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Steven: I wasn't quite sure what to expect from Sega when I had heard that they were making a new Sonic game exclusively for the Wii. Two nights before E3 had begun, I was sitting in a hotel room with a staffer for a rival Nintendo fansite as he read aloud a press release from Sega's site that explained the premise of the game. It was something really strange, like the last few pages from a book called "Arabian Nights" had gone missing, and it was up to Sonic to restore them. It shortly became the laughing stock of that room. When I finally got a chance to try it at E3, I think we were all surprised at how cool and fun it turned out to be.
Sonic Wild Wire is shaping up to be Sega's star first-generation Wii title. Being a Sonic game I was extremely impressed with the level design. As I ran through a level set in a desert with pyramids and all kinds of ancient Arabian stuff, I passed columns that crumbled, very cool water and lighting effects, walls that Sonic would run up and down, and indoor and outdoor maps. The game leaves enough headroom for the player to expand on their own style, and by the second time I played the demo I was jumping through hoops and targeting enemies just like any other Sonic game before it. One thing I noted that I found particularly interesting was the camera angle. Since the game is on-rails, a free-roaming camera wasn't needed. This left the player with some extremely cinematic and downright breathtaking angles that really helped portray the speed and intensity that the game provides.
Sonic Wild Wire was one of my favorite demos on the floor not just because of its admirable amount of speed and polish, but because it's a downright blast to play. A multiplayer racing mode could really turn it into a great party game, especially since anyone could pick it up and figure out the controls instantly. It's a very convincing Wii game that will surely entertain when finished, and I'm definitely going to be checking it out when it's released.
Jared: I stopped being what might be referred to as a "Sonic fan" when the Blue Blur made the jump to 3D. I've tried to enjoy his all-range endeavors--I've wanted to enjoy them--but Sonic just couldn't give me what I needed in 3D adventure gaming. Truth be told, the only parts of the Adventure-style games that I enjoyed were the super fast rail-style racing levels that dumbed down the entire experience to somewhat of a 2 1/2 D dash through obstacles. Basically, the 2D experience I preferred smashed into a 3D setting.
That's pretty much what Sonic Wild Fire is, like the ultimate evolution of Sonic 2's halfpipe Chaos Emerald mini-games and their reprisal in Sonic Rush, only it also adds a new element of control in that you move Sonic around using the steering wheel-style control used in Excite Truck and Downhill Jam. The feeling is much more fluid than with a control stick and there's enough novelty provided with the jumping and shake-dashing to make it addicting. And since the game is on-rails, it gives the developers more freedom to put more "theme park ride" touches throughout the level, such as the gigantic spears that constantly hail from the sky all about Sonic's path without ever actually hitting him. It's a wonderfully subtle effect that adds to the suspense and action, and can only really be done in this type of setting.
I'm not saying this is the second coming of Sonic or anything, but it was loads of fun and the desire to make the best time or gather the most rings in a single run will be sure to keep people coming back. I found that about an hour after I left the Wii booth I had a sharp hunger to get my hands back on Wild Fire, as if it were a delicious plate of sweet and sour chicken w/ lo mein noodles that I'd eaten previously, feeling the need for a second helping.
Curtis: After one short demo, I think I can safely say that I love this game more then any other Sonic title I have played since Sonic & Knuckles nearly 12 years ago. That's a long time for Sonic Team to suck, but they finally attempt to redeem themselves in Sonic Wild Fire.
The game takes place "on-rails", never a good start for any fan, but it quickly turns into a great idea. A fast and furious sense of speed start you off, with walls crumbling around you, enemies coming at you, and the wind in your furry furry hair being finished off with surprisingly amazing control.
I did get a chance to play Sonic the Hedgehog for both PS3 and Xbox 360 (the latter where I spent most of my time as they were giving out shirts if you played it), and I wasn't impressed. Pretty graphics, but same old crappy Sonic adventure. Wild Fire starts you off racing, and you immediately get a feel for the control. Imagine a racing game on-rails, where you simply turn the wheel right or left to dodge oncoming obstructions, pressing a button to jump over them. Better yet, lock onto them (automatically), slam down your control, and see Sonic blow his way through.
Still not fast enough? Get enough Wild Fire boost stored and shake your Wiimote to turbo your way past falling rocks and closing gaps. The game is fast, the game is fun, and the name is Sonic.
Jordan: I'm not sure what's left to say about this title that my fellow staffers haven't mentioned already. As far as games that were just downright fun to play go, Wild Fire was easily up there with Wario Ware and Excite Truck. The game controls very well and I found myself running through the level easily and with no problems. Even executing Sonic's homing attack only took me one try to get right, and soon after I was bouncing off enemy after enemy and launching into a boost as soon as I knocked down the last one.
I've never been good at the 3D Sonic games. I always had trouble with the controls and camera, especially when I'd hit a boost and have the game take control of Sonic for me and then give it back unexpectedly. Or when the camera just spins suddenly and I find myself running in the wrong direction. Maybe I'm just really bad at these titles or need to spend more time trying to adjust to them, but many times I'd end up nearly running off the stage, so I'm extremely pleased to see that two of the gripes I've had with Sonic recently are pretty much non-existent on the Wii version.
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