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Sonic Generations

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a b c d e f g h i Whitehead, Dan (December 9, 2011). "Sonic Generations 3DS Review". Eurogamer. Gamer Network. Archived from the original on March 30, 2016 . Retrieved October 3, 2017. In the "Ending" cutscene, the dialogue between both Classic and Modern Tails is different between the English and Japanese scripts. In the English script, Classic Tails asks Modern Tails where Sonic puts all of his collected Rings. In the Japanese script however, Classic Tails asks his Modern self how he could add legs to Sonic's Tornado model. Schreier, Jason (April 7, 2011). "Nostalgic Trailer Teases New Sonic the Hedgehog". Wired. Archived from the original on December 24, 2011 . Retrieved December 15, 2011. Sonic Unleashedis almost a perfect metaphor for itself. Sonic has become part werehog (because why not) and will transform every night into the burly beast while remaining his sleek, seedy self during the day. That 50/50 split almost perfectly reflects how much of this game is good. Nearly all the daytime stages, which feature classic Sonic gameplay of rushing across beautiful vistas at some of the fastest speeds we’ve ever seen, are considered good if not great great by most fans. Just the scale of some stages make you feel like you’re actually racing across huge regions of the world. They may even be some of the best 3D Sonic levels of all time. But you can’t just play the day stages alone, and eventually the ugly werehog will rear its head. Sonic Generations. PlayStation Store (AU). Archived from the original on April 3, 2018. Retrieved on February 14, 2022.

Cullen, Johnny (October 3, 2011). "Sonic Generations Japanese release pushed up a week". VG247. Archived from the original on December 6, 2011 . Retrieved December 15, 2011. Gameplay in Chemical Plant, the game's second level. Classic Sonic's levels are played from a 2D perspective ( top) while Modern Sonic's are played from a 3D perspective ( bottom). Appendix of Consolidated Financial Statements Year Ended March 31, 2012 - SegaSammy Group" (PDF). Sega Sammy Holdings. May 8, 2012. p.6. Archived (PDF) from the original on March 29, 2016 . Retrieved April 13, 2015. Petitte, Omri (March 21, 2013). "Sonic Generations mod adds most levels from console-exclusive Sonic Unleashed". PC Gamer. Archived from the original on October 21, 2016 . Retrieved October 20, 2016.

Latest Reviews

The game opens with the distant past; Classic Sonic is running through Green Hill until he hears a noise and senses a brief earthquake, though he ignores it. Soon after though, a mysterious entity known as the Time Eater appears in the sky and everything whites out. Krupa, Daniel (September 2011). "Sonic Generations 3DS Ain't No Compromise". IGN. Ziff Davis. Archived from the original on October 4, 2017 . Retrieved September 29, 2017. Fahey, Mike (September 30, 2011). "The Dreamcast Era Represents In Sonic Generations". Kotaku . Retrieved October 22, 2017.

On April 18, 2011, Sonic Generations was finally announced for the PlayStation 3 and Xbox 360. A GameStop release list printed on May 7, 2011 showed a Nintendo 3DS port of Generations with a tentative release date of 31 December 2011. Later in the month, a Sega-Sammy earnings report listed Nintendo 3DS and PC versions of the game; however, a revised version of the report no longer listed either version. [20] The June 2011 issue of Nintendo Power finally confirmed a 3DS version of Sonic Generations. [21] It contained an in-depth preview and interview with Takashi Iizuka. Green Hill · Chemical Plant · Sky Sanctuary · Speed Highway · City Escape · Seaside Hill · Crisis City · Rooftop Run · Planet Wisp · Casino Night Nakano, Shinji (August 25, 2011). "セガ、「ソニック ジェネレーションズ」 「白の時空」と「青の冒険」を同時発売! 予約特典は1stステージの楽曲を集めたサントラCD". Game Watch (in Japanese). Impress Corporation . Retrieved October 23, 2017. Development of Sonic Generations began after the completion of Sonic Unleashed in 2008, when developer Sonic Team began discussing possible ideas for a twentieth anniversary Sonic game. [28] The console/PC version of the game was directed by Hiroshi Miyamoto, and Yoshinobu Uba was the Lead Game Designer. Producer Takashi Iizuka wanted a game that incorporated the best of Sonic's history, and offered more replay value compared to previous games. [29] The team eventually decided to split the gameplay into two separate playstyles: one representing the original games and another representing more recent ones. [28] The team chose to develop on the high-definition (HD) Xbox 360 and PlayStation 3 consoles, wanting the game to re-imagine levels and aspects of previous entries with high-quality graphics. [30] A port for Windows was also made; development was handled by Devil's Details. [31] Dimps assisted with production of the Nintendo 3DS version. Sega considered making the 3DS version a port of the console versions, but instead chose to develop from scratch to make it unique [32] and celebrate Sonic's portable history. [28] A version for the Wii was planned, but was eventually abandoned due to hardware constraints. [33] If the player gets a "C" rank with Classic Sonic, he will do the pose from the Japanese box art of Sonic the Hedgehog 3.Dutton, Fred (October 17, 2011). "New Sonic Generations demo announced". Eurogamer. Gamer Network . Retrieved October 24, 2017. When left waiting long enough without getting talked to in front of Green Hill, Modern and Classic Tails yawn like they first did in this game. Sterling, Jim (May 26, 2011). "Sonic Generations Wii 'abandoned' in favor of HD consoles". Destructoid. Archived from the original on March 16, 2017 . Retrieved March 15, 2017. A mysterious monster that appeared out of nowhere. It created a mysterious maelstrom that blew Sonic's friends into another dimension. [17]

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