DS Sonic Chronicles: The Dark Brotherhood (BioWare)

Eu por acaso já esperava algo de bom de um RPG do sonic, sempre imaginei um não sei porque, mas agora que vi mais imagens ainda fiquei mais surpreendido positivamente pelos ataques e assim, pela história não sei mas se for como anda agora não deve ser nada de jeito.

PS:Agora só falta mesmo um sonic RTS, um MMORPG e um FPS. :P
 
Exclusive: Bioware - Sonic Chronicles interview

sinceramente acho que esta jogabilidade ouendanesca fica mal ,just my 2 cents

Jogabilidade que? Parece que se esquecem de que isto é um jogo Sonic RPG, um bocado diferente do que se está habituado a ver ( correr para a frente/lados a alta velocidadee atacar inimigos a torto a direito quando vamos a 'speedar' pelos cenários...

Vídeo: Sega Nerds

Last Friday (08/08/2008), we were invited to a Sonic Chronicles presentation by Bioware’s Lead Designer, Miles Holmes. We were given the time to interview Miles, (see above video), and were also given a demonstration of the game.
(..)
The game he showed us was (apparently) 100% complete, which is good because the game is due out at the end of September (so, I’m glad they have finished it!).

Resumo sobre a entrevista:

20+ hours of gameplay
11 playable characters, some have to be located and unlocked.
Very little direction by Sonic Team, on both the story and the gameplay.
13 main maps with a bunch more smaller maps.
Story and developers open to a sequel.

Implied cameos by some other Sonic villains (or that's how I interpreted it).
 
Não é muito difícil :-D

Depende :D Disse daquela maneira porque considero o Secret Rings já num patamar melhor que esses outros! Mas ainda nada bate o Sonic & Knuckles + Sonic 3 e o Sonic Adventure!

Concordo com certos fãs da SEGA por esse mundo fora, que já estava na hora de dar um descanso ao Sonic e apostar de vez num jogo de qualidade top, como foi feito com o Mario ;)
Com esse descanso, um remake com mais features à Sonic Jam seria espetacular ( aquele projecto por fãs em HD do Sonic clássico estava espetacular )
 
Depende :D Disse daquela maneira porque considero o Secret Rings já num patamar melhor que esses outros! Mas ainda nada bate o Sonic & Knuckles + Sonic 3 e o Sonic Adventure!

Concordo com certos fãs da SEGA por esse mundo fora, que já estava na hora de dar um descanso ao Sonic e apostar de vez num jogo de qualidade top, como foi feito com o Mario ;)
Com esse descanso, um remake com mais features à Sonic Jam seria espetacular ( aquele projecto por fãs em HD do Sonic clássico estava espetacular )

Lá está, esse "descanso" não só faria aparecer um jogo muito bom (passaram 2/3 anos do Sonic Adventure para o Adventure 2) e aproveitavam para trazer outras séries cá para fora, os fãs estão fartos de pedir Panzer Dragoon, Jet Set Radio, Rez e por aí; o que a Sega não tem falta é material por onde pegar, e estúdios que fizeram dos melhores jogos de sempre...

Este já era compra certa quando foi anunciado que iria ser feito pela Bioware, e essa rapaziada não está a desapontar, cá espero por mais hands-on e previews.
 
Entrevista:

How did the concept for a Sonic RPG emerge? Is it something that was cooked up in BioWare first, or did Sega approach you with the idea?

Brook Bakay:
This is actually quite mysterious. No one seems to know where the idea came from. Ray is a huge Sonic fan (he still plays his Genesis,) and Ray and Greg are good friends with Simon Jeffries, the head of Sega of America. But they don’t remember whose idea it was first. I like to think the idea was hatched over brandies and monocles in a private jet somewhere over the South Pacific.

The Sonic IP is one that many gamers have lost faith in over the years. Are you hoping that with Sonic Chronicles, a lot of the people who grew up with Sonic will "come back to the fold," so to speak? Do you think it will help to win back respect from jaded Sonic fans?

BB:
That was definitely a goal from the start, and we’ve had some success with that in the past. Sonic is a surprisingly deep and interesting IP when you dig into it, and we are hoping to remind people of that.

