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You are here » articles » 2006 archive »  Electronic Theatre Special Report: E3 2006: Wii: Sonic Wild Fire
 
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Sonic Wild Fire

Along with everybody’s favourite sanitary engineer Mario, Electronic Theatre ImageSEGA’s super-fast blue hedgehog was always very likely to feature in Wii’s Launch Line-Up. Sonic has graced many systems since SEGA’s transformation into a software publisher and the Next-Generation of Nintendo hardware is no exception. So how does the spiky blue one play with Wii’s revolutionary controller?

Under the working title of Sonic Wild Fire, this new Sonic title is very different from the one currently in development for the PlayStation3 and Xbox360. Sonic Wild Fire plays like a hybrid of a Racing game and a Platform title much like Sonic Adventure for the DreamCast, and for the most part, seems to pull-off this strange marriage very well. If the E3 demo is anything to go by, the Adventure elements are out and the game is played at breakneck speed with small slower paced Platforming breaks throughout. The game does seem quite linear though, with the player only controlling Sonic’s position on a pre-determined track and jumping and attacking as Electronic Theatre Imagenecessary. This however paves the way for some incredibly fast gameplay, something Sonic fans are sure to enjoy.

While the game may not be anything radically different, the control obviously is. The Remote is held horizontally and a gesture down causes Sonic to move forward. Twisting the Remote backwards makes Sonic back-pedal and turning it left or right causes Sonic to move in the corresponding direction. Jumping is governed by pressing the 2 Button. Enemies are locked-onto automatically and attacking is done by shaking the Remote back-and-forth whilst airborne. Shaking the Remote while at ground level causes Sonic to dash forward at an insane pace, provided that the player has filled the Wild Fire Meter through collecting white balls along the track. Despite the simplicity of the controls, controlling Sonic is a lot harder than it should be, mainly due to some poor Remote calibration. The Remote needed to be turned quite far in each Electronic Theatre Imagedirection to move Sonic, which left gameplay feeling quite distant and less than engaging. Hopefully this will be sorted for launch because Sonic Wild Fire looks like it could be a lot of fun.

Sonic Wild Fire was also one of the prettiest games on Wii at the show. Liberal use of Blur-Effects ensures a great sense of speed and despite all the on-screen madness, there were no dips in Frame-Rate. In comparison with the competition, Sonic Wild Fire did not seem particularly inferior to most of the Xbox360 launch games, although only time will tell if the technological lesser Wii can compete with the other Next-Generation powerhouses.

G-man

15/05/06

 

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 Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

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