A Double Liveblog of Sonic Unleashed:
Introduction: I could think of a witty title here, but I won't.Sonic Unleashed. Where to begin. For starters, it was released on November 18, 2008, for four consoles: the Wii, the XBox 360, the PS2, and the PS3. (Why am I liveblogging it now, nearly 2 years later? I'll get to that.) The game was made in two seperate versions— one for the 360 and PS3, and one for the Wii and PS2. This resulted in wide variations of level design, gameplay, and several other aspects. Both versions sold well, but their critical success is another story. As for what spawned this LB? Well, my brother and I have both showed interest in getting Sonic & SEGA All-Stars Racing. Sometime back in... May, I believe, he went to the store to buy it. He couldn't find it, so he rented Unleashed instead. We played the game all week, and I eventually gave my opinions on each level in the "Chatterbox: Video Games" thread (around Page 10). Over time, the posts became a proto-LB. At some point, Freezair For A Limited Time asked me if I had ever considered livebloggening. To tell the truth, I had— however, I decided against it, as my summaries were somewhat concise, and since we wouldn't be keeping the game for long. Not to mention, I've never even done an LB before. I did get a small idea, though, and someone volunteered to help me with it— he'd already done an Unleashed LB, which was eventually "archived". Cut forward to today: still no luck in finding S&SASR, so we went and purchased Unleashed. Which means... it's time.
In this liveblog, I shall be playing through the Wii version of the game. Whether or not I go for 100% Completion is still to be determined. However, I won't be the only one here; Komodin will also be LBing, playing through the XBox 360 version. Expect a fair amount of comparison between the two games. With that in mind... IT BEGINS! Blue Index (Wii)
- Part 1: Then...
- Part 1.5: Let's Get This Show on the Road
- Part 2: It's All Greek to Me
- Part 3: Creature of the Night
- Part 4: The First of Many
- Part 5: I Better Get Frequent-Flier Miles for This
- Part 6: Oh Hey, We're Actually Doing Something
- Part 7: 2-4 Split
- Part 8: Hedgehogs On Ice
- Part 9: Spagonian Escapades
- Part 10: Let's Not Go to China
- Part 11 (Gaia Gate Interlude): Prelude to Puzzlement
- Part 12: Big Trouble in Little Chun-nan
- Part 13: Utterly Forked
- Part 14: Re-Oriented
- Part 15: Progress Report
- Part 16: Back to Business
- Part 17: Insert Obligatory 'Deviled Egg' Pun Here
- Part 18: The Long, Icy Road
- Part 19: Back with— Well, Not Much of a Vengeance
edited 24th Oct '10 4:16:48 PM by Blueeyedrat
Part 1: Then...CONSOLE: Activated. CONTROLLER: Charged. DISC: Inserted. ALL SYSTEMS READY. LAUNCH IN 3...
1... Upon booting up the game, we're met by the basic SEGA logo, followed by the Sonic Team logo. Why does everyone seem to hate Sonic Team? At least they try to make good games. Now, the first difference you'll notice between the SD (Wii/PS2) and HD (360/PS3) versions; the opening cutscene here is played before the main menu, while in the HD version, it plays upon starting a new file. Music: "Cutscene - Opening"; composed by Takahito Eguchi, performed by the Tokyo Philharmonic Orchestra. (First half here, second half here) This song is basically what you can expect for the rest of the soundtrack— sheer, unquestionable awesome. As for the cutscene itself? Amazing. The animation in this game is nearly Pixar-quality, and this is the scene that best exemplifies it. We start off with a massive fleet of spaceships (must... not... reference... Star Wars...), under the control of everyone's favorite villain,
"Dr. Eggman: S-Sonic! I-I'm sorry! R-really! L-look, go easy on me! [He seems to stutter a lot, doesn't he?] I'll turn over a new leaf, I swear! Just give me a chance!"
Good ol' Sonic, Genre Blind as he is, responds with some witty banter—
"Sonic: Well, this is new. Showing remorse, Eggman? If you played nice, I wouldn't have to break all your toys."