At the same time we have been very aware of the responsibility to deliver something for the long-time fans. I was personally quite surprised at the level of scrutiny we’ve been under. Fans pour over every scrap of information that comes out about our game. Sonic fans are the most rabid… er, that’s not it: Sonic fans are the greatest fans on earth! It’s been fantastic. They’ve kept us on our toes. It means something when people care that much about what you are doing. We really want to give them something they can be passionate about.

Dark Brotherhood uses a lot of characters from the Sonic universe, but arguably many that aren't very fleshed out. Will this game provide extra depth to some of the later characters that not many gamers really recognize? Did you have a lot of freedom to work with the characters, or was there a lot of input from Sega as to how certain characters should act and speak?

BB:
Sega has been great about letting us be creative with story and characters. We’ve been able to tie our story into events from a lot of previous Sega canon. Most of the feedback from Sega concerned the look of the characters, and there was a lot of back and forth in that area. The IP is such that the personalities are pretty well defined, but I think we’ve been able to round them out a bit. And the interactions between the characters are pretty cool -- some of them have a lot of history together.

Many recent Sonic games have been accused of taking themselves too seriously. Will the plot for Dark Brotherhood be in line with the more serious themes that other Sonic games have attempted, and if so, what steps have been taken to make it a believable depth that won't come off as silly? In other words, can you make a dark and gritty game involving a big-eyed blue hedgehog work?

BB:
Absolutely, and it is my pleasure to announce our next game: Grand Theft Sonic: Central City! There is definitely a tone you have to achieve, and getting there is really an art. Fortunately our writer is really good. And while the tone is darker, it is still all about having fun. The characters have some hilarious things to say about the events going on all around them. Sonic and Rouge especially.

Story-wise this is right in BioWare’s wheelhouse. People can expect a pretty entertaining ride.

Who is doing the music for Dark Brotherhood, and what style is the soundtrack going for? Will we have old school style melodies (arguably one of the greatest elements of original Sonic games) or will the more modern "Seven Rings In Hand" style tunes be on display?

BB:
Well, we managed to get none other than Richard Jacques, who goes back all the way to the beginning of Sonic. He did a bunch of new tunes for us. We’ve also done some remixes of old favorites and some new tunes ourselves.

Was it a challenge to transport the world of Sonic into an RPG? What were the toughest obstacles in turning a fast-paced platformer into a roleplaying game?

BB:
The biggest thing is to recognize what you are good at and what you aren’t good at. We set out to make as good an RPG as we could make -- that is what BioWare does. It is challenging to put Sonic into that genre. If you ask people to name one characteristic of Sonic games, they’ll tell you that Sonic has to be fast. People often think of RPGs as slow paced games. We’ve done a lot to speed up the game. Combat, for example, is very fast paced. Rather than the traditional "Choose your move, watch it happen" approach, we let you plan out how a round will go – with multiple attacks per character. You are then rewarded with a very fluid combat vignette as you watch your plans in action. At the same time you are frantically trying to keep up with the real-time elements.

Additionally, when a player solves a puzzle in a game they are rewarded with a "Sonic-y moment" which usually consists of Sonic tearing up some elaborate Rube Goldberg track.

All game development is just a series of choices, and like the manager for a football team you sometimes make decisions based on the people you have. We have two of the best 2D artists in the game industry working on Sonic. We decided to feature their artwork as much as possible and this led to the gorgeous hand painted backgrounds that Sonic and friends are running around. This was a great decision, but it led to other challenges. Those paintings are too large to hold in memory, so they need to be broken into smaller pieces and streamed in as necessary. This is not one of the strengths of the DS. Thus there is a hard limit to how fast we can draw the world in front of Sonic as he runs around. I am really proud of the technical achievements the team made in that area. It seems simple: "Make Sonic run around fast," but a lot of hard work went into making that happen.

Sorry to ramble on about technical details, but you guys drew the short straw for the interview as I'm the Lead Programmer.
Fonte: http://www.destructoid.com/dtoid-q-a-sonic-chronicles-the-dark-brotherhood-101193.phtml

Boa leitura :)
 
Sega has been great about letting us be creative with story and characters. We’ve been able to tie our story into events from a lot of previous Sega canon. Most of the feedback from Sega concerned the look of the characters, and there was a lot of back and forth in that area. The IP is such that the personalities are pretty well defined, but I think we’ve been able to round them out a bit. And the interactions between the characters are pretty cool -- some of them have a lot of history together.

