado…. ¡Pues claro, leñe! ¿Cómo no lo iba a estar? A mí me parece sorprendente con la poca potencia que tiene y lo que ofrece. Dudo que limite una pizca el disfrute del juego.
Editado por FvG, 24 de noviembre 3400 A.C. - 06:20 PM.
#2149
Publicado 07 February 2010 - 02:05 PM
Al final reservé el juego en GAME para Xbox xD Con la promoción de Ryo.. que en el tiquet pone "+ personaje Ryo" xD Pero bueno, sé que es el torito.
Ah, la tía de la tienda me recalcó que el juego les llegaba el día 12. Y yo.. vale, vale.. :mrgreen:
#2150
Publicado 07 February 2010 - 02:45 PM
La calidad no estaba seguro, pero bueno al fin de cuentas es el mismo vídeo, así me gano unas visitas y actualizo un poco mi perfil :oops:Yuluga: Ese vídeo que has puesto tiene ya bastante tiempo y con la misma calidad xDDD
Y ya nos contareis que tal esta la versión de DS :shock:
#2151
Publicado 07 February 2010 - 02:54 PM
Entre la campaña incesante por NiGHTS y que Ristar y Vectorman también han sido bastante pedidos (sólo hay que pasarse por el subforo del juego en los foros oficiales de SEGA para comprobarlo), más luego todo el asunto de ToeJam & Earl, creo que más o menos ya podemos intuir qué personajes colocarán por DLC. Cuatro sería una buena cifra, diría yo.
#2152
Publicado 07 February 2010 - 03:01 PM
#2153
Publicado 07 February 2010 - 03:02 PM
Nu, de momento nadie ha dicho nada y lo del torito de Ryo solo es DLC para PS3/360, así que eso confirmaría que no hay DLC en Wii :?Wii no tiene DLC de ese?
Yo anoche estaba mirando montones de cosas, pero ya no me acuerdo XD me mandaron a una web de Nintendo que parecía oficial y todo y ponía el 12 de este mes disponible en Wii y en DS. A ver si me acuerdo, que lo veo difícil XD pero vamos yo creo que sino sale esta semana que entra sale ya la otra.
#2154
Publicado 07 February 2010 - 03:06 PM
#2155
Publicado 07 February 2010 - 03:11 PM
#2156
Publicado 07 February 2010 - 03:12 PM
Eso si, resguardaos en las trincheras y meteros en los búnkers blindados, que lloverá
#2157
Publicado 07 February 2010 - 03:25 PM
#2158
Publicado 07 February 2010 - 06:18 PM
#2159
Publicado 07 February 2010 - 06:20 PM
#2160
Publicado 07 February 2010 - 06:34 PM
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