OH HEY LOOK IT'S A TRAP WHO SAW THIS COMING. As Sonic has his energy drained, he cries out in pain. (by the way, that infamous Narm face? When I first saw that, it creeped the fuck outta me.) As it turns out, this was Eggman's plan all along. He uses the Chaos Emeralds to power a massive laser, which he then fires at the planet. (Insert obligatory Shoop-da-whoop reference here.) Bada-bing, bada-boom. The world slowly cracks apart, and OH HEY, there's a huge Eldritch Abomination sealed beneath us. Sleep well tonight, folks! Sonic gains a larger, more beastly appearance, which everyone will bitch about for some reason. Eggman mocks him about it ("That's a good look for you— festive!") and dumps Sonic (and the Chaos Emeralds) out of the airlock. As the
edited 5th Aug '10 10:07:50 PM by Blueeyedrat
Part 1.5: Let's Get This Show on the RoadMusic: "Windmill Isle - Day"; composed by Tomoya Ohtani. I rather like most of the day music, and this is no exception. So, on to the tutorial level. Basic stuff— jumping, drifting, boosting, and goddammit I already know this stuff. Now that that's finished, let's go to an actual level.
Day Stage 1 - Windmill Isle
Actually, Windmill Isle is a rather strange case, as there are two full acts— every other day stage only features one. Well, this is pretty simple as long as you have the hang of the controls. My first time through, it took a little while to learn the ropes, but over time, I mastered it. So I just blaze through and OH HEY there's an item there. Crap. I'll have to pick it up later. The rest of the stage was pretty uneventful, but I managed to score a nice S Rank.
- RESULT: S Rank; three Moon Medals.
- ITEMS OBTAINED: Movie 1, Document 3.
Cutscene time! Heh, Sonic can juggle. Some chit-chat, but then the little flying thing is suddenly drawn by the irresistible force of
edited 5th Aug '10 10:08:12 PM by Blueeyedrat
edited 5th Aug '10 10:10:32 PM by Blueeyedrat
Part 2: It's All Greek to MeI know; the pun is horrible. Alright, where did we leave off last time? Oh, that's right, we were just introduced to this game's equivalent of a hub— which is, essentially, a menu screen. You have various locations ("Bell Square", "Flower Street", etc.) What happens when you choose one? Well, let's start off at the "Windmill Coast Street". We meet... an old guy. He greets us, tells us a couple of things, and then we leave. That's pretty much these hub worlds in a nutshell. The HD version of the game is a completely different story, but we're stuck with this for now. We talk to some random dudes, and then go back to the old guy, who has some other crap to say. Mentions something about a 'shrine'. As it turns out, there's a "Sacred Shrine" on the far edge of town, and— oh, Chip found a stone with a sun on it. Good for him? Anyway, we enter the shrine and holy crap— Music: "Gaia Gate"; composed by Fumie Kumatani. I love this song; it's probably my favorite rendition of the main theme. Sadly, it's a Wasted Song in the HD version. Welcome to the Gaia Gate, exclusive to the SD version. Most worlds have their own temple, and each one of them is absolutely beautiful. The Apotos gate features a large bell, and some various statues. It also happens to be the only shrine that's properly lit. (By the way, I'm typing this up as I go along. Sonic is currently asleep on the temple floor.) There's a room to the side, with various pedestals. Those will come into play later. Also in the temple are various smaller doors, which—
"Chip: Looks like this door won't open yet, Sonic! We need 33 total Sun Medals and 26 total Moon Medals. Come on, Sonic, let's go find more!" ... ...Shit. After admiring the scenery for a little while, we notice that one of the doors (the one with a sun on it— must be a coincidence) happens to be glowing. Which means, we can open it. Why do they light up? Beats me. It trails off into a long hallway. Where does it lead?
Day Stage 1 - Windmill Isle (cont.)
- "Go for the goal ring!"
- RESULT: A Rank; two Moon Medals
- ITEMS OBTAINED: Illustrations 4 & 32, Documents 17 & 20.
- "Collect rings at top speed!"
- ITEMS OBTAINED: A tablet piece. We'll find out what it does later.