Who is doing the music for Dark Brotherhood, and what style is the soundtrack going for? Will we have old school style melodies (arguably one of the greatest elements of original Sonic games) or will the more modern "Seven Rings In Hand" style tunes be on display?

BB: Well, we managed to get none other than Richard Jacques, who goes back all the way to the beginning of Sonic. He did a bunch of new tunes for us. We’ve also done some remixes of old favorites and some new tunes ourselves.

Was it a challenge to transport the world of Sonic into an RPG? What were the toughest obstacles in turning a fast-paced platformer into a roleplaying game?

BB: The biggest thing is to recognize what you are good at and what you aren’t good at. We set out to make as good an RPG as we could make -- that is what BioWare does. It is challenging to put Sonic into that genre. If you ask people to name one characteristic of Sonic games, they’ll tell you that Sonic has to be fast. People often think of RPGs as slow paced games. We’ve done a lot to speed up the game. Combat, for example, is very fast paced. Rather than the traditional "Choose your move, watch it happen" approach, we let you plan out how a round will go – with multiple attacks per character. You are then rewarded with a very fluid combat vignette as you watch your plans in action. At the same time you are frantically trying to keep up with the real-time elements.

Gostei bastante a entrevista! Acho que de todos os Sonic(s) até hoje desde o Sonic Adventure, não tinha tanto interesse num jogo do Sonic. Parece que houve dedicação e esforço para trazer um Sonic mais perto da sua "beleza" de antigamente. Saber que as músicas foram feitas pelo compositor dos primeiros jogos também é uma mais valia, estou cá para ouvir o soundtrack do jogo :)
 
Mais uma entrevista:

This is Bioware's first stab at an RPG for a handheld device. What are the specific challenges for designing that type of game on the DS?

Joel MacMillan:
One of the interesting challenges from an art standpoint was trying to develop a visual style that celebrated the DS’ hardware capabilities, rather than falter with them. In the end, even after setting a visual direction that fit the console, we still fought to wring every last drop of processing power out of the DS.

Sonic has traditionally been about speed. How do you translate that into a RPG experience?

JM:
This was a big challenge for us, and we were well aware of it before we even started. Game play wise, we tried to condense a lot of the action into little vignettes that would play out continuously, such as using the ‘round-based’ combat. This at least ‘looked’ fast, even if the player isn’t ‘playing’ fast.

What can you tell us about the plot?

JM:
I think this is obviously best left for the audience’s first playthrough to find out. I will say that the overall story is broken up into two Acts, the first taking place in a very familiar Sonic World, and the second branching out into something we haven’t seen yet, something a little darker (not just visually). I’m confident that what has been done with the story in Sonic Chronicles will be something that fans will remember for a while, and will hopefully be expanded in the future.

How many of the Sonic universe's characters will be in the game? How many can you have in your party at once?

JM:
Again, I’d like to leave some of this for the audience to discover when they play through the game. Rest assured we’ve revived a really good handful of Sonic’s chums to keep him company on his adventures. The way it plays out is that you’ll have four party members with you at most times, but there’ll be a stronghold of 11 total. Part of the fun will be finding out just who will be fighting alongside you.

Tell us about the combat system. From what we've seen so far, it's a mix of turn-based with some real-time action.

JM:
That’s correct. Combat’s been engineered to play out as ‘Rounds’, to help illustrate a feeling of speed. To accentuate that, there’s a Realtime Button Input system we have that coincides with combat. During the team’s Power Moves, the player will have to successfully accomplish a small Button and Stylus sequence in order to deliver a maximum damage attack. It’s actually a lot of fun--as the player levels up their power moves, the Realtime Button Input gets more difficult. It’s a good way to keep the player on their toes.

How do characters level up, gain new abilities, and weapons in the game?

