Great news for Sega fans as the US branch has announced that they’re releasing their next set of 3D Classics this summer on the Nintendo 3DS. You’ll be able to purchase Sonic the Hedgehog 2 in September, Streets of Rage 2 in July and Gunstar Heroes in August. There’s also some more titles following these. They include 3D Fantasy Zone II (April 16, 2015) and 3D Thunder Blade (May 14, 2015). You can read about each title on the official Sega blog.
Sega has pulled out all the stops when it comes to creating Nintendo 3DS themes. The company revealed that their SG-1000 and Dreamcast themes used authentic sounds that were recorded from the console. The news came from Sega’s Yosuke Okunari who tweeted a number of images to show how they captured the sound effects. So yeah, the themes certainly weren’t created in a half-hearted manner.
We wanted to recreate the short “Buu” sound when turning on the console for the SG-1000 theme and so we brought the console to the studio for recording. However, that sound varies depending on the software so we started up roughly 20 games and chose the one which sounded the most authentic.
The TV series of Sonic Boom may have been a success, but the games on the Nintendo 3DS and Wii U have been far from it. Former SEGA America producer Stephen Frost still believes that the whole package has been a success. Frost mentions that there are people that loved the game and appreciate that they were trying to take Sonic in a new direction. Here’s some choice quotes.
- Suggestion that Sonic had to re-invent itself because the fanbase was getting smaller. Gives Call of Duty as an example/comparison.
- Boom was made to appeal to non Sonic fans. — This is stated multiple times.
- Suggestion that people/retailers are bored of Classic – Dreamcast era Sonic. States you can only do so much with these eras/characters. He does go on to suggest this is from a retailer standpoint.
- Claims multiple times that Boom (franchise) is a big success.
- Admits Boom (franchise) could have been better.
“Could the games have been better… yes, any game can be made better.”
- Suggestion that part of the reason why Boom (game) isn’t that good is because the team didn’t know what Sonic was about/lack of experience.
- “In focus tests, we heard all the time, people were sick of speed, Sonic was too fast, they wanted to slow down.”
- “People really liked the Co-Op” — Hopes Sonic Team will do that in the future.
- “The biggest mistake in Boom (gaame) was adding too many features to it.
- “It was too much to ask of the/any development team” — In terms of different characters, combat, features etc.
- “I was tasked (by Sega) with creating an experience that appeals to an audience which doesn’t play Sonic.”
- “If I could do it again, I would remove features and speed would be the main focus from the start.”
- “Speed was shelved because we were under the impression people didn’t want it.”
- “Speed is always a Sonic thing, we didn’t focus on that.”
- “The goal of Boom was to reach new people.”
- “As a branch of Sonic, Boom is a success in many ways.”
- Suggests that due to how much content you need to make for a Sonic alone game, it’s too much work. You need additional characters to spread the burden of content.
- “Multiple characters resonate well with people”
“Solo Sonic games, I don’t know how long that can last there isn’t enough variety to sustain it.”
- “The future of Sonic games needs to be Co-Op, it worked really well in Sonic Boom, community and online play, that sustains it.”
Say’s he’d love to see a Sonic level design game.
- “In general, you need to do multiplayer and add online multiplayer aspects, that will sustain and keep the franchise alive.”
- Says that the reason for the change in release date was likely a number of reasons, cartoon air date, Nintendo release dates, Sega release dates.
- When the decision was made to change Boom’s release date, Sega did not know when Smash was coming out.
Dorkly has put together a skit called “If Sega Owned Mario.” In particular, the piece pokes fun at Sonic Boom and how Mario and Luigi could potentially appear in games if Sega was in charge of designing them. The skit ends by taking a jab at Ubisoft and its initial release of Assassin’s Creed Unity, which launched with a number of noticeable technical issues last year.
Sega and Game Freak have revealed Tembo the Badass Elephant as their new collaboration title. Following speculation and reports of a rather intriguing postcard sent to several online gaming sites last week, the two companies announced the big reveal via an announcement trailer earlier today. Despite initial hope, the side-scrolling action title – which sees players control the elephant Tembo through an array of levels to smash, dash, and destroy everything in its path – will not release on the Wii U.
Platforms supported for Tembo the Badass Elephant include PlayStation 4, Xbox One and Steam on PC, with all versions targeting a summer 2015 release. When asked about why the game would not be released for Nintendo’s home console, Game Freak’s character designer James Turner said the following below.
When I was writing the presentation documents for this game, I drew a mockup poster, and I put the Steam, PlayStation, and Xbox logos at the bottom. It seemed to fit, and it happened to stick that way. We thought about other hardware during development, but our hands were pretty full with those three platforms!
Luminous Arc developer Imageepoch has teamed up with publisher Sega to bring its upcoming RPG Stella Glow to the Nintendo 3DS. Set to arrive in Japan this June, the strategy title will focus on the lives of four witches and a knight who must join together to defeat the witch of destruction, Hilda, in order to save the world from her accursed magical song. According to translations from the official website, the game’s main protagonist is Aluto – a 17-year-old knight, struck with an unfortunate case of amnesia.
Stella Glow was revealed last October as part of Imageepoch’s 10th anniversary celebrations. The game was originally targeting a winter 2015 release in Japan, though will now arrive in the region on June 4, priced at 5,990 Yen. It’s not yet known whether Stella Glow will land on western shores, however. You can check out some neat screenshots over on Famitsu, here.
Sega has released a new trailer for Hatsune Miku: Project Mirai DX to showcase its rhythmic gameplay. Featuring over 40 songs, the popular vocaloid synthesizer title will be heading to both North America and Europe in late May for the Nintendo 3DS, as confirmed by the publisher in January. With two different game modes in touch or button mode, players will be able to customise each character to their liking with different costumes, as well as create unique dance routines via the dance studio.
The near five-minute Japanese trailer for Hatsune Miku: Project Mirai DX showcases various features within the game, including adorable dance videos with a dog in a top hat, crazy bunny outfits and some quirky animations. Honestly, what more could we ask for? Let us know if you’ll be purchasing the game when it releases for the west in the comment section below.