Music: "Cutscene - The First Night"; composed by Takahito Eguchi. Another cutscene! The sun is setting on Apotos, but Chip is still amnesiac. The moment the sun passes the horizon, Sonic transforms back into the beastly thing we saw earlier. By the way, I find this line hilarious:
"Sonic: I just need to be careful who sees me like this."
Indeed you do, fluffy. The moment you're spotted, the Fan Dumb will be on you within seconds. But enough about that; back to the scene. We see the ice cream stand again, and it seems that Dan Green has AAAAAAAAAANGST. In his Wangsting, he knocks a cone of ice cream off of his cart. In a fantastic display of super-human reflexes, Were-Sonic decides to... stretch his arm over 10 feet and grab it. Yeah. He's also notably flippant about it, and just decides that "Hey, this could be useful. Somehow." Oh well; back to the hub. Music: "Apotos - Night"; composed by Fumie Kumatani. Quite relaxing. Just talking to the same people as earlier. One guy actually gave me a record (Soundtrack 33). How nice of him. Another dude had a tablet with a moon on it, and he mentioned that a "yellow fox" gave it to him. Oh, gee, I wonder who that sounds like? I suppose we'll find out next time.
edited 5th Aug '10 10:08:41 PM by Blueeyedrat
edited 1st Aug '10 5:45:34 PM by Komodin
Part 3: Creature of the NightWell, time to head back to the Gaia Gate. Strangely enough, Sonic reverts back to his normal form here, regardless of the time of day. This is Hand Waved somewhere, but I won't bother explaining it. Since we have our Moon Tablet, we can open the door and enter our first night level— Music: "Windmill Isle - Night"; composed by Fumie Kumatani. Quite nice. But first: more tutorials! Isn't that fantastic? Jumping, climbing, etc. Music: "Werehog Battle Theme"; composed by Kenichi Tokoi. You'll be hearing this one a lot. It's also here that we're introduced to combat— at the moment, Sonic's only got a basic three-hit combo (R-L-R or L-R-L), and the Were-Hammer (L+R). Later on, he'll learn some more tricks, but not nearly as much as in the HD version. Although technically, you'll see more here, since Komodin will be going for a Low Level Run and won't level up his Combat skill. In this game, levelling up is only for the Werehog, and it's automatic— any Dark Gaia Force (red orbs; your EXP for the game) collected during a level will accumulate, unlocking upgrades at various intervals. We also meet our basic enemy here: the Nightmare. To recap: goddammit I already know this stuff! Moving on!
Night Stage 1 - Windmill Isle
- Act 1 - Moonlit Town
- RESULT: S Rank; three Sun Medals.
- UPGRADES: Learned the "Were-Claw" (Dash+Attack).
- ITEMS OBTAINED: Movie 2, Illustration 23.
- Act 2 - Moonsoaked Alleys
- RESULT: A Rank; two Sun Medals.
- UPGRADES: Combo Level Up (longer combos; now I can do L-R-L-R-L or R-L-R-L-R).
- ITEMS OBTAINED: Illustrations 30, 64, & 66, Movie 3
- Act 3 - Hill Beneath Starry Skies
- RESULT: S Rank; three Sun Medals.
- UPGRADES: Learned the "Were-Wallop" (two or three-hit combo, then L+R).
- ITEMS OBTAINED: Illustrations 26, 65, & 67; and another tablet fragment.
Time for some cutscenes! Music: "Cutscene - Tails in Trouble!"; by Takahito Eguchi. Well, our favorite fox has gotten himself into a slight jam. A notable difference between the two versions; this scene plays before the night level in the HD version, and you actually fight the enemies at the end. In the SD version, the giant enemy (the Titan) won't be appearing for a few more levels. '''Music: "Cutscene - To Spagonia!"; by Takahito Eguchi. Actually quite lovely, if you get a chance to hear it. We now cut to here, where Were-Sonic has dispatched the foes and Tails comes out for some friendly exposition. He mentions some dude named Professor Pickle, over at the university in our next destination: Spagonia. Music: "The World Adventure - World Map"; by Tomoya Ohtani. We leave off at the World Map. See ya next time!
edited 5th Aug '10 10:07:11 PM by Blueeyedrat
Part 4: The First of Many...detours, that is. Before we head off to
- ITEMS OBTAINED: Illustration 57.