JM:
This is mostly done through experience points and fighting. As the player levels up, they’ll unlock new Power Moves to use. Some of the more complex moves really help convey the fun ‘cartoony’ direction we’ve chosen to go with the feel of the game. We definitely have a few favourites here in the studio--Blue Bomber and Triple Tornado are pretty popular.

How long will the single-player experience last? Do you have any plans for multiplayer?

JM:
There will be some multiplayer ‘trading’ to take advantage of. For the full single-player gameplay experience, you can expect about 20–25 hours.
Fonte: http://www.gamespot.com/news/6197173.html
 
Artwork: ( fantástico! :) )


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-> Novo Vídeo: Sonic Chronicles - Behind de Scenes 1

Mais em: Wii-Brasil
 
O artwork está realmente espectacular, mas... porque insistem em esticar cada vez mais o Sonic? :( Para além do seu regime de dieta e ginásio que o torna cada vez menos aquele ouriço redondinho que era, parece que lhe andam a esticar as pernas.

Anyway... este jogo não me escapa... ;)
 
O artwork está realmente espectacular, mas... porque insistem em esticar cada vez mais o Sonic? :( Para além do seu regime de dieta e ginásio que o torna cada vez menos aquele ouriço redondinho que era, parece que lhe andam a esticar as pernas.

Anyway... este jogo não me escapa... ;)

Tem-se notado bastante como dizes, ele está cada vez menos bola e mais 'liso', fica a foto para comparação :) Neste jogo não me importo muito, acho que ficou bom ( é mais visivel no group shots ) :002:

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Bioware is ready, in case SEGA decides for Sonic Chronicles Sequel!

PALGN: Finally, if Sonic Chronicles: The Dark Brotherhood is successful once released, will there potentially be a sequel?

DK: I would be surprised to see Sega refusing a sequel opportunity if the game is indeed successful! In any case, our team is definitively ready to work on a sequel. We even have a precise idea on what to do next if this were to happen… And if you play the game, you might find some hints on what that idea is.



Resto da entrevista:

PALGN: An interesting feature is that at certain points party members can split up to solve puzzles and progress through levels. How does this system work exactly? Can players switch between characters at any time or are they separated at some point during the story?

DK: Well, to start with, you have to compose your party. Once the party is composed, you can switch at anytime during the exploration between any of the party characters and use their different abilities to progress in the level. Of course, you can come back at anytime to your stronghold to recompose your party to a different one. Party composition is important as each character has unique abilities and power moves. To add to the complexity of the composition, some characters have unique combo moves that must be performed with other characters.

And yes, [there] are indeed some moments in the story where characters will be separated and you’ll have to play multiple parties of characters.

Puzzle mechanics are a little different. When you start a puzzle, the party you currently have will automatically separate and you’ll have to move individually the characters to resolve the puzzle. Once resolved, the party will reform.


Level ups

PALGN: Can you explain the game's levelling up system? Are attributes (i.e. health, attack power) automatically increased or do players get to pick and choose? Also, how do Chaos affect party members?

DK: Well, oddly enough, the answer is both. The attributes are automatically increased but additional points can be manually assigned.( Seiken Densetsu 3 alike, menciono-o porque estou a jogar agora :P )

Chao on their end will bring several special abilities to the party members. They can regenerate health or power points, increase an existing statistic, add elemental damage to the attack or on the opposite protect the character with an elemental shield. The most powerful Chao are the unique ones that are very difficult to catch. One of these unique Chao can for example increase the chance of a character to instantly knock out an enemy. As an aside, during the development of the game, some use to call it the “Vorpal Chao” in reference to a similar ability in Dungeon & Dragons. (smile)

Source: PALGN Interview

Dêem uma olhadela na parte dos puzzle também ;)
 
O artista do Sonic original partiu pra outra e no Sonic Adventure, contrataram outro. O artlook está igual ao Sonic X.
 
Última edição:
(Último vídeo que saiu, estão com excelente aspecto!)
Os cenários estão no ponto, já o resto... tenho algumas reservas parece-me que a necessidade de trocar de personagem para certas habilidades torna o jogo um bocado lento bem como a velocidade do sonic, quando o narrador diz supersonic speed e o sonic vai a 20 kilómetros hora. ^^'

E a Amy devia ter uma frigideira tipo peach no Mario RPG :p
 
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