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Sonic Adventure DX

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Sonic Adventure DX is a great game. And the polish is well suited to modern platforms, where we expect Sega to bring the full 3D Sonic experience, right down to the speed of the game, the boss characters, the new gameplay additions, and the all new bonus stages. The game also features enhanced audio, better graphics, an improved translation, and what's not to like? How about the replay value? Well, a lot of people will just put up with the notion that Sonic Adventure DX will change your favorite game of the series. But it will also bring some features that weren't in the original game.

Sonic Adventure DX takes all of the great features from the first game and makes them more and more suitable for modern platforms.

On the Dreamcast, the game features a lot of nice visual and audio improvements. The levels are much larger, full of gigantic 3D dioramas. For instance, the Statue of Liberty level has a gigantic tower that transforms into a flying tornado. It's possible to add lots of fun features to the city to make it a more realistic game. Some of the music and sound effects have also been completely overhauled. I think there are some great sound effects and sound effects, especially when playing on a TV, and you can now switch between the TV mode and the DC controller.

GS: How did you settle on the feel of the Dreamcast version of Sonic Adventure DX?

Sega: We settled on the top-down style of gameplay in Sonic Adventure DX. The game has the same great Sonic storyline. It's the classic 2D platforming adventure game, which was popular in Japan and the US, where it's pretty much the same story. Our objective was to make it all fit with the Sonic universe, with new levels, challenges, and characters, all of which are a fresh new way to play Sonic. That really led to the whole point about the game. We wanted to make it that much better than it ever was. We made sure it's so easy to jump in and out of the game, and we've added a lot of content to the game. There are new levels, so it's easier to jump out of the game than it ever was. In addition to all of the classic levels, there are new attacks and crazy powers, as well. There's also a whole new and never-before-seen game mode to get lost in that other game mode.

Sonic Adventure DX

GS: Did the changes made to Sonic the Hedgehog evolve your work for the US version?

ME: For the US version, we've added a lot of new content, so you don't have to buy any new content.

GS: Why the decision to make the US version a straight conversion?

ME: We felt that we needed to move beyond what the US version was already and extend the Sonic-movement system a bit. Sega made a lot of improvements to the game because of the competition in the gaming industry.

GS: Do you think the US version of the game is going to reach a much wider audience?

ME: We had to make the decision on the US side to make the US version, so in order to expand the market for Sonic fans, we had to make the hard decision on the US version, so in the end we went with the UK and gave the best of both worlds.

GS: Did you do anything to convince you of the US version?

ME: At the beginning of the process, we really wanted to keep the US version as authentic as possible. We were the first to ask how we would do that. We realized that the US version was just not as good as the Japanese version, but we did have some pretty good ideas and ideas for the US version. That was actually the best choice.

GS: Do you feel it was necessary to change the feel of the game in the US and get the game in the US?

ME: Absolutely. We wanted to give the US version a very different feel, but it still maintains the same fast pace and feel as the Japanese version. There are some very cool new ideas coming out of the Japanese version, but the development is a little different, and we still haven't had enough time to address those.

GS: How has working with Microsoft been?

ME: It has been very, very good. We've been great partners on Xbox Live, and we've had a great collaboration with the US and Europe teams. Since the Xbox 360 was released in North America, we've had a much better relationship with Microsoft in Japan and America. We're going to do a lot more digging around here and have more input on the game, but we're going to continue to listen to the feedback from the American and European teams, to make sure we're putting in as much as possible.

GS: What can you tell us about the system requirements?

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