- "Were-Claw"— This is a pretty decent move, as it can stun enemies. Stunned enemies can then be picked up and thrown around.
- "Were-Wallop"— I suppose this one is good for combos, but I don't (intentionally) use it much.
- Unleashed mode— this makes your basic moves more powerful, and changes some of your special moves. Learn to love it.
- Bigger combos— The fifth hit in a combo varies— R+L+R+L+R ends with a one-two punch, while L+R+L+R+L finishes with a wide slash. Mix and match at your leisure.
Okay, fine, let's actually go to Spagonia. Music: "Spagonia - Day"; by Kenichi Tokoi. This hub music just gets better and better, doesn't it? The first few people know nothing about this "Professor Pickle" chap, so we go to a back alley and run into a young man, who appears to be the Prof's assistant. This would be a good time to mention that this is one of, if not the only NPC who doesn't have a name. Seriously, what's this guy called? Anyway, he tells us that he doesn't know where the professor is, either; instead, he leads us to the Pickle Lab to explain more. Music: "Dr. Pickle's Laboratory"; not sure who composed it. I dislike this song, for a reason that will become apparent later. OH HEY, it's a cutscene. So the assistant (voiced by Jason Griffith) explains that the professor has, in fact, been kidnapped.
"...and a whole pack of robots!"
So, Tails figures out that Dr. Eggman took the prof and his research, and is holding him in Mazuri. Wait, what? We have to leave already? We just got here! ... ...Fine. I guess next time, we're going to Mazuri.
edited 4th Aug '10 1:56:20 PM by Blueeyedrat
Part 5: I Better Get Frequent-Flier Miles for ThisThis episode has been brought to you by three tracks exclusive to the HD version:
"Tornado - To Spagonia" & "Savannah Citadel - Night", both composed by Fumie Kumatani; "Savannah Citadel - Day", composed by Tomoya Ohtani.
Music: "Mazuri - Night"; by Fumie Kumatani. Rather peaceful. It's the middle of the night, and there's nary a soul around. Gee, maybe it's because everyone's asleep? But hey, we found some sort of mysterious hole... Music: "Cutscene - Same as Ever"; by Takahito Eguchi OH HEY it's the Professor. Wow, that was eas— wait. I think I know why Eggman locked the prof up: in order to seal the almighty power of DAN GREEN. Anyway, we bust Professor Green out, and bring back some documents with us. By the way, I love this little exchange:
Chip: *pulls chocolate out of Hammerspace* Want some chocolate, Professor?
Pickle: Why, don't mind if I do! *takes bar*
Sonic and Tails (in background): *look at each other and shrug* Music: "Cutscene - Gaia Manuscripts"; by Takahito Eguchi. I hate this song. It's a massive screw-up! There's a rather ambient little tune in the background; I have no problem with that. However, even in the frikkin' OST, it also has THIS layered on top of it! It doesn't match the mood, the tempo, nothing! But I've rambled long enough. Hoo boy. Lots of exposition here. Gaia Manuscripts, ancient stuff, Dark Gaia, Chaos Emeralds, Gaia Temples, fixing the planet, blah blah blah. Did I mention we're already back in Spagonia? What, does the voice of Dan Green give Pickle the ability to teleport? In that case, what about the Ice Cream Man? But I digress. So, we now have a way to repair the planet— restoring the Chaos Emeralds (which, in case
edited 5th Aug '10 10:11:34 PM by Blueeyedrat
Part 6: Oh Hey, We're Actually Doing SomethingSo, after going back and forth, we're right back where we started last time— heading off to Mazuri. Music: "Mazuri - Day"; by Fumie Kumatani. Another cutscene, already? Geez. Music: "Cutscene - Eggman Again"; by Takahito Eguchi. (I kinda like this cutscene. The people are animated really well, and they throw in a nice bit of humor to it.)
So, the Doc has all of the villagers cornered, with a line of robots... raising their arms up all scary-like. Or something. Anyway, Eggman's looking for information regarding the Mazuran (Mazurian? Mazurite?) Temple of Gaia. One of the young villagers seems to disagree, so he... chucks a rock at Eggman. Instant Slapstick! Music: "Cutscene - Sonic Appears"; by Takahito Eguchi. Just when the doctor is about to sic his robots on the villagers, Sonic appears. There's some not-so-friendly banter, and Eggman Exits Stage Left. Oh well; back to the hub. Well, the villagers are useless once again, except for the village elder: he takes those two tablet fragments we collected back in Apotos, and fuses them to make a Planet Tablet. (An NPC who actually does something? I'm shocked.) Well, with that finished, we can now access the Mazuri Gaia Gate. To be frank, I'm actually not sure what this particular gate is supposed to resemble— I just know that it still looks pretty. It's relatively dark (except for some torches here and there), so Sonic reverts to his Werehog form. Seriously, temple guys, get some proper lighting installed. There's a room with a bunch of pedestals, nearly identical to the one in Apotos. However, one of the pedestals is glowing— I wonder where that one will take me, considering I've only been to one other temple. Anyway, since we have our Planet Tablet (which has a star on it for some reason), we can access the only level door in Mazuri, and guess what? Music: "Cutscene - The Egg Beetle"; by Takahito Eguchi. Yep, it's time for a boss! This is the only daytime boss that has a cutscene beforehand, since it's the first one.
Music: ''Boss Battle - Day"; by Hideaki Kobayashi. Technically, you also hear this against the Interceptor, but I forgot to mention it. Boss 1 - Egg Beetle
The Egg Beetle is a mech with a set of giant pincers, with a slot for the Egg-O-Matic. All of the Day bosses are fought while running, akin to Sonic Advance 2. In the first segment, he drops Weighted Companion Cubes at you, while the second is a 2D area where you have to dodge missiles. There's really no trick to beating him— just collect rings and boost that sucker to death. And for that, we get a single moon medal. Whoop de do.
Music: "Cutscene - Temple Activated!"; by Takahito Eguchi. (A quick note— the scene preceding this is the only time in the HD version where the Gaia Gate music is played. Kind of a shame, really.) We finally find the first Gaia Temple, and head inside. There's a long hallway, with a pedestal at the end.
- Place Emerald in Pedestal.
edited 5th Aug '10 6:20:41 PM by Blueeyedrat
Windmill Isle Act 2
A.K.A: A Midday Jog Through The Islands Of ApotosThe first section is a winding jog through the streets of Apotos. At the starting area, there are various human NPC's chatting amongst each other and waving to Sonic as he goes by. I must say, it's a pretty nice touch for this level; it's a shame this will only be repeated once (as far as humans are concerned, anyway) in a certain desert stage. Ah well. Along the way, I'm introduced to the Dash Rings. They are orange and rainbow-colored rings around twice as big as regular rings. When jumped or boosted into, Sonic will do a small aerial trick, giving you points and shooting you further down a path or another section you couldn't otherwise reach. Going through this Trick Rings shoots Sonic over to where the first (of three) Sun Medals is located. From here, I used the Boost Ramps to shoot over to another set of Trick Rings, earning me some extra points in the process. From here, I come across two small pathways. One way leads to a trails of rings, followed by a Grind Rail; the other leads to a group of regular Egg Fighters just standing there around like idiots., Curious, I walked up to one of them and kicked them. This is where I first found out that they took out Collision Damage (for the most part) in this game. What a surprise. Going back, I went down the path with the rings and boosted through the rest of the way. As I zoomed along, I noticed that they also brought back the wide springs from Sonic Heroes. Why, exactly, did they that back for this game, I don't know. After that, I landed in the middle of what appears to be a patio overlooking an ocean. Tables, potted plants and barrels were laid around this small area. Three Egg Fighters were guarding a Pulley. After disposing of them, the pulley became operational again. After pulling myself up, it was a hop and a skip away from reaching the first Point Marker. They're just like the Point Markers from the Sonic Adventure titles and Sonic the Hedgehog (2006) in that they're structured like gates, though they appear more like an actual mechanical object in this game. Going through, my speed when I crossed is calculated. Since I walked through for this run, my speed was 5 mph. What greeted me was a group of Spinners hovering over a large cliff-face separating me from the next island. Just like in Sonic Adventure, their initial game appearance, they're basically Homing Attack fodder. They come in two varieties: blue (Normal) and green (electric). After using them as a "bridge" to cross over, I land in the middle of a small garden area, with plants and tables dotted around. With only one path ahead, I zoomed along, destroying everything (whether they were furniture or robots) in my path. Along the way, the camera perspective changes; before I knew it, I zoomed past the second Point Marker in 2D gameplay. From here to the next Point marker, the gameplay is that of a 2D sidescroller, one of the main features for the daytime levels. This particular section went by rather quickly, with a couple points where sliding is required here and there. After zooming past the third Point Marker, I leaped onto a Grind Rail. From there, I have to use a set of three grind Rails to grind over the vast ocean, with various Spikes laid across the rails here and there. After a Rail Corkscrew, I zoomed down a pathway built on top of a tall landmass high above the ocean over to the fourth Point Marker. I'd stop and look at the simply gorgeous scenery that's made especially present right here, but with the timer present, coupled with that I've already wasted six minutes on this stage, I'll just zoom along. Maybe when I start hunting for medals, I'll bring the scenery to more attention. Moving along, I leap up to another grinding area, this time with various gaps in the rails. Coupled with the various Spike Trap, I've lost more than a couple lives here when I first started playing this game. After this, I go through a Rail Loop over to the next island, past the fifth Point Marker in sidescroller gameplay. This section is longer than the previous sidescroller section, with various enemies and obstacles in my way. After a few seconds of dashing, I'm sprung over to a couple platform floating before a Grind Rail. leaping across the platform, I found the second Moon Medal of the stage. Going back to the Grind Rail, I'm zoomed over to the Jump Selector. Introduced in Sonic Rivals 2, they can function as either a Spring (by pressing A) or a Boost Pad (by pressing X), depending on what direction the game wants you to go. For this one, I have to press X to continue on without hassle. Doing that, I'm dashed over to a small platforming section. Here is where we meet the Fake Springs; springs with the Eggman logo embroidered on it instead of the star symbols. They're usually bad news, for they'll usually launch you into spikes, pitfalls or some other trap. After that particular trap, the rest of the section was straightforward, with sliding obstacles, platforms and all that jazz. At the end, I come across the first Trick Jump Platform (i.e. QTE's) of the game. At this point, the QTE's are rather simple, with only a lower path and a loss at a chance to earn extra points. Later in the game, though, things will be different. Much different... Anyway, for this run, the button prompts were Y, A and X. Solving this easy prompt earned me some points via rings. After the pulley ride, we're launched back into 3D gameplay. From here, it's a short jug to the sixth Point Marker. From here, there are two paths to take. The left path leads to the third Sun Medals and some extra rings; the right path leads to nothing noteworthy. Being curious, I took the right path. Either path leads to a sliding hole, followed by a couple Pulleys. From there, I'm launched to the seventh Point Marker. Following the Marker is a short platforming section to the next island, with the Spinners as obstacles. On the island, I'm boosted over to another sidescroller section. Other than a couple Jump Selectors, Egg Fighters and the like, it was a rather straightforward section. After that, I'm boosted over to another QTE Ramp. The prompts were as followed: B, A and A. The prompts launched me to a higher path. Following that was a straightforward run, grind and jump over to the Goal Ring. For this run, I got a C, with an overall score of 59,092. I took too long... The following cutscene was also covered by my fellow liveblogger, so I'll just skip covering this one as well. Now, we move on to... Sonic the Werehog. As most of you already know, the Werehog's gamep;ay is completely different from that of the Hedgehog. His gameplay is a mix between that of God of War, Prince of Persia, and Ristar; in a nutshell, a combat-focused platformer. Unlike the Hedgehog, the Werehog has no sidescroller sections at all; it's 3D all the way for Mr. Monster Guy. In the night, the Moon Medals in the hubs are replaced with Sun Medals, hidden in different places. Speaking of medals, in the nighttime levels, there are more Sun Medals to collect (10) in any given stage than the Moon Medals (6). For the Hedgehog, there are more Moon Medals to collect in a given stage (7) than the Sun Medals (3). But enough about that for now, let's see what the night holds for the denizens of Apotos. If
Windmill Isle Act 1... Night
A.K.A: A Moonlit Stroll Through The Streets Of ApotosSince the cutscene show prior to the start of the level has already been covered, let's just skip it. We start in the middle of a square, just as Chip informs us that Tails has went along this path before us. Lucky
- Were-Hammer Y, Y, Y, Y
- Double Kick Combo Y, X, X
- Sho-hog-ken Y, Y, A
- Wild Whirl X, X, X, X
- Rolling Kick Combo X, Y, Y
- Sho-claw-ken X, X, A
- Flying Double-Punch Y, Y in the air.
- Aerial Claw Slash X, X in the air.
- Diving Bodypress A in the air.
edited 5th Aug '10 10:12:08 PM by Komodin
edited 5th Aug '10 10:10:06 PM by Blueeyedrat
edited 5th Aug '10 10:21:00 PM by Komodin
Part 7: 2-4 SplitWe seem to be travelling around a lot, aren't we? I mean, backtracking is fairly typical, but as a part of the story? Not quite as frequent. Anyway, let's go back to Spagonia. And we're met with a cutscene... yay? Sonic's walking down the street around midnight, when he's ambushed by— oh, no. It's her. Everyone's favorite pink hedgehog, Amy Rose, jumps onto Sonic and... oh wait, she must have mistaken him for someone else. Like she usually does. Bitch. In a nice bit of Hidden Depths to Sonic's character, he almost feels rejected when Amy doesn't recognise him. And Chip's not much help; after some failed attempts to cheer Sonic up, he gives up and shrugs at the audience. "Oh hey Fourth Wall; I didn't see you there." Music: "Spagonia - Night"; by Kenichi Tokoi. This one's really nice. How about a quick stroll around Spagonia? Nothing really that interesting, except the Nameless Assistant seems to be slightly irritable tonight. Seriously, take a chill pill or something. We go to talk to the prof about it, and he informs us that we'll need to have an intervention for him, as he has fallen prey to the influence of
edited 6th Aug '10 3:39:35 PM by Blueeyedrat
Part 8: Hedgehogs On IceWith a
Day Stage 2 - Cool Edge
- Go for the goal ring
- RESULT: B Rank; one Moon Medal.
- ITEMS OBTAINED: Illustrations 33 & 73
- Collect rings at top speed
- Don't break anything along the way
- ITEMS OBTAINED: Another tablet fragment.
Well, I suppose that's all for now. Tomorrow, we take on the level you guys (and by that, I mean Cliché) didn't choose.
edited 7th Aug '10 4:31:36 PM by Blueeyedrat
Part 9: Spagonian EscapadesSo, let's recap what we've done in Spagonia thus far: We've gone there, done nothing and went straight to Mazuri; came back with the professor, and then went to Mazuri again; opened up a level, but decided to go to Holoska instead. Dammit, Spagonia, stop being such a tease. Can we actually do something here now? As it turns out, yes. Now that we have a Moon Tablet, we can enter the Spagonian Gaia Gate; and my god. This particular temple resembles a cathedral, with stained glass and fountains everywhere. And it is amazing— this is, by far, my favorite of the Gaia Gates. Sadly, we have no time for sightseeing; it's time to enter the next night level: Music: "Rooftop Run - Night"; by Tomoya Ohtani. Actually, Ohtani composed most of the day tracks, but this is the only night track he did.
Night Stage 2 - Rooftop Run
- Act 1 - Alleys of Spagonia
- RESULT: S Rank; three Sun Medals
- UPGRADES: Attack Level Up.
- ITEMS OBTAINED: Document 1; Movie 4; Illustrations 15, 24 & 79
- Act 2 - Jet Black Back Streets
- RESULT: S Rank; three Sun Medals
- UPGRADES: Learned the "Beatdown".
- ITEMS OBTAINED: Illustrations 38 & 70; Movie 5
- Act 3 - The Great Aqueduct
- RESULT: S Rank; three Sun Medals
- UPGRADES: A larger Unleashed gauge.
- ITEMS OBTAINED: Movie 12; Illustration 20; another tablet fragment.
Oh, it looks like we've got a cutscene! And HEY! There's an awesome party going on. Oh wait, these people are possessed. Crap. The Nameless Assistant is flirting with Amy (which brings up some disturbing imagery, unless it's somehow a gender-flipped Take That to Sonic '06), and everyone's just acting weird. Chip takes a photo of the festivities, which somehow causes an exorcism to occur; and then— A wild Nightmare attacked!
Sonic pressed random buttons!
The Nightmare was defeated! Sonic gained 30 XP. ...And repeat. No, really. It's set up as a mock-RPG battle. It's so convoluted, it's downright hilarious. After dispatching the Nightmares (Freaking Random Drops. Where's my Sword of Kings?), we're treated to another short cutscene, where everything is back to normal.
Assistant: What was I just doing? [You don't wanna know, kid.]
Amy realizes that the big, fluffy monster is indeed her Sonic (after he's already skedaddled), while
edited 11th Aug '10 4:37:40 PM by Blueeyedrat
Part 10: Let's Not Go to ChinaWell, we're still in Spagonia, where we go to the professor. Amy is also there, where she apologizes for not recognizing Sonic. Pickle informs us that he's made progress in discovering more temples— we now have a new destination: Chun-nan. Music: "Chun-nan - Night"; by Kenichi Tokoi. Really pretty. So, if the name didn't tip you off, Chun-nan is this game's Expy of China. And I guess our arrival here was well-timed, as this village is in trouble— the elder has vanished. Everyone's in an uproar (except for one chick, who gave me Soundtrack 41), and we agree to go find the man for them. We're putting a lot of people out of a job here, aren't we? By the way:
So, it seems we have a Moon Tablet now. Hooray? And Now For Something Completely Different. It's time for another detour— I'm going to go collect a few medals, and maybe some items while I'm at it. Why? Well, you'll see. First off, another pointless Werehog tutorial mission— this time, it's the Beatdown. It's pretty simple— pick up an enemy (they usually need to be stunned first, though), and then L+R. It's very satistying to watch. After that, we've got another extra mission in Windmill Isle (Day): "Time Attack! Race for the goal!" This one takes place in Act 2, and initially gives you 40 seconds— every checkpoint you pass gives you more time, though.
- ITEMS OBTAINED: Soundtrack 13.
- ITEMS OBTAINED: Documents 21 & 22.
- Cool Edge - Day - S Rank; two Moon Medals.
- ITEMS OBTAINED: Document 9.
- Windmill Isle - Day (2) - S Rank; one Moon Medal. Freaking Interceptor, wasting my time.
- Windmill Isle - Night (Moonsoaked Alleys) - A Rank; one Sun Medal. This one's easy enough to S-Rank, but I only needed the Time medal, so I sped through the level.
edited 9th Aug '10 4:12:59 PM by Blueeyedrat
Part 11: Gaia Gate Interlude - Prelude to PuzzlementWell, now you know what I was collectng all of the medals for. Perhaps you're curious as to what's actually behind all of those doors, strewn throughout the Gaia Gates? Well, it's about time we found out. I don't have many doors unlocked right now, but there's still plenty of stuff inside.
- Apotos - Door 2
- Mazuri - Door 1
- Spagonia - Door 3
- Holoska - Door 3
- Revert to normal Sonic.
- Run across conveyor belt.
- Profit! (And by that, I mean collect another 1-Up. And I think I used this joke already.)
And, well, that's all there is to it. We unlocked some stuff, increased our life count, et cetera, et cetera. I guess that's all for the Interlude. Maybe tomorrow, we'll actually do something interesting.
edited 10th Aug '10 4:28:24 PM by Blueeyedrat
edited 10th Aug '10 10:27:25 PM by Blueeyedrat